Ayanami
칼리
- Reaction score
- 288
Introduction (Version 1.2)
Well, was bored again and yet again, made another spell pack. Emilia is a nuker. I mean, 4 active skills @_@. Hope you like it. Here's a link to a video showing you the actual Emilia's skill in Granado Espada. Got the spell ideas from there. Click me!
Details
- The spells are GUI.
- The spells should be leakless. Feedback will be appreciated if otherwise.
- It is MUI, meaning that the spell can run multiple times at the same instance.
- A character from Granado Espada
Requirements
- GDD
Other Trigger
Spells
Levitate
Description:
Emilia uses the dark energies to levitate herself. While levitating, units have 50% chance to miss their damage while heroes have 10% chance. Emilia is able to travel over units but not physical obstacles. While levitating, her skills have extra effects and she have increased movement speed. Drains mana until deactivated.
Third Element - Increases chance to inflict an elemental effect. 20%/40%/60%/80%.
Bloody Rose - Increases duration of spell. 0.5/1.0/1.5/2.0 seconds.
Anathema - Increases number of shards. 50/100/150/200 shards.
Level 1 - Drains 8.5% of maximum mana per second. 6% increased movement speed.
Level 2 - Drains 7.0% of maximum mana per second. 9% increased movement speed.
Level 3 - Drains 5.5% of maximum mana per second. 12% increased movement speed.
Level 4 - Drains 4.0% of maximum mana per second. 15% increased movement speed.
Cast Range - Self
Spell Type - Activate/Deactivate
Cooldown - 0 seconds
Screenshot:
Code:
Third Element
Description:
Using the elements of earth, ice and lightning, Emilia unleashes a deadly strike in an area. Due to the mixture of elements, it causes pure damage and enemies have 20% chance to receive one of three elemetal effect.
Earth - Causes extra magic damage.
Ice - Slows attack and movement speed. Lasts 4 seconds.
Lightning - Silences enemies.
Level 1 - Deals 150 damage. Earth deals 20 magic damage. Ice slows by 10%. Silence lasts 1 second.
Level 2 - Deals 190 damage. Earth deals 40 magic damage. Ice slows by 15%. Silence lasts 2 seconds.
Level 3 - Deals 230 damage. Earth deals 60 magic damage. Ice slows by 20%. Silence lasts 3 seconds.
Level 4 - Deals 270 damage. Earth deals 80 magic damage. Ice slows by 25%. Silence lasts 4 seconds.
Cast Range - 600
Spell Type - Target Area of 300
Cooldown - 19/18/17/16 seconds
Screenshot:
Code:
Bloody Rose
Description:
Using the darkness within her, Emilia releases a barrage of dark elements to strike all enemies in the targeted area. The dark elements continuously strike down her enemies for 5 seconds, after which Emilia abosrbs the life force stolen by the dark energies to replenish her own health. Energies deal damage at an interval of 0.03 seconds.
Level 1 - Deals 1 magic damage per energy. Absrobs 5% of total damage dealt as health.
Level 2 - Deals 2 magic damage per energy. Absrobs 10% of total damage dealt as health.
Level 3 - Deals 3 magic damage per energy. Absrobs 15% of total damage dealt as health.
Level 4 - Deals 4 magic damage per energy. Absrobs 20% of total damage dealt as health.
Cast Range - 600
Spell Type - Target Area of 800
Cooldown - 14 seconds
Screenshot:
Code:
Anathema
Description:
Emilia sends a wave of dark energy into the skies. Waves of dark energy then pour down from the sky and strike the enemies mercilessly. While in the barrage, enemies have 80% reduced movement speed. Every shard of dark energy deals 1% of Emilia's maximum mana as damage. When units are hit by the shards, their armor is reduced by 1. Maximum armor penalty of 10 and lasts 5 seconds after the duration of the spell ends. Spell lasts 10 seconds.
Level 1 - Total of 100 shards.
Level 2 - Total of 200 shards.
Level 3 - Total of 300 shards.
Cast Range - 600
Spell Type - Target Area of 800
Cooldown - 67 seconds
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.
Well, was bored again and yet again, made another spell pack. Emilia is a nuker. I mean, 4 active skills @_@. Hope you like it. Here's a link to a video showing you the actual Emilia's skill in Granado Espada. Got the spell ideas from there. Click me!
Emilia
- Levitate [Active]
- Third Element [Active]
- Bloody Rose [Active]
- Anathema [Active]
Details
- The spells are GUI.
- The spells should be leakless. Feedback will be appreciated if otherwise.
- It is MUI, meaning that the spell can run multiple times at the same instance.
