Spellpack Chaos Spells

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Here are some Chaos\Fire spells for a hero

What they are:
Fully MUI
GUI
Lagless
Leakless(I hope)

1 Flame Strike:

Gives 5% chance that an enemy attack will do damage and slow the attack speed of attacking opponent by 100% for 2 secounds.
Level 1 - 200 damage.
Level 2 - 300 damage.
Level 3 - 400 damage.
Code
Trigger:
  • Flame Strike
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Flame Strike for (Attacked unit)) Greater than or equal to (>=) 1
      • (Random integer number between 1 and 100) Less than or equal to (<=) 5
    • Actions
      • Set FlameStrike_Position = (Position of (Attacking unit))
      • Unit - Create 1 Dummy for (Owner of (Attacked unit)) at FlameStrike_Position facing Default building facing (270.0) degrees
      • Unit - Add Flame Strike (Effect) to (Last created unit)
      • Unit - Set level of Flame Strike (Effect) for (Last created unit) to (Level of Flame Strike for (Attacked unit))
      • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Attacking unit)
      • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_FlameStrike_Position)
2 Fire Blast:
Image
fireblast.jpg
The Fire Lord summons fiery energy, creating great explosions infront of him. They deal damage to all units within their explosion.
Level 1 - Each blast deals 100 damage and 3 second stun to all units within their range.
Level 2 - Each blast deals 225 damage and 3 second stun to all units within their range.
Level 3 - Each blast deals 300 damage and 3 second stun to all units within their range.
Code
Trigger:
  • Fire Blastos
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Blastos
    • Actions
      • Set FB_Caster = (Triggering unit)
      • Set FB_TempLine = 0.00
      • Set FB_Caster_Loc = (Position of FB_Caster)
      • Set FB_TargetPoint = (Target point of ability being cast)
      • Set FB_Level = (Level of Fire Blastos for FB_Caster)
      • Unit - Make FB_Caster face FB_TargetPoint over 0.00 seconds
      • Set FB_Angle = (Angle from FB_Caster_Loc to FB_TargetPoint)
      • For each (Integer A) from 1 to (2 + FB_Level), do (Actions)
        • Loop - Actions
          • Set FB_TempLine = (FB_TempLine + 225.00)
          • Set FB_OffsetP = (FB_Caster_Loc offset by FB_TempLine towards FB_Angle degrees)
          • Unit - Create 1 Universal Dummy for (Owner of FB_Caster) at FB_OffsetP facing FB_Angle degrees
          • Unit - Add Inferno (Blastos) to (Last created unit)
          • Unit - Set level of Inferno (Blastos) for (Last created unit) to FB_Level
          • Unit - Order (Last created unit) to Undead Dreadlord - Inferno FB_OffsetP
          • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation (udg_FB_OffsetP)
      • Custom script: call RemoveLocation(udg_FB_TargetPoint)
      • Custom script: call RemoveLocation(udg_FB_Caster_Loc)
3 Chaos Line:
Image
chaosline.jpg
Move the targets in line position and deals 60 damage a second.
Level 1 - 1 secound.
Level 2 - 1.50 secounds.
Level 3 - 2 secounds.
Level 4 - 2.50 secounds.
Code
Trigger:
  • Chaos Line
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chaos Line
    • Actions
      • If (RLI Less than 1000) then do (Set RLI = (RLI + 1)) else do (Set RLI = 1)
      • -------- Configureables --------
      • Set RL_Damage = 3.00
      • Set RL_Move = 30.00
      • Set RL_LifeTime = (0.50 + ((Real((Level of Chaos Line for (Triggering unit)))) x 0.50))
      • -------- EndConfigureables --------
      • Set RL_C[RLI] = (Triggering unit)
      • Set RL_CP = (Position of RL_C[RLI])
      • Set RL_SelectedP = (Target point of ability being cast)
      • Set RL_TempP = (RL_CP offset by 200.00 towards (Angle from RL_CP to RL_SelectedP) degrees)
      • Unit - Create 1 Line for (Owner of RL_C[RLI]) at RL_SelectedP facing (Angle from RL_CP to RL_SelectedP) degrees
      • Unit - Set the custom value of (Last created unit) to RLI
      • Unit Group - Add (Last created unit) to RLG
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Add a RL_LifeTime second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_RL_TempP)
      • Custom script: call RemoveLocation(udg_RL_CP)
      • Custom script: call RemoveLocation(udg_RL_SelectedP)

