Spellpack Ancestral Abilities I

Ryuu

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This spellpack consists of 2 spells.

Features:
- GUI

However, I will need your help in finding whether is it MUI or whatsoever, and is there any leaks or problems, tell me and I will fix it.
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ANCESTRAL EXPLOSIONS

spell1.jpg


Randomly spawns different ancestral explosions in different parts of a circle. These explosions deal 50 damage per second, for 5 seconds to those who entered the explosion.

Level 1 - Costs 150 mana.

Level 2 - Costs 100 mana.

Level 3 - Costs 50 mana.
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ANCESTRAL STOMP

spell2.jpg


Slams the ground with a heavy foot, stunning and incinerating (50 damage per second, for 5 seconds) all units within 600 range.

Level 1 - Deals 100 damage to all nearby units, costs 50 mana.

Level 2 - Deals 200 damage to all nearby units, costs 100 mana, incinerating for 5 seconds.

Level 3 - Deals 300 damage to all nearby units, costs 150 mana, stunning and incinerating for 10 seconds.
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This is my first time creating a spell, please don't tell me off if something was wrong.
_________________________________________________________________

Updated the damage, was too large before.
 

Attachments

  • Ancestral Abilities Part I.w3x
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Hmm, did you balance these? 1000 initial damage + 500 damage per second for 10 seconds = 6000 damage; that's more than enough to own anything in a melee game, let alone a custom game like an AoS!
 
So you're hinting that I should lower the damages? All right, I'll do it.
 
These spells are actually funny, mainly because Ancestral Explosion stays after you cast it :p

randomexplosioninit and stompinit are bad trigger names. Change them to the spell's name.

--> Ancestral Explosion

Deals way too low damage.

Code:
Wait 5.00 seconds
Custom script:   call RemoveLocation(udg_Hero_loc_circle_centre)

Ruins MUI for absolutely no reason. Remove the wait.

Code:
Unit - Create 1 dummyHostileunit for (Owner of (Triggering unit)) at [b](Position of (Last created unit))[/b] facing (Random angle) degrees

Leaks 25 times since it is in the loop.

ancestralexplosionUnit needs to be removed somehow. Use expiration timers. Unit - Add Expiration Timer.

dummyHostileunit needs to be removed too, because its immolation effect will last indefinitely if the unit isn't removed.

This spell looks a little weird too. Maybe add more effects other than a red war stomp?

--> Ancestral Stomp

Code:
Unit - Create 1 dummyHostileunit for (Owner of (Triggering unit)) at [b](Position of (Triggering unit))[/b] facing (Random angle) degrees
Wait 5.00 seconds
Unit - Remove (Last created unit) from the game

Bolded text leaks.

Remove the wait.

A simple war stomp with an added Damage over time? This is too simple actually. Add more things!

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

Your tooltips need to match what the spells do, namely the damage isn't correct.

Remove the sounds in the spells.

Would you mind explaining why those spells are "Ancestral"?

Keep it up!
 
JASS:
function Init_Trig_Ancestral_Stomp takes nothing returns nothing
    call OnAbilityEffect( 'A000', "Ancestral_Stomp_Actions" )
endfunction

function Ancestral_Stomp_Actions takes nothing returns nothing 
    local unit u = GetTriggerUnit()
    local location l = GetUnitLoc(u)
    local real dmg
    local integer lvl
    local integer i
    set lvl = GetUnitAbilityLevel( u, 'A000' )
    set dmg = lvl*50
    set i = 1
    loop
        exitwhen i>5
        call CasterCastAbilityAOELoc( u, loc, 'A001', "warstomp", false )
        set i = i+1
        call PolledWait(1.0)
    endloop
    set u = null
    set loc = null
endfunction



well the trigger is not optimized, i used variables instead of constant functions...
 
Are you going to update this anytime soon? Removing this from the approval list otherwise.
 
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