Spellpack Multi-Shackles, Ultimate Explosion, Swing & Mass Healing

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
These are four spell pack maked by me...
Features
-Gui triggered. (noob at jass...+ duno how to write jass, sad)
-not MUI
-Leakless
-Lagless
-Effect only seen when tested but not in screenshot

End
Creates a destructive ball...explode it and cause damage to the surrounding.
Deals lvl of ability x 500 damage to each unit in the surrounding.



Mass Healing
Heals allied units around the caster.
Heals 50 hp each seconds for (Level of Ability x10)+20 seconds

masshealingvz7.jpg


Multi Shakles
Shakles unit multiple units.
Dealing 50 damage per seconds and shakles up to Level of Ability x 3 units.

multishaklesxg9.jpg


Swing
Pull the enemy and turn them around the caster then throw then aside.
Dealing 50x lvl of this ability damage each second.

swingfb5.jpg
 

Attachments

  • Spell_Pack_1_v5.w3x
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werasd

New Member
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14
Good job!

Wow, a wonderful project! Glad to see that you are going well on spell making. Although being your first pack, it's very nice! Try doing more, you're in the right way.
Through this spells i shall do more abilities.


By,
Werasd
 

elmstfreddie

The Finglonger
Reaction score
203
I like how the mass heal thing looks, but then again what does a star have to do with healing :p
Maybe you should form a cross or something holy like that?
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
Who says demons can't get healed too? :p

Good job. Glad to see all of your spells are in a spellpack now.

I presume everything's leakless?

Yeah...I think so...:rolleyes: :p

Wow, a wonderful project! Glad to see that you are going well on spell making. Although being your first pack, it's very nice! Try doing more, you're in the right way.
Through this spells i shall do more abilities.


By,
Werasd

Thanks. I will if i had the time to do more spell.

I like how the mass heal thing looks, but then again what does a star have to do with healing :p
Maybe you should form a cross or something holy like that?

Yeah i agree with void...demon cant be healed? LOL
_________________________________________________________________
So every spell is doing fine? :)
Just wonder this morning dex didnt online? Quite wierd.
He didnt check this spellpack
 

Sim

Forum Administrator
Staff member
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534
--> Multi Shackle

Code:
For each (Integer A) from 1 to 3, do (Actions)
    Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Multi Shakles [E]  for (Triggering unit)) Equal to (Integer A)
            Then - Actions
                Set ms_int[0] = ((Integer A) x 3)
            Else - Actions

just do Set ms_int[0] = (Level of Multi Shackles for (Triggering unit))

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

(Owner of (Triggering unit)), c'mon there.

Instead of looping through every unit in the group, just pick every unit in that group and shackle them. It would help prevent thing such as the crash I got when testing the spell for the 20th time.

--> Ultimate Explosion

You really shouldn't make spells which randomly spawn things, last long, explode everywhere in the area, etc. It's not the kind of spell useful in a map.

Triggers long such as:

