worldofDeath
New Member
- Reaction score
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Hey guys! This is my second spell pack. I hope you enjoy it. Ill Have screen shots this weekend I dont have my java updated so i cant see the pictures but i will have them soon.
Plez try it out frist. Play it let me know what you think.
Emden-Hydrogen Chemist
Hydro Pumples-Emden selects a spot in the ground then burst energy of water from his feet though the ground into the air. Any unit around the area will be caught with random damage. Damage random from 1-340 damage.
Cool down decrease each level.
Cooldown30/27/25/24/20 Seconds.
Evaporation- Evaporates into the ground in small cracks giving a chance to evade dramatically. Also during this time, you can walk though anything Drains health over time.
Evade by 6%
Evade by 15%
Evade by 23%
Evade by 27%
Evade by 30%
Redrown- Each time Emden cast any kind of spell. There is a chance that some of his body’s water will wash off and hit the units around him. Dealing a random amount of damage from 1- 200 damage. AoE of 340.
Chance of wash off is 5%
Chance of wash off is 12%
Chance of wash off is 15%
Chance of wash off is 20%
Chance of wash off is 27%
Passive
Hydrogenic Wall- Emden dissolves out of his form and completely slams water into the target unit and any other units in the area, over a couple hits. Each hit will deal a random amount of damage. After each damage attached it will also deal extra damage from attacking them. Emden is not attack able. Random damage is 1-400 damage.
Hits 3 units.
Hits 5 units.
Hits 8 units.
Hits 10 units.
130/120/100/90 Seconds.
I hope you guys enjoy this. Give me rep if you like tell me what i need to change. Or make better.
This is all in GUI.
And its MUI.
And im pretty sure its leakless. For the most part.
Plez try it out frist. Play it let me know what you think.
Emden-Hydrogen Chemist
Hydro Pumples-Emden selects a spot in the ground then burst energy of water from his feet though the ground into the air. Any unit around the area will be caught with random damage. Damage random from 1-340 damage.
Cool down decrease each level.
Cooldown30/27/25/24/20 Seconds.
Code:
Hydro Pumples
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hydro Pumples
Actions
Set UnitGroup[1] = (Units within 560.00 of (Target point of ability being cast) matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (
Unit Group - Pick every unit in UnitGroup[1] and do (Actions)
Loop - Actions
Set L = (Position of (Picked unit))
Unit - Create 1 Water Elemental (Level 3) for (Player(16)) at L facing Default building facing degrees
Unit - Explode (Last created unit)
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Random real number between 1.00 and 340.00) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at L using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.70 seconds
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Custom script: call RemoveLocation (udg_L)
Evaporation- Evaporates into the ground in small cracks giving a chance to evade dramatically. Also during this time, you can walk though anything Drains health over time.
Evade by 6%
Evade by 15%
Evade by 23%
Evade by 27%
Evade by 30%
Code:
Evaporation
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Evaporation
Actions
Set HF_Caster[0] = (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Evaporation Refor(m) for (Triggering unit)) Equal to 0
Then - Actions
Unit - Turn collision for (Triggering unit) Off
Animation - Change (Triggering unit)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 60.00% transparency
Unit - Add Evaporation Evade to (Triggering unit)
Unit - Add Evaporation Refor(m) to (Triggering unit)
Unit - Set level of Evaporation Evade for (Triggering unit) to (Level of Evaporation for (Triggering unit))
Trigger - Turn on Evaportation Health Lost <gen>
Else - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: ...
Unit - Order (Triggering unit) to Stop
Redrown- Each time Emden cast any kind of spell. There is a chance that some of his body’s water will wash off and hit the units around him. Dealing a random amount of damage from 1- 200 damage. AoE of 340.