- A character from Granado Espada
Requirements
- GDD
Other Trigger
Trigger:
- Global Configurables
- Events
- Map initialization
- Conditions
- Actions
- -------- Levitate --------
- -------- Set this variable to the base ability "Levitate" --------
- Set LeAbility[0] = Levitate
- -------- Set this variable to the ability "Levitate (Movement Speed)" --------
- Set LeAbility[1] = Levitate (Movement Speed)
- -------- Set this variable to the ability "Levitate (Life)" --------
- Set LeAbility[2] = Levitate (Life)
- -------- Set this variable to the buff "Levitate" --------
- Set LeBuff[0] = Levitate
- -------- Set this variable to the buff "Levitate (Movement Speed)" --------
- Set LeBuff[1] = Levitate (Movement Speed)
- -------- Mana drained per level (%). Arrays (+ x) represent corresponding level values --------
- Set LeRealGlobal[((1 x 4) + 1)] = 8.50
- Set LeRealGlobal[((1 x 4) + 2)] = 7.00
- Set LeRealGlobal[((1 x 4) + 3)] = 5.50
- Set LeRealGlobal[((1 x 4) + 4)] = 4.00
- -------- Height of levitation. Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Set LeRealGlobal[((2 x 4) + (Integer A))] = 250.00
- Loop - Actions
- -------- Elemental effect chance increment (%). Arrays (+ x) represent corresponding level values --------
- Set LeRealGlobal[((3 x 4) + 1)] = 20.00
- Set LeRealGlobal[((3 x 4) + 2)] = 40.00
- Set LeRealGlobal[((3 x 4) + 3)] = 60.00
- Set LeRealGlobal[((3 x 4) + 4)] = 80.00
- -------- Duration of Bloody Rose increment (seconds). Arrays (+ x) represent corresponding level values --------
- Set LeRealGlobal[((4 x 4) + 1)] = 0.50
- Set LeRealGlobal[((4 x 4) + 2)] = 1.00
- Set LeRealGlobal[((4 x 4) + 3)] = 1.50
- Set LeRealGlobal[((4 x 4) + 4)] = 2.00
- -------- Number of shards of Anathema increment. Arrays (+ x) represent corresponding level values --------
- Set LeRealGlobal[((5 x 4) + 1)] = 50.00
- Set LeRealGlobal[((5 x 4) + 2)] = 100.00
- Set LeRealGlobal[((5 x 4) + 3)] = 150.00
- Set LeRealGlobal[((5 x 4) + 4)] = 200.00
- -------- Third Element --------
- -------- Set this variable to the base ability "Third Element" --------
- Set TEAbility[0] = Third Element
- -------- Set this variable to the ability "Third Element (Silence)" --------
- Set TEAbility[1] = Third Element (Silence)
- -------- Set this variable to the ability "Third Element (Movement Speed)" --------
- Set TEAbility[2] = Third Element (Movement Speed)
- -------- Set this variable to the buff "Third Element (Movement Speed)" --------
- Set TEBuff = Third Element (Movement Speed)
- -------- Set this variable to the unit "Third Element Earth Dummy" --------
- Set TEDummyUnit[0] = Third Element Earth Dummy
- -------- Set this variable to the unit "Third Element Ice Dummy" --------
- Set TEDummyUnit[1] = Third Element Ice Dummy
- -------- Damage dealt. Arrays (+ x) represent corresponding level values --------
- Set TERealGlobal[((1 x 4) + 1)] = 150.00
- Set TERealGlobal[((1 x 4) + 2)] = 190.00
- Set TERealGlobal[((1 x 4) + 3)] = 230.00
- Set TERealGlobal[((1 x 4) + 4)] = 270.00
- -------- Damage dealt by earth. Arrays (+ x) represent corresponding level values --------
- Set TERealGlobal[((2 x 4) + 1)] = 20.00
- Set TERealGlobal[((2 x 4) + 2)] = 40.00
- Set TERealGlobal[((2 x 4) + 3)] = 60.00
- Set TERealGlobal[((2 x 4) + 4)] = 80.00
- -------- Chance to inflict elemental effect (%). Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Set TERealGlobal[((3 x 4) + (Integer A))] = 20.00
- Loop - Actions
- -------- Bloody Rose --------
- -------- Set this variable to the base ability "Bloody Rose" --------
- Set BRAbility = Bloody Rose
- -------- Set this variable to the unit "Bloody Rose Dummy" --------
- Set BRDummyUnit = Bloody Rose Dummy
- -------- Number of dark energies summoned. Arrays represent corresponding level values --------
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Set BRIntGlobal[(Integer A)] = 12
- Loop - Actions
