Spellpack Admiral's Spells

Angel_Island

Much long, many time, wow
Reaction score
56
Admiral's Spells
Torrent
Tidebringer
X Marks The Spot
Ghost Ship

Made By Angel_Island




Torrent

GUI/JASS: GUI
MUI/MPI: MUI
Leakless: Yes
Lagless: Yes

Spell Info:

Using his unparalleled knowledge of the sea, Daelin is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water erupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.

Level 1 - 120 damage, lasts 1 second.
Level 2 - 180 damage, lasts 2 seconds.
Level 3 - 240 damage, lasts 3 seconds.
Level 4 - 300 damage, lasts 4 seconds.

Screenshot:
torrentv.jpg
Code:
Trigger:
  • Torrent Casting
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Torrent
    • Actions
      • Set TorrentEffect = Objects\Spawnmodels\Other\IllidanFootprint\IllidanWaterSpawnFootPrint.mdl
      • Set TorrentInstances = (TorrentInstances + 1)
      • Set TorrentInstances2 = (TorrentInstances2 + 1)
      • Set TorrentTargetPoint[TorrentInstances] = (Target point of ability being cast)
      • Custom script: if IsUnitEnemy(GetTriggerUnit(), GetLocalPlayer()) then
      • Set TorrentEffect = <Empty String>
      • Custom script: endif
      • For each (Integer A) from 1 to 24, do (Actions)
        • Loop - Actions
          • Set TorrentEffectPoint = (TorrentTargetPoint[TorrentInstances] offset by 150.00 towards TorrentEffectAngle degrees)
          • Set TorrentEffectAngle = (TorrentEffectAngle + 15.00)
          • Special Effect - Create a special effect at TorrentEffectPoint using TorrentEffect
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_TorrentEffectPoint)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set TorrentEffectPoint = (TorrentTargetPoint[TorrentInstances] offset by 100.00 towards TorrentEffectAngle degrees)
          • Set TorrentEffectAngle = (TorrentEffectAngle + 30.00)
          • Special Effect - Create a special effect at TorrentEffectPoint using TorrentEffect
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_TorrentEffectPoint)
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set TorrentEffectPoint = (TorrentTargetPoint[TorrentInstances] offset by 50.00 towards TorrentEffectAngle degrees)
          • Set TorrentEffectAngle = (TorrentEffectAngle + 60.00)
          • Special Effect - Create a special effect at TorrentEffectPoint using TorrentEffect
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_TorrentEffectPoint)
      • Set TorrentEffectAngle = 0.00
      • Wait 2.00 seconds
      • Set TorrentInstances2 = (TorrentInstances2 - 1)
      • Set TorrentCaster[(TorrentInstances - TorrentInstances2)] = (Triggering unit)
      • Special Effect - Create a special effect at TorrentTargetPoint[(TorrentInstances - TorrentInstances2)] using TidalErruption2.mdx
      • Special Effect - Destroy (Last created special effect)
      • Set TorrentGroup[(TorrentInstances - TorrentInstances2)] = (Units within 225.00 of TorrentTargetPoint[(TorrentInstances - TorrentInstances2)] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) Not equal to (Triggering unit)) and (((Matching unit belongs to an enemy of (Owner of (Triggering unit))) Equal to True)
      • Unit Group - Pick every unit in TorrentGroup[(TorrentInstances - TorrentInstances2)] and do (Actions)
        • Loop - Actions
          • Unit - Set the custom value of (Picked unit) to 0
          • Unit - Add Torrent Slow to (Picked unit)
          • Unit - Set level of Torrent Slow for (Picked unit) to (Level of Torrent for (Triggering unit))
          • Set TorrentLevel[(TorrentInstances - TorrentInstances2)] = (Level of Torrent Slow for (Picked unit))
      • Unit Group - Add all units of TorrentGroup[(TorrentInstances - TorrentInstances2)] to TorrentUnits
      • Unit Group - Pick every unit in TorrentUnits and do (Actions)
        • Loop - Actions
          • Unit - Add Storm Crow Form to (Picked unit)
          • Unit - Remove Storm Crow Form from (Picked unit)
          • Unit - Turn collision for (Picked unit) Off
          • Unit - Pause (Picked unit)
      • Custom script: call RemoveLocation(udg_TorrentTargetPoint[udg_TorrentInstances - udg_TorrentInstances2])

