THE_X
New Member
- Reaction score
- 49
Ice Spellpack
Made By: THE_X
MPI/MUI? - MUI (NOW!)
Jass/GUI? - GUI
Leakless? - think so
Lagless? - If you constantly spam, then yes
Frozen Boulder
Code:
Create Frozen Boulder
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Frozen Boulder
Actions
Set Group = (Units owned by (Owner of (Triggering unit)) of type Frozen Boulder Dummy [3])
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_Group)
Set Group = (Units owned by (Owner of (Triggering unit)) of type Frozen Boulder Dummy 1)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_Group)
Set Group = (Units owned by (Owner of (Triggering unit)) of type Frozen Boulder Dummy 2)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_Group)
Set Point = (Target point of ability being cast)
Unit - Create 1 Frozen Boulder Dummy 1 for (Owner of (Triggering unit)) at Point facing Default building facing degrees
Unit - Add a 16.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) flying height to 0.00 at 500.00
Special Effect - Create a special effect at Point using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Frozen Boulder Dummy [3] for (Owner of (Triggering unit)) at Point facing Default building facing degrees
Set Frozen_Boulder_Units_1[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
Set Point = ((Target point of ability being cast) offset by 400.00 towards 0.00 degrees)
Set Frozen_Boulder_Angle[(Player number of (Owner of (Triggering unit)))] = 0.00
Unit - Create 1 Frozen Boulder Dummy 2 for (Owner of (Triggering unit)) at Point facing (Frozen_Boulder_Angle[(Player number of (Owner of (Triggering unit)))] + 150.00) degrees
Unit Group - Add (Last created unit) to FB_Units
Trigger - Add to Frozen Boulder Activate <gen> the event (Unit - A unit comes within 115.00 of (Last created unit))
Set Frozen_Boulder_Units_2[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
Lightning - Create a Drain Mana lightning effect from source (Position of Frozen_Boulder_Units_1[(Player number of (Owner of (Triggering unit)))]) to target (Position of Frozen_Boulder_Units_2[(Player number of (Owner of (Triggering unit)))])
Set Frozen_Boulder_Rope[(Player number of (Owner of (Triggering unit)))] = (Last created lightning effect)
Code:
Move Frozen Boulder
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Frozen_Boulder_Group = (Units of type Frozen Boulder Dummy 2)
Unit Group - Pick every unit in Frozen_Boulder_Group and do (Actions)
Loop - Actions
Set Frozen_Boulder_Angle[(Player number of (Owner of (Picked unit)))] = (Frozen_Boulder_Angle[(Player number of (Owner of (Picked unit)))] + 6.00)
Set Point = ((Position of Frozen_Boulder_Units_1[(Player number of (Owner of (Picked unit)))]) offset by 400.00 towards Frozen_Boulder_Angle[(Player number of (Owner of (Picked unit)))] degrees)
Unit - Move (Picked unit) instantly to Point, facing ((Facing of (Picked unit)) + 6.00) degrees
Lightning - Move Frozen_Boulder_Rope[(Player number of (Owner of (Picked unit)))] to source (Position of (Picked unit)) and target (Position of Frozen_Boulder_Units_1[(Player number of (Owner of (Picked unit)))])
Custom script: call RemoveLocation (udg_Point)
Custom script: call DestroyGroup (udg_Frozen_Boulder_Group)
Code:
Frozen Boulder Activate
Events
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is A structure) Equal to False
((Triggering unit) is A ground unit) Equal to True
((Triggering unit) is Magic Immune) Equal to False
Actions
Unit Group - Pick every unit in FB_Units and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Distance between (Position of (Triggering unit)) and (Position of (Picked unit))) Less than or equal to 115.00
((Triggering unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Set Point = (Position of (Triggering unit))
Unit - Move (Triggering unit) instantly to Point, facing (Angle from (Position of (Triggering unit)) to (Position of Frozen_Boulder_Units_2[1])) degrees
Unit - Create 1 Dummy for (Owner of (Picked unit)) at Point facing Default building facing degrees
Unit - Add Frozen Boulder Bolt to (Last created unit)
Unit - Set level of Frozen Boulder Bolt for (Last created unit) to (Level of Frozen Boulder for (Random unit from (Units owned by (Owner of (Picked unit)) of type Icelord)))
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 Dummy for (Owner of (Picked unit)) at Point facing Default building facing degrees
Unit - Set level of Frozen Boulder Nova for (Last created unit) to (Level of Frozen Boulder for (Random unit from (Units owned by (Owner of (Picked unit)) of type Icelord)))
Unit - Add Frozen Boulder Nova to (Last created unit)
Unit - Order (Last created unit) to Undead Lich - Frost Nova (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_Point)
Else - Actions
Code:
