Spell Multi Pull

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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180
This is my 4rd skill uploaded :)

Features
-Work hardly to make it MUI but fail...so it is not mui
-GUI triggered
-Leaks possible / or not
-Channeling

Multi Pull
Shakles multiple units causing them unable to move nor attack.

Download it here:
The newest version

I found out that...thread does not enchance emblem things...if it does...then it would be easier for the download...:p
_____________________________________________________________
i705405_multipull.JPG
[/URL][/IMG]
Any bug founded MUST MUST Post here as fast as u can ... ^^
 

elmstfreddie

The Finglonger
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203
Okay checking out now, I had to put in my CD.
I don't like the noises my drive was making :p

Will edit with my results!

Edit > I forget, but I think using the action Kill Unit leaks, instead you should remove unit.
Hehe. Found a problem also, if you cast then run away ASAP it doesn't stop, they keep entangling them :D
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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i just wonder...what is current order should i set in the ''check if channeling'' trigger...
 

waaaks!

Zinctified
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256
channeling can be easly detected by the function if in JASS
like
JASS:
if (GetUnitCurrentOrder(u) != OrderId("starfall")) then

this detects if triggering unit is not on "starfall" order, then...
starfall is the base order id of my channeling spell
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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But this spell is maked in GUI form...and i am noob in jassing..
 

Sim

Forum Administrator
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Why loop 12 times in the channeling check?

The spell half of the time doesn't even pick more than one target.

> Unit - Create 1 dummy caster for Player 1 (Red) at skillp[0] facing Default building facing degrees

(Owner of (Triggering unit))

> Trigger - Turn on check if channeling <gen>
> ------- Other actions --------
> Trigger - Turn on check if channeling <gen>

Turn off on second time
 

Pyrogasm

There are some who would use any excuse to ban me.
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I forget, but I think using the action Kill Unit leaks, instead you should remove unit.
Hehe. Found a problem also, if you cast then run away ASAP it doesn't stop, they keep entangling them :D
Why on god's green earth would you think that?! Units have their own recycler; it's called killing or removing them.

And a function itself cannot leak, but parts of it may. The only functions you have to worry about causing leaks are cusom-made ones, which KillUnit() is not.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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ok...chill chill....

And what is the order for channeling??? it seems my order in checking trigger not working

Why is this trigger not working too....
Code:
checking
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Current order of caster) Not equal to (Order(channel))
            Then - Actions
                For each (Integer A) from 0 to 76, do (Actions)
                    Loop - Actions
                        Lightning - Destroy lg[(Integer A)]
                Trigger - Turn off (This trigger)
            Else - Actions
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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New map uploaded...All bug fixed...XD
I suddenly found out that there are 1 line of event called
''units stop casting an ability'' :p
 

waaaks!

Zinctified
Reaction score
256
hey dont double post, use edit button to edit your first post, and there you put your message
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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opps....sorry....my fault....:banghead: :banghead: :banghead:
 

Tinki3

Special Member
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It can all be simplified down to this:
Code:
Multi Shackles
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Multi Pull [T] 
    Actions
        Set MP_Loc = (Position of (Triggering unit))
        Set MP_Group1 = (Units within 1000.00 of MP_Loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
        Set MP_Int = ((Level of Multi Pull [T]  for (Triggering unit)) x 3)
        For each (Integer A) from 1 to MP_Int, do (Actions)
            Loop - Actions
                Set MP_Random_Unit = (Random unit from MP_Group1)
                Unit - Create 1 dummy caster for (Owner of (Triggering unit)) at MP_Loc facing Default building facing degrees
                Unit - Add Dummy shakle  to (Last created unit)
                Unit - Set level of Dummy shakle  for (Last created unit) to (Level of Multi Pull [T]  for (Triggering unit))
                Unit - Order (Last created unit) to Human Dragonhawk Rider - Aerial Shackles MP_Random_Unit
        Custom script:   call DestroyGroup(udg_MP_Group1)
        Set MP_Group1 = (Units owned by (Owner of (Triggering unit)) of type dummy caster)
        Wait ((Real(MP_Int)) x 3.00) seconds
        Unit Group - Pick every unit in MP_Group1 and do (Unit - Remove (Picked unit) from the game)
        Custom script:   call RemoveLocation(udg_MP_Loc)
        Custom script:   call DestroyGroup(udg_MP_Group1)
Why did you call the spell "Multi Pull"?
I don't see no pulling.

Multi Shackles sounds good.
At least it explains what the spell does.

Note: Give your dummy unit (why is it a hero?) a movement type of 'Fly'. You'll notice that the origin of Shackeling will be much more accurate.

Good job anyway.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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The new freshly map uploaded...make all changes took out by tinkie...but tinki3 ur trigger post out there seems the dummy unit will shakle the enemy that had beed shakled....
 

Sim

Forum Administrator
Staff member
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It can all be simplified down to this:
Code:
Multi Shackles
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Multi Pull [T] 
    Actions
        Set MP_Loc = (Position of (Triggering unit))
        Set MP_Group1 = (Units within 1000.00 of MP_Loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
        Set MP_Int = ((Level of Multi Pull [T]  for (Triggering unit)) x 3)
        For each (Integer A) from 1 to MP_Int, do (Actions)
            Loop - Actions
                Set MP_Random_Unit = (Random unit from MP_Group1)
                Unit - Create 1 dummy caster for (Owner of (Triggering unit)) at MP_Loc facing Default building facing degrees
                Unit - Add Dummy shakle  to (Last created unit)
                Unit - Set level of Dummy shakle  for (Last created unit) to (Level of Multi Pull [T]  for (Triggering unit))
                Unit - Order (Last created unit) to Human Dragonhawk Rider - Aerial Shackles MP_Random_Unit
        Custom script:   call DestroyGroup(udg_MP_Group1)
        Set MP_Group1 = (Units owned by (Owner of (Triggering unit)) of type dummy caster)
        Wait ((Real(MP_Int)) x 3.00) seconds
        Unit Group - Pick every unit in MP_Group1 and do (Unit - Remove (Picked unit) from the game)
        Custom script:   call RemoveLocation(udg_MP_Loc)
        Custom script:   call DestroyGroup(udg_MP_Group1)
Why did you call the spell "Multi Pull"?
I don't see no pulling.

Multi Shackles sounds good.
At least it explains what the spell does.

Note: Give your dummy unit (why is it a hero?) a movement type of 'Fly'. You'll notice that the origin of Shackeling will be much more accurate.

Good job anyway.

Indeed, but did you consider the fact a channeling spell can be interrupted? In which case he will need the second trigger to kill the dummy units.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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You are saying this to tinki3 or to me ?
 

Sim

Forum Administrator
Staff member
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534
I suggest you regroup these 3 spells:

Multi Pull
Ultimate Explosion
Mass Healing

in 1 spellpack. Why submit 3 when you can submit a group of 3? ;)

It's the point of spellpacks, you see...
 
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