- -------- Damage dealt every 0.03 seconds by energy. Arrays (+ x) represent corresponding level values --------
- Set BRRealGlobal[((1 x 4) + 1)] = 1.00
- Set BRRealGlobal[((1 x 4) + 2)] = 2.00
- Set BRRealGlobal[((1 x 4) + 3)] = 3.00
- Set BRRealGlobal[((1 x 4) + 4)] = 4.00
- -------- Area of effect. Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Set BRRealGlobal[((2 x 4) + (Integer A))] = 800.00
- Loop - Actions
- -------- Duration of spell (seconds). Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Set BRRealGlobal[((3 x 4) + (Integer A))] = 5.00
- Loop - Actions
- -------- Speed of energy (units/second). Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Set BRRealGlobal[((4 x 4) + (Integer A))] = 3000.00
- Loop - Actions
- -------- Health restored factor (%). Arrays (+ x) represent corresponding level values --------
- Set BRRealGlobal[((5 x 4) + 1)] = 5.00
- Set BRRealGlobal[((5 x 4) + 2)] = 10.00
- Set BRRealGlobal[((5 x 4) + 3)] = 15.00
- Set BRRealGlobal[((5 x 4) + 4)] = 20.00
- -------- Anathema --------
- -------- Set this variable to the base ability "Anathema" --------
- Set AnAbility[0] = Anathema
- -------- Set this variable to the ability "Anathema (Armor)" --------
- Set AnAbility[1] = Anathema (Armor)
- -------- Set this variable to the ability "Anathema (Movement Speed)" --------
- Set AnAbility[2] = Anathema (Movement Speed)
- -------- Set this variable to the unit "Anathema Dummy" --------
- Set AnDummyUnit = Anathema Dummy
- -------- Total number of shards (Minimum of 50). Arrays represent corresponding level values --------
- Set AnIntGlobal[1] = 100
- Set AnIntGlobal[2] = 200
- Set AnIntGlobal[3] = 300
- -------- Damage dealt factor (%). Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 3, do (Actions)
- Loop - Actions
- Set AnRealGlobal[((1 x 3) + (Integer A))] = 1.00
- Loop - Actions
- -------- Area of effect. Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 3, do (Actions)
- Loop - Actions
- Set AnRealGlobal[((2 x 3) + (Integer A))] = 800.00
- Loop - Actions
- -------- Duration of spell (seconds). Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 3, do (Actions)
- Loop - Actions
- Set AnRealGlobal[((3 x 3) + (Integer A))] = 10.00
- Loop - Actions
- -------- Duration of penalty (seconds). Arrays (+ x) represent corresponding level values --------
- For each (Integer A) from 1 to 3, do (Actions)
- Loop - Actions
- Set AnRealGlobal[((4 x 3) + (Integer A))] = 5.00
- Loop - Actions
- -------- ----------------------------------------- --------
- -------- Set this variable to the unit "Caster Dummy" --------
- Set CasterDummy = Caster Dummy
- -------- Set this variable to the unit "Hidden Dummy" --------
- Set HiddenDummy = Hidden Dummy
- -------- ----------------------------------------- --------
- Hashtable - Create a hashtable
- Set Hashtable = (Last created hashtable)
- Events
Trigger:
- Remove Dummy
- Events
- Unit - A unit Dies
- Conditions
- (Unit-type of (Triggering unit)) Equal to CasterDummy
- Actions
- Unit - Remove (Triggering unit) from the game
- Events
Spells
Levitate
Description:
Emilia uses the dark energies to levitate herself. While levitating, units have 50% chance to miss their damage while heroes have 10% chance. Emilia is able to travel over units but not physical obstacles. While levitating, her skills have extra effects and she have increased movement speed. Drains mana until deactivated.
Third Element - Increases chance to inflict an elemental effect. 20%/40%/60%/80%.
Bloody Rose - Increases duration of spell. 0.5/1.0/1.5/2.0 seconds.
Anathema - Increases number of shards. 50/100/150/200 shards.
Level 1 - Drains 8.5% of maximum mana per second. 6% increased movement speed.
Level 2 - Drains 7.0% of maximum mana per second. 9% increased movement speed.
Level 3 - Drains 5.5% of maximum mana per second. 12% increased movement speed.
Level 4 - Drains 4.0% of maximum mana per second. 15% increased movement speed.
