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Old 08-24-2009, 12:16 PM   #1
D1000
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Spell Making Session 15 Winner

Default Expanding Sphere 1.4b

This is my first spell I upload on this site.
It got the first place at the Spell Making Session #15

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Credits to Vexorian for TimerUtils, JassHelper and xe

Please give proper credits to me and Vexorian if you use this spell in your map.

Code

Collapse JASS:
scope ExpandingSphere

//============================================||
//----------------------------Spell made by D1000---------------------------||
//-----Please give Credits if you use it in your (Or anyone else) map----||
//-------------------------------Version 1.4b----------------------------------||
//-------------------------------------------------------------------------------||
//--Requires: JassHelper, TimerUtils and xe (basic,fx,preload,damage)-||
//------Credits to Vexorian for: JassHelper, TimerUtils and xe------------||
//============================================||

//============================================||
//------------------------------------Import------------------------------------||
//1) Copy the folders "Spell" and "Systems" to your map.----------------||
//2) Import the Dummy-model used in this map in your map -----------||
//3) Follow the import-instructions of xebasic -----------------------------||
//4) Create a dummy-spell and set "AbilityID" in this trigger to its ID ---||
//5) Give credits to Vexorian and me (D1000) -----------------------------||
//6) Have fun :-) --------------------------------------------------------------||
//============================================||

    globals
        //Things you can change
        
        /*Different*/
        private constant integer AbilityID = 'A000' //ID of the dummy Spell
        private constant real Interval = XE_ANIMATION_PERIOD //The loop-Interval
        private constant real Height = 60 //How high above the ground the spell takes place
        private constant integer MaxInstances = 8190 //Maximum number of instances of the Spelldata-Struct. Each usage of the spell needs 17 of them, so you can cast the spell with "MaxInstances = 8190" 8190/17 ~ 481 times at once.

        
        /*Lightnings*/
        private constant string LightningType = "DRAB" //Which lightning effect should be used.
        private constant real Length = 90 //The Length of each lightning
        private constant real LengthAdd = 0 //The Length increase each level
        private constant real SpinSpeed = 0.11 //Spin movement per "Interval" (in Radians)
        private constant real SpinSpeedAdd = 0 //Everytime the same...
                    //Color of the lightnings 
        private constant real LightningColorR = 1 //Red
        private constant real LightningColorG = 1 //Green
        private constant real LightningColorB = 1 //Blue
        private constant real LightningColorA = 1 //Alpha
        
        
        /*The ball*/
        private constant string BallModel = "Abilities\\Spells\\Other\\Parasite\\ParasiteMissile.mdl" //The model of the lightning ball
        private constant real StartScale = 0.2 //The scale the ball has to begin of the spell
        private constant real StartScaleAdd = 0 //The scale-increase each level
        private constant real GrowScale = 0.09 //How much the dummy-unit grows each "Interval"
        private constant real GrowScaleAdd = 0 //The groth increase each level
        private constant real MaxScale = 18 //When the dummy reaches this size, it will explode
        private constant real MaxScaleAdd = 0 //Guess what
                    //Color of the ball
        private constant integer BallColorR = 255 //Red
        private constant integer BallColorG = 255 //Green
        private constant integer BallColorB = 255 //Blue
        private constant integer BallColorA = 255 //Alpha
        
        
        /*The effect at the end*/
        private constant string EndEffect = "Objects\\Spawnmodels\\Undead\\UDeathMedium\\UDeath.mdl" //The model of the explosion at the end
        private constant real EndScale = 1.6 //The scale of the effect
        private constant real EndScaleAdd = 0
        private constant real EndZ = 100 //The flying-Height of the effect
        private constant real EndZAdd = 0 //....
        private constant real EndTimeAfter = 1 //Time after the EndEffect until the DummyUnit gets destroyed.
        private constant real EndTimeAfterAdd = 0
                    //Color of the EndEffect
        private constant integer EndColorR = 255 //Red
        private constant integer EndColorG = 255 //Green
        private constant integer EndColorB = 255 //Blue
        private constant integer EndColorA = 255 //Alpha
        
        
        /*Damage*/
        private constant real Range = 240 //The range of the damage
        private constant real RangeAdd = 0
        private constant real Damage = 200 //Damage to each target
        private constant real DamageAdd = 100 // self-explanatory 
        //Here you can alter the damage type and similar things (uses xedamage)
        //! textmacro ExpandingSphereDamageSettings
            set .dtype  = DAMAGE_TYPE_MAGIC
            set .atype  = ATTACK_TYPE_HERO
            //the wepon-type is per default "WEAPON_TYPE_WHOKNOWS"
            set .damageTrees = true
            set .damageNeutral = false
            //Damage enemies and not harming allies is default
            //You can find the xe-readmes in the "Systems"-Folder
            
