Spell Contest #3 | Theme: Icons | 18.03.09 - 04.04.09

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Romek

Super Moderator
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> Good, good. I hope Mr.Panda starts with it soon as well. Wish you luck everyone.
He's starting soon too. Was talking to him a while ago. :)
 

Romek

Super Moderator
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Wow, that's some insane speed Andrew. :p

I did 3 in 1.5 hours. And I'm having a long break from it now. :)
 

Andrewgosu

The Silent Pandaren Helper
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I think I am not that thorough as you are, but I try to. :D

For the sake of speed, I don't try to find every single error in the code.
 

simonake

New Member
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Fire Call

The Other Thread Is closed so i'll post my spells here.

This spell is easy to learn, easy to set in your map , MUI, GUI, and lagless.
The spell call down fire from the sun and hurts the ground dealing damage.

-Variable
FireCall_DamageDealed Real
FireCall_Location Point (Array)
FireCall_LoopNumber Integer
FireCall_Radius Real
FireCall_RandomAngle Real
FireCall_TargetLocation Point

Here's the triggers.

Trigger:
  • FireCall
    • Events
      • Unit - A unit Start the effect of an ability
    • Conditions
      • (Ability being cast) Equal to_ Fire Call
    • Actions
      • Set FireCall_DamageDealed = (75.00 x (Real((Level of Fire Call for (Triggering unit)))))
      • Set FireCall_TargetPoint = (Target point of ability being cast)
      • Set FireCall_LoopNumber = (2 x (Level of Fire Call for (Triggering unit)))
      • If ((Level of Fire Call for (Triggering unit)) Equal to 1) then do (Set FireCall_Radius = 125.00) else do (Do nothing)
      • If ((Level of Fire Call for (Triggering unit)) Equal to_2) then do (Set FireCall_Radius = 100.00) else do (Do nothing)
      • If ((Level of Fire Call for (Triggering unit)) Equal to_3) then do (Set FireCall_Radius = 80.00) else do (Do nothing)
      • If ((Level of Fire Call for (Triggering unit)) Equal to 4) then do (Set FireCall_Radius = 60.00) else do (Do nothing)
      • If ((Level of Fire Call for (Triggering unit)) Equal to 5) then do (Set FireCall_Radius = 40.00) else do (Do nothing)
      • For each (Integer A) from 1 to FireCall_LoopNumber, do (Actions)
        • Loop - Actions
          • Set FireCall_RandomAngle = (Random real number between 0.01 and 360.00)
          • Set FireCall_Location[(Integer A)] = (FireCall_TargetPoint offset by (Random real number between -200.00 and 200.00) towards FireCall_RandomAngle degrees)
      • For each (Integer A) from 1 to FireCall_LoopNumber, do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect at FireCall_Location[(Integer A)] using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
          • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius FireCall_Radius at FireCall_Location[(Integer A)], dealing FireCall_DamageDealed damage of attack type Spell and damage type Normal
      • For each (Integer A) from 1 to FireCall_LoopNumber, do (Actions)
        • Loop - Actions
          • Custom script: call RemoveLocation(udg_FireCall_Location[GetForLoopIndexA()])
      • Custom script: call RemoveLocation(udg_FireCall_TargetPoint)


Insert this in your map and it should work here the jass version

JASS:
function Trig_FireCall_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A005' ) ) then
        return false
    endif
    return true
endfunction

function Trig_FireCall_Func004001 takes nothing returns boolean
    return ( GetUnitAbilityLevelSwapped('A005', GetTriggerUnit()) == 1 )
endfunction

function Trig_FireCall_Func005001 takes nothing returns boolean
    return ( GetUnitAbilityLevelSwapped('A005', GetTriggerUnit()) == 2 )
endfunction

function Trig_FireCall_Func006001 takes nothing returns boolean
    return ( GetUnitAbilityLevelSwapped('A005', GetTriggerUnit()) == 3 )
endfunction

function Trig_FireCall_Func007001 takes nothing returns boolean
    return ( GetUnitAbilityLevelSwapped('A005', GetTriggerUnit()) == 4 )
endfunction

function Trig_FireCall_Func008001 takes nothing returns boolean
    return ( GetUnitAbilityLevelSwapped('A005', GetTriggerUnit()) == 5 )
endfunction

