Spellpack Swapping Spells

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Swapping Spell Spack

I did not want to create big fancy spells as much as I wanted to just add in some interesting spells to gameplay. These could be good for any AoS if you tweak the numbers to fit your map, or they can be great for an RPG. I plan on doing an update soon, with fixes, possible MUI, and a third spell. Please post constructive criticism.​

images

[ Swap ]

Swap places with an enemy unit, then deal 125 damage.
Targets Land and Air units.

2whfukj.png

Trigger:
  • Swap
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Swap
    • Actions
      • Set Point_Caster = (Position of (Casting unit))
      • Set Point_Target = (Position of (Target unit of ability being cast))
      • Set Unit_Casting = (Casting unit)
      • Set Unit_Targeted = (Target unit of ability being cast)
      • -------- === --------
      • Unit - Pause Unit_Casting
      • -------- === --------
      • Unit - Move Unit_Casting instantly to Point_Target, facing Point_Caster
      • Unit - Move Unit_Targeted instantly to Point_Caster, facing Point_Target
      • -------- === --------
      • Unit - Unpause Unit_Casting
      • Unit - Make Unit_Casting face Point_Target over 0.00 seconds
      • Unit - Make Unit_Targeted face Point_Caster over 0.00 seconds
      • Unit - Cause Unit_Casting to damage Unit_Targeted, dealing 125.00 damage of attack type Spells and damage type Magic
      • Special Effect - Create a special effect at Point_Caster using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at Point_Target using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_Point_Target)
      • Custom script: call RemoveLocation (udg_Point_Caster)

-- = --


18-01-2009%2014-33-51%20-%20BTNSentryWard.jpg


[ Eye for an Eye ]​
Swap mana and life with a target unit, but burn 50 Mana of your recieved mana in the process. The target unit must have at least 200 Health to swap.
Targets Land and Air units.​

2ugihhu.png

Trigger:
  • Eye for an Eye
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Eye for an Eye
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Life of (Target unit of ability being cast)))) Greater than or equal to 200
        • Then - Actions
          • Set Unit_Casting = (Casting unit)
          • Set Unit_Targeted = (Target unit of ability being cast)
          • Set Point_Caster = (Position of (Casting unit))
          • Set Point_Target = (Position of (Target unit of ability being cast))
          • -------- === --------
          • Set Real_Life_Caster = (Life of (Casting unit))
          • Set Real_Life_Target = (Life of (Target unit of ability being cast))
          • Set Real_Mana_Caster = (Mana of (Casting unit))
          • Set Real_Mana_Target = (Mana of (Target unit of ability being cast))
          • -------- === --------
          • Unit - Set life of Unit_Casting to Real_Life_Target
          • Unit - Set mana of Unit_Casting to (Real_Mana_Target - 50.00)
          • Unit - Set life of Unit_Targeted to Real_Life_Caster
          • Unit - Set mana of Unit_Targeted to Real_Mana_Caster
          • Lightning - Create a Drain Life lightning effect from source Point_Caster to target Point_Target
          • Set Lightning_EYE_FOR_EYE[(Player number of (Owner of Unit_Casting))] = (Last created lightning effect)
          • Custom script: call RemoveLocation (udg_Point_Target)
          • Custom script: call RemoveLocation (udg_Point_Caster)
          • Wait 0.27 seconds
          • Lightning - Destroy Lightning_EYE_FOR_EYE[(Player number of (Owner of Unit_Casting))]
        • Else - Actions

Code:
v3: Paused and unpause casting unit to fix a cooldown bug, make both spells [b]officially MUI[/b] by adding in an array.

v2: Fixed a bug, I [b]think[/b] MUI, Leakless as GUI can be, and technical errors.  Also made the abilities based off of Channel.

Special Credit to Glenphir, for helping me with the spells, as well as checking for bugs and being my friend.
 
I would suggest, in Eye for an Eye, to put the 2 Location leak removals before the wait, as if another spell of yours (or anybody's) use such variable names elsewhere, they might override during the wait.