            //You can also define other "onInit" actions in this textmacro, if you need them
        //! endtextmacro
        
        endglobals
        
        /*Advanced Settings*/
        //The following textmacros are called in different parts of the spell.
        //You can define locals in them, if you want.
        //You can access the struct members by using d.StructMember
            //! textmacro ExpandingSphereStart
                //This textmacro is called when the spell starts.
                debug call BJDebugMsg("|cffFFCC00"+GetUnitName(.caster)+"|r starts to cast 'Expanding Sphere'")
            //! endtextmacro
        
            //! textmacro ExpandingSpherePeriodic
                //This textmacro is called every "Interval" seconds, while the spell takes place
                debug call BJDebugMsg("Periodic event of 'Expanding Sphere' (casted by |cffFFCC00"+GetUnitName(.caster)+"|r)")
            //! endtextmacro
        
            //! textmacro ExpandingSphereEnd
                //This textmacro is called when the spell ends
                debug call BJDebugMsg("|cffFFCC00"+GetUnitName(.caster)+"|r finished casting 'Expanding Sphere'")
            //! endtextmacro
            
    private struct ES[MaxInstances]
        //If you want, you can declare additional struct-members here
//=========================================================\\
/*                                        Dont touch anything below!                                              */
//=========================================================\\    
        real array x[17]
        real array y[17]
        real array z[17]
        unit caster
        lightning array l[16]
        integer level
        real scale
        real radians = 0
        real array dist[16]
        
        delegate xefx ball
        
        static delegate xedamage dmg
        static location loc = Location(0,0) //Used to get the Z value of the target point
        
        static method create takes unit caster, real x, real y returns ES
            local ES this = ES.allocate()
            set .caster = caster
            
            set .level = GetUnitAbilityLevel(caster,AbilityID)-1
            set .scale = StartScale+StartScaleAdd*.level
            
            set .x[16] = x
            set .y[16] = y
            set .ball = xefx.create(x,y,0)
                //Sets the color of the ball
            set .fxpath = BallModel
            set .red = EndColorR
            set .green = EndColorG
            set .blue = EndColorB
            set .alpha = EndColorA
                
        
            set .dist[0] = -(Length + LengthAdd*.level)/2
            set .x[0] = x + .dist[0]
            set .y[0] = y
            return this
        endmethod
        
        static method EndSpell takes nothing returns nothing
            local ES this = GetTimerData(GetExpiredTimer())
            //! runtextmacro ExpandingSphereEnd()
        
            call ReleaseTimer(GetExpiredTimer())
        
            //Destroys the ball
            call .ball.destroy()
        
            //Destroys the spell-struct
            call .destroy()
        endmethod
    
        static method Loop takes nothing returns nothing
            //Local declaration
            local timer t = GetExpiredTimer()
            local ES this = GetTimerData(t)
            local integer i = 1
            local xefx EndSFX
            //! runtextmacro ExpandingSpherePeriodic()
        
            //Lets the dummy grow^^
            set .ball.scale = .scale
            set .scale = .scale + GrowScale+GrowScaleAdd*.level
        
            if .scale >= MaxScale + MaxScaleAdd*.level then // When the max scale is reached, destroy the shapes and so on...
                call PauseTimer(t) //Only pauses the timer becauses it is still needed
            
                //The explosion
                set EndSFX = xefx.create(.x[16],.y[16],0)
                set EndSFX.fxpath = EndEffect
                set EndSFX.z = EndZ+EndZAdd*.level
                set EndSFX.scale = EndScale+EndScaleAdd*.level
                //Sets the color of the effect
                set EndSFX.red = EndColorR
                    set EndSFX.green = EndColorG
                set EndSFX.blue = EndColorB
                set EndSFX.alpha = EndColorA
            
                set i = 0
                loop //Destroys the shapes
                    call DestroyLightning(.l[i])
                    set i = i + 1
                    exitwhen i == 16
                endloop
            
                if Damage+DamageAdd*.level > 0 then //Only triggers if the damage is > 0
                    call .damageAOE(.caster,.x[16],.y[16],Range+RangeAdd*.level,Damage+DamageAdd*.level)
                endif

                call TimerStart(t,EndTimeAfter+EndTimeAfterAdd*.level,false,function ES.EndSpell)
                return //Skips the rest of the trigger
            endif
        
        
            set .x[0] = .x[16]+ .dist[0]*Sin(.radians)
            set .y[0] = .y[16]+ .dist[0]*Cos(.radians)
        
