Ayanami
칼리
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Blood Spellpack v1.2
Introduction
Meh, was bored so made another spell pack. Enjoy! :shades:
The spells:
Details
- The spells are GUI.
- They are leakless and lagless (well it's for you guys to feedback if there's any :thup.
- It is MUI, meaning that the spell can run multiple times at the same instance.
- Easy to import and easy to edit.
- A bloody theme meant for a bloody hero (duh).
Requirements
- GDD
Initialization Trigger
Spells
Blood Pact
Description:
Bartuc taps on his life source to send out a wave of anguish that deals damage to enemies in an area of 400, based on the amount of health used. Enemies that are hit by the wave starts bleeding, causing them to be pasued temporarily.
Level 1 - 20% of max health points used. Enemies bleed for 2.0 seconds.
Level 2 - 30% of max health points used. Enemies bleed for 2.5 seconds.
Level 3 - 40% of max health points used. Enemies bleed for 3.0 seconds.
Healthcost - 20%/30%/40% of max HP
Cooldown - 15 seconds
Screenshot:
Code:
Blood Esurience
Description:
Bartuc has an overwhelming desire for blood. On every attack, Bartuc heals himself and his nearby allies based on the damage dealt. For every 1% of his health missing, it increases the lifesteal rate by 0.2%.
Level 1 - 10% of damage as base lifesteal.
Level 2 - 15% of damage as base lifesteal.
Level 3 - 20% of damage as base lifesteal.
Orb Effect
Cooldown - Passive
Screenshot:
Code:
Demonic Rage
Description:
When Bartuc's health falls below half, he becomes enraged. As long as his health remains below half, he gains enhanced attack damage depending on amount of health missing.
Level 1 - Gains 5% of missing health as damage.
Level 2 - Gains 10% of missing health as damage.
Level 3 - Gains 15% of missing health as damage.
Cooldown - Passive
Screenshot:
Code:
Vitality
Description:
Bartuc is able to convert his life source into pure damage. A percentage of his maximum health is added as damage permanently.
Level 1 - 5% of his maximum health is added as damage permanently.
Cooldown - Passive
Screenshot:
Code:
Credits
Changelogs
Any type of feedback will be appreciated. Please post constructive criticisms if you're intending to criticize this spell pack. Thank you.
Introduction
Meh, was bored so made another spell pack. Enjoy! :shades:
The spells:
- Blood Pact [Active]
- Blood Esurience [Passive]
- Demonic Rage [Passive]
- Vitality [Passive]
Details
- The spells are GUI.
- They are leakless and lagless (well it's for you guys to feedback if there's any :thup.
- It is MUI, meaning that the spell can run multiple times at the same instance.
- Easy to import and easy to edit.
- A bloody theme meant for a bloody hero (duh).
Requirements
- GDD
Initialization Trigger
Trigger:
- Global Configurables
- Events
- Map initialization
- Conditions
- Actions
- -------- ----------Blood Pact---------- --------
- -------- Set this variable to the spell "Blood Pact" --------
- Set BPAbility = Blood Pact
- -------- Continued in triggers "Blood Pact" and "Blood Pact Check" --------
- -------- ----------Blood Esurience---------- --------
- -------- Set this variable to the spell "Blood Esurience" --------
- Set BEAbility[1] = Blood Esurience
- -------- Set this variable to the spell "Blood Esurience (Spell Book)" --------
- Set BEAbility[2] = Blood Esurience (Spell Book)
- -------- Set this variable to the buff "Blood Esurience (Non-stacking)" --------
- Set BEBuff[1] = Blood Esurience (Non-stacking)
- -------- Set this variable to the buff "Blood Esurience (Stacking)" --------
- Set BEBuff[2] = Blood Esurience (Stacking)
- -------- Continued in trigger "Blood Esurience" --------
- -------- ----------Demonic Rage---------- --------
- -------- Set this variable to the spell "Demonic Rage" --------
- Set DRAbility[1] = Demonic Rage
- -------- Set this variable to the spell "Demonic Rage (Damage - 10000's)" --------
- Set DRAbility[2] = Demonic Rage (Damage - 10000's)
- -------- Set this variable to the spell "Demonic Rage (Damage - 1000's)" --------
- Set DRAbility[3] = Demonic Rage (Damage - 1000's)
