Spellpack Elemental Rusher, Nikola Tesla

THE_X

New Member
Reaction score
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2 hero spellpacks

Nikola Tesla

Spells:

Chain Lightning - Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. Each jump deals less damage.
ChainLightning.jpg


Level 1 - 100 damage, jumps 4 times.
Level 2 - 160 damage, jumps 6 times.
Level 3 - 230 damage, jumps 8 times.
Level 4 - 310 damage, jumps 10 times.


Surge - Releases an electrical pulse through the ground, purging all enemy units in a 450 aoe.
Level 1 - Cooldown is 21 seconds.
Level 2 - Cooldown is 17 seconds.
Level 3 - Cooldown is 13 seconds.
Level 4 - Cooldown is 9 seconds.


Surge.jpg


Electric Suit - Electrifys Tesla's suit making it able to absorb an amount of damage taken and store it within the suit untill full capacity is reached then it releases the damage upon ememy units in for form of lightning.
Level 1 - Absorbs 19% of incoming damage, maximum storage is 100 damage. Level 2 - Absorbs 28% of incoming damage, maximum storage is 200 damage. Level 3 - Absorbs 37% of incoming damage, maximum storage is 300 damage. Level 4 - Absorbs 46% of incoming damage, maximum storage is 400 damage.

Ultimate

TeslaCoil.jpg


Tesla Coil - Creates a Tesla Coil thats output is so greatly high that anyone that any enemy comes near it will be shocked for massive amounts of damage and every 3 seconds it releases a lightning bolt that deals massive amounts of damage to units in a 750 aoe. The coil can also reveal invisble units.
Level 1 - Deals 120 damage to enemy units within a 350 aoe of the coil, deals 150 damage every 3 seconds to units in a 750 aoe, lasts 20 seconds.
Level 2 - Deals 180 damage to enemy units within a 350 aoe of the coil, deals 200 damage every 3 seconds to units in a 750 aoe, lasts 25 seconds.
Level 3 - Deals 360 damage to enemy units within a 220 aoe of the coil, deals 250 damage every 3 seconds to units in a 750 aoe, lasts 30 seconds.





Elemental Rusher

Spells:

Fire Rush - Rushes tward the angle your facing for a certian amount of time, becoming making stuns unable to stop it but still being able to take damage while dealing damage to enemy units in the way.

FireRush.jpg


Level 1 - Rush lasts 1.5 seconds dealing 70 damage to enemys in the way. Level 2 - Rush lasts 2 seconds dealing 140 damage to enemys in the way. Level 3 - Rush lasts 2.5 seconds dealing 210 damage to enemys in the way. Level 4 - Rush lasts 3 seconds dealing 280 damage to enemys in the way


Ice Rush - Rushes tward the angle your facing for a certian amount of time, becoming making stuns unable to stop it but still being able to take damage while pushing enemy units out of the way, you slow them.

IceRush.jpg


Level 1 - Rush lasts 1.5 seconds.
Level 2 - Rush lasts 2 seconds.
Level 3 - Rush lasts 2.5 seconds.
Level 4 - Rush lasts 3 seconds.



Natures Empowerment
- With the element of nature all around you, your attack speed increases in her surrounding, with each strike you adapt more and more to the situation, but if you do not attack for 15 seconds you loose your consintration and your bounus attack speed depleats. Level 1 - Increases each attack by 2% speed with each strike.
Level 2 - Increases each attack by 4% speed with each strike.
Level 3 - Increases each attack by 6% speed with each strike.
Level 4 - Increases each attack by 8% speed with each strike.

Stacks up to 10 times.


Ultimate

Earthly Rush - Rushes tward a targeted unit making stuns effects unable to stop it but still being able to take damage, stunning the unit on impact pushing it back dealing extra damage.

EarthRush.jpg


Level 1 - Stun lasts 3 seconds dealing 200 damage.
Level 2 - Stun lasts 4 seconds dealing 350 damage.
Level 3 - Stun lasts 5 seconds dealing 500 damage.




