Spellpack DotA spell pack

Moe94

New Member
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I made this spell pack for starters to learn how simple some of dota spells and how are they made...
Jass or GUI: Jass,
Import difficulty:medium,
Leakless: I think so,
Description:Invoke Icy Path, Invoke Choas Meteor, Quillspray,
Reason: Someday i wish i have 1000 reputation j/k :)
Code:
function Trig_Invoke_Icy_Path_Conditions takes nothing returns boolean
    return GetUnitTypeId(GetSummonedUnit()) == 'u006' 
endfunction        

function Trig_Invoke_Icy_Path_Actions takes nothing returns nothing
    local integer i=1    
    local location l=GetUnitLoc(GetSummonedUnit())
    local location m=GetUnitLoc(GetSummoningUnit())
    local location n
    local unit u
    loop
        exitwhen i>5
        set n=PolarProjectionBJ(l,(I2R(i)*75.00),(AngleBetweenPoints(m,l)+90.00))
        set u = CreateUnitAtLoc(GetOwningPlayer(GetSummoningUnit()),'u006',n,GetRandomReal(0,360))
        call RemoveLocation(n)
        call SetUnitAnimation(u,"birth")
        call QueueUnitAnimation(u,"stand")
        call UnitApplyTimedLife(u,'BTLF',(0.00+(I2R(GetUnitAbilityLevelSwapped('A00G',GetSummoningUnit()))*1.25)))
        set n=PolarProjectionBJ(l,(I2R(i)*75.00),(AngleBetweenPoints(m,l)-90.00))
        set u = CreateUnitAtLoc(GetOwningPlayer(GetSummoningUnit()),'u006',n,GetRandomReal(0,360))
        call RemoveLocation(n)
        call SetUnitAnimation(u,"birth")
        call QueueUnitAnimation(u,"stand")
        call UnitApplyTimedLife(u,'BTLF',(0.00+(I2R(GetUnitAbilityLevelSwapped('A00G',GetSummoningUnit()))*1.25)))
        set i=i+1
    endloop
    call RemoveLocation(l)
    call RemoveLocation(m)
    set l=null
    set m=null
    set n=null
    set u=null
endfunction

//===========================================================================
function InitTrig_Invoke_Icy_Path takes nothing returns nothing
    set gg_trg_Invoke_Icy_Path = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Invoke_Icy_Path, EVENT_PLAYER_UNIT_SUMMON )
    call TriggerAddCondition( gg_trg_Invoke_Icy_Path, Condition( function Trig_Invoke_Icy_Path_Conditions ) )
    call TriggerAddAction( gg_trg_Invoke_Icy_Path, function Trig_Invoke_Icy_Path_Actions )
endfunction
Code:
function Trig_Chaos_Meteor_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A000'        
endfunction

function Chaos_Meteor_Destroy_Trees takes nothing returns nothing
call KillDestructable(GetEnumDestructable())
endfunction

function Trig_Chaos_Meteor_Actions takes nothing returns nothing
    local unit v       
    local unit u=GetTriggerUnit()    
    local location l=GetUnitLoc(u)   
    local location m=GetSpellTargetLoc()   
    local location n     
    local location o     
    set o=PolarProjectionBJ(l,250.00,AngleBetweenPoints(l,m))
    call CreateNUnitsAtLocFacingLocBJ(1,'e001',GetOwningPlayer(u),o,m)    
    set v = GetLastCreatedUnit()
    call RemoveLocation(o)
    call UnitApplyTimedLife(v,'BTLF',1.75)
    call SetUnitTimeScalePercent(v,50.00)
    call TriggerSleepAction(1.50)
    set o=PolarProjectionBJ(l,250.00,AngleBetweenPoints(l,m))
    call CreateNUnitsAtLocFacingLocBJ(1,'e000',GetOwningPlayer(u),o,m)    
    set v = GetLastCreatedUnit()
    call RemoveLocation(o)    
    call SetUnitTimeScalePercent(v,50.00)
    call UnitAddAbility(v,'A002') 
    call SetUnitAbilityLevelSwapped('A002',v,GetUnitAbilityLevelSwapped('A000',u))
    call IssueImmediateOrderById(v,852177)
    call UnitApplyTimedLife(v,'BTLF',5.50)
    set o=PolarProjectionBJ(l,1500.00,AngleBetweenPoints(l,m))
    call IssuePointOrderByIdLoc(v,852040,o)
    call RemoveLocation(o)
    loop
        set n=GetUnitLoc(v)
        call EnumDestructablesInCircleBJ(300.00,n,function Chaos_Meteor_Destroy_Trees)
        call DestroyEffect(AddSpellEffectByIdLoc('X001',EFFECT_TYPE_TARGET,n))
        call CreateNUnitsAtLocFacingLocBJ(1,'e002',GetOwningPlayer(u),n,m)        
        call UnitAddAbility(bj_lastCreatedUnit,'A003') 
        call SetUnitAbilityLevelSwapped('A003',bj_lastCreatedUnit,GetUnitAbilityLevelSwapped('A000',u))
        call IssueImmediateOrderById(bj_lastCreatedUnit,852177)
        call UnitApplyTimedLife(bj_lastCreatedUnit,'BTLF',4.50)
        call TriggerSleepAction(0.40)
        call RemoveLocation(n)
        exitwhen (IsUnitDeadBJ(v))
    endloop
    call RemoveLocation(l)
    call RemoveLocation(m)
    set o=null
    set n=null
    set m=null
    set l=null
    set v=null
    set u=null
endfunction

