Spellpack Hero: Icecrown Overlord

Sil3nt

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This is my first 'official' spellpack/hero. All coding was done by myself and the I came up with these ideas on my own. If you decide to use any of the spells, please do not claim them as your own.

Thanks to:
Tinki3 for his help on some questions I asked as well as this spell template map. Link: http://www.thehelper.net/forums/showthread.php?t=65846

PandaMine for his tutorial on animations.
Link: http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=32588

Freeze for his fantastic blizzard model.
Link: http://www.hiveworkshop.com/forums/resource.php?t=48015

General Frank for creating the Icecrown Reaver model which inspired me to make the spells in the first place, as well as all his other awesome models which i might make spells for in the future.
Link: http://www.wc3campaigns.net/showthread.php?t=90652

DarthFett for his tutorial on reducing lag, it helped me reduced lags in the spells.
Link: http://www.thehelper.net/forums/showthread.php?t=41198

emjlr3 for his tutorial about leaks.
Link: http://www.thehelper.net/forums/showthread.php?t=27219

And to all those who have been helpful at TheHelper.net that I may have forgot to mention =D

GUI/JASS - GUI
MUI - Nope
MPI - Whats the difference between this and mui ...
Leakless - 95% certain.

Icecrown Overlord
Description
Empowered by the core energy of Icecrown itself, Urak was created countless centuries ago. to defend and protect Icecrown from invaders and those who tried to take it.

Ever since Ner'zhul conquered Icecrown he has been sealed, encased into an ice tomb where he was created, destined to come back when the time was right.

Now that the Lich King has fused himself with his loyal knight, Arthas, he has freed and enslaved Urak, his power had to be reduced to a fraction because he was too powerful to be fully controlled. He serves his new master Ner'zhul, and commands his greatest armies into battle. His skills and strength allow him to slay enormous armies, chase down single foes and survive in combat.
Abilities
abiltiesnr6.jpg