Oh and replace that wait with [ljass]Custom script: call TriggerSleepAction(0.27)[/ljass]
 
I would suggest, in Eye for an Eye, to put the 2 Location leak removals before the wait, as if another spell of yours (or anybody's) use such variable names elsewhere, they might override during the wait.

Oh and replace that wait with [ljass]Custom script: call TriggerSleepAction(0.27)[/ljass]


Noted, putting that in now.

Anything else that you guys have to fix, or useful custom scripts for it?
 
Why, oh why, wouldn't you make these variable reals instead of converting them all the time ?!

Trigger:
  • Set Caster_Life = (Integer((Life of CasterUnit)))
    • Set Caster_Mana = (Integer((Mana of CasterUnit)))
    • Set Target_Life = (Integer((Life of TargetUnit)))
    • Set Target_Mana = (Integer((Mana of TargetUnit)))


Do that please ;)

And also, make the damage here configurable:
Trigger:
  • Unit - Cause CasterUnit to damage TargetUnit, dealing 125.00 damage of attack type Spells and damage type Magic


And the 50.00 here too:
Trigger:
  • Unit - Set mana of CasterUnit to ((Real(Target_Mana)) - 50.00)
 
Why? That's exactly the same as the GUI Wait action...

Oops, I saw "Wait (game-time) seconds". I wonder how.

Never mind then :p Leave it as it is!
 
Will make the changes Komaq said, then fix a hotkey confliction error (Forgot that A, S, and M can't be used.)
 
I updated the map and attached the new version.

Not sure if the third spell will be released by Friday.
 
Trigger:
  • Swap
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Swap
    • Actions
      • Set Point_Caster = (Position of (Casting unit))
      • Set Point_Target = (Position of (Target unit of ability being cast))
      • Set Unit_Casting = (Casting unit)
      • Set Unit_Targeted = (Target unit of ability being cast)
      • -------- === --------
      • Unit - Move Unit_Targeted instantly to Point_Caster
      • Unit - Move Unit_Casting instantly to Point_Target
      • Unit - Make Unit_Casting face Point_Target over 0.00 seconds <<<
      • Unit - Make Unit_Targeted face Point_Caster over 0.00 seconds <<<
      • Unit - Cause Unit_Casting to damage Unit_Targeted, dealing 125.00 damage of attack type Spells and damage type Magic
      • Special Effect - Create a special effect at Point_Caster using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at Point_Target using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_Point_Target)
      • Custom script: call RemoveLocation (udg_Point_Caster)


can be:

Trigger:
  • Swap
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Swap
    • Actions
      • Set Point_Caster = (Position of (Casting unit))
      • Set Point_Target = (Position of (Target unit of ability being cast))
      • Set Unit_Casting = (Casting unit)
      • Set Unit_Targeted = (Target unit of ability being cast)
      • -------- === --------
      • Unit - Move Unit_Targeted instantly to Point_Caster, facing Point_Target
      • Unit - Move Unit_Casting instantly to Point_Target, facing Point_Caster
      • Unit - Cause Unit_Casting to damage Unit_Targeted, dealing 125.00 damage of attack type Spells and damage type Magic
      • Special Effect - Create a special effect at Point_Caster using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at Point_Target using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_Point_Target)
      • Custom script: call RemoveLocation (udg_Point_Caster)


saves two lines.

Also in the eye for eye trigger:
Trigger:
  • Eye for an Eye
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Eye for an Eye <<<
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Life of (Target unit of ability being cast)))) Greater than or equal to 200 <<<
        • Then - Actions
          • Set Unit_Casting = (Casting unit)
          • Set Unit_Targeted = (Target unit of ability being cast)
          • Set Point_Caster = (Position of (Casting unit))
          • Set Point_Target = (Position of (Target unit of ability being cast))
          • -------- === --------
          • Set Real_Life_Caster = (Life of (Casting unit))
          • Set Real_Life_Target = (Life of (Target unit of ability being cast))
          • Set Real_Mana_Caster = (Mana of (Casting unit))
          • Set Real_Mana_Target = (Mana of (Target unit of ability being cast))
          • -------- === --------
          • Unit - Set life of Unit_Casting to Real_Life_Target
          • Unit - Set mana of Unit_Casting to (Real_Mana_Target - 50.00)
          • Unit - Set life of Unit_Targeted to Real_Life_Caster
          • Unit - Set mana of Unit_Targeted to Real_Mana_Caster
          • Lightning - Create a Drain Life lightning effect from source Point_Caster to target Point_Target
          • Set Lightning_EYE_FOR_EYE = (Last created lightning effect)
          • Custom script: call RemoveLocation (udg_Point_Target)
          • Custom script: call RemoveLocation (udg_Point_Caster)
          • Wait 0.27 seconds
          • Lightning - Destroy Lightning_EYE_FOR_EYE
        • Else - Actions
          • Do nothing <<<

