Spell Firewall

jonadrian619

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This is the firewall spell I've created.

Basic Info:
Creates a Firewall in front of the Hero and damages any unit coming in contact with the flames. Lasts for a short duration. Comes in 3 levels

Level 1 - It will deal 50 damage every 0.15 seconds to units in contact with the flames, lasts 6 seconds.

Level 2 - It will deal 150 damage every 0.15 seconds to units in contact with the flames, lasts 12 seconds.

Level 3 - It will deal 250 damage every 0.15 seconds to units in contact with the flames, lasts 18 seconds.

There are accidental typos in the Spells tooltip. Just don't follow that tooltip follow it here.

This is how it works:
- Orange (Caster). Blue (Enemy)

firewall.jpg

I made this drawing with Paint. Sorry, I forgot an in-game screenshot, but a preview is made. Nevermind on how ugly it is.

It's all made in GUI. No memory leaks. Multi-instanceable... I'm going to use this for my Diablo map.

Please tell me if there are problems or bugs and I'll fix it:rolleyes: . Comments are welcome but no Flaming.
 

Attachments

  • firewall.jpg
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1

1337D00D

Guest
It's cool, but your trigger has a few leaks:


Code:
Firewall
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Firewall 
    Actions
        -------- Firewall: LEVEL 1 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Firewall  for (Casting unit)) Equal to 1
            Then - Actions
                Set dist = ((Facing of (Casting unit)) + 90.00)
                Set position1 = 0.00
                -------- Left Flames --------
                For each (Integer A) from 1 to 7, do (Actions)
                    Loop - Actions
                        Set position1 = (position1 + 60.00)
                        Set TEMP_point[1] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by position1 towards dist degrees)
                        Unit - Create 1 Firewall unit (Level 1) for (Owner of (Casting unit)) at TEMP_point[1] facing (Facing of (Casting unit)) degrees
                        Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
                Set dist2 = ((Facing of (Casting unit)) - 90.00)
                Set position2 = 0.00
                -------- Right Flames --------
                For each (Integer B) from 1 to 7, do (Actions)
                    Loop - Actions
                        Set position2 = (position2 + 60.00)
                        Set TEMP_point[2] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by position2 towards dist2 degrees)
                        Unit - Create 1 Firewall unit (Level 1) for (Owner of (Casting unit)) at TEMP_point[2] facing (Facing of (Casting unit)) degrees
                        Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
                -------- Center Flame: Removing this is NOT recommended. --------
                Set TEMP_point[3] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by 0.00 towards (Facing of (Casting unit)) degrees)
                Unit - Create 1 Firewall unit (Level 1) for (Owner of (Casting unit)) at TEMP_point[3] facing (Facing of (Casting unit)) degrees
                Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
            Else - Actions
                Do nothing
        -------- Firewall: LEVEL 2 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Firewall  for (Casting unit)) Equal to 2
            Then - Actions
                Set dist = ((Facing of (Casting unit)) + 90.00)
                Set position1 = 0.00
                -------- Left Flames --------
                For each (Integer A) from 1 to 7, do (Actions)
                    Loop - Actions
                        Set position1 = (position1 + 60.00)
                        Set TEMP_point[1] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by position1 towards dist degrees)
                        Unit - Create 1 Firewall unit (Level 2) for (Owner of (Casting unit)) at TEMP_point[1] facing (Facing of (Casting unit)) degrees
                        Unit - Add a 12.00 second Generic expiration timer to (Last created unit)
                Set dist2 = ((Facing of (Casting unit)) - 90.00)
                Set position2 = 0.00
                -------- Right Flames --------
                For each (Integer B) from 1 to 7, do (Actions)
                    Loop - Actions
                        Set position2 = (position2 + 60.00)
                        Set TEMP_point[2] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by position2 towards dist2 degrees)
                        Unit - Create 1 Firewall unit (Level 2) for (Owner of (Casting unit)) at TEMP_point[2] facing (Facing of (Casting unit)) degrees
                        Unit - Add a 12.00 second Generic expiration timer to (Last created unit)
                -------- Center Flame: Removing this is NOT recommended. --------
                Set TEMP_point[3] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by 0.00 towards (Facing of (Casting unit)) degrees)
                Unit - Create 1 Firewall unit (Level 2) for (Owner of (Casting unit)) at TEMP_point[3] facing (Facing of (Casting unit)) degrees
                Unit - Add a 12.00 second Generic expiration timer to (Last created unit)
            Else - Actions
                Do nothing
        -------- Firewall: LEVEL 3 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Firewall  for (Casting unit)) Equal to 3
            Then - Actions
                Set dist = ((Facing of (Casting unit)) + 90.00)
                Set position1 = 0.00
                -------- Left Flames --------
                For each (Integer A) from 1 to 7, do (Actions)
                    Loop - Actions
                        Set position1 = (position1 + 60.00)
                        Set TEMP_point[1] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by position1 towards dist degrees)
                        Unit - Create 1 Firewall unit (Level 3) for (Owner of (Casting unit)) at TEMP_point[1] facing (Facing of (Casting unit)) degrees
                        Unit - Add a 18.00 second Generic expiration timer to (Last created unit)
                Set dist2 = ((Facing of (Casting unit)) - 90.00)
                Set position2 = 0.00
                -------- Right Flames --------
                For each (Integer B) from 1 to 7, do (Actions)
                    Loop - Actions
                        Set position2 = (position2 + 60.00)
                        Set TEMP_point[2] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by position2 towards dist2 degrees)
                        Unit - Create 1 Firewall unit (Level 3) for (Owner of (Casting unit)) at TEMP_point[2] facing (Facing of (Casting unit)) degrees
                        Unit - Add a 18.00 second Generic expiration timer to (Last created unit)
                -------- Center Flame: Removing this is NOT recommended. --------
                Set TEMP_point[3] = (([COLOR="Red"]Position of (Casting unit)[/COLOR]) offset by 0.00 towards (Facing of (Casting unit)) degrees)
                Unit - Create 1 Firewall unit (Level 3) for (Owner of (Casting unit)) at TEMP_point[3] facing (Facing of (Casting unit)) degrees
                Unit - Add a 18.00 second Generic expiration timer to (Last created unit)
            Else - Actions
                Do nothing
        Custom script:   call RemoveLocation (udg_TEMP_point[1])
        Custom script:   call RemoveLocation (udg_TEMP_point[2])
        Custom script:   call RemoveLocation (udg_TEMP_point[3])