Code:
ue set
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Ultimate Explosion [X] 
    Actions
        Set ue_check = False
        Set ue_skill_unit[0] = (Casting unit)
        Set ue_skill_loca[0] = (Position of ue_skill_unit[0])
        Set ue_int[0] = (50 x (Level of Ultimate Explosion [X]  for ue_skill_unit[0]))
        Animation - Change ue_skill_unit[0]'s animation speed to 25.00% of its original speed
        Trigger - Turn on check if channeling ue <gen>
        Trigger - Turn on Fx <gen>
        For each (Integer A) from 1 to 36, do (Actions)
            Loop - Actions
                Wait 0.01 seconds
                Set ue_skill_loca[111] = (ue_skill_loca[0] offset by 700.00 towards (Real(((Integer A) x 10))) degrees)
                Special Effect - Create a special effect at ue_skill_loca[111] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                Set ue_sf[(Integer A)] = (Last created special effect)
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111])
        Wait 2.00 seconds
        For each (Integer A) from 1 to 36, do (Actions)
            Loop - Actions
                Special Effect - Destroy ue_sf[(Integer A)]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ue_check Equal to True
            Then - Actions
                Custom script:   call RemoveLocation(udg_ue_skill_loca[0])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[222])
                Trigger - Turn off Fx <gen>
                Trigger - Turn off check if channeling ue <gen>
                Custom script:   call RemoveLocation(udg_ue_skill_loca[333])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[444])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[555])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[666])
                Animation - Change ue_skill_unit[0]'s animation speed to 100.00% of its original speed
                Custom script:   call RemoveLocation(udg_ue_skill_loca[777])
                For each (Integer A) from 1 to 500, do (Actions)
                    Loop - Actions
                        Special Effect - Destroy ue_sf[(Integer A)]
                Skip remaining actions
            Else - Actions
        Wait 0.01 seconds
        For each (Integer A) from 1 to 108, do (Actions)
            Loop - Actions
                Set ue_skill_loca[111] = (ue_skill_loca[0] offset by (10.00 x (Real((Integer A)))) towards (Real(((Integer A) x 10))) degrees)
                Special Effect - Create a special effect at ue_skill_loca[111] using Abilities\Spells\Undead\FreezingBreath\FreezingBreathTargetArt.mdl
                Set ue_sf[(Integer A)] = (Last created special effect)
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111])
        Wait 0.50 seconds
        For each (Integer A) from 1 to 108, do (Actions)
            Loop - Actions
                Special Effect - Destroy ue_sf[(Integer A)]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ue_check Equal to True
            Then - Actions
                Custom script:   call RemoveLocation(udg_ue_skill_loca[0])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[222])
                Trigger - Turn off Fx <gen>
                Trigger - Turn off check if channeling ue <gen>
                Custom script:   call RemoveLocation(udg_ue_skill_loca[333])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[444])
                Animation - Change ue_skill_unit[0]'s animation speed to 100.00% of its original speed
                Custom script:   call RemoveLocation(udg_ue_skill_loca[555])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[666])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[777])
                For each (Integer A) from 1 to 500, do (Actions)
                    Loop - Actions
                        Special Effect - Destroy ue_sf[(Integer A)]
                Skip remaining actions
            Else - Actions
        Wait 0.01 seconds
        For each (Integer A) from 0 to 7, do (Actions)
            Loop - Actions
                Set ue_skill_loca[111] = (ue_skill_loca[0] offset by 500.00 towards (45.00 x (Real((Integer A)))) degrees)
                Special Effect - Create a special effect at ue_skill_loca[111] using Abilities\Weapons\MeatwagonMissile\MeatwagonMissile.mdl
                Set ue_sf[(Integer A)] = (Last created special effect)
                Special Effect - Destroy ue_sf[(Integer A)]
                Special Effect - Create a special effect at ue_skill_loca[111] using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
                Set ue_sf[(Integer A)] = (Last created special effect)
                Special Effect - Destroy ue_sf[(Integer A)]
                Unit - Create 1 Dummy blazier for Player 1 (Red) at ue_skill_loca[111] facing Default building facing degrees
                Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ue_check Equal to True
            Then - Actions
                Custom script:   call RemoveLocation(udg_ue_skill_loca[0])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[222])
