Spell Fire Bomb

Nyph

Occasional News Reader
Reaction score
87
Fire Bomb

Gui = yes (with alot of custom script)
Mui = yes
Leakless = i think so
Lagless = only lags on slower computers

The caster harnesses his magical power and creates a giant ball of fire, which floats up, stops for a short while, and then drops straight down, creating a massive explosion.

Code:
FireBomb
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Fire Bomb 
    Actions
        Custom script:   local location temp
        Custom script:   local integer temp_LevelBomb
        Custom script:   local location array temp_Loc
        Custom script:   local location Targetloc
        Custom script:   local unit array fire1
        Custom script:   local unit fireball
        Custom script:   local unit firefield
        Custom script:   set Targetloc = GetSpellTargetLoc()
        Set temp_targloc = (Target point of ability being cast)
        Set temp_loc = (Position of (Triggering unit))
        Unit - Create 1 Fireball for (Owner of (Triggering unit)) at temp_loc facing (Facing of (Triggering unit)) degrees
        Unit - Set (Last created unit) movement speed to ((Distance between temp_loc and temp_targloc) / 2.00)
        Custom script:       set fireball = GetLastCreatedUnit()
        Unit - Order (Last created unit) to Move To temp_targloc
        Animation - Change (Last created unit) flying height to 1000.00 at 500.00
        Custom script:   call RemoveLocation( udg_temp_loc )
        Custom script:   call RemoveLocation( udg_temp_targloc )
        Wait 2.50 game-time seconds
        Custom script:       call SetUnitFlyHeightBJ( fireball, 0.00, 2000.00 )
        Wait 0.40 game-time seconds
        Custom script:       call RemoveUnit( fireball )
        Custom script:   set fireball = null
        Set FireNo = 0
        Set LevelBomb = (Level of Fire Bomb  for (Triggering unit))
        Set Angle = 0.00
        For each (Integer A) from 1 to (2 + LevelBomb), do (Actions)
            Loop - Actions
                Set FireNo = (FireNo + 1)
                Set Angle = (Angle + (360.00 / (2.00 + (Real(LevelBomb)))))
                Custom script:       call CreateNUnitsAtLoc( 1, 'u000', GetOwningPlayer(GetTriggerUnit()), Targetloc , udg_Angle )
                Custom script:   set temp = PolarProjectionBJ(GetUnitLoc(GetLastCreatedUnit()), 100.00, GetUnitFacing(GetLastCreatedUnit()))
                Custom script:   set fire1[udg_FireNo] = GetLastCreatedUnit()
                Unit - Add Fire1  to (Last created unit)
                Custom script:   set udg_Loc[udg_FireNo] = temp
                Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Breath Of Fire Loc[FireNo]
                Custom script:   call RemoveLocation( temp )
        For each (Integer A) from 1 to (4 + (LevelBomb x 4)), do (Actions)
            Loop - Actions
                Set FireNo = (FireNo + 1)
                Custom script:       call CreateNUnitsAtLoc( 1, 'u000', GetOwningPlayer(GetTriggerUnit()), Targetloc , GetRandomReal(0, 360.00) )
                Custom script:   set temp = PolarProjectionBJ(GetUnitLoc(GetLastCreatedUnit()), GetRandomReal(0,400), GetUnitFacing(GetLastCreatedUnit()))
                Custom script:   set fire1[udg_FireNo] = GetLastCreatedUnit()
                Unit - Add Mini Fireballs  to (Last created unit)
                Custom script:   set udg_Loc[udg_FireNo] = temp
                Unit - Order (Last created unit) to Neutral Tinker - Cluster Rockets Loc[FireNo]
                Custom script:   call RemoveLocation(temp)
        Custom script:       call CreateNUnitsAtLoc( 1, 'u002', GetOwningPlayer(GetTriggerUnit()), Targetloc , GetRandomReal(0, 360.00) )
        Custom script:   set firefield = GetLastCreatedUnit()
        For each (Integer A) from 1 to (1 + (LevelBomb x 2)), do (Actions)
            Loop - Actions
                Set FireNo = (FireNo + 1)
                Custom script:       call CreateNUnitsAtLoc( 1, 'u000', GetOwningPlayer(GetTriggerUnit()), Targetloc , GetRandomReal(0, 360.00) )
                Custom script:   set temp = PolarProjectionBJ(GetUnitLoc(GetLastCreatedUnit()), GetRandomReal(0,400), GetUnitFacing(GetLastCreatedUnit()))
                Custom script:   set fire1[udg_FireNo] = GetLastCreatedUnit()
                Unit - Add FireWave  to (Last created unit)
                Custom script:   set udg_Loc[udg_FireNo] = temp
                Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave Loc[FireNo]
                Custom script:   call RemoveLocation(temp)
        Set FireNo = (FireNo + 1)
        Custom script:       call CreateNUnitsAtLoc( 1, 'u000', GetOwningPlayer(GetTriggerUnit()), Targetloc , GetRandomReal(0, 360.00) )
        Custom script:   set fire1[udg_FireNo] = GetLastCreatedUnit()
        Unit - Add MainFire  to (Last created unit)
        Custom script:   set udg_Loc[udg_FireNo] = Targetloc
        Unit - Order (Last created unit) to Human Blood Mage - Flame Strike Loc[FireNo]
        Set FireNo = (FireNo + 1)
        Custom script:       call CreateNUnitsAtLoc( 1, 'u000', GetOwningPlayer(GetTriggerUnit()), Targetloc , GetRandomReal(0, 360.00) )
        Custom script:   set fire1[udg_FireNo] = GetLastCreatedUnit()
        Unit - Add Burned (Neutral Hostile) to (Last created unit)
        Unit - Set level of Burned (Neutral Hostile) for (Last created unit) to LevelBomb
        Unit - Order (Last created unit) to Neutral Pit Lord - Howl Of Terror
        Custom script:   set temp_LevelBomb = udg_LevelBomb
        For each (Integer A) from 1 to (9 + (LevelBomb x 7)), do (Actions)
            Loop - Actions
                Set FireNo = (FireNo + 1)
                Custom script:   set temp_Loc[udg_FireNo] = udg_Loc[udg_FireNo]
        Wait 0.20 game-time seconds
        Custom script:   set udg_LevelBomb = temp_LevelBomb
        Set FireNo = 0
        Custom script:   call RemoveUnit( fire1[udg_FireNo] )
        For each (Integer A) from 1 to (9 + (LevelBomb x 7)), do (Actions)
            Loop - Actions
                Set FireNo = (FireNo + 1)
                Custom script:   call RemoveUnit( fire1[udg_FireNo] )
                Custom script:   call RemoveLocation(temp_Loc[udg_FireNo])
                Custom script:   set fire1[udg_FireNo] = null
                Custom script:   set temp_Loc[udg_FireNo] = null
        Wait 4.80 game-time seconds
        Custom script:   call RemoveUnit( firefield )
        Custom script:   set firefield = null
        Custom script:   set temp = null