Trigger:
  • Chaos Line Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in RLG and do (Actions)
        • Loop - Actions
          • Set RLCV = (Custom value of (Picked unit))
          • Set RL_RedLine = (Picked unit)
          • Set RL_CurrentP = (Position of RL_RedLine)
          • Set RL_Offset = (RL_CurrentP offset by RL_Move towards (Facing of RL_RedLine) degrees)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain pathing at RL_Offset of type Walkability is off) Equal to False
            • Then - Actions
              • Unit - Move RL_RedLine instantly to RL_Offset
            • Else - Actions
              • Unit - Kill RL_RedLine
          • Set RL_TargetG = (Units within 300.00 of RL_CurrentP matching ((((Matching unit) belongs to an ally of (Owner of RL_RedLine)) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Match
          • Unit Group - Pick every unit in RL_TargetG and do (Actions)
            • Loop - Actions
              • Unit - Turn collision for (Picked unit) Off
              • Unit - Move (Picked unit) instantly to RL_CurrentP, facing (Facing of RL_RedLine) degrees
              • Unit - Cause RL_C[RLCV] to damage (Picked unit), dealing RL_Damage damage of attack type Spells and damage type Normal
              • Unit - Turn collision for (Picked unit) On
          • Custom script: call RemoveLocation(udg_RL_Offset)
          • Custom script: call RemoveLocation(udg_RL_CurrentP)
          • Custom script: call DestroyGroup(udg_RL_TargetG)

Trigger:
  • Chaos Line Die
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Line
    • Actions
      • Unit Group - Remove (Triggering unit) from RLG
4 Meteor:
Image
meteorl.jpg
Sends a meteor to damage enemies periodic.
Level 1 - 50 damage periodic.
Level 2 - 100 damage periodic.
Level 3 - 150 damage periodic.
Level 4 - 200 damage periodic.
Code
Trigger:
  • Meteor
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Meteor
    • Actions
      • If (AIM Less than 1000) then do (Set AIM = (AIM + 1)) else do (Set AIM = 1)
      • -------- Configureables --------
      • Set M_Damage[AIM] = (50.00 x (Real((Level of Meteor for (Triggering unit)))))
      • Set M_Move = 15.00
      • Set M_Time = 3.00
      • -------- EndConfigureables --------
      • Set M_Caster[AIM] = (Triggering unit)
      • Set M_CasterP[AIM] = (Position of M_Caster[AIM])
      • Set M_SelectedP[AIM] = (Target point of ability being cast)
      • Unit - Create 1 Meteor Effect for (Owner of M_Caster[AIM]) at M_SelectedP[AIM] facing (Angle from M_CasterP[AIM] to M_SelectedP[AIM]) degrees
      • Unit - Set the custom value of (Last created unit) to AIM
      • Unit - Add Meteor to (Last created unit)
      • Unit - Set level of Meteor for (Last created unit) to (Level of Meteor for M_Caster[AIM])
      • Animation - Change (Last created unit)'s animation speed to 70.00% of its original speed
      • Unit - Add a 1.20 second Generic expiration timer to (Last created unit)

Trigger:
  • Meteor Spawn
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Meteor Effect
    • Actions
      • Set ACV = (Custom value of (Triggering unit))
      • Set M_Dead = (Triggering unit)
      • Set M_DeadP = (Position of M_Dead)
      • Set M_TempP = (M_DeadP offset by 200.00 towards (Angle from M_CasterP[ACV] to M_SelectedP[ACV]) degrees)
      • Special Effect - Create a special effect at M_SelectedP[ACV] using Abilities\Spells\Other\Doom\DoomDeath.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at M_SelectedP[ACV] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Environment - Create a 2.00 second Temporary crater deformation at M_SelectedP[ACV] with radius 512.00 and depth 200.00
      • Unit - Create 1 Meteor for (Owner of M_Dead) at M_TempP facing (Angle from M_CasterP[ACV] to M_SelectedP[ACV]) degrees
      • Unit Group - Add (Last created unit) to M_G2
      • Unit - Set the custom value of (Last created unit) to ACV
      • Unit - Add Meteor to (Last created unit)
      • Unit - Set level of Meteor for (Last created unit) to (Level of Meteor for (Triggering unit))
      • Unit - Add a M_Time second Generic expiration timer to (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Meteor Damage <gen> is on) Not equal to True
        • Then - Actions
          • Trigger - Turn on Meteor Damage <gen>
          • Trigger - Turn on Meteor Move <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_M_CasterP[udg_ACV])
      • Custom script: call RemoveLocation(udg_M_SelectedP[udg_ACV])
      • Custom script: call RemoveLocation(udg_M_DeadP)
      • Custom script: call RemoveLocation(udg_M_TempP)

Trigger:
  • Meteor Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in M_G2 and do (Actions)
        • Loop - Actions
          • Set M_Meteor = (Picked unit)
          • Set M_MeteorP = (Position of M_Meteor)
          • Set M_MeteorTemp = (M_MeteorP offset by M_Move towards (Facing of M_Meteor) degrees)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain pathing at M_MeteorTemp of type Walkability is off) Equal to False
            • Then - Actions
              • Unit - Move M_Meteor instantly to M_MeteorTemp
            • Else - Actions
              • Unit - Kill M_Meteor
          • Destructible - Pick every destructible within 250.00 of M_MeteorP and do (Destructible - Kill (Matching destructible))
          • Custom script: call RemoveLocation(udg_M_MeteorP)
          • Custom script: call RemoveLocation(udg_M_MeteorTemp)

