Spell Summon Element Golems

ReVolver

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Me and Rhieas have been working on an AoS project and we have completed the ideas and concept of the map but we are in need of a decent terrainer. Here is a spell that we are going to use in our map but we wanted to show you how we made it and how creative it is.


2003350806638087839_rs.jpg


Description:

2001378154113855798_rs.jpg
(R) - Raise Elements
Uses the powers of the druids to create element golems from nature itself. Depending on the section of terrain you cast your spell on, you will get a different golem.​

Code:
Trigger:
  • Summon Golems
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Raise Elements
    • Actions
      • -------- Is this GUI? --------
      • Custom script: local unit golem
      • Custom script: local unit caster = GetTriggerUnit()
      • Custom script: local location e = GetSpellTargetLoc()
      • -------- Earth Golem --------
      • Custom script: if GetTerrainTypeBJ(e) == 'Ldrt' and IsTerrainPathable(GetLocationX(e),GetLocationY(e),PATHING_TYPE_WALKABILITY) == false then
      • Custom script: set golem = CreateUnitAtLoc(GetOwningPlayer(caster),'n000',e,0)
      • Custom script: call SetUnitAnimation( golem, "birth" )
      • Custom script: call DestroyEffect(AddSpecialEffectLoc("Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl",e))
      • Custom script: call UnitApplyTimedLife(golem, 'BTLF', 30)
      • Custom script: endif
      • -------- Dark Golem --------
      • Custom script: if IsPointBlighted(GetLocationX(e),GetLocationY(e)) == true and IsTerrainPathable(GetLocationX(e),GetLocationY(e),PATHING_TYPE_WALKABILITY) == false then
      • Custom script: set golem = CreateUnitAtLoc(GetOwningPlayer(caster),'n001',e,0)
      • Custom script: call SetUnitAnimation( golem, "birth" )
      • Custom script: call DestroyEffect(AddSpecialEffectLoc("Abilities\\Spells\\Undead\\RaiseSkeletonWarrior\\RaiseSkeleton.mdl",e))
      • Custom script: call UnitApplyTimedLife(golem, 'BTLF', 30)
      • Custom script: endif
      • -------- Grass Golem --------
      • Custom script: if GetTerrainTypeBJ(e) == 'Lgrd' and IsTerrainPathable(GetLocationX(e),GetLocationY(e),PATHING_TYPE_WALKABILITY) == false then
      • Custom script: set golem = CreateUnitAtLoc(GetOwningPlayer(caster),'n002',e,0)
      • Custom script: call SetUnitAnimation( golem, "birth" )
      • Custom script: call DestroyEffect(AddSpecialEffectLoc("Abilities\\Spells\\NightElf\\EntanglingRoots\\EntanglingRootsTarget.mdl",e))
      • Custom script: call UnitApplyTimedLife(golem, 'BTLF', 30)
      • Custom script: endif
      • -------- Water Golem --------
      • Custom script: if IsTerrainPathable(GetLocationX(e),GetLocationY(e),PATHING_TYPE_WALKABILITY) and not(IsTerrainPathable(GetLocationX(e),GetLocationY(e),PATHING_TYPE_AMPHIBIOUSPATHING)) == true then
      • Custom script: set golem = CreateUnitAtLoc(GetOwningPlayer(caster),'n003',e,0)
      • Custom script: call SetUnitAnimation( golem, "birth" )
      • Custom script: call DestroyEffect(AddSpecialEffectLoc("Objects\\Spawnmodels\\Naga\\NagaDeath\\NagaDeath.mdl",e))
      • Custom script: call UnitApplyTimedLife(golem, 'BTLF', 30)
      • Custom script: endif
      • -------- Rock Golem --------
      • Custom script: if GetTerrainTypeBJ(e) == 'Lrok' and IsTerrainPathable(GetLocationX(e),GetLocationY(e),PATHING_TYPE_WALKABILITY) == false then
      • Custom script: set golem = CreateUnitAtLoc(GetOwningPlayer(caster),'n004',e,0)
      • Custom script: call SetUnitAnimation( golem, "birth" )
      • Custom script: call DestroyEffect(AddSpecialEffectLoc("Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl",e))
      • Custom script: call UnitApplyTimedLife(golem, 'BTLF', 30)
      • Custom script: endif
      • -------- Finish Up --------
      • Custom script: call RemoveLocation(e)
      • Custom script: set e = null
      • Custom script: set golem = null
      • Custom script: set caster = null



Enjoy and we will be putting more spells soon and maybe some spell packs :D
 

Attachments

  • SummonElement.w3x
    25 KB · Views: 513

ReVolver

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Nice, but why not just convert it into JASS since its totally custom scripts anyway?
I made it like that so people can see how jass works and see the process (gui users) and making it all jass would just confuse them.
 