Frozen Boulder Knockback
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Set Frozen_Boulder_Stunned = (Units in (Playable map area) matching (((Matching unit) has buff Frozen Boulder (Pause)) Equal to True))
Unit Group - Pick every unit in Frozen_Boulder_Stunned and do (Actions)
Loop - Actions
Set Point = ((Position of (Picked unit)) offset by 6.00 towards ((Facing of (Picked unit)) + 180.00) degrees)
Unit - Move (Picked unit) instantly to Point
Special Effect - Create a special effect at Point using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Custom script: call RemoveLocation (udg_Point)
Custom script: call DestroyGroup (udg_Frozen_Boulder_Stunned)
Code:
Remove Boulders
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Boulder Dummy 1
Actions
Lightning - Destroy Frozen_Boulder_Rope[(Player number of (Owner of (Triggering unit)))]
Unit - Remove (Triggering unit) from the game
Set Group = (Units of type Frozen Boulder Dummy 2)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call DestroyGroup (udg_Group)
Set Group = (Units of type Frozen Boulder Dummy [3])
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call DestroyGroup (udg_Group)
Creates a frozen pillar conneting a magical frozen boulder that revolves around it knocking back enemys in the way and causing a frost nova to them
Ice Path
Code:
Create Ice Path
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ice Path
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Path for (Triggering unit)) Equal to 1
Then - Actions
Environment - Change terrain type at (Target point of ability being cast) to Icecrown Glacier - Ice using variation -1 in an area of size 4 and shape Circle
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Path for (Triggering unit)) Equal to 2
Then - Actions
Environment - Change terrain type at (Target point of ability being cast) to Icecrown Glacier - Ice using variation -1 in an area of size 6 and shape Circle
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Path for (Triggering unit)) Equal to 3
Then - Actions
Environment - Change terrain type at (Target point of ability being cast) to Icecrown Glacier - Ice using variation -1 in an area of size 8 and shape Circle
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Path for (Triggering unit)) Equal to 4
Then - Actions
Environment - Change terrain type at (Target point of ability being cast) to Icecrown Glacier - Ice using variation -1 in an area of size 10 and shape Circle
Else - Actions
Set Point = (Target point of ability being cast)
Unit - Create 1 Ice Path Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
Unit - Add a (5.00 + (2.00 x (Real((Level of Ice Path for (Triggering unit)))))) second Generic expiration timer to (Last created unit)
Unit - Set level of DoT ice Path for (Last created unit) to (Level of Ice Path for (Triggering unit))
Unit - Set the custom value of (Last created unit) to (Level of Ice Path for (Triggering unit))
Custom script: call RemoveLocation (udg_Point)
Code:
Ice Path Slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Ice_Path_Units_1 = (Units of type Ice Path Dummy)
Unit Group - Pick every unit in Ice_Path_Units_1 and do (Actions)
Loop - Actions
Set Ice_Path_Units_2 = (Units within (300.00 + (200.00 x (Real((Custom value of (Picked unit)))))) of (Position of (Picked unit)) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A ground unit) Equal to True)))
Unit Group - Pick every unit in Ice_Path_Units_2 and do (Actions)
Loop - Actions
Set Point = ((Position of (Picked unit)) offset by 15.00 towards (Facing of (Picked unit)) degrees)
Unit - Move (Picked unit) instantly to Point
Custom script: call RemoveLocation (udg_Point)
Custom script: call DestroyGroup (udg_Ice_Path_Units_1)
Custom script: call DestroyGroup (udg_Ice_Path_Units_2)
Code:
Ice Path Change Back
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ice Path Dummy
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Triggering unit)) Equal to 1
Then - Actions
Environment - Change terrain type at (Position of (Triggering unit)) to Icecrown Glacier - Snow using variation -1 in an area of size 4 and shape Circle
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Triggering unit)) Equal to 2
Then - Actions
Environment - Change terrain type at (Position of (Triggering unit)) to Icecrown Glacier - Snow using variation -1 in an area of size 6 and shape Circle
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Triggering unit)) Equal to 3
Then - Actions
Environment - Change terrain type at (Position of (Triggering unit)) to Icecrown Glacier - Snow using variation -1 in an area of size 8 and shape Circle
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Triggering unit)) Equal to 4
Then - Actions