Trigger:
  • Meteor Damage
    • Events
      • Time - Every 0.35 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (M_G2 is empty) Equal to False
        • Then - Actions
          • Unit Group - Pick every unit in M_G2 and do (Actions)
            • Loop - Actions
              • Set ACV2 = (Custom value of (Picked unit))
              • Set M_DU = (Picked unit)
              • Set M_DUP = (Position of M_DU)
              • Set M_T_G = (Units within 270.00 of M_DUP matching ((((Matching unit) belongs to an ally of (Owner of M_DU)) Not equal to True) and ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Matching unit) is M
              • Special Effect - Create a special effect at M_DUP using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit Group - Pick every unit in M_T_G and do (Actions)
                • Loop - Actions
                  • Unit - Cause M_Caster[ACV2] to damage (Picked unit), dealing M_Damage[ACV2] damage of attack type Chaos and damage type Fire
              • Custom script: call RemoveLocation(udg_M_DUP)
              • Custom script: call DestroyGroup(udg_M_T_G)
        • Else - Actions
          • Trigger - Turn off (This trigger)

Trigger:
  • Meteor Die
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Meteor
    • Actions
      • Unit Group - Remove (Dying unit) from M_G2
Change Log
Code:
ChangeLog
 v2.00: Realesed
 v2.01: Some Leaks Fixed and Meteor Damages
 v2.02: More Leaks Fixed
 v2.03: Leaks Fixed
 v2.04: More Eye Candy and Minor leak fixes
 v2.05 Meteor MUI
 v2.06 Leak Fix
 v2.07 Fully MUI
 v2.08 Chaos line opptimized and some code improvements here and there
 v2.09 Chaos Line works and Fire blast SFX works now
 v2.09b Fixed bug
 v2.10 Fixed what was suppose to be Fixed in v2.09b
 v2.11 Meteor and Chaos line dies when on unpathable terrain.
 v2.12 Update
 v2.13 Fire Blast Reworked and fixed up the Code.


+Rep will be apreciated if spells used
THX
 

Attachments

  • [Spells]FireLord Spells v2.12.w3x
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  • [Spells]FireLord Spells v2.13.w3x
    48 KB · Views: 535

Angel_Island

Much long, many time, wow
Reaction score
56
Trigger:
  • Set Meteor_Temp = ((Position of (Dying unit)) offset by 200.00 towards (Angle from Meteor_Caster_Point to Meteor_Selected_Point) degrees)


(Position of (Dying unit)) leaks. Meteor doesn't deal damage (not for me). Otherwise nice spells :thup:

EDIT:
Trigger:
  • Destructible - Pick every destructible within 250.00 of (Position of Meteor_Meteor) and do (Destructible - Kill (Matching destructible))


It shall be (Destructible - Kill (Picked destructible)) and (Position of Meteor_Meteor) leaks.

Trigger:
  • Special Effect - Create a special effect at FB_Offset[(Integer A)] using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Another leak. You have to destroy it.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
K i look at the damage and fix the leak and THX :D

EDIT: they are fixed and it damages now
 

Angel_Island

Much long, many time, wow
Reaction score
56
Are you using another program than WE? Because "Point - Remove FB_TargetPoint" doesn't exist for me.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Whu
Leaks that Angel_island pointed out Fixed :thup:
Change the leak removal in Fire Blast to custom script :thup:
Removed the special effect leak in fire blast :thup:
and changed the damage triger of Meteor a bit :thup::thup:

Any thing else
 

BlackRose

Forum User
Reaction score
239
2 MUI, 2 not
Which ones please?
Trigger:
  • Set Red_Line_Line = No unit
in Chaos Line Die is not needed.

EDIT - I said the line (above) in the trigger: Chaos Line Die is not needed, global variables do not need to be nulled, and doing = no unit is actually nulling it, if you convert it to custom text.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Meteor and Chaos line are not MUI ;)
Removed line :thup:
Anything else :D
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Hi
Some leak fixes that my friend pointed out
and some code optimization
Plz feedback if any more leaks or bugs found
Thx
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Made Meteor more Eye Candy :D
Any Leaks Found or bugs Plz tell so i can Fix
THX :D
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Dont know but their not working next version they wil be gone
 

DarkSonicele

New Member
Reaction score
20
All in all nice spells, though I don't really get the point of Flame Strike. Why post shadow strike on attack? That's too basic imo.

Another thing, please remove collision from the units dragged by Chaos Line, it looks fugly when they suddenly jump around the map. I even had some return to their original position while being dragged by the wave (not dying).

One last thing. Why not apply some cast time to the dummies casting storm bolt? It's looks stupid with flame strikes killing before they spawn. Even 0.5 cast time would make it look better, and the dummy will still not have troubles casting.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Thx flame strike was to give a passive and complete 4 abilities and i wil remove the colision and add cast time. How do u want me to do the colision remove the colision and him to a group and in the dying triger pick every unit in group and ad colision
 
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