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.
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.
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.
Hope you like it and please comment.
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.