All spells are MPI not MUI

Leakless - yes




Codes:


Elemental Rushers Spells

Code:
Fire Rush Start
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Fire Rush 
    Actions
        Set Point = (Position of (Triggering unit))
        Unit - Move (Triggering unit) instantly to Point, facing (Target point of ability being cast)
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
        Unit - Add Fire Rush Buff  to (Last created unit)
        Unit - Set level of Fire Rush Buff  for (Last created unit) to (Level of Fire Rush  for (Triggering unit))
        Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Triggering unit)
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Set Fire_Rush_R[(Player number of (Owner of (Triggering unit)))] = (Facing of (Triggering unit))
        Custom script:   call RemoveLocation (udg_Point)



Code:
Fire Rush Move
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Set Fire_Rush = (Units of type Elemental Rusher)
        Unit Group - Pick every unit in Fire_Rush and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Fire Rush ) Equal to True
                    Then - Actions
                        Unit - Turn collision for (Picked unit) Off
                        Set Fire_Rush_P = ((Position of (Picked unit)) offset by 20.00 towards Fire_Rush_R[(Player number of (Owner of (Picked unit)))] degrees)
                        Unit - Move (Picked unit) instantly to Fire_Rush_P, facing Fire_Rush_R[(Player number of (Owner of (Picked unit)))] degrees
                        Custom script:   call RemoveLocation (udg_Fire_Rush_P)
                        Set Fire_Rush_Group_Damage = (Units within 300.00 of (Position of (Picked unit)) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True)))
                        Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Other\Doom\DoomDeath.mdl
                        Special Effect - Destroy (Last created special effect)
                        Set Fire_Rush_Unit = (Picked unit)
                        Animation - Play (Picked unit)'s walk animation
                        Destructible - Pick every destructible within 250.00 of (Position of (Picked unit)) and do (Destructible - Kill (Picked destructible))
                        Unit Group - Pick every unit in Fire_Rush_Group_Damage and do (Actions)
                            Loop - Actions
                                Unit - Cause Fire_Rush_Unit to damage (Picked unit), dealing (4.00 x (Real((Level of Fire Rush  for Fire_Rush_Unit)))) damage of attack type Spells and damage type Fire
                        Custom script:   call DestroyGroup (udg_Fire_Rush_Group_Damage)
                        Custom script:   call DestroyGroup (udg_Fire_Rush)
                    Else - Actions
                        Unit - Turn collision for (Picked unit) On
                        Custom script:   call DestroyGroup (udg_Fire_Rush)

Code:
Ice Rush Start
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Ice Rush 
    Actions
        Set Point = (Position of (Triggering unit))
        Unit - Move (Triggering unit) instantly to Point, facing (Target point of ability being cast)
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
        Unit - Add Ice Rush Buff  to (Last created unit)
        Unit - Set level of Ice Rush Buff  for (Last created unit) to (Level of Fire Rush  for (Triggering unit))
        Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Triggering unit)
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Set Ice_Rush_R[(Player number of (Owner of (Triggering unit)))] = (Facing of (Triggering unit))
        Custom script:   call RemoveLocation (udg_Point)

Code:
Ice Rush Move
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Set Ice_Rush = (Units of type Elemental Rusher)
        Unit Group - Pick every unit in Ice_Rush and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Ice Rush ) Equal to True
                    Then - Actions
                        Unit - Turn collision for (Picked unit) Off
                        Set Ice_Rush_P[1] = ((Position of (Picked unit)) offset by 20.00 towards Ice_Rush_R[(Player number of (Owner of (Picked unit)))] degrees)
                        Unit - Move (Picked unit) instantly to Ice_Rush_P[1], facing Ice_Rush_R[(Player number of (Owner of (Picked unit)))] degrees
                        Custom script:   call RemoveLocation (udg_Ice_Rush_P[1])
                        Set Ice_Rush_Group = (Units within 350.00 of (Position of (Picked unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))))
                        Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
                        Special Effect - Destroy (Last created special effect)
                        Set Ice_Rush_Unit = (Picked unit)
                        Animation - Play (Picked unit)'s walk animation
                        Destructible - Pick every destructible within 250.00 of (Position of (Picked unit)) and do (Destructible - Kill (Picked destructible))
                        Unit Group - Pick every unit in Ice_Rush_Group and do (Actions)
                            Loop - Actions
                                Set Ice_Rush_P[2] = ((Position of (Picked unit)) offset by 10.00 towards (Angle from (Position of Ice_Rush_Unit) to (Position of (Picked unit))) degrees)
                                Unit - Move (Picked unit) instantly to Ice_Rush_P[2]
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        ((Picked unit) is in Ice_Rush_T_G) Equal to False
                                    Then - Actions
                                        Unit Group - Add (Picked unit) to Ice_Rush_T_G
                                        Unit - Create 1 Dummy for (Owner of Ice_Rush_Unit) at (Position of (Picked unit)) facing Default building facing degrees
                                        Unit - Add Ice Rush Slow  to (Last created unit)
                                        Unit - Set level of Ice Rush Slow  for (Last created unit) to (Level of Ice Rush  for Ice_Rush_Unit)
                                        Unit - Order (Last created unit) to Undead Lich - Frost Nova (Picked unit)
                                        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                    Else - Actions
                        Custom script:   call RemoveLocation (udg_Ice_Rush_P[2])
                        Custom script:   call DestroyGroup (udg_Ice_Rush_Group)
                        Custom script:   call DestroyGroup (udg_Ice_Rush)
                    Else - Actions
                        Unit - Turn collision for (Picked unit) On
                        Unit Group - Remove all units from Ice_Rush_T_G
                        Custom script:   call DestroyGroup (udg_Ice_Rush)

