Spellpack Growing Catch, Refreshing Aura, Icy Knockback, Gods Works Misteriously

Naminator

Coming Back To Life
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This is a spellpack for you. It's my third. It's all in GUI

Hope you like it!

Growing Catch:
Grabs enemy units in the select area dealing damage and deacresing his armor. (Copy ability, Dummy Unit(GC) and Trigger)

spellpack1jt3.jpg

Code:
Growing Catch
    Acontecimientos
        Unidad - A unit Inicia el efecto de una habilidad
    Condiciones
        (Ability being cast) Igual a Growing Catch 
    Acciones
        Set GC_Caster = (Triggering unit)
        Set GC_Caster_Loc = (Position of GC_Caster)
        Set GC_Target_Point = (Target point of ability being cast)
        Set GC_Target_Group = (Units within (200.00 + (100.00 x (Real((Level of Growing Catch  for GC_Caster))))) of GC_Target_Point matching ((((Matching unit) belongs to an enemy of (Owner of GC_Caster)) Igual a True) and (((Matching unit) is dead) Igual a False)))
        Grupo de unidad - Pick every unit in GC_Target_Group and do (Actions)
            Bucle: Acciones
                Unidad - Create 1 Dummy Unit(GC) for (Owner of GC_Caster) at GC_Caster_Loc facing Vista edificio predeterminada degrees
                Unidad - Add Rai_ces enredaderas to (Last created unit)
                Unidad - Set level of Rai_ces enredaderas for (Last created unit) to (Level of Growing Catch  for GC_Caster)
                Unidad - Order (Last created unit) to Elfo de la noche Guardian del bosque: Rai_ces enredadas (Picked unit)
                Unidad - Add a 2.00 second Generico expiration timer to (Last created unit)
        Grupo de unidad - Pick every unit in GC_Target_Group and do (Actions)
            Bucle: Acciones
                Unidad - Create 1 Dummy Unit(GC) for (Owner of GC_Caster) at GC_Caster_Loc facing Vista edificio predeterminada degrees
                Unidad - Add Fuego Faerico to (Last created unit)
                Unidad - Set level of Fuego Faerico for (Last created unit) to (Level of Growing Catch  for GC_Caster)
                Unidad - Order (Last created unit) to Elfo de la noche Druida de la Garra: Fuego faerico (Picked unit)
                Unidad - Add a 2.00 second Generico expiration timer to (Last created unit)
        Custom script:   call RemoveLocation(udg_GC_Caster_Loc)
        Custom script:   call RemoveLocation(udg_GC_Target_Point)
        Custom script:   call DestroyGroup (udg_GC_Target_Group)

Refreshin Aura:
Has 7% of chance to auto refresh life and mana. (Copy ability and trigger)

[Image Is difficult to get. See it in the game a Holy Light apears.]
Code:
Healing Aura
    Acontecimientos
        Tiempo - Every 1.00 seconds of game time
    Condiciones
        (Random integer number between 1 and 100) Igual a 15
    Acciones
        Set HA_Group = (Units in (Playable map area) matching (((Matching unit) has buff Refreshing Aura ) Igual a True))
        Grupo de unidad - Pick every unit in HA_Group and do (Actions)
            Bucle: Acciones
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    Si: Condiciones
                        (Vida of (Picked unit)) Igual a (Vida max. of (Picked unit))
                    Entonces: Acciones
                        Skip remaining actions
                    Otros: Acciones
                        Efecto especial - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                        Efecto especial - Destroy (Last created special effect)
                        Unidad - Set life of (Picked unit) to ((Vida of (Picked unit)) + (75.00 x (Real((Level of Refreshing Aura  for (Picked unit))))))
                        Unidad - Set mana of (Picked unit) to ((Mana of (Picked unit)) + (50.00 x (Real((Level of Refreshing Aura  for (Picked unit))))))
        Custom script:   call DestroyGroup(udg_HA_Group)

