Spellpack Hero: Demon Sealer

worldofDeath

New Member
Reaction score
47
Hello All. This spell was made for an AoS game called FoD by chaz32621. I need suggestions on if this hero would be worth playing. Also Im making it just to show off some of the things i can do. Thanks. Also can some one help me in geting screen shouts in here? The cd and mana is how much it will be in the game. Not the level tho. His fianl level has 5 levels in Fod. Thanks for looking!

Spells:

Code:
Sealed Dead- Conjures sprits from the dead of the killed units. That conjured sprit will be stored inside Demon Sealer, for every stored sprit will increase his max storage of souls. When they are released, they will swarm around Demon Sealer. However many are stored is the amount that will be swarm around Demon Sealer. A max total of 30 can be storied. .75 damage is returned per hit. Last 30 seconds.
[|cffffcc00Level 1|r] Mana and cooldown decreases 
[|cffffcc00Level 2|r] Mana and cooldown decreases
[|cffffcc00Level 3|r] Mana and cooldown decreases
[|cffffcc00Level 4|r] Mana and cooldown decreases 
[|cffffcc00Level 5|r] Mana and cooldown decreases
|n|n|cff99ccffCooldown:|r 30/25/20/15/10 Seconds.

sealeddeadshotdj7.jpg

Code:
Defiance- Shouts sprits from the dead dealing damage to the target. Deals damage based on however many souls you have stored.
[|cffffcc00Level 1|r] Deals 4 damage times the number of souls stored.
[|cffffcc00Level 2|r] Deals 6 damage times the number of souls stored.
[|cffffcc00Level 3|r] Deals 8 damage times the number of souls stored.
[|cffffcc00Level 4|r] Deals 10 damage times the number of souls stored.
[|cffffcc00Level 5|r] Deals 12 damage times the number of souls stored.
|n|n|cff99ccffCooldown:|r 10/20/30/40/30 Seconds.

This shouts out a green unit.

Code:
Demonic Eyes-When Sealer faces a target unit, his demonic eyes are so intensifying that the unit lights on fire, dealing damage per second and slowing its movement. Can only burn one unit at a time, max vision range of 500.
|n|n|cffffcc00Level 1|r - Deals 2 damage per second and slows by 3%.
|n|n|cffffcc00Level 2|r - Deals 3 damage per second and slows by 5%.
|n|cffffcc00Level 3|r - Deals 5 damage per second and slows by 6%.  
|n|cffffcc00Level 4|r - Deals 6 damage per second and slows by 8%. 
|n|cffffcc00Level 5|r - Deals 8 damage per second and slows by 10%.
|n|n|cff99ccffPassive:|r Effect happens when looking at unit

demoniceyesmq3.jpg


Hells Everlasting Souls- Demon conjures up demonic powers from within his Sealed Death count. For every soul trapped will conjure up a demonic power blast. This blast will hit any one around Demon and make then go to the underworld, during this time the unit will be stunned. After the phase of this, your souls will be depleted, 50% of your mana will be depleted along with 75% of Demon’s health. AoE of 650.
[|cffffcc00Level 1|r] Deals 50 damage times the number of souls stored and stuns for 1.4 seconds.
[|cffffcc00Level 2|r] Deals 60 damage times the number of souls stored and stuns for 2 seconds.
[|cffffcc00Level 3|r] Deals 75 damage times the number of souls stored and stuns for 2.5 seconds.
[|cffffcc00Level 4|r] Deals 80 damage times the number of souls stored and stuns for 3 seconds.
[|cffffcc00Level 5|r] Deals 100 damage times the number of souls stored and stuns for 3.5 seconds.
|n|n|cff99ccffCooldown:|r 70 Seconds.

Screen Shots ADD!!!


New Version Fix, added a new final as the last one was way to buggy to contune. 5/4/07
Sry the images are so big, next spellpack wont be.
I hope its leak Free!

Updated!
 

Attachments

  • Spells Demon Sealer_-_Fod Hero By WorldofDeath.w3x
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  • Spells Demon Sealer_-_Fod Hero By WorldofDeath Version 2.w3x
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  • Spells Demon Sealer_-_Fod Hero By WorldofDeath Version 3.w3x
    44.1 KB · Views: 213

Sim

Forum Administrator
Staff member
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534
Original spells, a bit buggy though :p

Your triggers are a real mess too! Wow.

I'll proceed step-by-step, explaining major problems and mistakes, as well as listing bugs.