Cast Range - Self
Spell Type - Activate/Deactivate
Cooldown - 0 seconds
Screenshot:
Code:
Trigger:
- Levitate Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to LeAbility[0]
- Actions
- Unit - Add LeAbility[1] to (Triggering unit)
- Unit - Remove LeBuff[1] buff from (Triggering unit)
- Unit - Set level of LeAbility[1] for (Triggering unit) to (Level of LeAbility[0] for (Triggering unit))
- Unit Group - Add (Triggering unit) to LeUnitGroup
- Set LeGroupInteger = (LeGroupInteger + 1)
- Trigger - Turn on Levitate Periodic <gen>
- Events
Trigger:
- Levitate Periodic - 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
- LeGroupInteger Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit Group - Pick every unit in LeUnitGroup and do (Actions)
- Loop - Actions
- Set TempReal = (((LeRealGlobal[((1 x 4) + (Level of LeAbility[0] for (Picked unit)))] x (Max mana of (Picked unit))) / 100.00) x 0.10)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- (Mana of (Picked unit)) Less than TempReal
- ((Picked unit) has buff LeBuff[0]) Equal to False
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Unit - Order (Picked unit) to Night Elf Demon Hunter - Deactivate Immolation
- Unit - Turn collision for (Picked unit) On
- Animation - Change (Picked unit) flying height to 0.00 at 1000000000.00
- Unit - Remove LeAbility[1] from (Picked unit)
- Unit - Remove LeBuff[1] buff from (Picked unit)
- Unit Group - Remove (Picked unit) from LeUnitGroup
- Set LeGroupInteger = (LeGroupInteger - 1)
- Else - Actions
- Unit - Add Crow Form to (Picked unit)
- Unit - Remove Crow Form from (Picked unit)
- Animation - Change (Picked unit) flying height to LeRealGlobal[((2 x 4) + (Level of LeAbility[0] for (Picked unit)))] at 1000000000.00
- Set TempPoint = (Position of (Picked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Terrain pathing at TempPoint of type Walkability is off) Equal to True
- Then - Actions
- Unit - Turn collision for (Picked unit) On
- Else - Actions
- Unit - Turn collision for (Picked unit) Off
- If - Conditions
- Unit - Set level of LeAbility[1] for (Picked unit) to (Level of LeAbility[0] for (Picked unit))
- Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - TempReal)
- Custom script: call RemoveLocation(udg_TempPoint)
- If - Conditions
- Loop - Actions
- Unit Group - Pick every unit in LeUnitGroup and do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Levitate Damage
- Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
- (GDD_DamagedUnit has buff LeBuff[0]) Equal to True
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (GDD_DamageSource is A Hero) Equal to True
- Then - Actions
- Set TempInt = 10
- Else - Actions
- Set TempInt = 50
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Random integer number between 1 and 100) Less than or equal to TempInt
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Life of GDD_DamagedUnit) + GDD_Damage) Greater than (Max life of GDD_DamagedUnit)
- Then - Actions
- Unit - Add LeAbility[2] to GDD_DamagedUnit
- Unit Group - Add GDD_DamagedUnit to LeBlockGroup
- Unit - Set life of GDD_DamagedUnit to 100.00%
- Countdown Timer - Start LeBlockTimer as a One-shot timer that will expire in 0.00 seconds
- Else - Actions
- Unit - Set life of GDD_DamagedUnit to ((Life of GDD_DamagedUnit) + GDD_Damage)
- If - Conditions
- Floating Text - Create floating text that reads miss! above GDD_DamageSource with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 65.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
- Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Levitate Block
- Events
- Time - LeBlockTimer expires
- Conditions
- Actions
- Unit Group - Pick every unit in LeBlockGroup and do (Actions)
- Loop - Actions
- Unit - Remove LeAbility[2] from (Picked unit)
- Unit Group - Remove (Picked unit) from LeBlockGroup
- Loop - Actions
- Unit Group - Pick every unit in LeBlockGroup and do (Actions)
- Events
Third Element
Description:
Using the elements of earth, ice and lightning, Emilia unleashes a deadly strike in an area. Due to the mixture of elements, it causes pure damage and enemies have 20% chance to receive one of three elemetal effect.
Earth - Causes extra magic damage.
Ice - Slows attack and movement speed. Lasts 4 seconds.
Lightning - Silences enemies.
Level 1 - Deals 150 damage. Earth deals 20 magic damage. Ice slows by 10%. Silence lasts 1 second.
Level 2 - Deals 190 damage. Earth deals 40 magic damage. Ice slows by 15%. Silence lasts 2 seconds.
Level 3 - Deals 230 damage. Earth deals 60 magic damage. Ice slows by 20%. Silence lasts 3 seconds.
Level 4 - Deals 270 damage. Earth deals 80 magic damage. Ice slows by 25%. Silence lasts 4 seconds.
