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A spell...

02-20-2006, 10:33 AM#1
Sardrixx
i need a spell, wickedly simple idea... no clue how to execute

its an AOE spell
i want to make it so lightning strikes the ground in the middle of the area and 12 bolts spin out in little circles across a line (they need to move strait, but spin incase you didn't understand) the actuall lightning would do no damage, but the 12 bolts would have to do (casters int)*spell lvl/2 (seven levels of the spell)
OR
you can make the lightning do damage and just use a crosshair target so the lightning comes down then from where it came down they spin out(like above)

easy huh
but i must say, if it can be done... it would be one awsome spell, one for the books possibly. anything i left out is up to whomever takes on this challenge, the name, the images used, how big the balls are, how fast they spin, how far they go... etc... etc... etc... even to the point of if they collide (but making them collide would probably take alot of work, and would be completely unneccesary)
02-20-2006, 10:47 AM#2
qwertyui
Lightning strikes the ground is pretty easy.
Base this spell off aoe-targeted channel and give it lightning target effect. Voila :)

The bolts are, as expected, the hard part. I am not exactly sure what do you mean by spinning, but from what i understood you want to create 12 bolts, each going in one of 12 directions, with Pi/6 angle between the directions of neighbouring bolts.

Basically first you need to create a unit, using, say a shaman projectile model. This unit must be invulnerable locust with no pathing restrictions whatsoever.

Now, when the spell is cast, record its target location, and run a trigger, which:
1) creates 12 of bolt units
2) for each bolt:
- calculates its direction angle (Pi/6*bolt's number)
- calculates its target order movement point. If l is the lenght, which you want the bolt to move through during the spells duration, then the target location is: bolt's x + l*cos(direction angle); bolt's y + l*sin(direction angle)
- issues the bolt an order to move to target direction
- creates a collision detection trigger for given bolt, with the event Any Unit Comes Within Range of bolt.

Then, write whatever you want to happen with bolted people in collision trigger.

I can see one problem with the spell already. If there is anything in your map which can be nuked, this spell will be mostly used for nuking it for 12*bolt's power. Think about whether you want to change it and how to do it.
02-20-2006, 12:25 PM#3
Sardrixx
i was thinking, i could make something like vexorian's spinning fireballs cept only one and it spins around a unit, i move that unit(both have no pathing restrictions and the other unit has no model(thus it cant be seen)) exactly how you said to move the orb, of course, i would need to spawn the 12 guys a bit farther away then the lightning that way they cant use it to get 12* the bolts damage on one thing

only problem is, i suck at jass..., and i dont want to steal Vexorians spell in any way shape or form... so it would be kind of impossible for me to accomplish this, w/o vexorians permission and w/o some1's help, because as i see it, since vexorians spell was in jass, i wont be able to modify it myself even if he gives me permission, thats why i asked some1 to help
02-20-2006, 12:44 PM#4
qwertyui
Ah, so you want to have 12 units which go out in 12 directions, with each having an orb of frost spinning around it?

If that's what you want, then its not THAT hard. Just requires some high level maths :/
02-20-2006, 03:26 PM#5
Sardrixx
Lol, it would be easy to change the orb of frost to a lightning orb BUT, its a different story making the units spawn X far away from the lightning strike at a Pi/6 interval, and converting the normal damage to % damage based on character level on the spell... the spell was in Jass last time i checked...so i would have to start over because i know 0 jass 0 zip dooda, and i doubt i could do it with GUI either, which is why i asked

Somebody teach me, i know how to make % based damage with Gui but his spell is in Jass, and i guess Vexorian wouldn't mind if i gave him credit for the spell it was based off of
02-20-2006, 05:28 PM#6
Anitarf
Wrong forum. Moved.
02-21-2006, 11:32 AM#7
Erdrik
i believe there is an easier way to do this.

First make an ability based off Spawn Spiderling. (Or any other spawn on death)
Now make a new unit, and give it the locust ability and the new spawn ability.
Next make another new unit. Give this unit the invunerable ability and a fly movement type.
Change the fly units attack to 'Attack 1 Only' and change targets allowed to a target you aren't going to use.
'Attack 1 Only' must be set for this to work.
Change aquision range and attack range to 0.
Change collision size to how ever far you wish the bolts to go. (I fear there is a limit )
Change the model to whatever you wish to bolt to look like.
Now go back to your spawn ability and add the fly unit as the unit type, and set number spawned to 12.
set duration to how ever long you think it will take the unit to get to the end of its path (may require some testing)
Next make an ability based off of Permanent Immolation, and give it to the fly unit. Mod the damage to whatever you need. and set the AOE to a small number like 75.
Now make an ability based off of infernal. Set damage to 1.
Set stats - duration - normal to 0.01 and stats - duration - hero 0.01
Set Data - duration to 0.25 and summoned unit to the first locust unit.
Set Impact delay to 0.
and Area of Effect to whatever the Collision size of the fly unit is.

This will cause 1 damage to all units in that AOE, which will wake any sleeping units (Not sure, maybe all is needed is the 0.01 stun?).
Then spawn the locust unit, which will last 0.25 seconds and die.
On death it will spawn 12 of the fly units, which will immidiatly fly out to their collision size, as they move the Immolation spell will damage the newly awaken units within their AOE.

Im not sure exactly what pattern they will fly out in, so testing would probly be needed.
Also keep in mind the Fly units will be selectable..
So reduce the selection scale as small as possible to help remove the selected graphic, tho I don't know if there is a way to make them unselectable and still have collision size

Hope this helps a little.
02-22-2006, 08:29 PM#8
Sardrixx
Great idea, but the bolts wouldn't spin... if i cant find some1 who can pump the numbers and jass required, i might use this way although i wanted the range to change according to the casters int also, so this would be a big bump in the method you suggested other then that, i could definatly set the damage to be based on int, great idea