Spell FireStorm

Caedin88

New Member
Reaction score
1
Fire comes out, circles then dissapates.

Not MUI, or even MPI... was done in a very short time... you can convert it to MUI / MPI if you need to.
 

Tyman2007

Ya Rly >.
Reaction score
74
Dang.. if u wouldof spent more time on it i'd +rep you.. but this is just atrocious... if you arent gonna make a quality spell that people can actually use, then dont bother posting a spell in this section..
 

Caedin88

New Member
Reaction score
1
Dang.. if u wouldof spent more time on it i'd +rep you.. but this is just atrocious... if you arent gonna make a quality spell that people can actually use, then dont bother posting a spell in this section..

What other section would you like me to post it then?
 

Tyman2007

Ya Rly >.
Reaction score
74
In the "No Section"... If your not gonna actually make a worth while spell then dont bother with it..

Spells like this will get moved to the Graveyard section.
 

Caedin88

New Member
Reaction score
1
If I went ahead and made this spell MUI, importable, and cleaned up all the leaks then it would have to be (afaik) mostly custom script, or full JASS. I think it is more useful to people like this because the coding is simple GUI, if some one wants to see how its done they can look at the triggers and understand it with only minor analysis. If it was full JASS then only about 10% of the people on these forums would be able to understand it, and thus it really wouldn't be useful to most of the people.
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
But then, JASS users won't use it. :rolleyes: So it's better to make a GUI one and a JASS/vJASS one.
Erm, could you post a better description? Screenshots? The code?
 

Caedin88

New Member
Reaction score
1
But then, JASS users won't use it. :rolleyes:

Any one able to code in JASS would be able to make this without much thought its very simple. Heres the code.


Code:
Flame Storm Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flame Storm 
    Actions
        Trigger - Turn off (This trigger)
        Set DUMMY[11] = (Casting unit)
        Wait 1.00 seconds
        Animation - Play DUMMY[11]'s channel animation
        Unit - Pause DUMMY[11]
        For each (Integer A) from 1 to 5, do (Actions)
            Loop - Actions
                Unit - Create 1 DUMMY for (Owner of DUMMY[11]) at (Position of DUMMY[11]) facing Default building facing degrees
                Unit - Make (Last created unit) Invulnerable
                Unit - Turn collision for (Last created unit) Off
                Set DUMMY[(Integer A)] = (Last created unit)
                Unit - Move DUMMY[(Integer A)] instantly to ((Position of DUMMY[11]) offset by (100.00 x (Real((Integer A)))) towards 0.00 degrees)
                Unit - Create 1 DUMMY for (Owner of DUMMY[11]) at (Position of DUMMY[11]) facing Default building facing degrees
                Unit - Make (Last created unit) Invulnerable
                Unit - Turn collision for (Last created unit) Off
                Set DUMMY[(5 + (Integer A))] = (Last created unit)
                Unit - Move DUMMY[(5 + (Integer A))] instantly to ((Position of DUMMY[11]) offset by (100.00 x (Real((Integer A)))) towards 180.00 degrees)
                Wait 1.00 seconds
        Unit - Unpause DUMMY[11]
        Animation - Reset DUMMY[11]'s animation
        Trigger - Turn on Flame Storm SFX <gen>
        Wait 10.00 seconds
        For each (Integer B) from 1 to 5, do (Actions)
            Loop - Actions
                Unit - Remove DUMMY[(Integer B)] from the game
                Unit - Remove DUMMY[((Integer B) + 5)] from the game
                Wait 1.00 seconds
        Trigger - Turn off Flame Storm SFX <gen>
        Trigger - Turn on (This trigger)


Code:
Flame Storm SFX
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Set REAL[1] = (REAL[1] + 4.00)
        For each (Integer A) from 1 to 5, do (Actions)
            Loop - Actions
                Unit - Move DUMMY[(Integer A)] instantly to ((Position of DUMMY[11]) offset by (100.00 x (Real((Integer A)))) towards REAL[1] degrees)
                Unit - Move DUMMY[((Integer A) + 5)] instantly to ((Position of DUMMY[11]) offset by (100.00 x (Real((Integer A)))) towards (REAL[1] + 180.00) degrees)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Number of units in (Units within 100.00 of (Position of DUMMY[(Integer A)]) matching ((Owner of (Matching unit)) Not equal to (Owner of DUMMY[11])))) Greater than or equal to 1
                    Then - Actions
                        Unit Group - Pick every unit in (Units within 100.00 of (Position of DUMMY[(Integer A)]) matching ((Owner of (Matching unit)) Not equal to (Owner of DUMMY[11]))) and do (Actions)
                            Loop - Actions
                                Unit - Cause DUMMY[(Integer A)] to damage (Picked unit), dealing (10.00 x (Real((Hero level of DUMMY[11])))) damage of attack type Chaos and damage type Normal
                    Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Number of units in (Units within 100.00 of (Position of DUMMY[((Integer A) + 5)]) matching ((Owner of (Matching unit)) Not equal to (Owner of DUMMY[11])))) Greater than or equal to 1
                    Then - Actions
                        Unit Group - Pick every unit in (Units within 100.00 of (Position of DUMMY[((Integer A) + 5)]) matching ((Owner of (Matching unit)) Not equal to (Owner of DUMMY[11]))) and do (Actions)
                            Loop - Actions
                                Unit - Cause DUMMY[(Integer A)] to damage (Picked unit), dealing (10.00 x (Real((Hero level of DUMMY[11])))) damage of attack type Chaos and damage type Normal
                    Else - Actions
 
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