Icy Knockback:
Create a shield that when unit mele unit attack you they have chance to knockback. (Copy ability and Trigger)

spellpack3we8.jpg

Code:
Icy Knockback
    Acontecimientos
        Unidad - A unit Es atacado
    Condiciones
        ((Attacked unit) has buff Icy Knockback ) Igual a True
        ((Attacking unit) is Un atacante de refriega) Igual a True
    Acciones
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            Si: Condiciones
                (Random integer number between 1 and 100) Menor que o igual a 20
            Entonces: Acciones
                Set PF_Knockback_Attacked = (Attacked unit)
                Set PF_Knockback_Attacked_Loc = (Position of PF_Knockback_Attacked)
                Set PF_Knockback_Attacking = (Attacking unit)
                Set PF_Knockback_Attacking_Loc = (Position of PF_Knockback_Attacking)
                Set PF_Knockback_Distance2 = (250.00 + (50.00 x (Real((Level of Icy Konckback  for PF_Knockback_Attacked)))))
                Set PF_Knockback_T = 0.00
                Set PF_Knockback_Angle = (Angle from PF_Knockback_Attacked_Loc to PF_Knockback_Attacking_Loc)
            Otros: Acciones
                Detonador - Turn on Icy Knockback Action <gen>
                Unidad - Cause PF_Knockback_Attacked to damage PF_Knockback_Attacking, dealing (75.00 x (Real((Level of Icy Konckback  for PF_Knockback_Attacked)))) damage of attack type Conjuros and damage type Normal

Code:
Icy Knockback Action
    Acontecimientos
        Tiempo - Every 0.02 seconds of game time
    Condiciones
    Acciones
        Set PF_Knockback_Attacking_Loc = (Position of PF_Knockback_Attacking)
        Set PF_Move_To_Point = (PF_Knockback_Attacking_Loc offset by (5.00 + (1.00 x (Real((Level of Icy Konckback  for PF_Knockback_Attacked))))) towards PF_Knockback_Angle degrees)
        Set PF_Knockback_T = (PF_Knockback_T + (5.00 + (1.00 x (Real((Level of Icy Konckback  for PF_Knockback_Attacked))))))
        Unidad - Move PF_Knockback_Attacking instantly to PF_Move_To_Point
        Efecto especial - Create a special effect at PF_Knockback_Attacking_Loc using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
        Efecto especial - Destroy (Last created special effect)
        Custom script:   call RemoveLocation(udg_PF_Move_To_Point)
        Custom script:   call RemoveLocation (udg_PF_Knockback_Attacking_Loc)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            Si: Condiciones
                (PF_Knockback_T Mayor que o igual a PF_Knockback_Distance2) or ((PF_Knockback_Attacking is dead) Igual a True)
            Entonces: Acciones
                Detonador - Turn off (This trigger)
            Otros: Acciones

God Works Misteriously:
"God works in misterious ways". Has a chance to God to strike a random unit. (Copy ability, Dummy Unit (GC) and Trigger)

spellpack4vv2.jpg

Code:
God Works Misteriously
    Acontecimientos
        Unidad - A unit Es atacado
    Condiciones
        ((Attacked unit) has buff God Works Misteriously ) Igual a True
    Acciones
        Set GWM_Attacked = (Attacked unit)
        Set GWM_Attacked_Loc = (Position of GWM_Attacked)
        Set GWM_Group = (Units within 500.00 of (Position of (Attacked unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Attacked unit))) Igual a True))
        Grupo de unidad - Pick every unit in GWM_Group and do (Actions)
            Bucle: Acciones
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    Si: Condiciones
                        (Random integer number between 1 and 100) Igual a 5
                    Entonces: Acciones
                        Set GWM_RandomUnit = (Random unit from GWM_Group)
                        Efecto especial - Create a special effect attached to the chest of GWM_RandomUnit using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
                        Efecto especial - Destroy (Last created special effect)
                        Unidad - Kill GWM_RandomUnit
                    Otros: Acciones
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            Si: Condiciones
                                (Random integer number between 1 and 100) Igual a 15
                            Entonces: Acciones
                                Set GWM_RandomUnit = (Random unit from GWM_Group)
                                Unidad - Create 1 Dummy Unit(GC) for (Owner of GWM_Attacked) at GWM_Attacked_Loc facing Vista edificio predeterminada degrees
                                Unidad - Add a 2.00 second Generico expiration timer to (Last created unit)
                                Unidad - Add Rayo de tormenta to (Last created unit)
                                Unidad - Order (Last created unit) to Humano Rey de la Montaña: Rayo de tormenta GWM_RandomUnit
                            Otros: Acciones
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    Si: Condiciones
                                        (Random integer number between 1 and 100) Igual a 20
                                    Entonces: Acciones
                                        Set GWM_RandomUnit = (Random unit from GWM_Group)
                                        Unidad - Create 1 Dummy Unit(GC) for (Owner of GWM_Attacked) at GWM_Attacked_Loc facing Vista edificio predeterminada degrees
                                        Unidad - Add a 2.00 second Generico expiration timer to (Last created unit)
                                        Unidad - Add Quemar Mana to (Last created unit)
                                        Unidad - Order (Last created unit) to Elfo de la noche Cazador de Demonios: Quemar mana GWM_RandomUnit
                                    Otros: Acciones
        Custom script:   call DestroyGroup (udg_GWM_Group)
        Custom script:   call RemoveLocation (udg_GWM_Attacked_Loc)
 