Plus, you need to destroy those locations after you create the units, especially in the loops.
 

Rheias

New Helper (I got over 2000 posts)
Reaction score
232
The spell itself if very nice, however I suggest creating the fire a little in front of the caster, to make it more useful.

Trigger comments:

Firstly fix the leaks pointed out by 1337D00D, they could crush the game after few times of casting the spell.

Secondly no need to create 2 loops for each time the spell is casted, make it one and check if the integer A is bigger then 7, if it is then change this line:

Code:
Set TEMP_point[1] = ((Position of (Casting unit)) offset by position1 towards dist degrees)

to:

Code:
Set TEMP_point[1] = ((Position of (Casting unit)) offset by position1 towards (dist - 180) degrees)

No need to create 3 type of dummy and dummy spells, that's pointless. Create one ability with few levels and modify it in the trigger by doing:

Unit - Set level of Dummy Immolation for (Last created unit) to (Level of Firewall for (Triggering unit))

You could make all of this way shorter.

This is my version of the tirgger (leakless and works, also much shorter) :

Code:
Firewall Copy
   Firewall Copy
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Firewall 
    Actions
        Set Angle = ((Facing of (Triggering unit)) + 90.00)
        Set CasterLoc = (Position of (Triggering unit))
        Set StartingLoc = (CasterLoc offset by 55.00 towards (Facing of (Triggering unit)) degrees)
        For each (Integer A) from 1 to 14, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Integer A) Less than 8
                    Then - Actions
                        Set DummyLoc = (StartingLoc offset by (60.00 x (Real((Integer A)))) towards Angle degrees)
                        Unit - Create 1 Firewall unit (Level 1) for (Owner of (Triggering unit)) at DummyLoc facing (Facing of (Triggering unit)) degrees
                        Unit - Add Dummy Immolation to (Last created unit)
                        Unit - Set level of Dummy Immolation for (Last created unit) to (Level of Firewall  for (Triggering unit))
                        Unit - Add a (6.00 x (Real((Level of Firewall  for (Triggering unit))))) second Generic expiration timer to (Last created unit)
                    Else - Actions
                        Set DummyLoc = (StartingLoc offset by (60.00 x ((Real((Integer A))) - 7.00)) towards (Angle + 180.00) degrees)
                        Unit - Create 1 Firewall unit for (Owner of (Triggering unit)) at DummyLoc facing (Facing of (Triggering unit)) degrees
                        Unit - Set level of Dummy Immolation for (Last created unit) to (Level of Firewall  for (Triggering unit))
                        Unit - Add a (6.00 x (Real((Level of Firewall  for (Triggering unit))))) second Generic expiration timer to (Last created unit)
                        Custom script:   call RemoveLocation(udg_DummyLoc)
        Custom script:   call RemoveLocation(udg_CasterLoc)
        Custom script:   call RemoveLocation(udg_StartingLoc)

Sorry if this was in any way offensive, I like the spell idea alot, the triggering could be improved though. :)
 
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