Hammer Smash Coding
Code:
HammerSmash
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Hammer Smash  
    Actions
        Set HSCaster = (Casting unit)
        Set HSCasterPoint = (Position of HSCaster)
        Set HSCasterAngle = (Facing of HSCaster)
        Set HSDirectDmg = ((Level of Hammer Smash   for HSCaster) x 100)
        Set HSAfterDmg = ((Level of Hammer Smash   for HSCaster) x 25)
        For each (Integer A) from 1 to 5, do (Actions)
            Loop - Actions
                Set HSTarget[(Integer A)] = (HSCasterPoint offset by (175.00 x (Real((Integer A)))) towards HSCasterAngle degrees)
        Wait 0.01 seconds
        Custom script:   call SetUnitAnimationByIndex(udg_HSCaster,5)
        Wait 0.40 seconds
        -------- First Impact --------
        Set HSTempGroup = (Units within 200.00 of HSTarget[1] matching (((Matching unit) belongs to an enemy of (Owner of HSCaster)) Equal to True))
        Special Effect - Create a special effect at HSTarget[1] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Unit - Create 1 DummyCaster for (Owner of HSCaster) at HSTarget[1] facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Add Hammer Smash(Slow) (Direct) to (Last created unit)
        Unit - Set level of Hammer Smash(Slow) (Direct) for (Last created unit) to (Level of Hammer Smash   for HSCaster)
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Unit - Cause HSCaster to damage circular area after 0.00 seconds of radius 200.00 at HSTarget[1], dealing (Real(HSDirectDmg)) damage of attack type Normal and damage type Normal
        Special Effect - Destroy (Last created special effect)
        Custom script:   call DestroyGroup (udg_HSTempGroup)
        Wait 0.10 seconds
        Animation - Reset HSCaster's animation
        Wait 0.10 seconds
        -------- Second Impact --------
        Set HSTempGroup = (Units within 200.00 of HSTarget[2] matching (((Matching unit) belongs to an enemy of (Owner of HSCaster)) Equal to True))
        Special Effect - Create a special effect at HSTarget[2] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Unit - Create 1 DummyCaster for (Owner of HSCaster) at HSTarget[2] facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Add Hammer Smash(Slow) (Aftershock) to (Last created unit)
        Unit - Set level of Hammer Smash(Slow) (Aftershock) for (Last created unit) to (Level of Hammer Smash   for HSCaster)
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Unit - Cause HSCaster to damage circular area after 0.00 seconds of radius 200.00 at HSTarget[1], dealing (Real(HSAfterDmg)) damage of attack type Normal and damage type Normal
        Special Effect - Destroy (Last created special effect)
        Custom script:   call DestroyGroup (udg_HSTempGroup)
        Wait 0.10 seconds
        -------- Third Impact --------
        Set HSTempGroup = (Units within 200.00 of HSTarget[3] matching (((Matching unit) belongs to an enemy of (Owner of HSCaster)) Equal to True))
        Special Effect - Create a special effect at HSTarget[3] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Unit - Create 1 DummyCaster for (Owner of HSCaster) at HSTarget[3] facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Add Hammer Smash(Slow) (Aftershock) to (Last created unit)
        Unit - Set level of Hammer Smash(Slow) (Aftershock) for (Last created unit) to (Level of Hammer Smash   for HSCaster)
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Unit - Cause HSCaster to damage circular area after 0.00 seconds of radius 200.00 at HSTarget[3], dealing (Real(HSAfterDmg)) damage of attack type Normal and damage type Normal
        Special Effect - Destroy (Last created special effect)
        Custom script:   call DestroyGroup (udg_HSTempGroup)
        Wait 0.10 seconds
        -------- Fourth Impact --------
        Set HSTempGroup = (Units within 200.00 of HSTarget[4] matching (((Matching unit) belongs to an enemy of (Owner of HSCaster)) Equal to True))
        Special Effect - Create a special effect at HSTarget[4] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Unit - Create 1 DummyCaster for (Owner of HSCaster) at HSTarget[4] facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Add Hammer Smash(Slow) (Aftershock) to (Last created unit)
        Unit - Set level of Hammer Smash(Slow) (Aftershock) for (Last created unit) to (Level of Hammer Smash   for HSCaster)
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Unit - Cause HSCaster to damage circular area after 0.00 seconds of radius 200.00 at HSTarget[4], dealing (Real(HSAfterDmg)) damage of attack type Normal and damage type Normal
        Special Effect - Destroy (Last created special effect)
        Custom script:   call DestroyGroup (udg_HSTempGroup)
        Wait 0.10 seconds
        -------- Fifth Impact --------
        Set HSTempGroup = (Units within 200.00 of HSTarget[5] matching (((Matching unit) belongs to an enemy of (Owner of HSCaster)) Equal to True))
        Special Effect - Create a special effect at HSTarget[5] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Unit - Create 1 DummyCaster for (Owner of HSCaster) at HSTarget[5] facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Add Hammer Smash(Slow) (Aftershock) to (Last created unit)
        Unit - Set level of Hammer Smash(Slow) (Aftershock) for (Last created unit) to (Level of Hammer Smash   for HSCaster)
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Unit - Cause HSCaster to damage circular area after 0.00 seconds of radius 200.00 at HSTarget[5], dealing (Real(HSAfterDmg)) damage of attack type Normal and damage type Normal
        Special Effect - Destroy (Last created special effect)
        Custom script:   call DestroyGroup (udg_HSTempGroup)
        Set HSCaster = No unit
        Set HSCasterAngle = 0.00
        Set HSDirectDmg = 0
        Set HSAfterDmg = 0
        Custom script:   call RemoveLocation (udg_HSTarget[1])
        Custom script:   call RemoveLocation (udg_HSTarget[2])
        Custom script:   call RemoveLocation (udg_HSTarget[3])
        Custom script:   call RemoveLocation (udg_HSTarget[4])
        Custom script:   call RemoveLocation (udg_HSTarget[5])
        Custom script:   call RemoveLocation (udg_HSCasterPoint)


Frozen Wall Coding
Code:
Frozen Wall Activate
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Frozen Wall 
    Actions
        Set FWTarget = (Target unit of ability being cast)
        Set FWCaster = (Casting unit)
        Unit - Add Immunity  to FWTarget
        Player - Disable Immunity  for (Owner of FWCaster)
        Trigger - Turn on Frozen Wall Absorb <gen>
        Trigger - Turn on Frozen Wall Melt <gen>
Code:
Frozen Wall Absorb
    Events
        Unit - A unit Is attacked
    Conditions
        (Attacked unit) Equal to FWTarget
    Actions
        Set FWAtksAbsorbed = (FWAtksAbsorbed + 1)
Code:
Frozen Wall Melt
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                FWAtksAbsorbed Greater than or equal to (((Level of Frozen Wall  for FWCaster) + 3) + (Level of Frost Mastery  for FWCaster))
            Then - Actions
                Unit - Remove Frozen Wall  buff from FWTarget
                Unit - Remove Immunity  from FWTarget
                Set FWTempPoint = (Position of FWTarget)
                Special Effect - Create a special effect at FWTempPoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                Unit - Create 1 DummyCaster for Neutral Passive at FWTempPoint facing Default building facing degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Unit - Add Frozen Wall(Slow)  to (Last created unit)
                Unit - Set level of Frozen Wall(Slow)  for (Last created unit) to (Level of Frozen Wall  for FWCaster)
                Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
                Special Effect - Destroy (Last created special effect)
                Set FWCaster = No unit
                Set FWTarget = No unit
                Set FWAtksAbsorbed = 0
                Custom script:   call RemoveLocation (udg_FWTempPoint)
                Trigger - Turn off Frozen Wall Absorb <gen>
                Trigger - Turn off (This trigger)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (FWTarget has buff Frozen Wall ) Equal to False
            Then - Actions
                Unit - Remove Immunity  from FWTarget
                Set FWTempPoint = (Position of FWTarget)
                Special Effect - Create a special effect at FWTempPoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                Unit - Create 1 DummyCaster for Neutral Passive at FWTempPoint facing Default building facing degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Unit - Add Frozen Wall(Slow)  to (Last created unit)
                Unit - Set level of Frozen Wall(Slow)  for (Last created unit) to (Level of Frozen Wall  for FWCaster)
                Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
                Special Effect - Destroy (Last created special effect)
                Set FWCaster = No unit
                Set FWTarget = No unit
                Set FWAtksAbsorbed = 0
                Custom script:   call RemoveLocation (udg_FWTempPoint)
                Trigger - Turn off Frozen Wall Absorb <gen>
                Trigger - Turn off (This trigger)
            Else - Actions
                Do nothing