You don't need that 'Do nothing' under else, just leave it empty.
And the wait makes it non-mui, well just the SFX will bug since there is a chance the sfx variable could get overwritten.
The if condition can be put in the trigger conditions as well, so you should have something like
Trigger:
  • Eye for an Eye
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Ability being cast) Equal to Eye for an Eye ) and ((Life of (Target unit of ability being cast)) Greater than or equal to 200.00)
    • Actions
      • Set Unit_Casting = (Casting unit)
      • Set Unit_Targeted = (Target unit of ability being cast)
      • Set Point_Caster = (Position of (Casting unit))
      • Set Point_Target = (Position of (Target unit of ability being cast))
      • -------- === --------
      • Set Real_Life_Caster = (Life of (Casting unit))
      • Set Real_Life_Target = (Life of (Target unit of ability being cast))
      • Set Real_Mana_Caster = (Mana of (Casting unit))
      • Set Real_Mana_Target = (Mana of (Target unit of ability being cast))
      • -------- === --------
      • Unit - Set life of Unit_Casting to Real_Life_Target
      • Unit - Set mana of Unit_Casting to (Real_Mana_Target - 50.00)
      • Unit - Set life of Unit_Targeted to Real_Life_Caster
      • Unit - Set mana of Unit_Targeted to Real_Mana_Caster
      • Lightning - Create a Drain Life lightning effect from source Point_Caster to target Point_Target
      • Set Lightning_EYE_FOR_EYE = (Last created lightning effect)
      • Custom script: call RemoveLocation (udg_Point_Target)
      • Custom script: call RemoveLocation (udg_Point_Caster)
      • Wait 0.27 seconds
      • Lightning - Destroy Lightning_EYE_FOR_EYE


Oh my; 2000th post. :p
 
is the swap trigger its basically nether swap from dota but you need to pause the casting unit before you move him so the abilities cooldown can be enforced.
 
or stick with GUI and not confuse GUIers.
 
is the swap trigger its basically nether swap from dota but you need to pause the casting unit before you move him so the abilities cooldown can be enforced.​

So if I pause him first it will fix a cooldown bug?

Also, I'll fix those things, whoever said it above, I forgot.
 
Version Three.

MUI, used an array for the effect.

And MPI, so two players can cast it.

Third spell underway...
 
First, second trigger is only MPI and not MUI...

Secondly, you should use (Triggering unit) instead of (Casting unit), it's just slightly faster...
And, you should use the set variable everywhere ("Unit_Casting" and "Unit-Targeted"), like here:
Trigger:
  • Set Point_Caster = (Position of (Casting unit))
    • Set Point_Target = (Position of (Target unit of ability being cast))


And here:
Trigger:
  • Set Real_Life_Caster = (Life of (Casting unit))
    • Set Real_Life_Target = (Life of (Target unit of ability being cast))
    • Set Real_Mana_Caster = (Mana of (Casting unit))
    • Set Real_Mana_Target = (Mana of (Target unit of ability being cast))


:D

Also, remove that "If" in the second trigger, and just put it in the first "Conditions" field, like:
Trigger:
  • Eye for an Eye
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Eye for an Eye
      • (Integer((Life of (Target unit of ability being cast)))) Greater than or equal to 200
    • Actions


But also here, DON'T CONVERT REAL TO INTEGER !!!
Just use a "Real Comparison" instead...
;)
 
Thanks, Komaq, I'll put them in when I get home.
 
When one player casts the spell 2 times in one instant, one lightning will remain forever.
 
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