                Trigger - Turn off Fx <gen>
                Trigger - Turn off check if channeling ue <gen>
                Custom script:   call RemoveLocation(udg_ue_skill_loca[333])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[444])
                Animation - Change ue_skill_unit[0]'s animation speed to 100.00% of its original speed
                Custom script:   call RemoveLocation(udg_ue_skill_loca[555])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[666])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[777])
                For each (Integer A) from 1 to 500, do (Actions)
                    Loop - Actions
                        Special Effect - Destroy ue_sf[(Integer A)]
                Skip remaining actions
            Else - Actions
        Special Effect - Create a special effect attached to the origin of ue_skill_unit[0] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
        Set ue_sf[963] = (Last created special effect)
        Custom script:   call RemoveLocation(udg_ue_skill_loca[0])
        Set ue_skill_loca[0] = (Position of ue_skill_unit[0])
        Set ue_skill_loca[111] = (ue_skill_loca[0] offset by 450.00 towards 0.00 degrees)
        Set ue_skill_loca[222] = (ue_skill_loca[0] offset by 450.00 towards 180.00 degrees)
        Set ue_skill_loca[333] = (ue_skill_loca[0] offset by 450.00 towards 315.00 degrees)
        Set ue_skill_loca[444] = (ue_skill_loca[0] offset by 450.00 towards 90.00 degrees)
        Set ue_skill_loca[555] = (ue_skill_loca[0] offset by 450.00 towards 225.00 degrees)
        Set ue_skill_loca[666] = (ue_skill_loca[0] offset by 450.00 towards 0.00 degrees)
        Set ue_skill_loca[777] = ue_skill_loca[0]
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                Wait 0.01 seconds
                Unit - Move ue_skill_unit[0] instantly to ue_skill_loca[((Integer A) x 111)]
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                Wait 0.01 seconds
                Unit - Move ue_skill_unit[0] instantly to ue_skill_loca[((Integer A) x 111)]
        For each (Integer A) from 1 to 7, do (Actions)
            Loop - Actions
                Wait 0.01 seconds
                Unit - Move ue_skill_unit[0] instantly to ue_skill_loca[((Integer A) x 111)]
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111*GetForLoopIndexA()])
        Special Effect - Destroy ue_sf[963]
        Custom script:   call RemoveLocation(udg_ue_skill_loca[0])
        For each (Integer A) from 1 to 50, do (Actions)
            Loop - Actions
                Set ue_skill_loca[0] = (Position of ue_skill_unit[0])
                Set ue_skill_loca[111] = (ue_skill_loca[0] offset by (Random real number between 0.00 and 600.00) towards (Random real number between 0.00 and 360.00) degrees)
                Special Effect - Create a special effect at ue_skill_loca[111] using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
                Special Effect - Destroy (Last created special effect)
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[0])
        Set ue_string[1] = Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
        Set ue_string[2] = Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
        Set ue_string[3] = Abilities\Weapons\Bolt\BoltImpact.mdl
        Set ue_string[4] = Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
        Custom script:   call RemoveLocation(udg_ue_skill_loca[0])
        Set ue_skill_loca[0] = (Position of ue_skill_unit[0])
        For each (Integer A) from 1 to 100, do (Actions)
            Loop - Actions
                Wait 0.01 seconds
                Set ue_skill_loca[0] = (Position of ue_skill_unit[0])
                Set ue_skill_loca[111] = (ue_skill_loca[0] offset by (Random real number between 0.00 and 800.00) towards (Random real number between 0.00 and 360.00) degrees)
                Set ue_skill_ug[123] = (Units within 150.00 of ue_skill_loca[111] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of ue_skill_unit[0])) Equal to True) and (((Matching unit) is alive) Equal to True))))
                Unit Group - Pick every unit in ue_skill_ug[123] and do (Actions)
                    Loop - Actions
                        Unit - Cause ue_skill_unit[0] to damage (Picked unit), dealing (Real(ue_int[0])) damage of attack type Magic and damage type Normal
                Special Effect - Create a special effect at ue_skill_loca[111] using ue_string[(Random integer number between 1 and 4)]
                Special Effect - Destroy (Last created special effect)
                Custom script:   call DestroyGroup(udg_ue_skill_ug[123])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[111])
                Custom script:   call RemoveLocation(udg_ue_skill_loca[0])
        Trigger - Turn off Fx <gen>
        Trigger - Turn off check if channeling ue <gen>
        Animation - Change ue_skill_unit[0]'s animation speed to 100.00% of its original speed
        Custom script:   call RemoveLocation(udg_ue_skill_loca[0])