Cast Range - 600
Spell Type - Target Area of 300
Cooldown - 19/18/17/16 seconds
Screenshot:
Code:
Trigger:
- Third Element Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to TEAbility[0]
- Actions
- Set TempPoint = (Target point of ability being cast)
- Set TempUnitGroup = (Units within 300.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Trigg
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing TERealGlobal[((1 x 4) + (Level of TEAbility[0] for (Triggering unit)))] damage of attack type Chaos and damage type Universal
- Loop - Actions
- Unit - Create 1 TEDummyUnit[0] for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Create 1 TEDummyUnit[1] for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Special Effect - Create a special effect at TempPoint using war3mapImported\Great Lightning.mdx
- Special Effect - Destroy (Last created special effect)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has buff LeBuff[0]) Equal to True
- Then - Actions
- Set TempReal = (TERealGlobal[((3 x 4) + (Level of TEAbility[0] for (Triggering unit)))] + LeRealGlobal[((3 x 4) + (Level of LeAbility[0] for (Triggering unit)))])
- Else - Actions
- Set TempReal = TERealGlobal[((3 x 4) + (Level of TEAbility[0] for (Triggering unit)))]
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Random real number between 1.00 and 100.00) Less than or equal to TempReal
- Then - Actions
- Set TempInt = (Random integer number between 1 and 3)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempInt Equal to 1
- Then - Actions
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing TERealGlobal[((2 x 4) + (Level of TEAbility[0] for (Triggering unit)))] damage of attack type Spells and damage type Magic
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Loop - Actions
- Floating Text - Create floating text that reads |cff8b008bEarth!|r above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 65.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
- Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempInt Equal to 2
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TECustomValue Less than 100
- Then - Actions
- Set TECustomValue = (TECustomValue + 1)
- Else - Actions
- Set TECustomValue = 1
- If - Conditions
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Unit - Add TEAbility[2] to (Picked unit)
- Unit - Set level of TEAbility[2] for (Picked unit) to (Level of TEAbility[0] for (Triggering unit))
- Unit Group - Add (Picked unit) to TEUnitGroup[TECustomValue]
- Loop - Actions
- Unit - Create 1 HiddenDummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
- Unit - Set the custom value of (Last created unit) to TECustomValue
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("TEduration"), 4)
- Unit Group - Add (Last created unit) to TEDummyGroup
- Set TEGroupInteger = (TEGroupInteger + 1)
- Trigger - Turn on Third Element Periodic <gen>
- Floating Text - Create floating text that reads |cff8b008bIce!|r above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 65.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
- Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempInt Equal to 3
- Then - Actions
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Loop - Actions
- Unit - Create 1 CasterDummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
- Unit - Add TEAbility[1] to (Last created unit)
- Unit - Set level of TEAbility[1] for (Last created unit) to (Level of TEAbility[0] for (Triggering unit))
- Unit - Order (Last created unit) to Neutral Dark Ranger - Silence TempPoint
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Floating Text - Create floating text that reads |cff8b008bLightning... above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 65.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
- Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Else - Actions
- If - Conditions
- Else - Actions
- If - Conditions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Custom script: call RemoveLocation(udg_TempPoint)
- Events
Trigger:
- Third Element Periodic - 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
- TEGroupInteger Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit Group - Pick every unit in TEDummyGroup and do (Actions)
- Loop - Actions
- Custom script: set udg_TempReal = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("TEduration"))
- Set TempInt = (Custom value of (Picked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempReal Less than or equal to 0.00
- Then - Actions
- Unit Group - Pick every unit in TEUnitGroup[TempInt] and do (Actions)
- Loop - Actions
- Unit - Remove TEAbility[2] from (Picked unit)
- Loop - Actions
- Unit Group - Remove all units from TEUnitGroup[TempInt]
- Unit Group - Remove (Picked unit) from TEDummyGroup
- Set TEGroupInteger = (TEGroupInteger - 1)
- Unit - Remove (Picked unit) from the game
- Unit Group - Pick every unit in TEUnitGroup[TempInt] and do (Actions)
- Else - Actions
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("TEduration"), udg_TempReal - 0.10)
- If - Conditions
- Loop - Actions
- Unit Group - Pick every unit in TEDummyGroup and do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Bloody Rose
Description:
Using the darkness within her, Emilia releases a barrage of dark elements to strike all enemies in the targeted area. The dark elements continuously strike down her enemies for 5 seconds, after which Emilia abosrbs the life force stolen by the dark energies to replenish her own health. Energies deal damage at an interval of 0.03 seconds.
Level 1 - Deals 1 magic damage per energy. Absrobs 5% of total damage dealt as health.
Level 2 - Deals 2 magic damage per energy. Absrobs 10% of total damage dealt as health.
Level 3 - Deals 3 magic damage per energy. Absrobs 15% of total damage dealt as health.
Level 4 - Deals 4 magic damage per energy. Absrobs 20% of total damage dealt as health.