Code:
Learn Natures Empowerment
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Natures Empowerment 
    Actions
        Set Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] = (Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] Equal to 1
            Then - Actions
                Unit - Add Natures Empowerment [1] to (Triggering unit)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] Equal to 2
                    Then - Actions
                        Unit - Remove Natures Empowerment [1] from (Triggering unit)
                        Unit - Add Natures Empowerment [2] to (Triggering unit)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] Equal to 3
                            Then - Actions
                                Unit - Remove Natures Empowerment [2] from (Triggering unit)
                                Unit - Add Natures Empowerment [3] to (Triggering unit)
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] Equal to 4
                                    Then - Actions
                                        Unit - Remove Natures Empowerment [3] from (Triggering unit)
                                        Unit - Add Natures Empowerment [4] to (Triggering unit)
                                    Else - Actions
Code:
Natures lvl 1 increase
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Elemental Rusher
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Natures_Empowerment_lvl[(Player number of (Owner of (Attacking unit)))] Equal to 1
            Then - Actions
                Unit - Set level of Natures Empowerment [1] for (Attacking unit) to ((Level of Natures Empowerment [1] for (Attacking unit)) + 1)
                Wait 10.00 seconds
                Unit - Set level of Natures Empowerment [1] for (Attacking unit) to ((Level of Natures Empowerment [1] for (Attacking unit)) - 1)
            Else - Actions


Code:
Natures lvl 2 increase
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Elemental Rusher
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Natures_Empowerment_lvl[(Player number of (Owner of (Attacking unit)))] Equal to 2
            Then - Actions
                Unit - Set level of Natures Empowerment [2] for (Attacking unit) to ((Level of Natures Empowerment [2] for (Attacking unit)) + 1)
                Wait 10.00 seconds
                Unit - Set level of Natures Empowerment [2] for (Attacking unit) to ((Level of Natures Empowerment [2] for (Attacking unit)) - 1)
            Else - Actions

All the same for 3 and 4 levels with natures empowerments il just post 2


Code:
Rush of Earth cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Earthly Rush 
    Actions
        Set Point = (Position of (Triggering unit))
        Set Earth_Rush_Unit[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
        Set Earth_Rush_Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
        Unit - Add Earth Rush  to (Last created unit)
        Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Triggering unit)
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
        Unit - Add Perma Silence  to (Last created unit)
        Unit - Order (Last created unit) to Neutral Fire Lord - Soul Burn (Triggering unit)
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation (udg_Point)
        Selection - Remove (Triggering unit) from selection for (Owner of (Triggering unit))


Code:
Rush of Earth Effect
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Set Earth_Rush = (Units of type Elemental Rusher)
        Unit Group - Pick every unit in Earth_Rush and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Earth Rush ) Equal to True
                    Then - Actions
                        Unit - Turn collision for (Picked unit) Off
                        Set Earth_Rush_P = ((Position of (Picked unit)) offset by 20.00 towards (Angle from (Position of (Picked unit)) to (Position of Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))])) degrees)
                        Unit - Move (Picked unit) instantly to Earth_Rush_P, facing (Angle from (Position of (Picked unit)) to (Position of Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))])) degrees
                        Custom script:   call RemoveLocation (udg_Earth_Rush_P)
                        Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
                        Special Effect - Destroy (Last created special effect)
                        Animation - Play (Picked unit)'s walk animation
                        Destructible - Pick every destructible within 250.00 of (Position of (Picked unit)) and do (Destructible - Kill (Picked destructible))
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Or - Any (Conditions) are true
                                    Conditions
                                        (Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))] is dead) Equal to True
                                        (Distance between (Position of (Picked unit)) and (Position of Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))])) Less than or equal to 79.00
                            Then - Actions
                                Unit - Remove Earth Rush  buff from (Picked unit)
                                Unit - Remove Earth Rush  buff from (Picked unit)
                                Unit - Order (Picked unit) to Attack Earth_Rush_Unit[(Player number of (Picked player))]
                                Unit - Create 1 Attacking Dummyu for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
                                Unit - Add Bash [Earth Rush] to (Last created unit)
                                Unit - Set level of Bash [Earth Rush] for (Last created unit) to (Level of Earthly Rush  for (Picked unit))
                                Unit - Order (Last created unit) to Attack Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))]
                                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                Custom script:   call DestroyGroup (udg_Earth_Rush)
                            Else - Actions
                    Else - Actions
                        Unit - Turn collision for (Picked unit) On
                        Custom script:   call DestroyGroup (udg_Earth_Rush)

Iv added a few codes into the map that alow you to use your keyboard for fire rush to control the direction he rushes, if you set the buff for his ablity to 0 it makes it much fun.



