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
2 Fire Blast:
Image
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
3 Chaos Line:
Image
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
4 Meteor:
Image
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
Change Log
+Rep will be apreciated if spells used
THX
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)
- Events
Image
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)
- Loop - Actions
- Custom script: call RemoveLocation(udg_FB_TargetPoint)
- Custom script: call RemoveLocation(udg_FB_Caster_Loc)
- Events
Image
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)
- Events
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
- If - Conditions
- 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
- Loop - Actions
- Custom script: call RemoveLocation(udg_RL_Offset)
- Custom script: call RemoveLocation(udg_RL_CurrentP)
- Custom script: call DestroyGroup(udg_RL_TargetG)
- Loop - Actions
- Unit Group - Pick every unit in RLG and do (Actions)
- Events
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
- Events
Image
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)
- Events
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
- If - Conditions
- 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)
- Events
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
- If - Conditions
- 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)
- Loop - Actions
- Unit Group - Pick every unit in M_G2 and do (Actions)
- Events
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
- Loop - Actions
- Custom script: call RemoveLocation(udg_M_DUP)
- Custom script: call DestroyGroup(udg_M_T_G)
- Loop - Actions
- Unit Group - Pick every unit in M_G2 and do (Actions)
- Else - Actions
- Trigger - Turn off (This trigger)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
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
- Events
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