Spell Universal Stop

ertaboy356b

Old School Gamer
Reaction score
86
Actually my first spell... Don't flame me for my spell please, I'm still new on doing this.........

This ability is actually base in Berserk, because Berserk casts instantly without delay...


Universal Stop:

Drags everything into a dimensional Time Zone where everything seems to have stopped including the flow of time. Thus, those who are critically affected by these effects were frozen and will remain in this state until the effect has ended. Also, improves 20% move speed and 40% attack speed of friendly heroes and the opposite effect to enemy heroes.

Level 1 - Lasts 10 seconds.
Level 2 - Lasts 13 seconds.
Level 3 - Lasts 16 seconds.

Code:
Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Universal Stop
    Actions
        Unit Group - Add (Triggering unit) to HeroGroup
        Set Group = (Units in (Entire map))
        Unit Group - Pick every unit in Group and do (Actions)
            Loop - Actions
                -------- You can add ((Picked unit) is a structure) equal to false... Only if you want to disable buildings from being affected by the Time Stop --------
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) is A Hero) Equal to False
                    Then - Actions
                        -------- Edit this if you want to make your own effect to those who are affected by the Time Stop --------
                        Unit - Pause (Picked unit)
                        Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
                        Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
                        Unit - Turn collision for (Picked unit) Off
                    Else - Actions
        Custom script:   call DestroyGroup( udg_Group )
        Unit - Add Universal Stop Buff to (Triggering unit)
        Player - Disable Universal Stop Buff for (Owner of (Triggering unit))
        Custom script:   call RemoveLocation( udg_TempLocation )
        Trigger - Turn on Finish <gen>
        Trigger - Turn on FXTriggers


This one should not be Turned on by default.....
Code:
Finish
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        -------- These detects if the spell effect is already finish --------
        Unit Group - Pick every unit in HeroGroup and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Universal Stop ) Equal to False
                    Then - Actions
                        Unit Group - Remove (Picked unit) from HeroGroup
                        Unit - Remove Universal Stop Buff from (Picked unit)
                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in HeroGroup) Equal to 0
            Then - Actions
                Trigger - Turn off FX1 <gen>
                Trigger - Turn off FX2 <gen>
                Set Group = (Units in (Entire map))
                Unit Group - Pick every unit in Group and do (Actions)
                    Loop - Actions
                        -------- You can add ((Picked unit) is a structure) equal to false... Only if you want to disable buildings from being affected by the Time Stop --------
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is A Hero) Equal to False
                            Then - Actions
                                -------- If you edit on the first one, you have to edit this also --------
                                Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                                Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
                                Unit - Turn collision for (Picked unit) On
                                Unit - Unpause (Picked unit)
                            Else - Actions
                Custom script:   call DestroyGroup( udg_Group )
                Set dummy = No unit
                Trigger - Turn off (This trigger)
            Else - Actions

This should be turned off... This is an optional special effect.. Press 'ESC' to switch it with another special effect...
Code:
FX1
    Events
        Time - Every 0.70 seconds of game time
    Conditions
    Actions
        -------- These are Special Effects!!! --------
        For each (Integer A) from 1 to (5 x (Number of units in HeroGroup)), do (Actions)
            Loop - Actions
                Set TempLoc = (Position of (Random unit from HeroGroup))
                Set TempDummyLocation = (TempLoc offset by 700.00 towards (Random real number between 0.00 and 360.00) degrees)
                Unit - Create 1 TargetDummy for Neutral Passive at TempDummyLocation facing Default building facing degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Set dummy = (Last created unit)
                Custom script:   call RemoveLocation( udg_TempDummyLocation )
                Set TempDummyLocation = (TempLoc offset by 700.00 towards (Random real number between 0.00 and 360.00) degrees)
                Unit - Create 1 DummyCaster for Neutral Passive at TempDummyLocation facing Default building facing degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Unit - Add AbilityFX[(Random integer number between 1 and NumberOfAbility)] to (Last created unit)
                Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning dummy
                Custom script:   call RemoveLocation( udg_TempDummyLocation )
                Custom script:   call RemoveLocation( udg_TempLoc )