- -------- Set this variable to the spell "Demonic Rage (Damage - 100's)" --------
- Set DRAbility[4] = Demonic Rage (Damage - 100's)
- -------- Set this variable to the spell "Demonic Rage (Damage - 10's)" --------
- Set DRAbility[5] = Demonic Rage (Damage - 10's)
- -------- Set this variable to the spell "Demonic Rage (Damage - 1's)" --------
- Set DRAbility[6] = Demonic Rage (Damage - 1's)
- -------- Continued in trigger "Demonic Rage" --------
- -------- ----------Vitality---------- --------
- -------- Set this variable to the spell "Vitality" --------
- Set ViAbility[1] = Vitality
- -------- Set this variable to the spell "Vitality (Damage - 10000's)" --------
- Set ViAbility[2] = Vitality (Damage - 10000's)
- -------- Set this variable to the spell "Vitality (Damage - 1000's)" --------
- Set ViAbility[3] = Vitality (Damage - 1000's)
- -------- Set this variable to the spell "Vitality (Damage - 100's)" --------
- Set ViAbility[4] = Vitality (Damage - 100's)
- -------- Set this variable to the spell "Vitality (Damage - 10's)" --------
- Set ViAbility[5] = Vitality (Damage - 10's)
- -------- Set this variable to the spell "Vitality (Damage - 1's)" --------
- Set ViAbility[6] = Vitality (Damage - 1's)
- -------- Continued in trigger "Vitality" --------
- -------- ----------------------------------------- --------
- Player Group - Pick every player in (All players) and do (Actions)
- Loop - Actions
- Player - Disable Blood Esurience (Spell Book) for (Picked player)
- Loop - Actions
- Events
Spells
Blood Pact
Description:
Bartuc taps on his life source to send out a wave of anguish that deals damage to enemies in an area of 400, based on the amount of health used. Enemies that are hit by the wave starts bleeding, causing them to be pasued temporarily.
Level 1 - 20% of max health points used. Enemies bleed for 2.0 seconds.
Level 2 - 30% of max health points used. Enemies bleed for 2.5 seconds.
Level 3 - 40% of max health points used. Enemies bleed for 3.0 seconds.
Healthcost - 20%/30%/40% of max HP
Cooldown - 15 seconds
Screenshot:
Code:
Trigger:
- Blood Pact
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Blood Pact
- (Life of (Triggering unit)) Greater than ((Max life of (Triggering unit)) x (0.10 + (0.10 x (Real((Level of BPAbility for (Triggering unit)))))))
- Actions
- -------- Health cost --------
- Set BPReal[1] = ((Max life of (Triggering unit)) x (0.10 + (0.10 x (Real((Level of BPAbility for (Triggering unit)))))))
- -------- Damage dealt --------
- Set BPReal[2] = ((Max life of (Triggering unit)) x (0.10 + (0.10 x (Real((Level of BPAbility for (Triggering unit)))))))
- -------- ----------------------------------------- --------
- Set TempPoint = (Position of (Triggering unit))
- Set TempUnitGroup = (Units within 368.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((
- Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - BPReal[1])
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing BPReal[2] damage of attack type Spells and damage type Magic
- Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Custom script: call RemoveLocation(udg_TempPoint)
- Events
Trigger:
- Blood Pact Check
- Events
- Unit - A unit Begins casting an ability
- Conditions
- (Ability being cast) Equal to Blood Pact
- (Life of (Triggering unit)) Less than or equal to ((Max life of (Triggering unit)) x (0.10 + (0.10 x (Real((Level of BPAbility for (Triggering unit)))))))
- Actions
- Unit - Order (Triggering unit) to Stop
- Custom script: if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
- Custom script: call ClearTextMessages()
- Custom script: endif
- Custom script: call DisplayTimedTextToPlayer( GetOwningPlayer(GetTriggerUnit()), 0, 0, 2.00, " |cffffcc00Not enough health|r" )
- Custom script: call PlaySoundForPlayer(GetOwningPlayer(GetTriggerUnit()), gg_snd_Error)
- Events
Blood Esurience
Description:
Bartuc has an overwhelming desire for blood. On every attack, Bartuc heals himself and his nearby allies based on the damage dealt. For every 1% of his health missing, it increases the lifesteal rate by 0.2%.
Level 1 - 10% of damage as base lifesteal.
Level 2 - 15% of damage as base lifesteal.
