Spellpack Firey Wrath, Anti-Magic Magic, Charge & Pull

lh2705

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My second spellpack...
Consists of 4 abilities.

1. Firey Wrath - I would say this one is very similiar to DotA's Macropyre from the Twin-Headed Dragon.

kael1ml0.jpg


2. Anti-Magic Magic :p - AoE Magic Immunity & Rejuvenation

kael2gn5.jpg


3. Charge - Stores energy. The energy is released through another spell, dealing more damage if there is more stored energy

kael3lm4.jpg


4. Pull (I've run out of ideas on what to call this skill) - Basic drag/pull skill with damage

kael4hi2.jpg


Notes :
There might be leaks in the Pull trigger, I'm just not sure when to remove them.
Firey Wrath and Pull (and maybe Charge) are not MUI
Anti-Magic Magic Barrier does not affect units who already have the barrier

Give Me some feedback :D :p
 

Attachments

  • TheHelperSpellsSubmission-Kael-lh2705.w3x
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I would make these two triggers into one.
Code:
Charge
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        And - All (Conditions) are true
            Conditions
                (Ability being cast) Not equal to Unleash 
                (Unit-type of (Triggering unit)) Equal to Blood Mage
    Actions
        Set Caster = (Triggering unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of DummyCharge  for Caster) Greater than or equal to 1
            Then - Actions
                Set ChargesStored = (ChargesStored + 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ChargesStored Greater than ChargeLimit
                    Then - Actions
                        Set ChargesStored = ChargeLimit
                    Else - Actions
            Else - Actions
Code:
ChargesStored
    Events
        Time - Every 0.10 seconds of game time
    Conditions
    Actions
        Unit - Set level of Charge  for Caster to (1 + ChargesStored)
My version.
Code:
Charge
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        And - All (Conditions) are true
            Conditions
                (Ability being cast) Not equal to Unleash 
                (Unit-type of (Triggering unit)) Equal to Blood Mage
    Actions
        Set Caster = (Triggering unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Level of DummyCharge  for Caster) Greater than 0) and (ChargesStored Not equal to ChargeLimit)
            Then - Actions
                Unit - Set level of Charge  for Caster to (1 + ChargesStored)
                Set ChargesStored = (ChargesStored + 1)
            Else - Actions
Also, if i were you, i would use sphere as the special effects for this spell. I do not like the robotic moving special effect following the caster:) . I like the spell shield/rejev, only thing is that the rejuvination is way to strong. On pull, once again use one trigger. That can easily be done with a loop action. And maybe speed it up a bit.
*Edit*
Code:
call DestroyTextTag()
 
Well, I used those because there cant be 5 floating spheres. Anyways apart from that, Is there anything wrong with the triggers??

Anyways, doesn't matter if its too strong, its just a test map :p
 
When I saw the Pull for the first time, I thought those numbers were bloodstains...looked sick. :) Nice spellpack by the way, I like the Pull the best, looks the coolest. And I was also thinking you could merge the two buffs in the spell immnuity thing into one.

Your spells are inspiring. :) I feel like making a few new ones myself.
 
Ok, I updated the Charge a little, following Tom_Jones's way, But I didn't change much. I made the Charge Effects slower so that you don't see many charges at once if you move..Anyways, I hope there are no bugs and SFilip could approve it :D

P.S. Tom_Jones, that trigger had a tiny problem, the charges stored would be stuck at 1 level below the max charge. I fixed it by swapping these two lines..
Code:
Unit - Set level of Charge  for Caster to (1 + ChargesStored)
Set ChargesStored = (ChargesStored + 1)
And thanks, for the optimization..
 
Indexed...sorry for the long wait. :(
 
Hey, I wanted to ask a question. For Spell #4, how do I make it so that there is no target, and it pulls all heroes within a 3000 range?
 
These are nice, but not too hard to make, but they are good and effectish. :D

Hey, I wanted to ask a question. For Spell #4, how do I make it so that there is no target, and it pulls all heroes within a 3000 range?

Base it off of an ability where there is no target, preferably channel and set it to "Instant (No Target)" then add the effects. Then, pick every unit within 3000 range, and then do an if/then/else to check if it is a hero (Boolean | Unit Classification (I think ))... It isn't too hard, but may take a while. :D
[*NOTE*: The unit group pick leaks, so you might want to set it as a variable, use it, then at the end of the trigger, delete it. ;) )
 
I have noticed that the pillar doent resolve at level 3, Just the Burning ground is shown as it is being cast.... Anyway, i love that "Pull" Spell, just the animation of the healing beam isnt that nice :/ All in all the spell pack is really nice
 
i wondered if it would be pissoble to give that Firey Wrath 7 levels - it works good the first 3 levels - but how do i make the last 4 levels work? (lvl 4,5,6,7)
- he just cast the spell but nothing happens if the lvl is more than 3...

you just get the code...
Code:
ChargesStored Efx
    Events
        Time - Every 1.50 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ChargesStored_FW Greater than or equal to 1
            Then - Actions
                For each (Integer A) from 1 to ChargesStored_FW, do (Actions)
                    Loop - Actions
                        Set CasterLoc_FW = (Position of Caster_FW)
                        Set EffectPoint_FW = (CasterLoc_FW offset by 128.00 towards ((360.00 / (Real(ChargesStored_FW))) x (Real((Integer A)))) degrees)
                        Custom script: call RemoveLocation (udg_CasterLoc_FW)
                        Custom script: call RemoveLocation (udg_EffectPoint_FW)
            Else - Actions
Code:
Firey Wrath
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Firey Wrath 
    Actions
        Trigger - Turn off ChargesStored Efx <gen>
        Set Caster_FW = (Triggering unit)
        Set CasterLoc_FW = (Position of Caster_FW)
        Set TargetPoint_FW = (Target point of ability being cast)
        Set Angle_FW = (Angle from CasterLoc_FW to TargetPoint_FW)
        For each (Integer B) from 1 to (4 + (1 x (Level of Firey Wrath  for Caster_FW))), do (Actions)
            Loop - Actions
                Set TempPoint_FW = (CasterLoc_FW offset by (200.00 x (Real((Integer B)))) towards Angle_FW degrees)
                Unit - Create 1 Dummy Caster (Fly) for (Owner of Caster_FW) at TempPoint_FW facing Default building facing (270.0) degrees
                Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
                Unit - Add FireyWrathDummy  to (Last created unit)
                Unit - Set level of FireyWrathDummy  for (Last created unit) to (Level of Firey Wrath  for Caster_FW)
                Unit - Order (Last created unit) to Human Blood Mage - Flame Strike TempPoint_FW
                Custom script: call RemoveLocation (udg_TempPoint_FW)
                Wait 0.10 game-time seconds
        Custom script: call RemoveLocation (udg_CasterLoc_FW)
        Custom script: call RemoveLocation (udg_TargetPoint_FW)
        Trigger - Turn on ChargesStored Efx <gen>
the spells got 7 levels ech (the dummy and the hero spell got 7 levels)
 
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