Are not what we call... efficient triggers. Especially that the spell is going nowhere except explode around :p

--> Healing Wave

The main problem with that spell is the fact that the lightnings form an evil representation, not a holy symbol.

Code:
mh set
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Mass Healing [T] 
    Actions
        Set mh_cp = (Position of (Triggering unit))
        Set mh_int[0] = (((Level of Dummy shakle  for (Triggering unit)) x 10) + 20)
        For each (Integer A) from 0 to 35, do (Actions)
            Loop - Actions
                Set mh_skillp[0] = (mh_cp offset by 500.00 towards ((Real((Integer A))) x 10.00) degrees)
                Set mh_skillp[1] = (mh_cp offset by 500.00 towards (((Real((Integer A))) + 1.00) x 10.00) degrees)
                Lightning - Create a Healing Wave - Primary lightning effect from source mh_skillp[0] to target mh_skillp[1]
                Set mh_lg[(Integer A)] = (Last created lightning effect)
                Custom script:   call RemoveLocation(udg_mh_skillp[0])
                Custom script:   call RemoveLocation(udg_mh_skillp[1])
        Set mh_skillp[0] = (mh_cp offset by 500.00 towards 15.00 degrees)
        Set mh_skillp[1] = (mh_cp offset by 500.00 towards 165.00 degrees)
        Lightning - Create a Healing Wave - Secondary lightning effect from source mh_skillp[0] to target mh_skillp[1]
        Set mh_lg[36] = (Last created lightning effect)
        Custom script:   call RemoveLocation(udg_mh_skillp[0])
        Custom script:   call RemoveLocation(udg_mh_skillp[1])
        Set mh_skillp[0] = (mh_cp offset by 500.00 towards 165.00 degrees)
        Set mh_skillp[1] = (mh_cp offset by 500.00 towards 315.00 degrees)
        Lightning - Create a Healing Wave - Secondary lightning effect from source mh_skillp[0] to target mh_skillp[1]
        Set mh_lg[37] = (Last created lightning effect)
        Custom script:   call RemoveLocation(udg_mh_skillp[0])
        Custom script:   call RemoveLocation(udg_mh_skillp[1])
        Set mh_skillp[0] = (mh_cp offset by 500.00 towards 315.00 degrees)
        Set mh_skillp[1] = (mh_cp offset by 500.00 towards 90.00 degrees)
        Lightning - Create a Healing Wave - Secondary lightning effect from source mh_skillp[0] to target mh_skillp[1]
        Set mh_lg[38] = (Last created lightning effect)
        Custom script:   call RemoveLocation(udg_mh_skillp[0])
        Custom script:   call RemoveLocation(udg_mh_skillp[1])
        Set mh_skillp[0] = (mh_cp offset by 500.00 towards 90.00 degrees)
        Set mh_skillp[1] = (mh_cp offset by 500.00 towards 225.00 degrees)
        Lightning - Create a Healing Wave - Secondary lightning effect from source mh_skillp[0] to target mh_skillp[1]
        Set mh_lg[39] = (Last created lightning effect)
        Custom script:   call RemoveLocation(udg_mh_skillp[0])
        Custom script:   call RemoveLocation(udg_mh_skillp[1])
        Set mh_skillp[0] = (mh_cp offset by 500.00 towards 225.00 degrees)
        Set mh_skillp[1] = (mh_cp offset by 500.00 towards 15.00 degrees)
        Lightning - Create a Healing Wave - Secondary lightning effect from source mh_skillp[0] to target mh_skillp[1]
        Set mh_lg[40] = (Last created lightning effect)
        Custom script:   call RemoveLocation(udg_mh_skillp[0])
        Custom script:   call RemoveLocation(udg_mh_skillp[1])
        For each (Integer A) from 0 to 35, do (Actions)
            Loop - Actions
                Set mh_skillp[0] = (mh_cp offset by 700.00 towards ((Real((Integer A))) x 10.00) degrees)
                Set mh_skillp[1] = (mh_cp offset by 700.00 towards (((Real((Integer A))) + 1.00) x 10.00) degrees)
                Lightning - Create a Healing Wave - Primary lightning effect from source mh_skillp[0] to target mh_skillp[1]
                Set mh_lg[(41 + (Integer A))] = (Last created lightning effect)
                Custom script:   call RemoveLocation(udg_mh_skillp[0])
                Custom script:   call RemoveLocation(udg_mh_skillp[1])
        Wait (Real(mh_int[0])) seconds
        For each (Integer A) from 0 to 76, do (Actions)
            Loop - Actions
                Lightning - Destroy mh_lg[(Integer A)]

This is a real mess. Can't you use loops?

Another problem with this spell is that except creating lightning effects turning around the caster, it does nothing else special. It heals based on Tranquility...

--> Swing

This spell is actually funny :p

Code:
For each (Integer A) from 1 to 36, do (Actions)
    Loop - Actions
        Set sw_skillp[3] = (sw_skillp[0] offset by 500.00 towards (sw_real[0] + (10.00 x (Real((Integer A))))) degrees)
        Special Effect - Create a special effect at sw_skillp[3] using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Move sw_unit[1] instantly to sw_skillp[3]
        Custom script:   call RemoveLocation(udg_sw_skillp[3])
        Wait 0.03 seconds

This is the main problem of your spell. Waits cannot be shorter than 0.27 seconds, so even if you attempt to wait 0.03 seconds, it won't. You need to use periodic timer events in order to do that.