This one is also an optional special effects...
Code:
FX2
    Events
        Time - Every 0.20 seconds of game time
    Conditions
    Actions
        -------- This is Special Effect 2 --------
        Set Group = (Units in (Entire map))
        Unit Group - Pick every unit in Group and do (Actions)
            Loop - Actions
                -------- You can add ((Picked unit) is a structure) equal to false... Only if you want to disable buildings from being affected by the Time Stop --------
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) is A Hero) Equal to False
                    Then - Actions
                        Animation - Change (Picked unit)'s vertex coloring to ((Real((FX2Red x 10)))%, ((Real(FX2Green)) x 10.00)%, ((Real(FX2Blue)) x 10.00)%) with 75.00% transparency
                    Else - Actions
        Custom script:   call DestroyGroup( udg_Group )
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                And - All (Conditions) are true
                    Conditions
                        FX2Blue Less than 9
                        FX2Green Equal to 0
            Then - Actions
                Set FX2Red = 0
                Set FX2Blue = (FX2Blue + 1)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        And - All (Conditions) are true
                            Conditions
                                FX2Green Less than 9
                                FX2Red Equal to 0
                    Then - Actions
                        Set FX2Blue = 0
                        Set FX2Green = (FX2Green + 1)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                And - All (Conditions) are true
                                    Conditions
                                        FX2Red Less than 9
                                        FX2Blue Equal to 0
                            Then - Actions
                                Set FX2Green = 0
                                Set FX2Red = (FX2Red + 1)
                            Else - Actions

This one are the variables of those special effects...
Code:
FX Variables
    Events
        Map initialization
    Conditions
    Actions
        Set Hero = Blood Mage 0001 <gen>
        -------- This counts how many abilities will be launch as special effects... Add if you want... --------
        -------- Remember, abilities must be based with Chain Lightning --------
        Set AbilityFX[1] = FX1 
        Set AbilityFX[2] = FX2 
        Set AbilityFX[3] = FX3 
        -------- Edit this according to how many abilities are in your list... --------
        Set NumberOfAbility = 3
        -------- Edit this between FX1 and FX2 to change the default special effect --------
        Set FXTriggers = FX1 <gen>
        -------- Don't edit this.... Trigger Removal --------
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )
Screenshots:

WC3ScrnShot_041007_195706_03.jpg


WC3ScrnShot_041007_195704_02.jpg


WC3ScrnShot_041007_195659_01.jpg



I need your comments... Just don't flame cause Its my first time...





__________________________________________________________
Edited: Added spell data...
V3.0 - Changelog
-Known issues fixed
-Added new Special Effect
-Currently has 2 special effects that can be toggled by pressing 'ESC'
-Added commands for better testing
V2.0 - Changelog
Now has Special Effect...
Special Effect can be manually altered...
Added new trigger that controls special effects...
Special Effect can be added according to the style of the user...
The Map now has a 'Editing Index' which will guide you on how to edit the spell...

Screenshot is now available
Note: When editing special effects, you may use anything you want, either you want flying stormbolts, Meteors falling down from the sky, crushing wave everywhere..... Any!!
 

Attachments

  • Universal Stop.w3x
    18.6 KB · Views: 656

master maste

New Member
Reaction score
32
GJ for your first spell, I'll try it out later. I have no idea how good the triggering is as I only work in jass at the moment and GUI is slipping away from me :) .
 

turok255

New Member
Reaction score
30
You need to destroy your groups you set by...

call DestroyGroup(udg_UnitGroup)

Sorry if you did it i just glimsped through the trigger i'll look at it better tomorrow :). Sounds imilar to ym spell i submited to emj3ir's spell contest but not quiet
 

ertaboy356b

Old School Gamer
Reaction score
86
Actually, I've removed all the leaks except for HeroGroup Unit Group... I do not see it as a leak because that unit group is the one who is determining whether the Time Stop will Stop or will Go on.... Anyway, its MUI and MPI(not sure though)....
 

pheonixashes

Those who misplace trust in gods learn their fate.
Reaction score
65
Hmm... the triggers seem fairly well done, but can we have some screenshots?


Please?
 
I

IKilledKEnny

Guest
Good job, few pointers.

1. HeroGroup contains only the casters at the moment.
2. Why do you create the dummy?
3. For each (Integer A) from 1 to Integer, do (Actions) - just use group like you did in the first trigger, this way you also don't need an array.
4. What does the last spell do?
 

ertaboy356b

Old School Gamer
Reaction score
86
Code:
1. HeroGroup contains only the casters at the moment.

Yep, its true... That's because I want to make it MUI.... I want to make the Time Stop effect to stop only if all who cast the spell has already finish the effect of the ability...

Code:
2. Why do you create the dummy?

I've been thinking that maybe I could throw in some special effects, but unfortunately, its not very neat....

Code:
For each (Integer A) from 1 to Integer, do (Actions) - just use group like you did in the first trigger, this way you also don't need an array.

Yeah you're right... Why didn't I think of that....

Code:
4. What does the last spell do?

I was thinkin in order to make the Time Stop possible, I need to stop time itself.. I mean the time of day should not revolve until the Time Stop effect has already done... The last spell by the way is the effect of the Moonstone... I have troubles doing it, it has no BaseOrderID....

Code:
Hmm... the triggers seem fairly well done, but can we have some screenshots?