Environment - Change terrain type at (Position of (Triggering unit)) to Icecrown Glacier - Snow using variation -1 in an area of size 10 and shape Circle
Else - Actions
Unit - Remove (Triggering unit) from the game
Freezes the ground at a targeted location causing units to slide across and dealing damage to enemys on the ice for each second on it
Ice Trap
Code:
Start Ice Trap
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ice Trap
Actions
Set Group = (Units owned by (Owner of (Triggering unit)) of type Ice Trap Dummy [3])
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_Group)
Set Group = (Units owned by (Owner of (Triggering unit)) of type Ice Trap Dummy 2)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_Group)
Set Group = (Units owned by (Owner of (Triggering unit)) of type Ice Trap Dummy 1)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_Group)
Custom script: call RemoveLocation (udg_Ice_Trap_Point[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
Set Ice_Trap_Point[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
Unit - Create 1 Ice Trap Dummy [3] for (Owner of (Triggering unit)) at Ice_Trap_Point[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
Unit - Add a (6.00 + (4.00 x (Real((Level of Ice Trap for (Triggering unit)))))) second Generic expiration timer to (Last created unit)
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Ice_Trap_Point[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
Unit - Add Ice Trap Mana to (Last created unit)
Unit - Set level of Ice Trap Mana for (Last created unit) to (Level of Ice Trap for (Triggering unit))
Unit - Add a (6.00 + (4.00 x (Real((Level of Ice Trap for (Triggering unit)))))) second Generic expiration timer to (Last created unit)
Set Ice_Trap_Angle[(Player number of (Owner of (Triggering unit)))] = 0.00
Set Ice_Trap_Integer[(Player number of (Owner of (Triggering unit)))] = 600
Wait 0.50 seconds
Unit - Order (Triggering unit) to Stop
Code:
Create Ice Traps
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Set Ice_Trap_Group[(Player number of (Picked player))] = (Units of type Ice Trap Dummy [3])
Unit Group - Pick every unit in Ice_Trap_Group[(Player number of (Picked player))] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Less than 50
Then - Actions
Set Point = (Ice_Trap_Point[(Player number of (Owner of (Picked unit)))] offset by 600.00 towards Ice_Trap_Angle[(Player number of (Owner of (Picked unit)))] degrees)
Unit - Create 1 Ice Trap Dummy 1 for (Owner of (Picked unit)) at Point facing Ice_Trap_Point[(Player number of (Owner of (Picked unit)))]
Animation - Change (Last created unit) flying height to 0.00 at 1500.00
Unit - Add a 0.90 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_Point)
Set Ice_Trap_Angle[(Player number of (Owner of (Picked unit)))] = (Ice_Trap_Angle[(Player number of (Owner of (Picked unit)))] + 7.20)
Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 1)
Else - Actions
Set Group = (Units owned by (Owner of (Picked unit)) of type Ice Trap Dummy 2)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Ice_Trap_Group_2[(Player number of (Owner of (Picked unit)))]
Custom script: call DestroyGroup (udg_Ice_Trap_Group[GetConvertedPlayerId(GetEnumPlayer())])
Custom script: call DestroyGroup (udg_Group)
Code:
Ice Trap Glaciers
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ice Trap Dummy 1
Actions
Set Point = (Position of (Triggering unit))
Unit - Create 1 Ice Trap Dummy 2 for (Owner of (Triggering unit)) at Point facing (Facing of (Triggering unit)) degrees
Environment - Set terrain pathing at Point of type Walkability to Off
Custom script: call RemoveLocation (udg_Point)
Code:
Ice Trap Death
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ice Trap Dummy [3]
Actions
Set Group = (Units owned by (Owner of (Triggering unit)) of type Ice Trap Dummy 2)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Environment - Set terrain pathing at (Position of (Picked unit)) of type Walkability to On
Unit - Remove (Picked unit) from the game
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call DestroyGroup (udg_Group)
EDIT: Did NOT relize there was another spell called Ice Trap, i took a look at mine is diffrent past extent of trapping units
Traps units within a circle of crystals making them unable to escape and units from entering, enemy units loose .5% of there mana each second within
Ice Spiral
Code:
Ice Spiral Start
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ice Spiral
Actions
Set Group = (Units owned by (Owner of (Triggering unit)) of type Ice Spiral Dummy)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_Group)
Set Group = (Units owned by (Owner of (Triggering unit)) of type Ice Spiral Dummy [2])
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_Group)