Cast Range - 600
Spell Type - Target Area of 800
Cooldown - 14 seconds
Screenshot:
Code:
Trigger:
- Bloody Rose Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to BRAbility
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- BRCustomValue Less than 100
- Then - Actions
- Set BRCustomValue = (BRCustomValue + 1)
- Else - Actions
- Set BRCustomValue = 1
- If - Conditions
- Set BRPoint[BRCustomValue] = (Target point of ability being cast)
- Set TempReal = 0.00
- For each (Integer A) from 1 to BRIntGlobal[(Level of BRAbility for (Triggering unit))], do (Actions)
- Loop - Actions
- Set TempPoint = (BRPoint[BRCustomValue] offset by BRRealGlobal[((2 x 4) + (Level of BRAbility for (Triggering unit)))] towards TempReal degrees)
- Unit - Create 1 BRDummyUnit for (Owner of (Triggering unit)) at TempPoint facing (Angle from TempPoint to BRPoint[BRCustomValue]) degrees
- Unit - Set the custom value of (Last created unit) to (Integer A)
- Unit Group - Add (Last created unit) to BRUnitGroup[BRCustomValue]
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("distance"), 0)
- Custom script: call RemoveLocation(udg_TempPoint)
- Set TempReal = (TempReal + (360.00 / (Real(BRIntGlobal[(Level of BRAbility for (Triggering unit))]))))
- Loop - Actions
- Unit - Create 1 HiddenDummy for (Owner of (Triggering unit)) at BRPoint[BRCustomValue] facing Default building facing degrees
- Unit - Set the custom value of (Last created unit) to BRCustomValue
- Unit Group - Add (Last created unit) to BRDummyGroup
- Set BRGroupInteger = (BRGroupInteger + 1)
- Set TempInt = (Level of BRAbility for (Triggering unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has buff LeBuff[0]) Equal to True
- Then - Actions
- Set BRInteger = (Level of LeAbility[0] for (Triggering unit))
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("BRduration"), udg_BRRealGlobal[((3 * 4) + udg_TempInt)] + udg_LeRealGlobal[((4 * 4) + udg_BRInteger)])
- Else - Actions
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("BRduration"), udg_BRRealGlobal[((3 * 4) + udg_TempInt)])
- If - Conditions
- Custom script: call SaveInteger(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("BRinteger"), udg_TempInt)
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("BRdamage"), udg_BRRealGlobal[((1 * 4) + udg_TempInt)])
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("BRspeed"), udg_BRRealGlobal[((4 * 4) + udg_TempInt)] * 0.03)
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("BRrestorefactor"), udg_BRRealGlobal[((5 * 4) + udg_TempInt)] / 100)
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("BRrestorecount"), 0)
- Custom script: call SaveUnitHandle(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("BRcaster"), GetTriggerUnit())
- Trigger - Turn on Bloody Rose Periodic <gen>
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Bloody Rose Periodic - Initially off
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- BRGroupInteger Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit Group - Pick every unit in BRDummyGroup and do (Actions)
- Loop - Actions
- Set TempInt = (Custom value of (Picked unit))
- Custom script: set udg_BRInteger = LoadInteger(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("BRinteger"))
- Custom script: set udg_TempReal = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("BRduration"))
- Custom script: set udg_BRTempUnit[0] = LoadUnitHandle(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("BRcaster"))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempReal Less than or equal to 0.00
- Then - Actions
- Custom script: set udg_BRReal[0] = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("BRrestorecount"))
- Custom script: set udg_BRReal[1] = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("BRrestorefactor"))
- Set BRReal[1] = (BRReal[0] x BRReal[1])
- Unit - Set life of BRTempUnit[0] to ((Life of BRTempUnit[0]) + BRReal[1])
- Special Effect - Create a special effect attached to the origin of BRTempUnit[0] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Unit Group - Pick every unit in BRUnitGroup[TempInt] and do (Actions)
- Loop - Actions
- Custom script: call FlushChildHashtable(udg_Hashtable, GetHandleId(GetEnumUnit()))
- Unit - Kill (Picked unit)
- Unit Group - Remove (Picked unit) from BRUnitGroup[TempInt]
- Loop - Actions
- Custom script: call FlushChildHashtable(udg_Hashtable, GetHandleId(GetEnumUnit()))
- Unit Group - Remove (Picked unit) from BRDummyGroup
- Set BRGroupInteger = (BRGroupInteger - 1)
- Custom script: call RemoveLocation(udg_BRPoint[udg_TempInt])
- Unit - Remove (Picked unit) from the game
- Else - Actions
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("BRduration"), udg_TempReal - 0.03)
- Set BRTempUnit[1] = (Picked unit)
- Custom script: set udg_BRReal[0] = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("BRspeed"))
- Custom script: set udg_BRReal[1] = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("BRdamage"))