ReVolver

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I can terrain.

If you can terrain for can you show us some of your previous work?

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

Spell Updated - Redid some terrain conditions and fixed dummy spell.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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Try setting those birthing special effect in a global string array variable.

People may want to change them, or maybe not.
 

Arkan

Nobody rides for free
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Very nice idea for a spell, I always had a thing for spells that depend on the terrain.
 

ReVolver

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Try setting those birthing special effect in a global string array variable.

People may want to change them, or maybe not.

The birth effect on the Golems looks too good to be removed or changed. :D
 

ReVolver

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this is cool

but in some maps with random terrains...maybe this will bug?

+rep

This is only using terrain from Lorderon Summer, if the terrain is different it will simply just not make a golem. :rolleyes:
 

duyen

New Member
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I made it like that so people can see how jass works and see the process (gui users) and making it all jass would just confuse them.
QFT

Um that's the Dark Druid's (Nergal) innate ability in Age of Myths.
 

ReVolver

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Um that's the Dark Druid (Nergals) innate ability in Age of Myths.

Oh really? I never heard of that game before, I guess someone already took my idea...:eek:
 

duyen

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Age of Myths was made by vile, here's there website.

Here's the download.

Here's another download via WorldEditorTutorials

Description: (Quoted Vile)

- Over 300 items to choose from, including sideshops and items to gain from hero kills.
- Game ending statistics, allowing you to see every kill/assist/death etc you made, as well
as getting your own RANK based on how you played.
- A REMATCH option; there is no need to restart the game all over again. If you have
enough players, you can just vote for a rematch through the menu or just finish the game
and the game will switch your sides (you will be dark if you were light and vice versa) within
a short duration of only 15 seconds. Not a balanced team for a rematch? Check the next feature.
- A REBALANCE option; players left? Got a 4v2? 5v3? A small command through -menu will allow
you to rebalance the teams, and a random player(s) will move to the other team, so that
3v5 will become 4v4, 5v2 will become 4v3, etc. No need to restart the game just because
of 1 or 2 leavers!
- Shuffle Teams option; Got some newbie players on your team, and the other team is stacked with professionals?
No problem! The new and improved Shuffle Teams command through -menu will
allow you to shuffle players among teams randomly, so that the game can even out!
- 6v6 Compatibility
- Custom Hero Experience system, allowing you to stay away from battle to get your items
without having alot of difference in the experience that your enemy gained.
It also allows 2 heroes at the same area to gain the same amount of experience
(more then 2 will result a split of XP among the rest of the allied heroes)
- Custom creep bounty system, allows you to have creep gold as long as you keep hitting them. This eliminates the last hit reward problem on most aos maps out there.
- Assistance System, allows you to still recieve a part of the gold from a hero kill if you assisted
the kill in any way.
- A comfortable command menu instead of the usual -commands, just type -menu for an enhanced
menu with many options.
- A wonderful looking terrain with 4 lanes to ambush your enemies with alot of free space to hide around.
- Advanced never seen before spells that will leave you with an open mouth; every spell has been designed carefully with the community members, and has been well scripted in jass, memory leak free. It is recommended that you will have an upgraded graphics card due to the intensity of the effects. Also bear in mind that the abilities are very complicated, you should read guides and
spell descriptions before using your spells so you can know what they do and how to use them
wisely. They aren't just click and go.
- Custom hero skins which were made specifically to the map, each hero with its own theme,
some skins were edited to fit the map (Credits are given through F9 and in opening screen)
- Custom models for spell effects made by me for the map
- Capture the flag system, allowing you to push lanes if you got your flag.
- Mercenary system; the mercenaries can aid you, if you show them the enemy's
flag, and you can also buy special unit deliveries from them, to blow up bridges,
and thus, alot of tactics are involved.
 

Flare

Stops copies me!
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662
Very nice (and your spell has alot more... usable terrain types as such, than AoM, even though I hate to admit it :S) Still, very nice looking and the GUI-ish-ness makes it easily accessable. Great work ^^

@Anman: theres nothing wrong with making abilities similar to AoM is there? perhaps there are people who have been waiting in the hope that someone would make this spell ^^
 

ReVolver

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Well since, we are talking about AoM, does anyone want to request a spell from it?
 

duyen

New Member
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214
Well since, we are talking about AoM, does anyone want to request a spell from it?


Hmm lets see here.. *Think's about the hardest possible spell to make* Ah! The meteor spell which is affected by day and night and you can change its radius :shades:
 
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