-------------------------------------------------

--> Sealed Death

Nothing much to say on this one, except the following things:

Code:
And - All (Conditions) are true
    Conditions
        (Unit-type of (Learning Hero)) Equal to Demon Sealer  
        (Learned Hero Skill) Equal to Sealed Dead

Trigger Conditions are already "And".

Code:
Count is at 30 Efx
    Events
        Time - Every 2.00 seconds of game time
    Conditions
        ChargesStored Equal to 30
    Actions
        Set CasterLoc = (Position of Caster)
        Set EffectPoint = (CasterLoc offset by 0.00 towards ((360.00 / (Real(ChargesStored))) x (Real((Integer A)))) degrees)
        Special Effect - Create a special effect at EffectPoint using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation (udg_CasterLoc)
        Custom script:   call RemoveLocation (udg_EffectPoint)

There's no (Integer A) in this trigger.

Also, this spell should convert every corpse nearby to souls, not only one.

--> Defiance

Code:
Defiance Level Five
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Sealed Dead 
        (Level of Defiance  for (Casting unit)) Equal to 5
    Actions
        Set Multiunit[34] = (Target unit of ability being cast)
        Unit - Cause (Casting unit) to damage Multiunit[34], dealing ((Real(ChargesStored)) x 12.00) damage of attack type Spells and damage type Normal

Ability being cast = Sealed Death? :p

Nice one, although a bit straight-forward. Storm Bolt with damaging functions.

Unfortunately, you can't just create 1 trigger for every level. you must add leveling features (formulas) such as

damage: (Real(Level of Defiance for (Triggering unit)) x 2)

--> Demonic Eyes

> Custom script: set udg_Enemy_Unit = FirstOfGroup(udg_Enemy_Group)

FirstOfGroup won't pick the closest unit. It will pick the first unit added into the group. You need to reduce the radius of the group check and also pick every units in front of the caster. It's a gaze afterall, it must damage every unit in a line ;)