Set Ice_Spiral_Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
Unit Group - Remove all units from Ice_Spiral_Freeze[(Player number of (Owner of (Triggering unit)))]
Set Point = ((Position of (Triggering unit)) offset by 5.00 towards 270.00 degrees)
Unit Group - Add (Triggering unit) to Ice_Spirals_Casters
Unit - Create 1 Ice Spiral Dummy for (Owner of (Triggering unit)) at Point facing 160.00 degrees
Unit Group - Add (Last created unit) to IS_Units
Trigger - Add to Freeze Ice Spiral <gen> the event (Unit - A unit comes within 150.00 of (Last created unit))
Set Ice_Spiral_Unit[(Player number of (Owner of (Picked unit)))] = (Last created unit)
Unit - Create 1 Ice Spiral Dummy [2] for (Owner of (Triggering unit)) at Point facing 160.00 degrees
Set Ice_Spiral_Dummy2[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
Set Ice_Spiral_Angle[(Player number of (Owner of (Triggering unit)))] = 230.00
Set Ice_Spiral_Offset[(Player number of (Owner of (Triggering unit)))] = 5.00
Custom script: call RemoveLocation (udg_Point)
Code:
Ice Spiral
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Ice_Spirals_Casters and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current order of (Picked unit)) Equal to (Order(channel))
Then - Actions
Set Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] + 2.00)
Set Point = ((Position of (Picked unit)) offset by Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] towards Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] degrees)
Unit - Create 1 Ice Spiral Dummy for (Owner of (Picked unit)) at Point facing ((Facing of Ice_Spiral_Unit[(Player number of (Owner of (Picked unit)))]) - 110.00) degrees
Unit Group - Add (Last created unit) to IS_Units
Trigger - Add to Freeze Ice Spiral <gen> the event (Unit - A unit comes within 150.00 of (Last created unit))
Set Ice_Spiral_Angle[(Player number of (Owner of (Triggering unit)))] = (Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] - 10.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] Greater than or equal to 500.00
Then - Actions
Unit - Order (Picked unit) to Stop
Unit - Kill Ice_Spiral_Dummy2[(Player number of (Owner of (Picked unit)))]
Unit Group - Remove (Picked unit) from Ice_Spirals_Casters
Else - Actions
Else - Actions
Unit - Kill Ice_Spiral_Dummy2[(Player number of (Owner of (Picked unit)))]
Unit Group - Remove (Picked unit) from Ice_Spirals_Casters
Code:
Freeze Ice Spiral
Events
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is in Ice_Spiral_Freeze[1]) Equal to False
((Triggering unit) is A structure) Equal to False
((Triggering unit) is Magic Immune) Equal to False
Actions
Unit Group - Pick every unit in IS_Units and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Distance between (Position of (Picked unit)) and (Position of (Triggering unit))) Less than or equal to 150.00
((Triggering unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Set Point = (Position of (Triggering unit))
Unit - Create 1 Dummy for (Owner of (Picked unit)) at Point facing Default building facing degrees
Unit - Add Ice Spiral Freeze to (Last created unit)
Unit - Set level of Ice Spiral Freeze for (Last created unit) to (Level of Ice Spiral for (Random unit from (Units owned by (Owner of (Picked unit)) of type Icelord)))
Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_Point)
Unit Group - Add (Triggering unit) to Ice_Spiral_Freeze[(Player number of (Owner of (Picked unit)))]
Else - Actions
Code:
End Ice Spiral 1
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ice Spiral Dummy [2]
Then - Actions
Set Ice_Spirals = (Units owned by (Owner of (Triggering unit)) of type Ice Spiral Dummy)
Unit Group - Pick every unit in Ice_Spirals and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
Special Effect - Destroy (Last created special effect)
Set Ice_Spirals_Damage = (Units within 100.00 of (Position of (Picked unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to False)))
Unit Group - Pick every unit in Ice_Spirals_Damage and do (Actions)
Loop - Actions
Unit - Cause Ice_Spiral_Caster[(Player number of (Owner of (Triggering unit)))] to damage (Picked unit), dealing (15.00 x (Real((Level of Ice Spiral for Ice_Spiral_Caster[(Player number of (Owner of (Triggering unit)))])))) damage of attack type Spells and damage type Normal
Else - Actions
Custom script: call DestroyGroup (udg_Ice_Spirals)
Custom script: call DestroyGroup (udg_Ice_Spirals_Damage)
Spirals ice around the caster until the spiral has reached an aoe of 500 or until the unit stop channeling, freezes enemies that come near the spiral for a llimited amount of time and after the spiral is done it will explode dealing damage to enemy units around them
Edit: Got codes on now
Edit 2: Map is updated no more delay on frozen boulder knockback and it has a new bolder model