Help with A hard spell

Ultramen

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How can i make a spell that looks like a pentagon? The models are just many combined life/mana drains.:confused:
 

Exide

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Create units with that model at X point around the Caster unit.
 

Genyuumaru

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Create 5 dummy units and create lighting effects between them.

^To the above post - wtf? That won't work...
 

Ultramen

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Reply

First of all, what are the points to create dummys.
Second, umm.. yeah! I could use a little Lightning effects but same: where do i create the lightning effects?
[YOUTUBE]http://www.youtube.com/watch?v=0hyNvZTNTrc&feature=related][/YOUTUBE]
 

Sil3nt

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Well you will need to have different angles for each one. Experiment. Or google up the angle of a pentagon from the centerpoint. Or maybe draw up a pentagon and use a protractor.

The lighting effects, basically just have each dummy cast a life drain on next dummy clockwise. Give them 99999 hp and the life drain 0 drain.
 

Genyuumaru

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Points - that's for you to find out by trying many times. I ment positioning them in form of a pentagon around the caster.

Lightning effects - Use triggers.

Code:
Lightning - Create Lightning Effect

:thup:
 

Genyuumaru

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Hmmm... Using triggers doesn't require units at all. Only points.

Edit: Angles = 360 : 5 = 72
A point every 72' 100-500 units away from the caster (or how many you want).
 

Ultramen

Cool Member
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Points - that's for you to find out by trying many times. I ment positioning them in form of a pentagon around the caster.

Lightning effects - Use triggers.

Code:
Lightning - Create Lightning Effect

:thup:

PWNT, i cant understand a s**t. where do i create those lightning effects?
 

Ultramen

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Reply

Code:
Pentagon
Events
  Unit - A Unit Begins Casting an a Ability
Conditions
  Ability being cast Equal to Pentagon
Actions
  Now what i have to do?
 

Sil3nt

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Stop double posting. The edit button is your friend.

And now you have to create the units thats what, you need to figure out the angles to the corners of a pentagon from the center (I don't know that, google) and the offset would be how far you want it to be away.
 

Genyuumaru

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You know how to trigger? Because using the unit metod requires triggering (and hard).

Use a Trigger:
Code:
Events
  Unit - A unit Starts the effect of an ability
Conditions
  Ability beeing cast equal to "Your Pentagon Ability"
Actions
  set Point = Unit Position of Triggering Unit
  set Point1 = (Point) offset by 200 towards 270 degrees (That's up)
  set Point2 = (Point) offset by 200 towards 342 degrees
  set Point3 = (Point) offset by 200 towards 54 degrees
  set Point4 = (Point) offset by 200 towards 126 degrees
  set Point5 = (Point) offset by 200 towards 198 degrees
  custom script: call RemoveLocation (Udg_Point)
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point1 to target Point2
  set Lightning1 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point2 to target Point3
  set Lightning2 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point3 to target Point4
  set Lightning3 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point4 to target Point5
  set Lightning4 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point5 to target Point1
  set Lightning5 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point1 to target Point3
  set Lightning6 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point1 to target Point4
  set Lightning7 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point2 to target Point4
  set Lightning8 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point2 to target Point5
  set Lightning9 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point3 to target Point5
  set Lightning10 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point3 to target Point1
  set Lightning11 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point4 to target Point1
  set Lightning12 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point4 to target Point2
  set Lightning13 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point5 to target Point2
  set Lightning14 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point5 to target Point3
  set Lightning15 = Last Created Lightning Effect
  custom script: call RemoveLocation (Udg_Point1)
  custom script: call RemoveLocation (Udg_Point2)
  custom script: call RemoveLocation (Udg_Point3)
  custom script: call RemoveLocation (Udg_Point4)
  custom script: call RemoveLocation (Udg_Point5)
  Wait "How much do you want" seconds
  Destroy Lightning1
  Destroy Lightning2
  Destroy Lightning3
  Destroy Lightning4
  Destroy Lightning5
  Destroy Lightning6
  Destroy Lightning7
  Destroy Lightning8
  Destroy Lightning9
  Destroy Lightning10
  Destroy Lightning11
  Destroy Lightning12
  Destroy Lightning13
  Destroy Lightning14
  Destroy Lightning15

To make the spell MPI (for several players to be able to use it) use arrays.
A nice trigger without memory leaks ^^
 

Ultramen

Cool Member
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Reply

You know how to trigger? Because using the unit metod requires triggering (and hard).