- Unit Group - Pick every unit in BRUnitGroup[TempInt] and do (Actions)
- Loop - Actions
- Custom script: set udg_BRReal[2] = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("distance"))
- Set TempPoint = (Position of (Picked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- BRReal[2] Less than or equal to 0.00
- Then - Actions
- Set TempOffset = (BRPoint[TempInt] offset by (Random real number between 0.00 and BRRealGlobal[((2 x 4) + BRInteger)]) towards (Random angle) degrees)
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("distance"), DistanceBetweenPoints(udg_TempPoint, udg_TempOffset))
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("angle"), AngleBetweenPoints(udg_TempPoint, udg_TempOffset))
- Custom script: call RemoveLocation(udg_TempOffset)
- Else - Actions
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("distance"), udg_BRReal[2] - udg_BRReal[0])
- Custom script: set udg_BRReal[2] = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("angle"))
- Set TempOffset = (TempPoint offset by BRReal[0] towards BRReal[2] degrees)
- Unit - Move (Picked unit) instantly to TempOffset
- Set TempUnitGroup = (Units within 150.00 of TempOffset matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of BRTe
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Unit - Cause BRTempUnit[0] to damage (Picked unit), dealing BRReal[1] damage of attack type Spells and damage type Magic
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(udg_BRTempUnit[1]), StringHash("BRrestorecount"), LoadReal(udg_Hashtable, GetHandleId(udg_BRTempUnit[1]), StringHash("BRrestorecount")) + udg_BRReal[1])
- Unit Group - Add (Picked unit) to BRDamagedGroup[TempInt]
- Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Custom script: call RemoveLocation(udg_TempOffset)
- If - Conditions
- Custom script: call RemoveLocation(udg_TempPoint)
- Loop - Actions
- Unit Group - Remove all units from BRDamagedGroup[TempInt]
- If - Conditions
- Loop - Actions
- Unit Group - Pick every unit in BRDummyGroup and do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Anathema
Description:
Emilia sends a wave of dark energy into the skies. Waves of dark energy then pour down from the sky and strike the enemies mercilessly. While in the barrage, enemies have 80% reduced movement speed. Every shard of dark energy deals 1% of Emilia's maximum mana as damage. When units are hit by the shards, their armor is reduced by 1. Maximum armor penalty of 10 and lasts 5 seconds after the duration of the spell ends. Spell lasts 10 seconds.
Level 1 - Total of 100 shards.
Level 2 - Total of 200 shards.
Level 3 - Total of 300 shards.
Cast Range - 600
Spell Type - Target Area of 800
Cooldown - 67 seconds
Screenshot:
Code:
Trigger:
- Anathema Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to AnAbility[0]
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- AnCustomValue Less than 100
- Then - Actions
- Set AnCustomValue = (AnCustomValue + 1)
- Else - Actions
- Set AnCustomValue = 1
- If - Conditions
- Set AnPoint[AnCustomValue] = (Target point of ability being cast)
- Unit - Create 1 HiddenDummy for (Owner of (Triggering unit)) at AnPoint[AnCustomValue] facing Default building facing degrees
- Unit - Add AnAbility[2] to (Last created unit)
- Unit - Set the custom value of (Last created unit) to AnCustomValue
- Unit Group - Add (Last created unit) to AnDummyGroup
- Set AnGroupInteger = (AnGroupInteger + 1)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has buff LeBuff[0]) Equal to True
- Then - Actions
- Set TempInt = (AnIntGlobal[(Level of AnAbility[0] for (Triggering unit))] + (Integer(AnRealGlobal[((5 x 4) + (Level of LeAbility[0] for (Triggering unit)))])))
- Else - Actions
- Set TempInt = AnIntGlobal[(Level of AnAbility[0] for (Triggering unit))]
- If - Conditions
- Set TempInt = (TempInt / 50)
- Custom script: call SaveInteger(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("Anshard"), udg_TempInt)
- Set TempInt = (Level of AnAbility[0] for (Triggering unit))
- Set TempReal = ((Max mana of (Triggering unit)) x (AnRealGlobal[((1 x 3) + TempInt)] / 100.00))
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("Andamage"), udg_TempReal)
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("Anarea"), udg_AnRealGlobal[((2 * 3) + udg_TempInt)])
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("Anduration"), udg_AnRealGlobal[((3 * 3) + udg_TempInt)])
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("Antotalduration"), udg_AnRealGlobal[((3 * 3) + udg_TempInt)] + udg_AnRealGlobal[((4 * 3) + udg_TempInt)])
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("Anintervalcount"), 0)
- Custom script: call SaveUnitHandle(udg_Hashtable, GetHandleId(GetLastCreatedUnit()), StringHash("Ancaster"), GetTriggerUnit())
- Trigger - Turn on Anathema Periodic <gen>
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Anathema Periodic - Initially off
- Events
- Time - Every 0.04 seconds of game time