Code:
check
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Swing [C] 
    Actions
        Trigger - Turn off damage <gen>

You need to stop the whole spell, not just the damage from happening. The unit continues to turn around the caster even when you stop, but takes no damage :p

It looks so bad because of the minimum wait time. And it also doesn't throw away the unit at the end. It simply gets moved a bit further, and nothing else happens.

Keep it up!
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
>>Instead of looping through every unit in the group, just pick every unit in that group and shackle them. It would help prevent thing such as the crash I got when testing the spell for the 20th time.

I just wondering...if u do like that...wont the dummy caster shakles back the being casted charactor?

>>Ultimate Explosion
I know this spell is super duper lame...and so what do you wanted to improve in this spell indeed?

>>Healing Wave (HEY IT IS MASS HEALING !!)
Evil unit cant get regened?
>This is a real mess. Can't you use loops?
I will try use loop for this part...but how? This is the star forming trigger...i just wonder how to use loop? and i am bad in maths.not even know what is cos tan modulo and others....just know use the + - * / . :(

>>Swing
Ya i know this spell is funny...T.T
I would try using periodic event for the swing part.
And...should i do the same thing as in ulitmate explosion for this spell to stop then swing effect?

>And it also doesn't throw away the unit at the end. It simply gets moved a bit further, and nothing else happens.
Throw doesnt mean that the unit get moved furthur? Then how u consist of throw?
And.....What you wanted to be happens?LOL

EDIT: EH !! Wait...(multi shakles)i didnt loop every unit in the ms_havenpull[0] but just loop the unit number for creating dummy unit only...
 

Tinki3

Special Member
Reaction score
418
> I know this spell is super duper lame
Originally posted by SFilip:
-Only submit what you think is good
Meaning that you shouldn't submit a spell you're not really proud of or something you would never use yourself. Also don't submit unfinished WIP spells, only 100% complete and ready-to-use will be accepted.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
I am proud of it but quite shame for showing :p
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
Bump before i sleep xD
_______________________________________________________________
All things mention redited.
The mass healing i really duno how to use loop to fix the mess...
The swing look more realistic !!Try it.
 

Sim

Forum Administrator
Staff member
Reaction score
534
> I just wondering...if u do like that...wont the dummy caster shakles back the being casted charactor?

You simply create a dummy unit for every unit in the group.

> I know this spell is super duper lame...and so what do you wanted to improve in this spell indeed?

A spell needs to be quick and fast-paced. Something which takes so long, makes so many useless effects and overall isn't useful at all is not what we're looking for.

> (HEY IT IS MASS HEALING !!)

Oops :p

> Evil unit cant get regened?

No :p The point is that a healing spell should be linked with an "healing" or holy symbol, because it is "good". The star you made represents evil, or "bad". Which is the opposite of what it should be!

>I will try use loop for this part...but how? This is the star forming trigger...i just wonder how to use loop? and i am bad in maths.not even know what is cos
> tan modulo and others....just know use the + - * / .

Just use (Integer A) * the number in your array variables, or the degrees in angles. If you wish, for example, to make a yellow glow every 22.50 degrees around the caster, you do that:

Code:
For each (Integer A) from 1 to 16, do (Actions)
    Loop - Actions
        Set Real_Variable = ((Real_Variable) + 22.50)
        Set point_variable = (base_point_variable offset by x towards Real_Variable degrees)
        Unit - Create 1 Yellow Glow for (Owner of (Triggering unit)) at point_variable facing default building facing degrees
        blablabla
        Custom script:   call RemoveLocation(udg_point_variable)

> Ya i know this spell is funny...T.T

I thought it was funny because it looked bad :p

> I would try using periodic event for the swing part.

Do it!

> And...should i do the same thing as in ulitmate explosion for this spell to stop then swing effect?


Wouldn't be a bad idea, although the one used in Ultimate Explosion is not that accurate... Just look if "a boolean variable" is true in the periodic trigger and turn (This trigger) off. Works like a charm.

> Throw doesnt mean that the unit get moved furthur? Then how u consist of throw?

