Spellpack Rockin’ Earth Spells

13lade619

is now a game developer :)
Reaction score
400
Rock Blast

Slams the ground, stunning and damaging nearby enemy land units and sending rocks flying towards enemies around the caster.

Lvl 1 : 75 slam damage, 100 damage per rock.
Lvl 2 : 125 slam damage, 200 damage per rock.
Lvl 3 : 175 slam damage, 300 damage per rock.

RockBlast.jpg


Rising Earth

A wave of force that ripples out from the Hero, causing damage to land units in a line. The slam causes rocks to burst out from the ground, striking several units.

Lvl 1: 75 line damage, 100 damage per rock.
Lvl 2: 130 line damage, 150 damage per rock.
Lvl 3: 200 line damage, 200 damage per rock.

RisingEarth.jpg


Seismic Empowerment
- as suggested by Tinki3.

The hero draws the power of the earth into his weapon, enabling him to bash enemies backwards and deal bonus damage on attacks. Lasts 15 seconds.

Lvl 1 : +25 damage.
Lvl 2 : +50 damage.
Lvl 3 : +75 damage.

SeismicEmpowerment.jpg


-
Rising Earth and Rockblast are MUI:D
thanks for informing me Tinki3.

-
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  • Rockin' Spells- Fixed3.w3x
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Foresector

Member
Reaction score
16
Nice job!
Love the concepts of the abilities.
However a tinsy thing to consider is the way the rocks fly kinda looks unnatural sometimes.

+rep
 

PurgeandFire

zxcvmkgdfg
Reaction score
509
Hmm... I'm about to check these out, I'll see if there are any leaks or any problems. ;)

EDIT: I skimmed the triggers and I don't think I saw anything wrong. GJ, +rep
 

pheonixashes

Those who misplace trust in gods learn their fate.
Reaction score
65
Nice spellpack, though you could have made my Stone Shield suggestion. ^_^.

Other than that, looks good, pretty cool abilities.

+rep.
 

Tinki3

Special Member
Reaction score
418
> as requested by Tinki3

Not requested, suggested :)

> *please note that every spell in this spellpack is not MUI/MPI.

Rock Blast and Rising Earth are MUI, as they have no waits (instant cast).

I would like to just point out something with Rising Earth:

You're using the facing angle of the caster - Set RS_Angle = (Facing of (Triggering unit)), to get 'the' angle.

If you'd want a much more accurate angle, then you should set Target Point as the target point of ability being cast, then set RS_Angle to the angle between the caster point, and the target point.

Just saying so because it looks a bit wonky sometimes :)


--

I have found a leak:
Code:
[B]Unit Group - Pick every unit in (Random 1 units from RS_Group)[/B] and do (Actions)
    Loop - Actions
        Set RS_Target = (Picked unit)
You don't have to use Unit Groups to refer to one random unit from another group; it can just simply be done by using a unit variable:
Code:
Set RS_Target = (Random unit from RS_Group)
That also removes the leak :)

Other than all that, the spells were great :D

Good work, you've definately learned how to code well. You'll become a very good spell maker ;)
 

substance

New Member
Reaction score
34
lol, if not ANYTHING else, those are some nice screenshots.

Good spells, they're very visually appealing.

(you need to JASS!)
 

Tom Jones

N/A
Reaction score
437
Triggers:
Nothing much to mention, except what Tinki3 allready said. Also have you considered making your knockback spell kill destructables? It looks kinda cheesy when a knockbacked unit bounces on a tree :)

In game:
Rock Blast and Rising Earth looked and worked allmost identically, which was a little disappointing. Seismic Empowerment was definitely my favorite, the idea is very original.

Keep it up.
 

13lade619

is now a game developer :)
Reaction score
400
Seismic Empowerment was definitely my favorite, the idea is very original.

it wasn't my idea, it was Tinki3's. i want to thank him 'cause coding it was challenging and it taught me a lot:D

Good work, you've definately learned how to code well. You'll become a very good spell maker

thanks;)

-

Fixed the leaks.

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I

IKilledKEnny

Guest
Good spells, the 2 first ones are warchief's spells with stones thrown aroud. The last one is interesting.

Code:
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)

I would have changed that to 2, just in case, 1 second can be a bit risky sometimes when ordering a unit to cast a spell.

Code:
((Attacked unit) has buff Stunned (Pause)) Equal to False

I don't think there should be a reason why you couldn't do this spell on units that have stun, I suggest fixing that. It would seem odd that you can push moving units, but not stunned ones.

Code:
SE Knockback
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Set SE_T_loc = (Position of SE_T)
        Set SE_MovePoint = (SE_T_loc offset by 12.00 towards SE_Angle degrees)
        Unit - Move SE_T instantly to SE_MovePoint, facing SE_A_loc
        Special Effect - Create a special effect at SE_MovePoint using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation(udg_SE_T_loc)
        Custom script:   call RemoveLocation(udg_SE_MovePoint)

Why don't you make it every 0.01 seconds (can't remember if you can do that without a timer) and change offest by 12, to offset by 6, it would make it a little more realistic (if you look closely (VERY closely) you could see it's not a smooth moving this way, my way could make is harder to detect that)

Anyway just my 2 cents, good job.
 

Cheddar

This is the way it was meant to be.
Reaction score
126
It looks kinda cheesy when a knockbacked unit bounces on a tree
You could use an Integer comparison to detect when his original position and his new position are less than the amount he knocks back for, change his facing angle, then have it keep going. It would also help if someone implemented it into a map with buildings.
 

Hero

─║╣ero─
Reaction score
250
Gonna take a nice look into this...I expect it to be perfect 13lade619 :p

It's wonderful to see a user take pride and effort into his work

Look back here for a review...I will also take a look at your coding...from the screenshots it looks nice..

Take a look back later for a review from me
 

Sim

Forum Administrator
Staff member
Reaction score
534
Impressive spells! Very original!

--> Rock Blast

My favorite. Well done! No leaks, MUI, original.

--> Rising Earth

Good one, but it looks too much like Rock Blast. And that target-picking you used looks like if the shockwave chooses one target and keeps throwing rocks on that one, which is kinda lame. It should bombard randomly.

--> Seismic Empowerment

Good idea, but it should destroy trees the unit runs into. Looks weird :p

Overall nice. Fix these!
 

Sim

Forum Administrator
Staff member
Reaction score
534
This time you have a bug :p

Rising Earth always go out heading right, no matter where you click.

> Set RS_Angle = (Angle from SE_A_loc to SE_T_loc)

SE_A_loc and SE_T_loc are defined and destroyed in the Seismic Empowerment trigger. You used the wrong variables there ;)
 

13lade619

is now a game developer :)
Reaction score
400
oops sorry for that:p

it's just because my mom was rushing me this morning because we had to go somewhere... i got all mixed up...

it's fixed now.

-
Hey bro, could I use your spell for my map???

sure, everyone is welcome to use them. that's why i submitted it:D

-
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