the second and the thrid are the best ones :p
The first, I don't know, to typicall I think.
But the spells still are awesome :D
 
I'm back, lol. :rolleyes:

Growing Catch:

Code:
Unit Group - Pick every unit in GC_Target_Group and do (Actions)
    Loop - Actions
        Unit - Create 1 Dummy Unit(GC) for (Owner of GC_Caster) at GC_Caster_Loc facing Default building facing degrees
        Unit - Add Entangling Roots to (Last created unit)
        Unit - Set level of Entangling Roots for (Last created unit) to (Level of Growing Catch  for GC_Caster)
        Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit Group - Pick every unit in GC_Target_Group and do (Actions)
    Loop - Actions
        Unit - Create 1 Dummy Unit(GC) for (Owner of GC_Caster) at GC_Caster_Loc facing Default building facing degrees
        Unit - Add Faerie Fire to (Last created unit)
        Unit - Set level of Faerie Fire for (Last created unit) to (Level of Growing Catch  for GC_Caster)
        Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire (Picked unit)
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)

I think this whole thing can be cut down to:
Code:
Unit Group - Pick every unit in GC_Target_Group and do (Actions)
    Loop - Actions
        Unit - Create 1 Dummy Unit(GC) for (Owner of GC_Caster) at GC_Caster_Loc facing Default building facing degrees
        Unit - Add Entangling Roots to (Last created unit)
        Unit - Add Faerie Fire to (Last created unit)
        Unit - Set level of Entangling Roots for (Last created unit) to (Level of Growing Catch  for GC_Caster)
        Unit - Set level of Faerie Fire for (Last created unit) to (Level of Growing Catch  for GC_Caster)
        Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
        Unit - Set level of Faerie Fire for (Last created unit) to (Level of Growing Catch  for GC_Caster)
        Unit - Add a 3.00 second Generic expiration timer to (Last created unit)

I think that should work, but it might not have enough time to cast both abilities.

I don't see any leaks, gj!

Healing Aura:

Believe it or not, I'm pretty sure this leaks:

Code:
Healing Aura
    Events
        Time - Every 1.00 seconds of game time
    Conditions
        (Random integer number between 1 and 100) Equal to 15
    Actions
        Set HA_Group = (Units in (Playable map area) matching (((Matching unit) has buff Refreshing Aura ) Equal to True))
        Unit Group - Pick every unit in HA_Group and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Life of (Picked unit)) Equal to (Max life of (Picked unit))
                    Then - Actions
                        [B]Skip remaining actions[/B]
                    Else - Actions
                        Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                        Special Effect - Destroy (Last created special effect)
                        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + (75.00 x (Real((Level of Refreshing Aura  for (Picked unit))))))
                        Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + (50.00 x (Real((Level of Refreshing Aura  for (Picked unit))))))
        Custom script:   call DestroyGroup(udg_HA_Group)

That is not required and causes a leak. If (If) Equal to True, Then (Then Actions) will be performed, else (Else Actions) will be performed. So if "If" equal to true, then it will perform the then actions and skip the else actions, so you do not need to have the "Skip Remaining Actions" there. It leaks because if you do "Skip Remaining Actions", it won't destroy the group.

Icy Knockback:

I don't think this leaks except for this:
Code:
Set PF_Knockback_Attacked_Loc = (Position of PF_Knockback_Attacked)

It needs to be removed either in the first or second trigger, but if it isn't used in the second trigger, then it should be removed in the first. ;)

GWM:

Code:
Unit - Kill GWM_RandomUnit

Should have an apllied life, according to elmstfreddie.