--> Sealed Hell

Code:
Sealed DeadBlock1
    Events
        Unit - A unit enters (Playable map area)
    Conditions
        (Unit-type of (Triggering unit)) Equal to Dummy CasterSealed Dead Effects
    Actions
        Set Multiunit[100] = (Triggering unit)
        Set Multipoint[100] = (Position of (Triggering unit))
        Trigger - Turn on Spfx <gen>
        Wait 1.00 seconds
        Set MultiPoint2[1] = ((Position of (Triggering unit)) offset by 700.00 towards 10.00 degrees)
        Set MultiPoint2[2] = ((Position of (Triggering unit)) offset by 700.00 towards 20.00 degrees)
        Set MultiPoint2[3] = ((Position of (Triggering unit)) offset by 700.00 towards 30.00 degrees)
        Set MultiPoint2[4] = ((Position of (Triggering unit)) offset by 700.00 towards 40.00 degrees)
        Set MultiPoint2[5] = ((Position of (Triggering unit)) offset by 700.00 towards 50.00 degrees)
        Set MultiPoint2[6] = ((Position of (Triggering unit)) offset by 700.00 towards 60.00 degrees)
        Set MultiPoint2[7] = ((Position of (Triggering unit)) offset by 700.00 towards 70.00 degrees)
        Set MultiPoint2[8] = ((Position of (Triggering unit)) offset by 700.00 towards 80.00 degrees)
        Set MultiPoint2[9] = ((Position of (Triggering unit)) offset by 700.00 towards 90.00 degrees)
        Set MultiPoint2[10] = ((Position of (Triggering unit)) offset by 700.00 towards 100.00 degrees)
        Set MultiPoint2[11] = ((Position of (Triggering unit)) offset by 700.00 towards 110.00 degrees)
        Set MultiPoint2[12] = ((Position of (Triggering unit)) offset by 700.00 towards 120.00 degrees)
        Set MultiPoint2[13] = ((Position of (Triggering unit)) offset by 700.00 towards 130.00 degrees)
        Set MultiPoint2[14] = ((Position of (Triggering unit)) offset by 700.00 towards 140.00 degrees)
        Set MultiPoint2[15] = ((Position of (Triggering unit)) offset by 700.00 towards 150.00 degrees)
        Set MultiPoint2[16] = ((Position of (Triggering unit)) offset by 700.00 towards 160.00 degrees)
        Set MultiPoint2[17] = ((Position of (Triggering unit)) offset by 700.00 towards 170.00 degrees)
        Set MultiPoint2[18] = ((Position of (Triggering unit)) offset by 700.00 towards 180.00 degrees)
        Set MultiPoint2[19] = ((Position of (Triggering unit)) offset by 700.00 towards 190.00 degrees)
        Set MultiPoint2[20] = ((Position of (Triggering unit)) offset by 700.00 towards 200.00 degrees)
        Set MultiPoint2[21] = ((Position of (Triggering unit)) offset by 700.00 towards 210.00 degrees)
        Set MultiPoint2[22] = ((Position of (Triggering unit)) offset by 700.00 towards 220.00 degrees)
        Set MultiPoint2[23] = ((Position of (Triggering unit)) offset by 700.00 towards 230.00 degrees)
        Set MultiPoint2[24] = ((Position of (Triggering unit)) offset by 700.00 towards 240.00 degrees)
        Set MultiPoint2[25] = ((Position of (Triggering unit)) offset by 700.00 towards 250.00 degrees)
        Set MultiPoint2[26] = ((Position of (Triggering unit)) offset by 700.00 towards 260.00 degrees)
        Set MultiPoint2[27] = ((Position of (Triggering unit)) offset by 700.00 towards 270.00 degrees)
        Set MultiPoint2[28] = ((Position of (Triggering unit)) offset by 700.00 towards 280.00 degrees)
        Set MultiPoint2[29] = ((Position of (Triggering unit)) offset by 700.00 towards 290.00 degrees)
        Set MultiPoint2[30] = ((Position of (Triggering unit)) offset by 700.00 towards 300.00 degrees)
        Set MultiPoint2[31] = ((Position of (Triggering unit)) offset by 700.00 towards 310.00 degrees)
        Set MultiPoint2[32] = ((Position of (Triggering unit)) offset by 700.00 towards 320.00 degrees)
        Set MultiPoint2[33] = ((Position of (Triggering unit)) offset by 700.00 towards 330.00 degrees)
        Set MultiPoint2[34] = ((Position of (Triggering unit)) offset by 700.00 towards 340.00 degrees)
        Set MultiPoint2[35] = ((Position of (Triggering unit)) offset by 700.00 towards 350.00 degrees)
        Set MultiPoint2[36] = ((Position of (Triggering unit)) offset by 700.00 towards 360.00 degrees)
        Destructible - Create a Blocker at MultiPoint2[1] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[1] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[2] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[2] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[3] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[3] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[4] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[5] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[5] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[6] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[6] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[7] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[7] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[8] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[8] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[9] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[9] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[10] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[10] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[11] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[11] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[12] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[12] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[13] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[13] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[14] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[14] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[15] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[15] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[16] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[16] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[17] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[17] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[18] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[18] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[19] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[19] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[20] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[20] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[21] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[21] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[22] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[22] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[23] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[23] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[24] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[24] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[25] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[25] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[26] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[26] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[27] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[27] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[28] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[28] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[29] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[29] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[30] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[30] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[31] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[31] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[32] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[32] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[33] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[33] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[34] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[34] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[35] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[35] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[36] = (Last created destructible)
        Destructible - Create a Blocker at MultiPoint2[36] facing (Random angle) with scale 1.00 and variation 0
        Set RemoveDestructibles[37] = (Last created destructible)
        Wait 13.00 seconds
        Unit - Kill (Triggering unit)
        Trigger - Turn off Spfx <gen>

Code:
Remove Block
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Triggering unit)) Equal to Dummy CasterSealed Dead Effects
    Actions
        Destructible - Remove RemoveDestructibles[1]
        Destructible - Remove RemoveDestructibles[2]
        Destructible - Remove RemoveDestructibles[3]
        Destructible - Remove RemoveDestructibles[4]
        Destructible - Remove RemoveDestructibles[5]
        Destructible - Remove RemoveDestructibles[6]
        Destructible - Remove RemoveDestructibles[7]
        Destructible - Remove RemoveDestructibles[8]
        Destructible - Remove RemoveDestructibles[9]
        Destructible - Remove RemoveDestructibles[10]
        Destructible - Remove RemoveDestructibles[11]
        Destructible - Remove RemoveDestructibles[12]
        Destructible - Remove RemoveDestructibles[13]
        Destructible - Remove RemoveDestructibles[14]
        Destructible - Remove RemoveDestructibles[15]
        Destructible - Remove RemoveDestructibles[16]
        Destructible - Remove RemoveDestructibles[17]
        Destructible - Remove RemoveDestructibles[18]
        Destructible - Remove RemoveDestructibles[19]
        Destructible - Remove RemoveDestructibles[20]
        Destructible - Remove RemoveDestructibles[21]
        Destructible - Remove RemoveDestructibles[22]
        Destructible - Remove RemoveDestructibles[23]
        Destructible - Remove RemoveDestructibles[24]
        Destructible - Remove RemoveDestructibles[25]
        Destructible - Remove RemoveDestructibles[26]
        Destructible - Remove RemoveDestructibles[27]
        Destructible - Remove RemoveDestructibles[28]
        Destructible - Remove RemoveDestructibles[29]
        Destructible - Remove RemoveDestructibles[30]
        Destructible - Remove RemoveDestructibles[31]
        Destructible - Remove RemoveDestructibles[32]
        Destructible - Remove RemoveDestructibles[33]
        Destructible - Remove RemoveDestructibles[34]
        Destructible - Remove RemoveDestructibles[35]
        Destructible - Remove RemoveDestructibles[36]