Trigger:
  • Torrent Flying
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • For each (Integer B) from 1 to TorrentInstances, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in TorrentGroup[(Integer B)] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in TorrentUnits) Equal to True
                • Then - Actions
                  • Unit - Cause TorrentCaster[(Integer B)] to damage (Picked unit), dealing (1.20 + (1.20 x (Real(TorrentLevel[(Integer B)])))) damage of attack type Hero and damage type Universal
                • Else - Actions
                  • Unit Group - Remove (Picked unit) from TorrentGroup[(Integer B)]
                  • Set TorrentPickedUnitPosition = (Position of (Picked unit))
                  • Unit - Create 1 Dummy for (Owner of TorrentCaster[(Integer B)]) at TorrentPickedUnitPosition facing Default building facing degrees
                  • Custom script: call RemoveLocation(udg_TorrentPickedUnitPosition)
                  • Unit - Add Torrent Slow to (Last created unit)
                  • Unit - Set level of Torrent Slow for (Last created unit) to (Level of Torrent Slow for (Picked unit))
                  • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                  • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
                  • Custom script: call DestroyGroup(udg_TorrentGroup[GetForLoopIndexB()])
      • Unit Group - Pick every unit in TorrentUnits and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Custom value of (Picked unit)) Less than 50
            • Then - Actions
              • Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 1)
              • Animation - Change (Picked unit) flying height to ((Power(25.00, 2.00)) - ((25.00 - (Real((Custom value of (Picked unit))))) x (25.00 - (Real((Custom value of (Picked unit))))))) at 0.00
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Picked unit)) Equal to 50
                • Then - Actions
                  • Set TorrentPickingUnits = (Units in (Playable map area) matching ((((Matching unit) is in TorrentUnits) Equal to True) and ((Custom value of (Matching unit)) Greater than or equal to 50)))
                  • Unit Group - Pick every unit in TorrentPickingUnits and do (Actions)
                    • Loop - Actions
                      • Unit Group - Remove (Picked unit) from TorrentUnits
                      • Animation - Change (Picked unit) flying height to 0.00 at 0.00
                      • Unit - Turn collision for (Picked unit) On
                      • Unit - Unpause (Picked unit)
                      • Unit - Remove Torrent Slow from (Picked unit)
                      • Unit - Set the custom value of (Picked unit) to 0
                      • Custom script: call DestroyGroup(udg_TorrentPickingUnits)
                • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in TorrentUnits) Equal to 0
                • Then - Actions
                  • Custom script: call DestroyGroup(udg_TorrentUnits)
                  • Set TorrentInstances = 0
                  • Set TorrentInstances2 = 0
                • Else - Actions


Tidebringer

GUI/JASS: GUI
MUI/MPI: MUI
Leakless: Yes
Lagless: Yes

Spell Info:

Daelin's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once in awhile.

Level 1 - +15 damage, 16 seconds cooldown, 380 AoE.
Level 2 - +30 damage, 12 seconds cooldown, 420 AoE.
Level 3 - +45 damage, 8 seconds cooldown, 460 AoE.
Level 4 - +60 damage, 4 seconds cooldown, 500 AoE.

Screenshot:
Code:
Trigger:
  • Initialization Events
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set EventUnits = (Units in (Playable map area))
      • Unit Group - Pick every unit in EventUnits and do (Actions)
        • Loop - Actions
          • Trigger - Add to Ghost Ship Numbness <gen> the event (Unit - (Picked unit) Takes damage)
          • Trigger - Add to Tidebringer Attack <gen> the event (Unit - (Picked unit) Takes damage)

Trigger:
  • Add Events
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is in EventUnits) Equal to False
    • Actions
      • Unit Group - Add (Triggering unit) to EventUnits
      • Trigger - Add to Ghost Ship Numbness <gen> the event (Unit - (Triggering unit) Takes damage)
      • Trigger - Add to Tidebringer Attack <gen> the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Tidebringer Learn
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Level of Tidebringer for (Learning Hero)) Equal to 1
      • (Learned Hero Skill) Equal to Tidebringer
    • Actions
      • Set TidebringerPoint[0] = (Position of (Learning Hero))
      • Unit - Add Tidebringer Damage to (Learning Hero)
      • Unit - Create 1 Dummy for (Owner of (Learning Hero)) at TidebringerPoint[0] facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Tidebringer Buff to (Last created unit)
      • Unit - Order (Last created unit) to Human Priest - Inner Fire (Learning Hero)
      • Custom script: call RemoveLocation(udg_TidebringerPoint[0])