The unit has to go in the air, above the ground. And it a smooth way (periodic timer event)

> And.....What you wanted to be happens?LOL

See above :p We must see that the unit isn't getting moved every 0.27 seconds. The only way (In GUI): Periodic timer event. And the unit must also go in the air (Hint: Flying height)!
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
eh dax...did u check about the new map?..the swing looks more realistic already....pls check :cool:

>A spell needs to be quick and fast-paced. Something which takes so long, makes so many useless effects and overall isn't useful at all is not what we're looking for

If then i would just delete this spell...?

>No The point is that a healing spell should be linked with an "healing" or holy symbol, because it is "good". The star you made represents evil, or "bad". Which is the opposite of what it should be!

I will think hard for the new,''good'' symbol for version 3.

>Just use (Integer A) * the number in your array variables, or the degrees in angles. If you wish, for example, to make a yellow glow every 22.50 degrees around the caster

When i am thinking of new symbol...i think i will no longer need this formula.

> thought it was funny because it looked bad
You really likes to make fun of my spell...:mad:

>Do it!
I DO IT ALREADY...it is you didnt check the new map. =.=''

>Wouldn't be a bad idea, although the one used in Ultimate Explosion is not that accurate... Just look if "a boolean variable" is true in the periodic trigger and turn (This trigger) off. Works like a charm.

I try before (turn (this trigger) off) action but the whole trigger didnt stop but it stop after it had finish runned once...

>The unit has to go in the air, above the ground. And it a smooth way (periodic timer event)

Eh...your throw means that ar...? My throw means push unit to a side....(or should i call push? ._.)

>See above We must see that the unit isn't getting moved every 0.27 seconds. The only way (In GUI): Periodic timer event. And the unit must also go in the air (Hint: Flying height)!

Cant just change the mind to throw = super low heigh push? LOL:p
 

Sim

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>eh dax...did u check about the new map?..the swing looks more realistic already....pls check

I didn't. Looks better now.

> If then i would just delete this spell...?

Yes, I suggest you do so.

> You really likes to make fun of my spell... :mad:

I watch spells every day, you can't blame me :p

> I try before (turn (this trigger) off) action but the whole trigger didnt stop but it stop after it had finish runned once...

No you need to turn off the trigger with the periodic event, not the main one.

> Eh...your throw means that ar...? My throw means push unit to a side....(or should i call push? ._.)

Try this at home or anywhere else: Swing an object and throw it. It will go up in the air ;) Unless you really don't know how to throw!

> Cant just change the mind to throw = super low heigh push? LOL:p

Use emjrl3's jump template. Instead of the caster jumping you make the target jump ;)

--------------------

The swing looks smooth now but the throw is still awkward! :p Use a periodic event for it also.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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turn off the trigger with the periodic event?

How...?
can list examples?
___________________________________________________________________
New map added...should this be your ''taste'' ?
 

Sim

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> should this be your ''taste'' ?

My point of view is purely objective.

----------------------------------

Oww... When I casted Multi Shackles Warcraft3 crashed. At the end. Did you change anything?

Swing is now nice, Gj. Although it still doesn't throw the units in the air but whatever. There's one problem: You can target yourself. Which is pretty funny because I was turning around myself :eek:

> turn off the trigger with the periodic event?

> How...?

You got it, except there's one thing missing:

Code:
check
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Swing [C] 
    Actions
        Set sw_check = True
        Trigger - Turn off damage <gen>
        Trigger - Turn off swing <gen>
        [B]Trigger - Turn off dash <gen>[/B]

In case the caster gets interrupted during the dashing.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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lol...i forgoten to copy the value target enable-enemy to lvl 2 and lvl 3...LOL
I end up turning my self...really :eek:
There is no crash when i use multi shakles wud...your problem?
_________________________________________________________________
Ok...now the problem are fixed....pls dl version 4 at post 1.
 

Pyrogasm

There are some who would use any excuse to ban me.
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You might want to change this:
Features
-Gui triggered. (noob at jass...+ duno how to write jass, sad)
-not MUI
-Leakness
-Lagness
:p
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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u mean there is leaks and lags around these spell?
 

Pyrogasm

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No. The words "lagness" and "leakness" imply that it has lag/leaks. The words you should use are "lagless" and "leakless".
 
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