            loop // Moves the lightnings
                if i <= 7 then
                    set .x[i] = .x[16]+ .dist[i]*Sin(.radians)
                    set .y[i] = .y[16]+ .dist[i]*Cos(.radians)
                    call MoveLightningEx(.l[i-1],true,.x[i],.y[i],.z[i],.x[i-1],.y[i-1],.z[i-1])
                elseif i == 8 then
                    set .y[i] = .y[16]+ .dist[i]*Sin(.radians)
                    set .z[i] = .z[16]+ .dist[i]*Cos(.radians)
                    call MoveLightningEx(.l[i-1],true,.x[0],.y[0],.z[0],.x[i-1],.y[i-1],.z[i-1])
                else
                    set .y[i] = .y[16]+ .dist[i]*Sin(.radians)
                    set .z[i] = .z[16]+ .dist[i]*Cos(.radians)
                    call MoveLightningEx(.l[i-1],true,.x[i],.y[i],.z[i],.x[i-1],.y[i-1],.z[i-1])
                endif
            
                set i = i + 1      
                exitwhen i >= 16
            endloop
            call MoveLightningEx(.l[15],true,.x[8],.y[8],.z[8],.x[15],.y[15],.z[15])
        
            set .radians = .radians + SpinSpeed+SpinSpeedAdd*.level
        endmethod
    
        static method StartSpell takes nothing returns nothing
            // Local declaration
            local ES this = ES.create(GetTriggerUnit(),GetSpellTargetX(),GetSpellTargetY())
            local timer t = NewTimer()
            local integer i = 1
            //! runtextmacro ExpandingSphereStart()
        
            call MoveLocation(.loc,.x[16],.y[16])
            set .z[16] = GetLocationZ(.loc)
        
            call SetTimerData(t,this) //Attaches the struct to the timer
        
            set .z[0] = .z[16] + Height
        
            set .ball.z = (Length + LengthAdd*.level)/2 + SquareRoot(((Length + LengthAdd*.level)*(Length + LengthAdd*.level))/2) + Height // Sets the Height of the ball
        
            set .z[16] = .z[16]+.ball.z
            //Creates the lightnings (there are 16 of them)
            loop
                if i <= 7 then
                    set .x[i] = .x[i-1] + (Length+LengthAdd*.level)*Cos(bj_PI/4*(i-1))
                    set .y[i] = .y[16]
                    set .z[i] = .z[i-1] + (Length+LengthAdd*.level)*Sin(bj_PI/4*(i-1))
                    set .l[i-1] = AddLightningEx(LightningType,true,.x[i],.y[i],.z[i],.x[i-1],.y[i-1],.z[i-1])
                    set .dist[i] = .x[i]-.x[16]
                elseif i == 8 then
                    set .x[i] = .x[16] - (Length + LengthAdd*.level)/2
                    set .y[i] = .y[16] - (Length + LengthAdd*.level)/2 - SquareRoot(((Length + LengthAdd*.level)*(Length + LengthAdd*.level))/2)
                    set .z[i] = .z[16]
                    set .l[i-1] = AddLightningEx(LightningType,true,.x[0],.y[0],.z[0],.x[i-1],.y[i-1],.z[i-1])
                    set .dist[i] = .y[i]-.y[16]
                else
                    set .x[i] = .x[i-1] + (Length+LengthAdd*.level)*Cos(bj_PI/4*(i-1))
                    set .y[i] = .y[i-1] + (Length+LengthAdd*.level)*Sin(bj_PI/4*(i-1))
                    set .z[i] = .z[8]
                    set .l[i-1] = AddLightningEx(LightningType,true,.x[i],.y[i],.z[i],.x[i-1],.y[i-1],.z[i-1])
                    set .dist[i] = .y[i]-.y[16]
                endif
            
                call SetLightningColor(.l[i-1],LightningColorR,LightningColorG,LightningColorB,LightningColorA)
            
                set i = i + 1
                exitwhen i >= 16
            endloop
        
            set .l[15] = AddLightningEx(LightningType,true,.x[15],.y[15],.z[15],.x[8],.y[8],.z[8])
            call SetLightningColor(.l[15],LightningColorR,LightningColorG,LightningColorB,LightningColorA)
                
            call TimerStart(t,Interval,true,function ES.Loop) //Starts the loop
        endmethod
    
        static method onInit takes nothing returns nothing
            local trigger tr = CreateTrigger()
        
            call XE_PreloadAbility(AbilityID)
        
            call TriggerRegisterAnyUnitEventBJ(tr,EVENT_PLAYER_UNIT_SPELL_EFFECT )
            call TriggerAddCondition(tr,Condition(function ES.IsSpell))
            call TriggerAddAction(tr,function ES.StartSpell)
        
            set tr = null
            set .dmg = xedamage.create()
            //! runtextmacro ExpandingSphereDamageSettings()
        endmethod
    
        static method IsSpell takes nothing returns boolean
            return GetSpellAbilityId() == AbilityID
        endmethod
    endstruct
endscope