Nikola Tesla


Chain lightning is yes just object editor i thought it fit well with the hero

Code:
Surge
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Surge 
    Actions
        Set Group = (Units within 450.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
        Unit Group - Pick every unit in Group and do (Actions)
            Loop - Actions
                Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
                Unit - Add Surge Dummy  to (Last created unit)
                Unit - Order (Last created unit) to Orc Shaman - Purge (Picked unit)
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Custom script:   call DestroyGroup (udg_Group)


Code:
Electric Suit Learn
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Electric Suit 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Electric_Suit_Y_N[(Player number of (Owner of (Triggering unit)))] Equal to False
            Then - Actions
                Game - Display to (Player group((Owner of (Triggering unit)))) the text: |c000042FFType -ss ...
                Trigger - Add to Electric Suit <gen> the event (Unit - (Triggering unit) Takes damage)
                Trigger - Add to Suit Check <gen> the event (Player - (Owner of (Triggering unit)) types a chat message containing -ss as An exact match)
                Set Electric_Suit_Y_N[(Player number of (Owner of (Triggering unit)))] = True
            Else - Actions

Code:
Electric Suit
    Events
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Electric Suit  for (Triggering unit)) Equal to 1
            Then - Actions
                Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = (Electric_Suit[(Player number of (Owner of (Triggering unit)))] + (0.19 x (Damage taken)))
                Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (0.19 x (Damage taken)))
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Electric Suit  for (Triggering unit)) Equal to 2
                    Then - Actions
                        Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = (Electric_Suit[(Player number of (Owner of (Triggering unit)))] + (0.28 x (Damage taken)))
                        Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (0.28 x (Damage taken)))
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Electric Suit  for (Triggering unit)) Equal to 3
                            Then - Actions
                                Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = (Electric_Suit[(Player number of (Owner of (Triggering unit)))] + (0.37 x (Damage taken)))
                                Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (0.37 x (Damage taken)))
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Level of Electric Suit  for (Triggering unit)) Equal to 4
                                    Then - Actions
                                        Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = (Electric_Suit[(Player number of (Owner of (Triggering unit)))] + (0.46 x (Damage taken)))
                                        Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (0.46 x (Damage taken)))
                                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Electric_Suit[(Player number of (Owner of (Triggering unit)))] Greater than or equal to (100.00 x (Real((Level of Electric Suit  for (Triggering unit)))))
            Then - Actions
                Set Point = (Position of (Triggering unit))
                Set Group = (Units within 400.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)
                Unit Group - Pick every unit in Group and do (Actions)
                    Loop - Actions
                        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
                        Unit - Move (Last created unit) instantly to Point
                        Unit - Add Electric Suit effect  to (Last created unit)
                        Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked unit)
                        Unit - Add a 0.80 second Generic expiration timer to (Last created unit)
                        Unit - Cause (Triggering unit) to damage (Picked unit), dealing Electric_Suit[(Player number of (Owner of (Triggering unit)))] damage of attack type Spells and damage type Lightning
                Custom script:   call DestroyGroup (udg_Group)
                Custom script:   call RemoveLocation (udg_Point)
                Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = 0.00
            Else - Actions




Code:
Suit Check
    Events
    Conditions
    Actions
        Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Electric Suit has stored  + (  + ((String(Electric_Suit[(Player number of (Triggering player))])) +  damage)))


Code:
Tesla Coil Activate
    Events
        Time - Every 3.00 seconds of game time
    Conditions
    Actions
        Set Tesla_Coil = (Units of type Telsa Coil)
        Unit Group - Pick every unit in Tesla_Coil and do (Actions)
            Loop - Actions
                Unit - Order (Picked unit) to Special - Channel
        Custom script:   call DestroyGroup (udg_Tesla_Coil)


Code:
Tesla Coil Make
    Events
        Unit - A unit Spawns a summoned unit
    Conditions
        (Unit-type of (Summoned unit)) Equal to Telsa Coil
    Actions
        Unit - Set the custom value of (Summoned unit) to (Level of Tesla Coil  for (Summoning unit))