Chance of wash off is 5%
Chance of wash off is 12%
Chance of wash off is 15%
Chance of wash off is 20%
Chance of wash off is 27%
Passive
Code:
Redrown
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Redrown for (Triggering unit)) Equal to 1
(Random integer number between 1 and 100) Less than or equal to 5
Then - Actions
Set UnitGroup[2] = (Units within 340.00 of (Position of (Triggering unit)) matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Mat
Set L = (Position of (Picked unit))
Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
Loop - Actions
Unit - Create 1 Water Elemental (Level 3) for (Player(16)) at L facing Default building facing degrees
Unit - Explode (Last created unit)
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Random real number between 1.00 and 200.00) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at L using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.70 seconds
Special Effect - Create a special effect at L using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_L)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Redrown for (Triggering unit)) Equal to 2
(Random integer number between 1 and 100) Less than or equal to 12
Then - Actions
Set UnitGroup[2] = (Units within 340.00 of (Position of (Triggering unit)) matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Mat
Set L = (Position of (Picked unit))
Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
Loop - Actions
Unit - Create 1 Water Elemental (Level 3) for (Player(16)) at L facing Default building facing degrees
Unit - Explode (Last created unit)
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Random real number between 1.00 and 200.00) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at L using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.70 seconds
Special Effect - Create a special effect at L using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_L)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Redrown for (Triggering unit)) Equal to 3
(Random integer number between 1 and 100) Less than or equal to 15
Then - Actions
Set UnitGroup[2] = (Units within 340.00 of (Position of (Triggering unit)) matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Mat
Set L = (Position of (Picked unit))
Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
Loop - Actions
Unit - Create 1 Water Elemental (Level 3) for (Player(16)) at L facing Default building facing degrees
Unit - Explode (Last created unit)
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Random real number between 1.00 and 200.00) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at L using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.70 seconds
Special Effect - Create a special effect at L using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_L)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Redrown for (Triggering unit)) Equal to 4
(Random integer number between 1 and 100) Less than or equal to 20
Then - Actions
Set UnitGroup[2] = (Units within 340.00 of (Position of (Triggering unit)) matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Mat
Set L = (Position of (Picked unit))
Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
Loop - Actions
Unit - Create 1 Water Elemental (Level 3) for (Player(16)) at L facing Default building facing degrees
Unit - Explode (Last created unit)
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Random real number between 1.00 and 200.00) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at L using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.70 seconds
Special Effect - Create a special effect at L using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_L)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Redrown for (Triggering unit)) Equal to 5
(Random integer number between 1 and 100) Less than or equal to 27
Then - Actions
Set UnitGroup[2] = (Units within 340.00 of (Position of (Triggering unit)) matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Mat
Set L = (Position of (Picked unit))
Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
Loop - Actions
Unit - Create 1 Water Elemental (Level 3) for (Player(16)) at L facing Default building facing degrees
Unit - Explode (Last created unit)
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Random real number between 1.00 and 200.00) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at L using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.70 seconds
Special Effect - Create a special effect at L using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_L)
Else - Actions
Hydrogenic Wall- Emden dissolves out of his form and completely slams water into the target unit and any other units in the area, over a couple hits. Each hit will deal a random amount of damage. After each damage attached it will also deal extra damage from attacking them. Emden is not attack able. Random damage is 1-400 damage.
Hits 3 units.
Hits 5 units.
Hits 8 units.
Hits 10 units.
130/120/100/90 Seconds.
Code:
Hydronic Wall
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hydrogenic Wall
Actions
Set o = (Triggering unit)
Set t = (Target unit of ability being cast)
Set tl = (Position of t)
If ((Level of Hydrogenic Wall for o) Equal to 1) then do (Set loops = 2) else do (Do nothing)
If ((Level of Hydrogenic Wall for o) Equal to 2) then do (Set loops = 4) else do (Do nothing)
If ((Level of Hydrogenic Wall for o) Equal to 3) then do (Set loops = 7) else do (Do nothing)
If ((Level of Hydrogenic Wall for o) Equal to 4) then do (Set loops = 9) else do (Do nothing)
Trigger - Turn on Special Effects <gen>
Unit - Make o Invulnerable
Selection - Remove o from selection
Unit - Move o instantly to tl
Custom script: call RemoveLocation(udg_tl)
Animation - Play o's attack animation
Unit - Cause o to damage t, dealing (Random real number between 1.00 and 400.00) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\Other\CrushingWave\CrushingWaveMissile.mdl
Special Effect - Destroy (Last created special effect)
For each (Integer A) from 1 to loops, do (Actions)
Loop - Actions
Wait 0.30 game-time seconds
Set o_current_loc = (Position of o)
Set EG[1] = (Units within 600.00 of o_current_loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of o)) Equal to True) and ((((Matching unit) is A flying
Set EG[2] = (Random 1 units from EG[1])
Custom script: call RemoveLocation(udg_o_current_loc)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in EG[1]) Greater than 0
Then - Actions
Unit Group - Pick every unit in EG[2] and do (Actions)
Loop - Actions
Set p = (Picked unit)
Set pl = (Position of p)
Selection - Remove o from selection
Unit - Move o instantly to pl
Custom script: call RemoveLocation(udg_pl)
Animation - Play o's attack animation
Unit - Cause o to damage p, dealing (Random real number between 1.00 and 400.00) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\Other\CrushingWave\CrushingWaveMissile.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call DestroyGroup(udg_EG[1])
Custom script: call DestroyGroup(udg_EG[2])
Else - Actions
Custom script: call DestroyGroup(udg_EG[1])
Custom script: call DestroyGroup(udg_EG[2])
Selection - Add o to selection for (Owner of o)
Unit - Make o Vulnerable
Selection - Add o to selection for (Owner of o)
Unit - Make o Vulnerable
Trigger - Turn off Special Effects <gen>
I hope you guys enjoy this. Give me rep if you like tell me what i need to change. Or make better.
This is all in GUI.
And its MUI.
And im pretty sure its leakless. For the most part.