Screenshot:
 

Attachments

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  • FireBomb Map.w3x
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U are a noob

Mega Super Ultra Cool Member
Reaction score
152
that better?

Yes. Wow dude I just checked out your spell its is amazing. Congratulations.

Only thing is I think that you should switch to JASS since you are using so much custom scripts.

Edit: Nevermind. Although this spell has amazing eye candy it needs a more useful us besides instant damage.
 

Nyph

Occasional News Reader
Reaction score
87
it does break channeling - lol thats probably not enough

edit: actually it might not i just realised
 

Nyph

Occasional News Reader
Reaction score
87
updated spell, it now lowers unit's damage in its radius, still haven't changed the code on main post yet

edit: its updated now and tootips fixed for buff
 

Tinki3

Special Member
Reaction score
418
Please name the trigger at least :p

Text in bold in the following lines leak (starting from top of trigger):

> Unit - Create 1 Fireball for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees

> Unit - Set (Last created unit) movement speed to ((Distance between (Position of (Triggering unit)) and (Target point of ability being cast)) / 2.00)

> Unit - Order (Last created unit) to Move To (Target point of ability being cast)

> Set Loc[FireNo] = ((Position of (Last created unit)) offset by 100.00 towards (Facing of (Last created unit)) degrees)

> Set Loc[FireNo] = ((Position of (Last created unit)) offset by (Random real number between 0.00 and 400.00) towards (Facing of (Last created unit)) degrees)

> Set Loc[FireNo] = ((Position of (Last created unit)) offset by (Random real number between 0.00 and 400.00) towards (Facing of (Last created unit)) degrees)

If you are unsure about how to clean these memory leaks (I think there are more in the trigger), please ensure yourself
by reading one of the few great tutorials on the subject in the Tutorial Repository.

The tooltip was a little unclear in places, that needs some fixing, too.

Great spell anyway.
I liked how it goes through different phases/forms of exploding.
 

Nyph

Occasional News Reader
Reaction score
87
thx tinki3, im fixing leaks and tooltip now

edit: fixed leaks and improved tooltip
 
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