Spell WaveForm

RaiJin

New Member
Reaction score
40
Wave Form
By RaiJin

GUI/JASS - Gui
Import Difficulty - Low
MUI/MPI - MUI

Good
-Leakless
-LagFree
-Customizable

Bad
-None

Spell Info

Dissolves into water and dashes to the target Point.
Level 1 - 100 Damage, 1100 dash.
Level 2 - 200 Damage, 1100 dash.
Level 3 - 300 Damage, 1100 dash.

Script
Trigger:
  • Wave Form
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Wave Form
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • WF_MuiCount Greater than (>) 300
        • Then - Actions
          • Set WF_MuiCount = 0
        • Else - Actions
          • Set WF_MuiCount = (WF_MuiCount + 1)
      • -------- Damage Per Level --------
      • Set WF_Damage = 100.00
      • -------- Offset Count --------
      • Set WF_RealOffset = 40.00
      • -------- Wave Form Level Check --------
      • Set WF_Level[WF_MuiCount] = (Level of Wave Form for (Triggering unit))
      • -------- How much Damage he does --------
      • Set WF_SpellDMG = ((Real(WF_Level[WF_MuiCount])) x WF_Damage)
      • -------- Target Point of Cast --------
      • Set WF_SpellPoint[WF_MuiCount] = (Target point of ability being cast)
      • -------- Damage AOE --------
      • Set WF_Aoe = 150.00
      • Unit - Make (Triggering unit) Invulnerable
      • Unit - Turn collision for (Triggering unit) Off
      • Animation - Change (Triggering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 98.00% transparency
      • Unit - Set the custom value of (Triggering unit) to WF_MuiCount
      • Set WF_Caster[WF_MuiCount] = (Triggering unit)
      • Custom script: if udg_WF_DamageAlready[udg_WF_MuiCount] == null then
      • Custom script: set udg_WF_DamageAlready[udg_WF_MuiCount] = CreateGroup()
      • Custom script: endif
      • Unit Group - Add (Triggering unit) to WF_MuiGroup


Trigger:
  • Wave Dash
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
      • (Number of units in WF_MuiGroup) Greater than (>) 0
    • Actions
      • Unit Group - Pick every unit in WF_MuiGroup and do (Actions)
        • Loop - Actions
          • Set WF_CustomV = (Custom value of (Picked unit))
          • Set WF_HeroPoint = (Position of WF_Caster[WF_CustomV])
          • Set WF_Angle = (Angle from WF_HeroPoint to WF_SpellPoint[WF_CustomV])
          • Set WF_Offset = (WF_HeroPoint offset by WF_RealOffset towards WF_Angle degrees)
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Distance between WF_HeroPoint and WF_SpellPoint[WF_CustomV]) Less than or equal to (<=) 100.00
              • Then - Actions
                • Unit Group - Remove WF_Caster[WF_CustomV] from WF_MuiGroup
                • Special Effect - Create a special effect at WF_HeroPoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                • Special Effect - Destroy (Last created special effect)
                • Unit - Make WF_Caster[WF_CustomV] Vulnerable
                • Animation - Change WF_Caster[WF_CustomV]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                • Unit - Turn collision for WF_Caster[WF_CustomV] On
                • Custom script: call RemoveLocation (udg_WF_SpellPoint[udg_WF_CustomV])
                • Custom script: call DestroyGroup(udg_WF_DamageAlready[udg_WF_CustomV])
              • Else - Actions
                • Special Effect - Create a special effect at WF_HeroPoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                • Special Effect - Destroy (Last created special effect)
                • Unit - Move WF_Caster[WF_CustomV] instantly to WF_Offset
                • Unit Group - Pick every unit in (Units within WF_Aoe of WF_Offset matching (((((Matching unit) is A structure) Equal to (==) False) and (((Matching unit) is in WF_DamageAlready[WF_CustomV]) Equal to (==) False)) and (((Matching unit) belongs to an enemy of (Owner of WF_Caster[WF_CustomV])) and do (Actions)
                  • Loop - Actions
                    • Unit Group - Add (Picked unit) to WF_DamageAlready[WF_CustomV]
                    • Unit - Cause WF_Caster[WF_CustomV] to damage (Picked unit), dealing WF_SpellDMG damage of attack type Spells and damage type Normal
          • Custom script: call DestroyGroup(bj_lastCreatedGroup)
          • Custom script: call RemoveLocation(udg_WF_HeroPoint)
          • Custom script: call RemoveLocation(udg_WF_Offset)

SCREENSHOT

236tk4.jpg

First Spell ever submitted don't roast me to bad

ChangeLog
1.0 - Initial Release
1.1 - Minor Code Adjustments
View attachment WaveForm 1.0 By RaiJin ~~.w3x
 

Attachments

  • WaveForm 1.1 By RaiJin ~~.w3x
    20.5 KB · Views: 412

Romek

Super Moderator
Reaction score
964
Post the code.
Post a screenshot.
 