Trigger:
  • Tidebringer Attack
    • Events
    • Conditions
      • (Triggering unit) Not equal to (Damage source)
      • ((Triggering unit) belongs to an ally of (Owner of (Damage source))) Equal to False
      • (Damage taken) Greater than 10.00
      • (Level of Tidebringer Damage for (Damage source)) Greater than 0
    • Actions
      • Set TidebringerPoint[1] = (Position of (Damage source))
      • Set TidebringerPoint[3] = (Position of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between TidebringerPoint[3] and TidebringerPoint[1]) Less than 400.00
        • Then - Actions
          • Unit - Remove Tidebringer buff from (Damage source)
          • Unit - Remove Tidebringer Damage from (Damage source)
          • Set TidebringerPoint[2] = (TidebringerPoint[1] offset by (300.00 + (40.00 x (Real((Level of Tidebringer for (Damage source)))))) towards (Angle from TidebringerPoint[1] to TidebringerPoint[3]) degrees)
          • Set TidebringerAoE = (Units within (340.00 + (40.00 + (Real((Level of Tidebringer for (Damage source)))))) of TidebringerPoint[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Damage source))) Equal to True)
          • Unit Group - Pick every unit in TidebringerAoE and do (Actions)
            • Loop - Actions
              • Unit - Cause (Damage source) to damage (Picked unit), dealing (Damage taken) damage of attack type Hero and damage type Universal
              • Set TidebringerPoint[4] = (Position of (Picked unit))
              • Unit - Create 1 Dummy for (Owner of (Damage source)) at TidebringerPoint[4] facing Default building facing degrees
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Unit - Add Tidebringer Buff Enemy to (Last created unit)
              • Unit - Order (Last created unit) to Human Priest - Inner Fire (Picked unit)
          • Custom script: call DestroyGroup(udg_TidebringerAoE)
          • Custom script: call RemoveLocation(udg_TidebringerPoint[1])
          • Custom script: call RemoveLocation(udg_TidebringerPoint[2])
          • Custom script: call RemoveLocation(udg_TidebringerPoint[3])
          • Custom script: call RemoveLocation(udg_TidebringerPoint[4])
          • Wait (20.00 - (4.00 x (Real((Level of Tidebringer for (Damage source)))))) seconds
          • Set TidebringerPoint[1] = (Position of (Damage source))
          • Unit - Add Tidebringer Damage to (Damage source)
          • Unit - Set level of Tidebringer Damage for (Damage source) to (Level of Tidebringer for (Damage source))
          • Unit - Create 1 Dummy for (Owner of (Damage source)) at TidebringerPoint[1] facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Tidebringer Buff to (Last created unit)
          • Unit - Set level of Tidebringer Buff for (Last created unit) to (Level of Tidebringer for (Damage source))
          • Unit - Order (Last created unit) to Human Priest - Inner Fire (Damage source)
          • Custom script: call RemoveLocation(udg_TidebringerPoint[1])
        • Else - Actions
          • Custom script: call RemoveLocation(udg_TidebringerPoint[1])
          • Custom script: call RemoveLocation(udg_TidebringerPoint[3])


X Marks The Spot

GUI/JASS: GUI
MUI/MPI: MUI (Return is not)
Leakless: Yes
Lagless: Yes

Spell Info:

In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.

Level 1 - After 1 second, 500 casting range.
Level 2 - After 2 seconds, 650 casting range.
Level 3 - After 3 seconds, 800 casting range.
Level 4 - After 4 seconds, 950 casting range.

Screenshot:
Code:
Trigger:
  • X Marks The Spot Learn
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Level of X Marks the Spot for (Learning Hero)) Equal to 1
      • (Learned Hero Skill) Equal to X Marks the Spot
    • Actions
      • Unit - Add Return to (Learning Hero)

Trigger:
  • X Marks The Spot
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to X Marks the Spot
    • Actions
      • Custom script: local integer X
      • Custom script: call TextSplatInitializeCache()
      • Set XTarget[XInstances] = (Target unit of ability being cast)
      • Set XTargetPosition[XInstances] = (Position of (Target unit of ability being cast))
      • Custom script: set X = TextSplatCreateMono("X", (GetLocationX(udg_XTargetPosition[udg_XInstances]) - 30.00), (GetLocationY(udg_XTargetPosition[udg_XInstances]) - 50.00), "Trebuchet", 25, TS_ALIGN_CENTER(), TS_ALIGN_CENTER(), CreateColorInteger(255, 0, 0, 255))
      • Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using X_Mark_the_Spot.mdx
      • Set XBuff[XInstances] = (Last created special effect)
      • Unit Group - Add XTarget[XInstances] to XGroup
      • Set XInstances = (XInstances + 1)
      • Set XInstances2 = (XInstances2 + 1)
      • Wait (Real((Level of X Marks the Spot for (Triggering unit)))) seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • XInstances2 Greater than 0
        • Then - Actions
          • Unit Group - Remove XTarget[(XInstances - XInstances2)] from XGroup
          • Unit - Move XTarget[(XInstances - XInstances2)] instantly to XTargetPosition[(XInstances - XInstances2)]
          • Special Effect - Destroy XBuff[(XInstances - XInstances2)]
          • Custom script: call RemoveLocation(udg_XTargetPosition[udg_XInstances - udg_XInstances2])
          • Set XInstances2 = (XInstances2 - 1)
        • Else - Actions
      • Custom script: call TextSplatDestroy(X)