For each (Integer A) from 1 to 36 do (Actions)

...? Wouldn't be a bad idea :p

Also, 37 leaks = bad idea.

You need to remove both the Multipoint[100] variable and Multipoint[1 to 37] variables. They are also leaking inside every Multipoint variable setting.

-----------------------------------------------

Overall nice spells but you need to fix alot of things ;)
 

worldofDeath

New Member
Reaction score
47
oky ty i will look at it and update it.

" (Ability being cast) Equal to Sealed Dead "

Thats supposed to be equal to Defiance. That was a misclick ty.


Question how do you know that theres 37 leaks. I know your the spell King, but how did you find that out.(there probley is since this is my frist spells that i have posted"
 

Sim

Forum Administrator
Staff member
Reaction score
534
I strongly suggest you read a tutorial on memory leaks. Not only what are they, but how to get rid of them!

----------------------------------

(Position of (Triggering unit))

I simply counted these. It has to be removed, and since you use it 37 times (or 36), you need to remove them all.
 

worldofDeath

New Member
Reaction score
47
Oky i will fix it this weekend i just got a leak checker and will redo the spells and change them up a bit. 2 questions.

If you where to play an aos type map would you play him, or is he to imba or laking in funess?

How do i get my spell aprroved?
 

Sim

Forum Administrator
Staff member
Reaction score
534
Yea, I'd play him. Then I'd notice the bugs... :p

Click the links in my signature.
 

lh2705

Just another Helper
Reaction score
111
That map looks so similiar...even has the tauren and the footmen spawn timer...and the blademaster =="

Anyways, they look nice..
 

worldofDeath

New Member
Reaction score
47
Yes i based the map off of another users landscape. But the spells are 100%%% done by me. In not a great terrian person.
 
L

LegACy99

Guest
well, you keep bumping it, but has there been any updates you made?

(and darn, I was going to release a spell pack similiar to yours)
 

Sim

Forum Administrator
Staff member
Reaction score
534
> Im updating it tommrow morning i just wanted to see if any one likes it at the moment..

Didn't notice an update recently. Are you still working on that?
 

Sim

Forum Administrator
Staff member
Reaction score
534
Code:
Count is at 30 Efx
    Events
        Time - Every 2.00 seconds of game time
    Conditions
        ChargesStored Equal to 30
    Actions
        Set CasterLoc = (Position of Caster)
        Set EffectPoint = (CasterLoc offset by 0.00 towards ((360.00 / (Real(ChargesStored))) x (Real((Integer A)))) degrees)
        Special Effect - Create a special effect at EffectPoint using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation (udg_CasterLoc)
        Custom script:   call RemoveLocation (udg_EffectPoint)

There's no (Integer A) in this trigger.

Also, this spell should convert every corpse nearby to souls, not only one.

You didn't do it.

--> Defiance

Code:
Defiance Level Five
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Sealed Dead 
        (Level of Defiance  for (Casting unit)) Equal to 5
    Actions
        Set Multiunit[34] = (Target unit of ability being cast)
        Unit - Cause (Casting unit) to damage Multiunit[34], dealing ((Real(ChargesStored)) x 12.00) damage of attack type Spells and damage type Normal

Unfortunately, you can't just create 1 trigger for every level. you must add leveling features (formulas) such as

damage: (Real(Level of Defiance for (Triggering unit)) x 2)

You didn't do this.

also pick every units in front of the caster. It's a gaze afterall, it must damage every unit in a line ;)

I strongly suggest you do that.

--> Hells Everlasting Souls

This spell should explode more. If the units don't die from the spell (which is rare...) there is a small green circle popping on them. If they do die from the spell (80% of the time), not even one graphic appears. Make it explode not based upon the units within the Area. Make it explode, period.

-----------

I see you cleaned the leaks. Good :)
 

worldofDeath

New Member
Reaction score
47
Question im not sure what i should change the interget A to. Just leave it blank? I will fix the levels diffrent triggers knew i forgot something. What do you mean by the explode???
 
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