Sim

Forum Administrator
Staff member
Reaction score
534
> Bad
-None

> First Spell ever submitted don't roast me to bad xD

Not very humble for a first submission. :)

----

Post your code.

Post a screenshot.
 

BlackRose

Forum User
Reaction score
239
Trigger:
  • Animation - Change (Triggering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 98.00% transparency


??? Why 98%?

Trigger:
  • * Unit Group - Add (Picked unit) to WF_DamageAlready[WF_CustomV]


You don't destroy this group afterwards? After you cast it 200 times, and it resets, it will bug?

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

Otherwise... good job... :)
I find DotA spells hard to make (This is DotA right?).... I tried making Leap, but I don't know how to use SetUnitX and SetUnitY :)

[ REP INCREASE ]
 

Flare

Stops copies me!
Reaction score
662
You don't destroy this group afterwards? After you cast it 200 times, and it resets, it will bug?
It doesn't need to be destroyed - that group won't leak, and it won't bug after the counter reset. Adding/removing groups from an existing group doesn't cause leaks. The problem arises when you create a new group over a previously-existing one

Speaking of leaks...
Code:
Unit Group - Pick every unit in (Units within WF_Aoe of WF_Offset matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is in WF_DamageAlready[WF_CustomV]) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of WF_Caster[WF_CustomV])) Equal to T and do (Actions)
You're leaking a group there

Also,
Code:
Set WF_Caster[WF_CustomV] = (Picked unit)
Why not set that to (Triggering Unit) in the Wave Form trigger, rather than setting it everytime the periodic trigger executes?

Also,
Code:
Custom script: call DestroyGroup(udg_WF_DamageAlready[udg_WF_CustomV])
Destroying the storage group (can't think of a better way to phrase it :p) mightn't be the best idea, since it could mess things up after the MUI counter resets. If you are doing that, you should add these lines to the Wave Form trigger (after you increment WF_MuiCount)
Code:
Custom script: if udg_WF_DamageAlready[udg_WF_CustomV] == null then
Custom script: set udg_WF_DamageAlready[udg_WF_CustomV] = CreateGroup ()
Custom script: endif
That way, each instance should have a storage group available once the counter resets.

What is the value for Size of AlreadyDamaged in the Variable Editor -> Edit Variable window? If I knew that, it'd probably make the solution much simpler i.e. no additional custom scripts
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
lol I just made Wave form and Knockback abilities today and I was thinking to submit them here xd
but then I've decide to make just a few more spells so I can post my spellpack

well since you already posted Wave form, I'll just have to skip it :p

if some ppl want it, I can post my knockback (Spirit breaker's)
it's pretty simple, MUI, lagless and leakless
 

RaiJin

New Member
Reaction score
40
the reason why i made his transparency to 98% is because thats how they did it in dota i think
 

simonake

New Member
Reaction score
72
Wow. You just fixed my MUI problem. I was good at fixing, caster[mui] and all these when ability is cast. But i couldnt find out how to in the 0.03 trigger, go take this unit and use his custom value. :p

+rep:thup:

+Palm for best waveform tutorial.:thup:

Very good job. You helper me alot for my map. Now can do the same for other spells.:thup::thup:

<3 ---->:confused: ---->:D
 

Igor_Z

You can change this now in User CP.
Reaction score
61
Very cool spell... I like it, btw 1 question: Why ur second trigger is turned on? I don't understand why? Answer plz
 

simonake

New Member
Reaction score
72
If he was turning it on/off , it would 'bug' when another guy is casting it.
It cannot be MUI when you turn on/off
 

Flare

Stops copies me!
Reaction score
662
If he was turning it on/off , it would 'bug' when another guy is casting it.
It cannot be MUI when you turn on/off

If you turn the trigger off when there is no spell instance running, it won't break the MUI-ness of the spell. The problem arises when you turn the trigger off while there are instances of the spell still running
 

Bloodcount

Starcraft II Moderator
Reaction score
297
raijin, is this your spell. The creators of personas made this spell

OMB elder.... personas is a dota copy, (same styled heroes, just spells are a bit mixed up) with tag styled play. This is a spell type called dash/charge spells. I beleave that dota are the first ones who added this thing. (as well as knockback, but really not sure about this)

Omb- Oh my Bloodcount
 

Igor_Z

You can change this now in User CP.
Reaction score
61
LoL, why do u think he stole it... He uploded it didn't he. It will help other people, thats all that mathers... Let the creators argue with him if it is stolen
 
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