Level 3 - 20% of damage as base lifesteal.
Orb Effect
Cooldown - Passive
Screenshot:
Notice the blood spilling out
Code:
Trigger:
- Blood Esurience Learnt
- Events
- Unit - A unit Learns a skill
- Conditions
- (Learned Hero Skill) Equal to Blood Esurience
- (Level of BEAbility[1] for (Triggering unit)) Equal to 1
- Actions
- Unit - Add BEAbility[2] to (Triggering unit)
- Unit Group - Add (Triggering unit) to BECheckGroup
- Trigger - Turn on Blood Esurience Check <gen>
- Events
Trigger:
- Blood Esurience
- Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
- Or - Any (Conditions) are true
- Conditions
- (GDD_DamagedUnit has buff BEBuff[1]) Equal to True
- (GDD_DamagedUnit has buff BEBuff[2]) Equal to True
- Conditions
- Or - Any (Conditions) are true
- Actions
- Set TempPoint = (Position of GDD_DamageSource)
- Set TempUnitGroup = (Units within 468.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of GDD_Damag
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- -------- Constant amount of lifesteal --------
- Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + (0.05 + (0.05 x (Real((Level of BEAbility[1] for GDD_DamageSource))))))
- -------- Varying amount of lifesteal --------
- Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((GDD_Damage x (((Max life of GDD_DamageSource) - (Life of GDD_DamageSource)) / (Max life of GDD_DamageSource))) x 0.20))
- -------- ----------------------------------------- --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Picked unit) Not equal to GDD_DamageSource
- Then - Actions
- Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Else - Actions
- If - Conditions
- Loop - Actions
- Unit - Remove BEBuff[1] buff from GDD_DamagedUnit
- Unit - Remove BEBuff[2] buff from GDD_DamagedUnit
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Custom script: call RemoveLocation(udg_TempPoint)
- Events
Trigger:
- Blood Esurience Check - Initially Off
- Events
- Time - Every 0.10 seconds of game time
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (BECheckGroup is empty) Equal to True
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit Group - Pick every unit in BECheckGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of BEAbility[1] for (Picked unit)) Equal to 0
- Then - Actions
- Unit - Remove BEAbility[2] from (Picked unit)
- Unit Group - Remove (Picked unit) from BECheckGroup
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in BECheckGroup and do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Demonic Rage
Description:
When Bartuc's health falls below half, he becomes enraged. As long as his health remains below half, he gains enhanced attack damage depending on amount of health missing.
Level 1 - Gains 5% of missing health as damage.
Level 2 - Gains 10% of missing health as damage.
Level 3 - Gains 15% of missing health as damage.
Cooldown - Passive
Screenshot:
Notice the damage increment
Code:
Trigger:
- Demonic Rage Learnt
- Events
- Unit - A unit Learns a skill
- Conditions
- (Learned Hero Skill) Equal to Demonic Rage
- (Level of DRAbility[1] for (Triggering unit)) Equal to 1
- Actions
- Unit Group - Add (Triggering unit) to DRUnitGroup
- For each (Integer A) from 2 to 6, do (Actions)
- Loop - Actions
- Unit - Add DRAbility[(Integer A)] to (Triggering unit)
- Loop - Actions
- Trigger - Turn on Demonic Rage <gen>
- Events
Trigger:
- Demonic Rage - Initially Off
- Events
- Time - Every 0.10 seconds of game time
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (DRUnitGroup is empty) Equal to True
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit Group - Pick every unit in DRUnitGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of DRAbility[1] for (Picked unit)) Equal to 0
- Then - Actions
- For each (Integer A) from 2 to 6, do (Actions)
- Loop - Actions
- Unit - Remove DRAbility[(Integer A)] from (Picked unit)
- Loop - Actions
- Unit Group - Remove (Picked unit) from DRUnitGroup
- For each (Integer A) from 2 to 6, do (Actions)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Life of (Picked unit)) Less than ((Max life of (Picked unit)) x 0.50)
- Then - Actions
- -------- Damage bonus amount --------
- Set TempReal = (((Max life of (Picked unit)) - (Life of (Picked unit))) x (0.05 x (Real((Level of DRAbility[1] for (Picked unit))))))
- -------- ----------------------------------------- --------
- Set TempDivider = 10000
- For each (Integer A) from 2 to 6, do (Actions)
- Loop - Actions
- Set TempInt = ((Integer(TempReal)) / TempDivider)
- Unit - Set level of DRAbility[(Integer A)] for (Picked unit) to (TempInt + 1)
- Set TempReal = (TempReal - (Real((TempInt x TempDivider))))
- Set TempDivider = (TempDivider / 10)
- Loop - Actions
- Else - Actions
- For each (Integer A) from 2 to 6, do (Actions)
- Loop - Actions
- Unit - Set level of DRAbility[(Integer A)] for (Picked unit) to 1
- Loop - Actions
- For each (Integer A) from 2 to 6, do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in DRUnitGroup and do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Vitality
Description:
Bartuc is able to convert his life source into pure damage. A percentage of his maximum health is added as damage permanently.