Code:
Tesla Coil Damage
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Lightning Tesla Coil 
    Actions
        Set Point = (Position of (Triggering unit))
        Set Group = (Units within 750.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)
        Unit Group - Pick every unit in Group and do (Actions)
            Loop - Actions
                Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
                Unit - Move (Last created unit) instantly to Point
                Animation - Change (Last created unit) flying height to 450.00 at 99999.00
                Unit - Add Tesla Coil Lightning Dummy   to (Last created unit)
                Unit - Set level of Tesla Coil Lightning Dummy   for (Last created unit) to (Custom value of (Triggering unit))
                Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked unit)
                Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
        Custom script:   call DestroyGroup (udg_Group)
        Custom script:   call RemoveLocation (udg_Point)

If you cant level higher than 6 theres a level button at the alter in the map. i was lazy and didint want to mess with xp gain values :/ i might do it later
 

Furberg

Ultra Cool Member
Reaction score
45
I just tried the Elemental Rusher, awesome spells:

Downsides:
- I couldnt get higher than lvl 5 so i couldnt try ulti ._.
- I could get stuck in tha water :p
Upsides:
- Awesome spells, cool effects.
- It wasnt imba.
- It was hella fun to use the spells. I used like 5 minuttes on chopping down trees with that fire run thing :thup:

anyways awesome spells. im might gonna use some of them in some map ^^
 

Flare

Stops copies me!
Reaction score
662
Looks nice, I'll test them shortly, but a few things

1) Chain Lightning is just Object Editor?
2) Elemental Rusher's actives are all way too similar IMO (a few slight differences, but they are all just sliding spells from the looks of it)
3) Please don't use yellow text, it's difficult to read :\
4) Post the code, it'll make leak-checking and coding improvements much easier to suggest.

EDIT: Took a brief look at the code. 4 triggers for Nature's Empowerment? Why not just have a 40-level form of the buffer ability, and increase/decrease the level of the buffer skill by (Level of <Main Skill> for Attacking Unit)
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Haha, Nikola Tesla. You're BG, right :)?

Anyway, post the codes pls some people (like me) don't want to dl and open the map and then check for leaks.
 

THE_X

New Member
Reaction score
49
Looks nice, I'll test them shortly, but a few things

1) Chain Lightning is just Object Editor?
2) Elemental Rusher's actives are all way too similar IMO (a few slight differences, but they are all just sliding spells from the looks of it)
3) Please don't use yellow text, it's difficult to read :\
4) Post the code, it'll make leak-checking and coding improvements much easier to suggest.

EDIT: Took a brief look at the code. 4 triggers for Nature's Empowerment? Why not just have a 40-level form of the buffer ability, and increase/decrease the level of the buffer skill by (Level of <Main Skill> for Attacking Unit)

i did think to use 40 levels but ima neat freak sorta, so i thought having 4 diffrent 10 level ablitys would make it neater for me :/
 

THE_X

New Member
Reaction score
49
Haha, Nikola Tesla. You're BG, right :)?

Anyway, post the codes pls some people (like me) don't want to dl and open the map and then check for leaks.

sory yea theres the codes for ya, and whats BG lol cause i probably am
 

THE_X

New Member
Reaction score
49
ok new map to dl redid a readme post and fixed a cd problem, if ya see a leak lemme know so i can fix right away
 

cr4xzZz

Also known as azwraith_ftL.
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BG - Bulgarian. There's a bulgarian name Nikola, plus tesla is a carpenter tool in bulgarian :). That's why I thought you were BG, because of the funny name.
 

THE_X

New Member
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oh haha you guys have no idea how obssed i am with Nikola Tesla, it is my life long dream to rebuild the Wardnyclyffe tower, or wireless energy! i know everything there is to know about him.
 

DeathWing

New Member
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Spells look rly cool and I v. like Electric Suit. :) Good work.

oh haha you guys have no idea how obssed i am with Nikola Tesla, it is my life long dream to rebuild the Wardnyclyffe tower, or wireless energy! i know everything there is to know about him.

Wireless energy you say? I was once at Scientic Show where using "Tesla Coils" (They just called their machines so) they transmitted energy WIRELESSLY for outstading distance of ~3 meters :)P). For ya to know.
 

THE_X

New Member
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Spells look rly cool and I v. like Electric Suit. :) Good work.



Wireless energy you say? I was once at Scientic Show where using "Tesla Coils" (They just called their machines so) they transmitted energy WIRELESSLY for outstading distance of ~3 meters :)P). For ya to know.


yea my tesla coil powers a wireless remote controll airplane i use the frequency is the same as my tesla coil in the airplane to recieve the energy, so in a sence iv made a wireless energy as well :D
 
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