Changelog


v. 1.4b:
-Fixed a very small bug

v. 1.4:
-Fixed what Purple said (Except the clipping-thing, I dont really know how)
-Moved the hole spell into the struct
-Now using delegates
-Made the spell a bit smaller and faster

v. 1.3:
-Added posibility to define your own actions on Spellstart/-end/Periodic and to declare your own struct-members
-Now using a create-method

v. 1.2:
-Fixed a bug whith the height of the ball, when you used the spell on cliffs

v. 1.1:
-Improved the triggering and changed the look a bit (like it was originally planned)
-Uploaded it on HiveWorkshop and Wc3c

v. 1.0:
-Made the Spell and submitted it to the "Spell Making Session #15" on wc3c.net

Attached Images
File Type: png D1000_ExpandingSphere.png (145.4 KB, 449 views)
File Type: png D1000_ExpandingSphere_Tooltip.png (69.6 KB, 886 views)
Attached Files
File Type: w3x D1000_ExpandingSphere1.4b.w3x (89.7 KB, 293 views)

Last edited by D1000 : 09-25-2009 at 06:11 PM. Reason: Updated to v1.4b
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Old 08-24-2009, 02:28 PM   #2
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The code is well-commented, properly-configurable, properly-scoped, uses all applicable standard libraries, seems efficient enough as far as I can tell, and doesn't result in any inexplicable lag even with 12 of those sphere spells going on at once. The spell itself is also very cool looking and feels great in WC3.

Approved.
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Old 08-29-2009, 03:46 PM   #3
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I think the spell is bugged I tested it in the test map and look what happened when I did the spell on the cliff. If you cast it to different hight the ball seems to be higher than it should be just like in this image. I hope you can fix this. If you can add the option to damage allied units too. Also if I want the computer AI to cast this spell what order do I need to give the unit so that it casts this channel ability??
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Old 08-29-2009, 06:52 PM   #4
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It just requires finding the terrain height at each point you move each lightning effect, and adding that to what it'd normally be. Not too big a problem.
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Old 08-30-2009, 06:19 PM   #5
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Quote:
Originally Posted by Jaakko
I think the spell is bugged I tested it in the test map and look what happened when I did the spell on the cliff. If you cast it to different hight the ball seems to be higher than it should be just like in this image. I hope you can fix this. If you can add the option to damage allied units too.
I thought it worked this already (when I tried in on cliffs it worked), but I will try to fix it
Quote:
Originally Posted by Jaakko
Also if I want the computer AI to cast this spell what order do I need to give the unit so that it casts this channel ability??
As I wrote on hive: Ive no idea

/€: Bug is fixed

/€:
Quote:
Originally Posted by Zerzax
It just requires finding the terrain height at each point you move each lightning effect, and adding that to what it'd normally be. Not too big a problem.
The lightnings were right, but the ball had the false height^^

Last edited by D1000 : 08-30-2009 at 09:10 PM.
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Old 08-30-2009, 10:47 PM   #6
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gotcha. Glad it was an easy fix :D
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Old 09-01-2009, 01:55 PM   #7
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Updated to v1.3
Added new possibilities to change the spell^^
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Old 09-02-2009, 11:36 PM   #8
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Quote:
Originally Posted by Rising_Dusk
The code is well-commented, properly-configurable, properly-scoped, uses all applicable standard libraries, seems efficient enough as far as I can tell, and doesn't result in any inexplicable lag even with 12 of those sphere spells going on at once. The spell itself is also very cool looking and feels great in WC3.

Approved.

In one sentence long, He had an orgasm watching the code!

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Old 09-10-2009, 01:44 PM   #9
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Updated to v1.4
Changes are listed in the first post
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Old 09-25-2009, 10:46 AM   #10
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Its pretty cool looking indeed, but maybe bit too hard use, since that cool lookiness requires some time, so spell can play its animation, which means that it is waytoo easy to dodge, but anyways.

When I tested it, there was this huge stack of lightnings in middle of the map for some reason.
Dont know why, maybe your array loops are are fucked up, and it always creates an extra lihgtning there or something.
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Old 09-25-2009, 11:58 AM   #11
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I just totally noticed. You need to link to the libraries you use in the first post.
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Old 09-25-2009, 05:48 PM   #12
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Done

Quote:
Originally Posted by Viikuna-
Its pretty cool looking indeed, but maybe bit too hard use, since that cool lookiness requires some time, so spell can play its animation, which means that it is waytoo easy to dodge, but anyways.

When I tested it, there was this huge stack of lightnings in middle of the map for some reason.
Dont know why, maybe your array loops are are fucked up, and it always creates an extra lihgtning there or something.
Ill try to reproduce the bug and fix it.

/€: Very, very, very easy fix (I dont know why, but Iva just added an additional "call AddLighting(...)"
Will upload 1.4b now

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Old 09-25-2009, 06:07 PM   #13
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Awesome, thanks.
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