Trigger:
  • X Marks The Spot Return
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Return
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • XInstances2 Greater than 0
        • Then - Actions
          • Unit Group - Remove XTarget[(XInstances - XInstances2)] from XGroup
          • Unit - Move XTarget[(XInstances - XInstances2)] instantly to XTargetPosition[(XInstances - XInstances2)]
          • Special Effect - Destroy XBuff[(XInstances - XInstances2)]
          • Custom script: call RemoveLocation(udg_XTargetPosition[udg_XInstances - udg_XInstances2])
          • Set XInstances2 = (XInstances2 - 1)
        • Else - Actions


Ghost Ship

GUI/JASS: GUI
MUI/MPI: MUI
Leakless: Yes
Lagless: Yes

Spell Info:

The Admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.

Level 1 - CoCo's Rum lasts 5 seconds, 300 damage.
Level 2 - CoCo's Rum lasts 6 seconds, 400 damage.
Level 3 - CoCo's Rum lasts 7 seconds, 500 damage.

Screenshot:
Code:
Trigger:
  • Initialization Events
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set EventUnits = (Units in (Playable map area))
      • Unit Group - Pick every unit in EventUnits and do (Actions)
        • Loop - Actions
          • Trigger - Add to Ghost Ship Numbness <gen> the event (Unit - (Picked unit) Takes damage)
          • Trigger - Add to Tidebringer Attack <gen> the event (Unit - (Picked unit) Takes damage)

Trigger:
  • Add Events
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is in EventUnits) Equal to False
    • Actions
      • Unit Group - Add (Triggering unit) to EventUnits
      • Trigger - Add to Ghost Ship Numbness <gen> the event (Unit - (Triggering unit) Takes damage)
      • Trigger - Add to Tidebringer Attack <gen> the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Ghost Ship Casting
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ghost Ship
    • Actions
      • Set GhostShipCaster = (Triggering unit)
      • Set GhostShipCasterPosition[0] = (Position of GhostShipCaster)
      • Set GhostShipCasterPosition[1] = (GhostShipCasterPosition[0] offset by 800.00 towards ((Facing of GhostShipCaster) - 180.00) degrees)
      • Unit - Create 1 Ghost Ship Dummy for (Owner of GhostShipCaster) at GhostShipCasterPosition[1] facing (Facing of GhostShipCaster) degrees
      • Unit - Add Ghost Ship Numbness to (Last created unit)
      • Unit - Set level of Ghost Ship Numbness for (Last created unit) to (Level of Ghost Ship for (Triggering unit))
      • Unit Group - Add (Last created unit) to GhostShipGroup
      • Custom script: call RemoveLocation(udg_GhostShipCasterPosition[0])
      • Custom script: call RemoveLocation(udg_GhostShipCasterPosition[1])