//===========================================================================
function InitTrig_Chaos_Meteor takes nothing returns nothing
    set gg_trg_Chaos_Meteor = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Chaos_Meteor, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Chaos_Meteor, Condition( function Trig_Chaos_Meteor_Conditions ) )
    call TriggerAddAction( gg_trg_Chaos_Meteor, function Trig_Chaos_Meteor_Actions )
endfunction
Code:
function Trig_Kill_Meteor_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A001'     
endfunction

function Trig_Kill_Meteor_Actions takes nothing returns nothing
    call KillUnit(GetTriggerUnit())
endfunction

//===========================================================================
function InitTrig_Kill_Meteor takes nothing returns nothing
    set gg_trg_Kill_Meteor = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Kill_Meteor, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Kill_Meteor, Condition( function Trig_Kill_Meteor_Conditions ) )
    call TriggerAddAction( gg_trg_Kill_Meteor, function Trig_Kill_Meteor_Actions )
endfunction
Code:
function Trig_Quill_Spray_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A00C' 
endfunction

function Trig_Quill_Spray_Actions takes nothing returns nothing
    call UnitAddAbility(GetTriggerUnit(),'A00E')
    call SetUnitAbilityLevelSwapped('A00E',GetTriggerUnit(),GetUnitAbilityLevelSwapped('A00C',GetTriggerUnit()))
    call UnitAddAbility(GetTriggerUnit(),'A00D')
    call SetUnitAbilityLevelSwapped('A00D',GetTriggerUnit(),GetUnitAbilityLevelSwapped('A00C',GetTriggerUnit()))
    call TriggerSleepAction(6.00)
    call UnitRemoveAbility(GetTriggerUnit(),'A00E')
    call UnitRemoveAbility(GetTriggerUnit(),'A00D')
endfunction

//===========================================================================
function InitTrig_Quill_Spray takes nothing returns nothing
    set gg_trg_Quill_Spray = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Quill_Spray, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Quill_Spray, Condition( function Trig_Quill_Spray_Conditions ) )
    call TriggerAddAction( gg_trg_Quill_Spray, function Trig_Quill_Spray_Actions )
endfunction
 

Attachments

  • Spell Test Map Template - GRASSY.w3x
    60.8 KB · Views: 590
1) Please use JASS tags with JASS code.

2) First thing I notices was all the unnecessary BJs, remove these.

Other than that I guess this is fairly decent work, assuming they work (hasn't tried the map out).
 
I made this spell pack for starters to learn how simple some of dota spells and how are they made... Jass or GUI: GUI, Import difficulty:medium, Leakless: I think so,Description:Invoke Icy Path, Invoke Choas Meteor, Quillspray, Reason: Someday i wish i have 1000 reputation

Put each of those on a new line

Jass or GUI: GUI // Wtf? It's Jass.
Import difficulty:medium
Leakless: I think so
Description:Invoke Icy Path, Invoke Choas Meteor, Quillspray // And what do those do?
Reason: Someday i wish i have 1000 reputation // LOL!
 
Fixed

thx 4 pointin these stuff out, fixed em.. and the 1000 rep is a j/k ofc...
 
so, i have a question which i think many people have ,too.
How exacly to include the spell effects(animatios) from the test maps into DotA itself..
I have war3 editor so please just explain in few steps..
ty ;]
 
You have to learn JASS. The obfuscated script in it is very terrible to read. You will have a hard time to inject your spell in it.
You have to edit the widgetized files as well. Pretty much work.
 
i'm not qute sure for "You have to learn JASS.". Manny people have their spell animations different without any sign of knloadges in JASS... But no matter. Thanks anyway. I'll keep trying :D
 
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