Use a Trigger:
Code:
Events
  Unit - A unit Starts the effect of an ability
Conditions
  Ability beeing cast equal to "Your Pentagon Ability"
Actions
  set Point = Unit Position of Triggering Unit
  set Point1 = (Point) offset by 200 towards 270 degrees (That's up)
  set Point2 = (Point) offset by 200 towards 342 degrees
  set Point3 = (Point) offset by 200 towards 54 degrees
  set Point4 = (Point) offset by 200 towards 126 degrees
  set Point5 = (Point) offset by 200 towards 198 degrees
  custom script: call RemoveLocation (Udg_Point)
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point1 to target Point2
  set Lightning1 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point2 to target Point3
  set Lightning2 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point3 to target Point4
  set Lightning3 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point4 to target Point5
  set Lightning4 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point5 to target Point1
  set Lightning5 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point1 to target Point3
  set Lightning6 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point1 to target Point4
  set Lightning7 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point2 to target Point4
  set Lightning8 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point2 to target Point5
  set Lightning9 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point3 to target Point5
  set Lightning10 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point3 to target Point1
  set Lightning11 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point4 to target Point1
  set Lightning12 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point4 to target Point2
  set Lightning13 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point5 to target Point2
  set Lightning14 = Last Created Lightning Effect
  Create a "Any Lightning Effect" (Use Finger of Death for a red one) lightning effect from source Point5 to target Point3
  set Lightning15 = Last Created Lightning Effect
  custom script: call RemoveLocation (Udg_Point1)
  custom script: call RemoveLocation (Udg_Point2)
  custom script: call RemoveLocation (Udg_Point3)
  custom script: call RemoveLocation (Udg_Point4)
  custom script: call RemoveLocation (Udg_Point5)
  Wait "How much do you want" seconds
  Destroy Lightning1
  Destroy Lightning2
  Destroy Lightning3
  Destroy Lightning4
  Destroy Lightning5
  Destroy Lightning6
  Destroy Lightning7
  Destroy Lightning8
  Destroy Lightning9
  Destroy Lightning10
  Destroy Lightning11
  Destroy Lightning12
  Destroy Lightning13
  Destroy Lightning14
  Destroy Lightning15

To make the spell MPI (for several players to be able to use it) use arrays.
A nice trigger without memory leaks ^^


Is that it?
 

Genyuumaru

New Member
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Well, it creates a pentagon out of Lightnings (Even red ones) and holds them for "How much do you want" seconds then they disappear.

Other than that I don't know what your spell does -_-, but y, for the pentagon effect - that's it.
 

Ultramen

Cool Member
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My Spell damages everyone in the pentagon.
Level 1 - Duration is 3 seconds 15 damage per second
Level 2 - Duration is 3 seconds 30 damage per second
Level 3 - Duration is 3 seconds 45 damage per second
AOE: 210
 

Genyuumaru

New Member
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The area of effect should be 210-220, since I used 200 at the beggining of the trigger (you can set the 5 numbers to any number you like to make it bigger/smaller).
 

Trithilon-V2

New Member
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20
Well i am late...but here goes...an even easier version.
This moves the pentagon where ever the caster moves.....whats more its leakless.
Play around with the angles and the points to get different results.....
Just be sure if you increase the sides....increase the array size of the Lightning Variable.

Code:
Pentagon
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Create Polygon
    Actions
        Set Sides = 5
        Set Size = 500.00
        Set Pentagon_caster = (Triggering unit)
        For each (Integer A) from 1 to Sides, do (Actions)
            Loop - Actions
                Lightning - Destroy PentagonLight[(Integer A)]
        For each (Integer A) from 1 to Sides, do (Actions)
            Loop - Actions
                Set pos1 = (Position of Pentagon_caster)
                Set pos2 = (pos1 offset by Size towards ((360.00/(Interger(Sides))) x (Real((Integer A)) + (Facing of Pentagon_caster)) degrees))
                Set pos3 = (pos1 offset by Size towards ((360.00/(Interger(Sides)) x (Real(((Integer A) + 1))+ (Facing of Pentagon_caster)) degrees))
                Lightning - Create a Drain Life lightning effect from source pos2 to target pos3
                Custom script:   call RemoveLocation(udg_pos1)
                Custom script:   call RemoveLocation(udg_pos2)
                Custom script:   call RemoveLocation(udg_pos3)
                Set PentagonLight[(Integer A)] = (Last created lightning effect)
        Countdown Timer - Start Pentagon_Timer as a One-shot timer that will expire in 10.00 seconds
        Trigger - Turn on Pentagon Move <gen>
        Trigger - Turn on Pentagon Expires <gen>
        Trigger - Turn off (This trigger)

Code:
Pentagon Move
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to Sides, do (Actions)
            Loop - Actions
                Set pos1 = (Position of Pentagon_caster)
                Set pos2 = (pos1 offset by Size towards ((360.00/(Interger(Sides)) x (Real((Integer A))+ (Facing of Pentagon_caster)) degrees))
                Set pos3 = (pos1 offset by Size towards ((360.00/(Interger(Sides)) x (Real(((Integer A) + 1))+ (Facing of Pentagon_caster)) degrees))
                Lightning - Move PentagonLight[(Integer A)] to source pos2 and target pos3
                Custom script:   call RemoveLocation(udg_pos1)
                Custom script:   call RemoveLocation(udg_pos2)
                Custom script:   call RemoveLocation(udg_pos3)

Code:
Pentagon Expires
    Events
        Time - Pentagon_Timer expires
    Conditions
    Actions
        Trigger - Turn off Pentagon Move <gen>
        Set Pentagon_caster = No unit
        Set Sides = 0
        Set Size = 0.00
        For each (Integer A) from 1 to Sides, do (Actions)
            Loop - Actions
                Lightning - Destroy PentagonLight[(Integer A)]
        Trigger - Turn off (This trigger)
        Trigger - Turn on Pentagon <gen>
 
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