Trigger:
  • Ghost Ship Sailing
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in GhostShipGroup and do (Actions)
        • Loop - Actions
          • Set GhostShipPosition = (Position of (Picked unit))
          • Set GhostShipLevel = (Level of Ghost Ship Numbness for (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Custom value of (Picked unit)) Equal to 50
            • Then - Actions
              • Set GhostShipPickedUnit = (Units within 425.00 of GhostShipPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True) and ((Matching unit) Not equal to (Picked unit)))))
              • Set GhostShipArrived = (Units in (Entire map) matching (((Custom value of (Matching unit)) Greater than or equal to 50) and ((Unit-type of (Matching unit)) Equal to Ghost Ship Dummy)))
              • Unit Group - Pick every unit in GhostShipArrived and do (Actions)
                • Loop - Actions
                  • Set GhostShip = (Picked unit)
                  • Set GhostShipPosition3 = (Position of (Picked unit))
                  • Unit Group - Remove (Picked unit) from GhostShipGroup
                  • Unit - Create 1 Dummy for (Owner of (Picked unit)) at GhostShipPosition3 facing Default building facing degrees
                  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                  • Unit - Add Ghost Ship Stun to (Last created unit)
                  • Unit Group - Pick every unit in GhostShipPickedUnit and do (Actions)
                    • Loop - Actions
                      • Unit - Cause GhostShip to damage (Picked unit), dealing (200.00 + (100.00 x (Real(GhostShipLevel)))) damage of attack type Hero and damage type Universal
                      • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                  • Unit - Kill (Picked unit)
                  • Custom script: call RemoveLocation(udg_GhostShipPosition3)
                  • Custom script: call DestroyGroup(udg_GhostShipArrived)
                  • Custom script: call DestroyGroup(udg_GhostShipPickedUnit)
            • Else - Actions
          • Set GhostShip = (Picked unit)
          • Set GhostShipNumbnessUnits = (Units within 425.00 of GhostShipPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to False))))
          • Unit Group - Pick every unit in GhostShipNumbnessUnits and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in GhostShipNumbnessUnits) Greater than 0
                  • ((Picked unit) has buff Numbness ) Equal to False
                • Then - Actions
                  • Unit - Create 1 Dummy for (Owner of (Picked unit)) at GhostShipPosition facing Default building facing degrees
                  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                  • Unit - Add Ghost Ship Numbness to (Last created unit)
                  • Unit - Set level of Ghost Ship Numbness for (Last created unit) to GhostShipLevel
                  • Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Picked unit)
                • Else - Actions
          • Unit - Set the custom value of GhostShip to ((Custom value of (Picked unit)) + 1)
          • Set GhostShipPosition2 = (GhostShipPosition offset by 32.00 towards (Facing of (Picked unit)) degrees)
          • Unit - Move (Picked unit) instantly to GhostShipPosition2
          • Custom script: call RemoveLocation(udg_GhostShipPosition)
          • Custom script: call RemoveLocation(udg_GhostShipPosition2)
          • Custom script: call DestroyGroup(udg_GhostShipNumbnessUnits)

Trigger:
  • Ghost Ship Numbness
    • Events
    • Conditions
      • ((Triggering unit) has buff Numbness ) Equal to True
    • Actions
      • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + ((Damage taken) x 0.50))
      • Wait (4.00 + (Real(GhostShipLevel))) seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Damage taken) x 0.50) Greater than or equal to (Life of (Triggering unit))
        • Then - Actions
          • Unit - Set life of (Triggering unit) to 2.00
        • Else - Actions
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - ((Damage taken) x 0.50))
Updates:
Update: Changed the Tidebringer buff.

Update 2: Fixed the server split

Update 3: Made it 1.24b Compatible

Update 4: Made Torrent stackable

Update 5: Made X Marks The Spot use PitzerMike's TextSplat System again
 

Attachments

  • Admiral's Spells.w3x
    93.5 KB · Views: 1,158

wraithseeker

Tired.
Reaction score
122
Don't those a unit take damage initialization bug with UnitDamageTarget that happens very fast?

Also use timeouts like 0.03, 0.02 seems too fast.

It seems pretty good since it's in GUI :thup:
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
Use 0.02 in GUI may cause performance issue... Is better if u use 0.03 or 0.04.
 

Azlier

Old World Ghost
Reaction score
461
Code:
Custom script: if IsUnitAlly(GetTriggerUnit(), GetLocalPlayer()) then

Nice desync... :rolleyes:
 
Reaction score
91
> What do you mean?
You're executing a hell lot of things in a GetLocalPlayer() block (more importantly things you shouldn't be doing) which means it will cause desyncs (splits, disconnects, w/e).
 

Igor_Z

You can change this now in User CP.
Reaction score
61
I'm actually amazed that you've done this in GUI.

Hmm, u think that JASS makes everything... Well GUI is great 4 me. Nice job Angel_Island...
 

FhelZone

Have a drink of a nice cold mellowberry juice!
Reaction score
103
Goody, I've been waiting for these ;) Thanks a lot for submitting this.
 

simonake

New Member
Reaction score
72
>Torrent - Lagless...
Ish... When spammed, not really. Why did you added all those effects, the real torrent doesn't have that much effects. Otherwie it seems leakless stuff.

It seems that you like Coco :rolleyes: (Admiral's new name :p)
 

Angel_Island

Much long, many time, wow
Reaction score
56
>Torrent - Lagless...
Ish... When spammed, not really. Why did you added all those effects, the real torrent doesn't have that much effects. Otherwie it seems leakless stuff.

It seems that you like Coco :rolleyes: (Admiral's new name :p)

It doesn't lag for me. I tried to spam it as many times as I could, but no lag. Yeah, I do like Admiral.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
It does lag (I went from 70 FPS down to like 7) when spammed.
But I don't think it'll ever be as spammable as I did.
 

BlackRose

Forum User
Reaction score
239
I swear this Abilities\Spells\Items\ClarityPotion\ClarityTarget.mdl is attached somewhere on the boat.
 
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