Spellpack Dark Icelord

HellCraft

Member
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19
My 1st spellpack all are in GUI.

Frozen Glacier:
Creates a frozen glacier that will explode within time, explosion deals damage and slows units around the glacier. After the explosion a icebeast will be formed which was once inside the glacier. Summoned unit lasts for 65 seconds.

Code:
Frozen Glacier Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Frozen Glacier 
    Actions
        Set FrozenGlacier_Loc = (Target point of ability being cast)
        Set FrozenGlacier_Lvl = (Level of Frozen Glacier  for (Casting unit))
        Unit - Create 1 Frozen Glacier Dummy for (Owner of (Casting unit)) at FrozenGlacier_Loc facing Default building facing degrees
        Set FrozenGlacier_Dummy = (Last created unit)
        Unit - Set level of Frozen Glacier Dummy Summon  for FrozenGlacier_Dummy to FrozenGlacier_Lvl
        Unit - Set level of Frozen Glacier Dummy Slam  for FrozenGlacier_Dummy to FrozenGlacier_Lvl
        Wait 2.00 seconds
        Trigger - Run Frozen Glacier Explode <gen> (ignoring conditions)
        Custom script:   call RemoveLocation(udg_FrozenGlacier_Loc)

Code:
Frozen Glacier Explode
    Events
    Conditions
    Actions
        Unit - Order FrozenGlacier_Dummy to Human Mountain King - Thunder Clap
        Unit - Order FrozenGlacier_Dummy to Human Archmage - Summon Water Elemental
        Unit - Kill FrozenGlacier_Dummy


IceNova:
Releases 8 Icebolts around the hero. Icebolts will explode once it comes intact of an enemy unit or it moves to far away from the caster. The explosion of the Icebolts will deal damage around the icebolt and slow units around the icebolt.

Code:
IceNova Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to IceNova 
    Actions
        Set IceNova_Caster = (Casting unit)
        Set IceNova_Lvl = (Level of IceNova  for IceNova_Caster)
        Set IceNova_CasterLoc = (Position of IceNova_Caster)
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                Set IceNova_MoveLoc[(Integer A)] = (IceNova_CasterLoc offset by 500.00 towards (45.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 IceNova Dummy Bolt for (Owner of IceNova_Caster) at IceNova_CasterLoc facing Default building facing degrees
                Set IceNova_Bolt[(Integer A)] = (Last created unit)
                Unit - Set level of IceNova Dummy Slam  for IceNova_Bolt[(Integer A)] to IceNova_Lvl
                Unit - Order IceNova_Bolt[(Integer A)] to Move To IceNova_MoveLoc[(Integer A)]
                Trigger - Add to IceNova Damage <gen> the event (Unit - A unit comes within 200.00 of (Last created unit))
                Custom script:   call RemoveLocation(udg_IceNova_MoveLoc[bj_forLoopAIndex])
        Custom script:   call RemoveLocation(udg_IceNova_CasterLoc)
        Wait 2.00 seconds
        Trigger - Run IceNova Remove <gen> (ignoring conditions)
Code:
IceNova Damage
    Events
    Conditions
        ((Triggering unit) belongs to an enemy of (Owner of IceNova_Caster)) Equal to True
    Actions
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Triggering unit) is in (Units within 200.00 of (Position of IceNova_Bolt[(Integer A)]))) Equal to True
                    Then - Actions
                        Unit - Order IceNova_Bolt[(Integer A)] to Human Mountain King - Thunder Clap
                        Unit - Kill IceNova_Bolt[(Integer A)]
                    Else - Actions
                        Do nothing
Code:
IceNova Remove
    Events
    Conditions
    Actions
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                Unit - Order IceNova_Bolt[(Integer A)] to Human Mountain King - Thunder Clap
                Unit - Kill IceNova_Bolt[(Integer A)]


Water Morph:
The hero morphs into water moving towards a location with force, the hero will morph back into normal form when reaches location. The force of the water damages all units in the path.

Code:
Water Morph Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Water Morph 
    Actions
        Set WaterMorph_Caster = (Casting unit)
        Set WaterMorph_CasterLoc = (Position of WaterMorph_Caster)
        Set WaterMorph_TargetLoc = (Target point of ability being cast)
        Set WaterMorph_Lvl = (Level of Water Morph  for WaterMorph_Caster)
        Unit - Hide WaterMorph_Caster
        Unit - Create 1 Water Morph Dummy for (Owner of WaterMorph_Caster) at WaterMorph_CasterLoc facing Default building facing degrees
        Set WaterMorph_Wave = (Last created unit)
        Unit - Order WaterMorph_Wave to Move To WaterMorph_TargetLoc
        Trigger - Add to Water Morph Damage <gen> the event (Unit - A unit comes within 200.00 of WaterMorph_Wave)
        Trigger - Add to Water Morph End <gen> the event (Unit - A unit enters (Region centered at WaterMorph_TargetLoc with size (75.00, 75.00)))
        Custom script:   call RemoveLocation(udg_WaterMorph_CasterLoc)

Code:
Water Morph Damage
    Events
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Triggering unit) belongs to an enemy of (Owner of WaterMorph_Caster)) Equal to True
            Then - Actions
                Unit - Cause WaterMorph_Caster to damage (Triggering unit), dealing (100.00 x (Real(WaterMorph_Lvl))) damage of attack type Spells and damage type Normal
            Else - Actions
                Do nothing

Code:
Water Morph Damage
    Events
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Triggering unit) belongs to an enemy of (Owner of WaterMorph_Caster)) Equal to True
            Then - Actions
                Unit - Cause WaterMorph_Caster to damage (Triggering unit), dealing (100.00 x (Real(WaterMorph_Lvl))) damage of attack type Spells and damage type Normal
            Else - Actions
                Do nothing

Hope you like it and please comment.
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
> = (Casting unit) // second trigger
I suggest you to use Triggering Unit instead, because I had problems with Casting Unit before.
It seems that sometimes Casting Unit is "lost" after waits and you can't refere to him.

Other than that, it's good for a first spellpack. :thup: The only thing needed is screenshots, though.
 

UndeadDragon

Super Moderator
Reaction score
447
Unfortunately Ice Nova and Frozen Glacier are not MUI, because they have waits.
 

Draphoelix

It's not the wintercold that's killing me
Reaction score
132
Means two units can't cast it until the first instance is over. And remove the Do Nothing, it does excactly what it sounds like.
 

Ghostwind

o________o
Reaction score
172
i coudnt make screenshots, there was a problem while uploading them on photobucket.

Use tinypic.com. Easy and better, no signup or any of that shit required, and you can IMG directly to the picture link.

Also, when you make a screenshot, go into paint and paste it in, then save as a PNG or JPG. None of that screenshots folder TGA bullshit.
 
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