I think screenshots are worthless here, that's because it has no SuperDuperCool Special Effects like other spell does... It only makes units affected by the Time Stop blur, that's all...
 

master maste

New Member
Reaction score
32
I think screenshots are worthless here, that's because it has no SuperDuperCool Special Effects like other spell does... It only makes units affected by the Time Stop blur, that's all...

Add some cool effects then it will stand out more and people will really want to use it. :)
 
I

IKilledKEnny

Guest
> I've been thinking that maybe I could throw in some special effects, but unfortunately, its not very neat....

Then I suggst removing it or putting a commet "here you can put special effect" or somthing like that...

> I need to stop time itself

You don't need dummy to do that.

>That's because I want to make it MUI

Comments here too would be great.

I think comment might help making the trigger more understandable as it is not very vlear why you do certain things.

Oh and I hope you don't take this as a flame but as suggestions, anyway that what I mean to do, not insult sombody that did a nice spell and that is helping others. :)
 

ertaboy356b

Old School Gamer
Reaction score
86
Code:
Add some cool effects then it will stand out more and people will really want to use it.
Well, it has some effects, but I think its lame.... That's because Random just repeats itself..... Although I never tried it on a bigger map...

Code:
You don't need dummy to do that.

How???


Anyway, I'll update the spell as soon as possible.... I'll try to add effects to suit the spell better... I'll also try to add screenshots....
 
I

IKilledKEnny

Guest
Those special effects are great!

> you sure about that?

I scanned it quickly and it seems so.
 

ertaboy356b

Old School Gamer
Reaction score
86
Well I can convert it to Jass, but I don't know how to use those Handle Vars Things.....

Anyway, If there are two seperate functions, then there local variables, can I transfer a local variable from 1 function to another by using globals???

Just like this, local integer Int
<use some triggers>
set udg_TempInt = Int
<Transfer it to another function>
local integer Int
set Int = udg_TempInt

Is this possible????
 

Sim

Forum Administrator
Staff member
Reaction score
535
This spell is not MUI.

HeroGroup is used in a couple triggers, which because of the periodic event are considered as a "wait". Globals + waits = no MUI.

dummy is also used in 2 triggers, and in one of them it isn't set anywhere so I guess it bears the value you gave it in the other trigger. Again, since it is a periodic event, it is a "wait".

There most probably are other things I missed out.

BTW:
Code:
                For each (Integer A) from 1 to Integer, do (Actions)
                    Loop - Actions
                Set dummy = No unit
                Trigger - Turn off FX <gen>
                Trigger - Turn off (This trigger)

Don't know if it's intended (probably not), but atm there are no actions inside the loop.
 

ertaboy356b

Old School Gamer
Reaction score
86
Haha I see the looped you've found... Actually, I forgot to delete it while editing the triggers....

Code:
HeroGroup is used in a couple triggers, which because of the periodic event are considered as a "wait". Globals + waits = no MUI.

Actually, HeroGroup is a group of casters that used the spell... The purpose of this is to detect if all the casters have finish the duration of their spells, If so, The Time Stop would most like turn off its effect... Another, is that I based the spell into Berserk, why?? Because of its instant cast and buff... The second trigger(With periodic time event) actually checks if the caster still has its buff, If not, the trigger will remove the aura 'Universal Stop Buff' from it and removing the caster from the HeroGroup.. Another, the trigger checks if there are no more units in HeroGroup, if so, the trigger turns off the effect of the time stop and those flashy special effects...

The third trigger is mainly the special effects.. It depends on how many casters used the same spell(HeroGroup)... The number of special effects depends on the number of casters in the HeroGroup.... But most likely, the effects randomize on both casters...
 

ertaboy356b

Old School Gamer
Reaction score
86
Thanks bro, my first time actually

_____________________________________
Translation: Ty tol, first time ko hehehehe...
 

emjlr3

Change can be a good thing
Reaction score
395
someone fluent in GUI give me a good review of this spell in its current condition
 

2-P

I will work hard tomorrow
Reaction score
325
-Better use "A Unit Starts the effect of an ability" as event.
-There's an empty loop near the end of the second trigger.
-Normal units also suffer from the movement/attack speed decrease.
-IMO the spell shouldn't affect buildings. You could add this as an option.

Seems to be MUI and clean besides that. (Somebody else might want to check it too).


More aesthetical stuff:
-The hero that casts the ability gets a buff which says that the area is under the effect of Universal Stop. Commonly the units that are affected by the spell get the buff and not the caster.
-The "Buff" in the ability "Universal Stop Buff" is kinda confusing.
-That whole thing with the random lightnings around the caster doesn't make much sense to me. :p Doesn't fit to the spell IMO.
 
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