Level 1 - 5% of his maximum health is added as damage permanently.
Cooldown - Passive
Screenshot:
Yet again, notice the damage increment
Code:
Trigger:
- Vitality Learnt
- Events
- Unit - A unit Learns a skill
- Conditions
- (Learned Hero Skill) Equal to Vitality
- (Level of ViAbility[1] for (Triggering unit)) Equal to 1
- Actions
- Unit Group - Add (Triggering unit) to ViUnitGroup
- For each (Integer A) from 2 to 6, do (Actions)
- Loop - Actions
- Unit - Add ViAbility[(Integer A)] to (Triggering unit)
- Loop - Actions
- Trigger - Turn on Vitality <gen>
- Events
Trigger:
- Vitality - Initially Off
- Events
- Time - Every 0.10 seconds of game time
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (ViUnitGroup is empty) Equal to True
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit Group - Pick every unit in ViUnitGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of ViAbility[1] for (Picked unit)) Equal to 0
- Then - Actions
- For each (Integer A) from 2 to 6, do (Actions)
- Loop - Actions
- Unit - Remove ViAbility[(Integer A)] from (Picked unit)
- Loop - Actions
- Unit Group - Remove (Picked unit) from ViUnitGroup
- For each (Integer A) from 2 to 6, do (Actions)
- Else - Actions
- -------- Damage bonus amount --------
- Set TempReal = ((Max life of (Picked unit)) x 0.05)
- -------- ----------------------------------------- --------
- Set TempDivider = 10000
- For each (Integer A) from 2 to 6, do (Actions)
- Loop - Actions
- Set TempInt = ((Integer(TempReal)) / TempDivider)
- Unit - Set level of ViAbility[(Integer A)] for (Picked unit) to (TempInt + 1)
- Set TempReal = (TempReal - (Real((TempInt x TempDivider))))
- Set TempDivider = (TempDivider / 10)
- Loop - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in ViUnitGroup and do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Credits
Code:
[COLOR="Red"]GDD[/COLOR] - [URL="http://www.thehelper.net/forums/member.php?u=26460"]Weep[/URL]
[COLOR="Red"]Blood Pact Icon[/COLOR] - Volvox @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
[COLOR="Red"]Blood Esurience Icon[/COLOR] - KelThuzad @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
[COLOR="Red"]Demonic Rage Icon[/COLOR] - KelThuzad @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
[COLOR="Red"]Demonic Rage Aura Model[/COLOR] - JetFangInferno @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
[COLOR="Red"]Vitality Icon[/COLOR] - CRAZYRUSSIAN @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
Changelogs
Code:
[B]Version 1.0[/B]
- Initial relase
[B]Version 1.1[/B]
- Used GDD Snippet for damage detection
- Modified the whole spell trigger, so that values are more easily configured
- Used variables for abilities and buffs to reduce import difficulty
- Added health adding items to the map
- Added another unit for MUI testing purposes
- Blood Esurience is no longer an orb effect, it is a buff placer
- Set the lifesteal animation attachment point to overhead rather than head
- Modified Blood Esurience so that it works with Tome of Retraining
- Reworked Demonic Rage, now it doesn't give a constant amount of damage
- Demonic Rage has a limit bonus damage of 99999
- Modified Vitality so that there are no issues with negative change of maximum health
- Vitality has a limit bonus damage of 99999
[B]Version 1.2[/B]
- Fixed an issue where Blood Pact can be cast though not enough health requirement
Any type of feedback will be appreciated. Please post constructive criticisms if you're intending to criticize this spell pack. Thank you.