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- AnGroupInteger Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit Group - Pick every unit in AnDummyGroup and do (Actions)
- Loop - Actions
- Set TempInt = (Custom value of (Picked unit))
- Custom script: set udg_TempReal = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Antotalduration"))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempReal Less than or equal to 0.00
- Then - Actions
- Unit Group - Pick every unit in AnPenaltyGroup[TempInt] and do (Actions)
- Loop - Actions
- Unit - Remove AnAbility[1] from (Picked unit)
- Loop - Actions
- Unit Group - Remove all units from AnPenaltyGroup[TempInt]
- Custom script: call RemoveLocation(udg_AnPoint[udg_TempInt])
- Unit Group - Remove (Picked unit) from AnDummyGroup
- Set AnGroupInteger = (AnGroupInteger - 1)
- Unit - Remove (Picked unit) from the game
- Unit Group - Pick every unit in AnPenaltyGroup[TempInt] and do (Actions)
- Else - Actions
- Custom script: set udg_TempUnit = LoadUnitHandle(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Ancaster"))
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Antotalduration"), udg_TempReal - 0.04)
- Custom script: set udg_TempReal = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Andamage"))
- Unit Group - Pick every unit in AnUnitGroup[TempInt] and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current flying height of (Picked unit)) Less than or equal to 10.00
- Then - Actions
- Unit - Remove (Picked unit) from the game
- Set TempPoint = (Position of (Picked unit))
- Special Effect - Create a special effect at TempPoint using Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
- Special Effect - Destroy (Last created special effect)
- Set TempUnitGroup = (Units within 200.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of TempUn
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Unit - Cause TempUnit to damage (Picked unit), dealing TempReal damage of attack type Spells and damage type Magic
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of AnAbility[1] for (Picked unit)) Equal to 0
- Then - Actions
- Unit - Add AnAbility[1] to (Picked unit)
- Unit Group - Add (Picked unit) to AnPenaltyGroup[TempInt]
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of AnAbility[1] for (Picked unit)) Equal to 10
- Then - Actions
- Else - Actions
- Unit - Increase level of AnAbility[1] for (Picked unit)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Custom script: call RemoveLocation(udg_TempPoint)
- Else - Actions
- Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 10)
- Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - (Real((Custom value of (Picked unit))))) at 1000000000.00
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Custom script: set udg_TempReal = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Anduration"))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempReal Less than or equal to 0.00
- Then - Actions
- Unit - Remove AnAbility[2] from (Picked unit)
- Else - Actions
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Anduration"), udg_TempReal - 0.04)
- Custom script: set udg_TempReal = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Anintervalcount"))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempReal Less than or equal to 0.00
- Then - Actions
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Anintervalcount"), 0.20)
- Custom script: set udg_AnInteger = LoadInteger(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Anshard"))
- Custom script: set udg_TempReal = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Anarea"))
- For each (Integer A) from 1 to AnInteger, do (Actions)
- Loop - Actions
- Set TempPoint = (AnPoint[TempInt] offset by (Random real number between 0.00 and TempReal) towards (Random angle) degrees)
- Unit - Create 1 AnDummyUnit for (Owner of TempUnit) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to AnUnitGroup[TempInt]
- Custom script: call RemoveLocation(udg_TempPoint)
- Loop - Actions
- Else - Actions
- Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetEnumUnit()), StringHash("Anintervalcount"), udg_TempReal - 0.04)
- If - Conditions
- If - Conditions
- If - Conditions
- Loop - Actions
- Unit Group - Pick every unit in AnDummyGroup 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"]Hero Model[/COLOR] - Judash137 @ [url]http://wc3r.forumcircle.com/index.php[/url]
[COLOR="Red"]Third Element Model[/COLOR] - Tranquil & JetFangInferno @ [url]www.hiveworkshop.com[/url]
[COLOR="Red"]Anathema Model[/COLOR] - shamanyouranus @ [url]www.hiveworkshop.com[/url]
[COLOR="Red"]Spell Icons[/COLOR] - [url]ge.hanbiton.com[/url]
Changelogs
Code:
[B]Version 1.0[/B]
- Initial release
[B]Version 1.1[/B]
- Reworked Bloody Rose for a better visual effect.
- Removed Mini-stun from Bloody Rose.
[B]Version 1.2[/B]
- Fixed an issue where icons caused Mac Version of Warcraft 3 to freeze.
Any type of feedback will be appreciated. Please post constructive criticisms if you're intending to criticize this spell pack. Thank you.