function Trig_FireCall_Actions takes nothing returns nothing
    set udg_FireCall_DamageDealed = ( 75.00 * I2R(GetUnitAbilityLevelSwapped('A005', GetTriggerUnit())) )
    set udg_FireCall_TargetPoint = GetSpellTargetLoc()
    set udg_FireCall_LoopNumber = ( 2 * GetUnitAbilityLevelSwapped('A005', GetTriggerUnit()) )
    if ( Trig_FireCall_Func004001() ) then
        set udg_FireCall_Radius = 125.00
    else
        call DoNothing(  )
    endif
    if ( Trig_FireCall_Func005001() ) then
        set udg_FireCall_Radius = 100.00
    else
        call DoNothing(  )
    endif
    if ( Trig_FireCall_Func006001() ) then
        set udg_FireCall_Radius = 80.00
    else
        call DoNothing(  )
    endif
    if ( Trig_FireCall_Func007001() ) then
        set udg_FireCall_Radius = 60.00
    else
        call DoNothing(  )
    endif
    if ( Trig_FireCall_Func008001() ) then
        set udg_FireCall_Radius = 40.00
    else
        call DoNothing(  )
    endif
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = udg_FireCall_LoopNumber
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_FireCall_RandomAngle = GetRandomReal(0.01, 360.00)
        set udg_FireCall_Location[GetForLoopIndexA()] = PolarProjectionBJ(udg_FireCall_TargetPoint, GetRandomReal(-200.00, 200.00), udg_FireCall_RandomAngle)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = udg_FireCall_LoopNumber
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        call AddSpecialEffectLocBJ( udg_FireCall_Location[GetForLoopIndexA()], "Abilities\\Spells\\Human\\MarkOfChaos\\MarkOfChaosTarget.mdl" )
        call UnitDamagePointLoc( GetTriggerUnit(), 0, udg_FireCall_Radius, udg_FireCall_Location[GetForLoopIndexA()], udg_FireCall_DamageDealed, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = udg_FireCall_LoopNumber
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        call RemoveLocation(udg_FireCall_Location[GetForLoopIndexA()])
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    call RemoveLocation(udg_FireCall_TargetPoint)
endfunction

//===========================================================================
function InitTrig_FireCall takes nothing returns nothing
    set gg_trg_FireCall = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_FireCall, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_FireCall, Condition( function Trig_FireCall_Conditions ) )
    call TriggerAddAction( gg_trg_FireCall, function Trig_FireCall_Actions )
endfunction


Hope you enjoy!
Here demomap, links below. coldspell is the good map btw.
 

bOb666777

Stand against the ugly world domination face!
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:banghead:
If it's closed, it's because the contest is finished...
They're grading atm.

Idk if they'll accept it...
 

Romek

Super Moderator
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Indeed, we closed the other thread because the contest is now finished.
Your submission is not accepted. Next time, submit before the deadline.

Sorry!
 

Romek

Super Moderator
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Your PM was about Tutorials in the Tutorials Repository. Nothing to do with this contest. o_O

Oh, he was 5 hours, 35 minutes late btw. :)
 

warden13

New Member
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How is grading going? LOL. I grow impatient since there is not much submissions as the other contests. It isn't supposed to be fast? Anyway no problem for me I can wait. It is better than nothing. KKTHXBBQBAIBAI.
 

Romek

Super Moderator
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Well, considering many contests don't even get graded, and other contests take months to grade, even 2 weeks is fast.
I've done 5. It's taken me about 3 hours in total.
So, 5/14 in 2 days.

So I should be done in about a week. Probably faster. :)
 

Andrewgosu

The Silent Pandaren Helper
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Well, I've graded 9 out of 14, so 5 more to go.

Though, not planning to grade the rest today, because of personal matters.


Stay tuned!

(god, I love to say that)
 

Dinowc

don't expect anything, prepare for everything
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I hope you wont be too tired for the next contest ;)

the easter holidays will be just perfect for me so I could join it :D

<3<3<3
 

bOb666777

Stand against the ugly world domination face!
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Oh so you're both grading every submission? I thought you were both grading 7 of them.
I guess it's more even since Andrew apparently grades less thoroughly.

Stay tuned!
<3
 

Romek

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> the easter holidays will be just perfect for me so I could join it
The deadline was set to April 4th because that was the date my holidays started.
Now I've got a full 2 weeks to grade these. :)

> Oh so you're both grading every submission? I thought you were both grading 7 of them.
That would be very unfair.
 

Romek

Super Moderator
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Well, even if it was 2 weeks, it'd still be relatively fast. Some contests don't get graded at all, whilst most others take about a month.

And no, I wouldn't do that (grade it quickly) to you. It'll be 2 months if you're lucky. Otherwise, about 3. :)
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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>>And no, I wouldn't do that (grade it quickly) to you. It'll be 2 months if you're lucky. Otherwise, about 3.
Bad and evil. ;)
 
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