Other than that, I don't see any problems/leaks, gj!

Overall, nice spells! +rep :D
 
icy knockback

it is just a normal knockback that triggered reversely like instead of using "attacked unit" as the knockback target but using "attacking unit" as the knockback target
 
Good ideas, wrong mechanics. :p

Your tooltips are awful. Change them so they really reflect what the spell does and how it works. Example: God Works Mysteriously (which needs a better name). We don't even know how it fires, and what does this "The chance has to be perfect, not 15% and less, it's perfect." mean? If you're talking about the proc chance, then you're completely wrong :p Let's see how it goes...

--> Growing Catch

As stated above, it can be shortened.

--> Healing Aura

First of all, a spell that applies only to the caster isn't an aura. Second, your spell's name is Healing Aura, but it is also Refreshing Aura, namely the buff. Fix that.

When does it proc? You tell us the chances, but not when. Tell us it's when the unit is attacked.

> (Random integer number between 1 and 100) Equal to 15

Less than or Equal to. At the moment your spell procs 1% of the times.

--> Icy Knockback

Too evident it is based on Frost Armor. It even slows enemies and adds armor. Remove these 2 effects and change the icon.

> Create a shield that when unit mele unit attack you they have chance to knockback. |n|n|cffffcc00Nivel 1|r - Deals 100 of damage. |n|cffffcc00Nivel 2 > |r - Deals 200 of damage. |n|cffffcc00Nivel 3|r - Deals 100 of damage.

100 damage at level 3? 225 :p

melee, not mele. Level, not Nivel (I know it's your editor that puts Nivel, but change it to Level).

Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        (Random integer number between 1 and 100) Less than or equal to 20
    Then - Actions
        Set PF_Knockback_Attacked = (Attacked unit)
        Set PF_Knockback_Attacked_Loc = (Position of PF_Knockback_Attacked)
        Set PF_Knockback_Attacking = (Attacking unit)
        Set PF_Knockback_Attacking_Loc = (Position of PF_Knockback_Attacking)
        Set PF_Knockback_Distance2 = (250.00 + (50.00 x (Real((Level of Icy Konckback  for PF_Knockback_Attacked)))))
        Set PF_Knockback_T = 0.00
        Set PF_Knockback_Angle = (Angle from PF_Knockback_Attacked_Loc to PF_Knockback_Attacking_Loc)
    Else - Actions
        Trigger - Turn on Icy Knockback Action <gen>
        Unit - Cause PF_Knockback_Attacked to damage PF_Knockback_Attacking, dealing (75.00 x (Real((Level of Icy Konckback  for PF_Knockback_Attacked)))) damage of attack type Spells and damage type Normal

If the chances are right (20%) you set the variables and do nothing. If the chances are against (80%), you don't set the variables but attempt to knockback the unit... This will barely work.

Turn on the Icy Knockback trigger in the Then actions, and damage in the Then Actions. Do nothing in the else actions. :p

--> God Works Mysteriously

First of all, change the name. Explain when it procs (when attacked) and mention the mana burn amount, the stun duration, and damage.

Also, instant kill is overpowered. Can't fit in a balanced map, remove it. It also doesn't give credits for the kill.

> Set GWM_Group = (Units within 500.00 of (Position of (Attacked unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Attacked unit))) Equal to True))

(Position of (Attacked unit)) leaks.

> (Random integer number between 1 and 100) Equal to 5
> (Random integer number between 1 and 100) Equal to 15
> (Random integer number between 1 and 100) Equal to 20

Less than or equal to 5.
Greater than 5 and Less than or Equal to 20.
Greater than 20 and Less than or Equal to 40.

> The chance has to be perfect, not 15% and less, it's perfect.

It's 1% at the moment. Far from perfect ;)

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

So, in short, fix the tooltips, the chances, the very few leaks, the Spanish words, the grammar mistakes, and the mechanics.

Cool spells, keep it up!
 
I can't read those Spanish words.

Indeed, didn't notice you linked GUI code from your WE, which is in Spanish.

Don't link WE code if you don't have an English version. Just upload the map ;)
 
Or you could ask someone with an english version to download your map then c'n'p the triggers then send it to you so that it is in English. Just an idea... ;)
 
Removing this from the Approval list tomorrow, unless you tell me you're still working on that ;)
 
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