Frost Mastery Coding
Code:
Frost Mastery Learn
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Frost Mastery 
    Actions
        Trigger - Turn on Frost Mastery <gen>
        Trigger - Turn off (This trigger)
Code:
Frost Mastery
    Events
        Unit - A unit Is attacked
    Conditions
    Actions
        Set FMTarget = (Attacking unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Level of Frost Mastery  for (Attacked unit)) Equal to 1) and ((Random integer number between 1 and 100) Less than or equal to 5)
            Then - Actions
                Set FM_TempPoint = (Position of (Attacking unit))
                Unit - Create 1 DummyCaster for (Owner of (Attacked unit)) at FM_TempPoint facing Default building facing degrees
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Unit - Add Frost Nova(FrostMastery)  to (Last created unit)
                Unit - Set level of Frost Nova(FrostMastery)  for (Last created unit) to 1
                Unit - Order (Last created unit) to Undead Lich - Frost Nova FMTarget
                Custom script:   call RemoveLocation (udg_FWTempPoint)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Level of Frost Mastery  for (Attacked unit)) Equal to 2) and ((Random integer number between 1 and 100) Less than or equal to (15 / 2))
                    Then - Actions
                        Set FM_TempPoint = (Position of (Attacking unit))
                        Unit - Create 1 DummyCaster for (Owner of (Attacked unit)) at FM_TempPoint facing Default building facing degrees
                        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                        Unit - Add Frost Nova(FrostMastery)  to (Last created unit)
                        Unit - Set level of Frost Nova(FrostMastery)  for (Last created unit) to 1
                        Unit - Order (Last created unit) to Undead Lich - Frost Nova FMTarget
                        Custom script:   call RemoveLocation (udg_FWTempPoint)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Level of Frost Mastery  for (Attacked unit)) Equal to 3) and ((Random integer number between 1 and 100) Less than or equal to 10)
                            Then - Actions
                                Set FM_TempPoint = (Position of (Attacking unit))
                                Unit - Create 1 DummyCaster for (Owner of (Attacked unit)) at FM_TempPoint facing Default building facing degrees
                                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                                Unit - Add Frost Nova(FrostMastery)  to (Last created unit)
                                Unit - Set level of Frost Nova(FrostMastery)  for (Last created unit) to 1
                                Unit - Order (Last created unit) to Undead Lich - Frost Nova FMTarget
                                Custom script:   call RemoveLocation (udg_FWTempPoint)
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        ((Level of Frost Mastery  for (Attacked unit)) Equal to 4) and ((Random integer number between 1 and 100) Less than or equal to (25 / 2))
                                    Then - Actions
                                        Set FM_TempPoint = (Position of (Attacking unit))
                                        Unit - Create 1 DummyCaster for (Owner of (Attacked unit)) at FM_TempPoint facing Default building facing degrees
                                        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                                        Unit - Add Frost Nova(FrostMastery)  to (Last created unit)
                                        Unit - Set level of Frost Nova(FrostMastery)  for (Last created unit) to 1
                                        Unit - Order (Last created unit) to Undead Lich - Frost Nova FMTarget
                                        Custom script:   call RemoveLocation (udg_FWTempPoint)
                                    Else - Actions
                                        Do nothing
        Set FMTarget = No unit

Blizzard Storm Coding
Code:
Blizzard Storm Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Blizzard Storm 
    Actions
        Set BSCaster = (Casting unit)
        Set BSCasterPoint = (Position of BSCaster)
        Set BSSoundPoints[1] = (BSCasterPoint offset by (-600.00, 0.00))
        Set BSSoundPoints[2] = (BSCasterPoint offset by (600.00, 0.00))
        Set BSSoundPoints[3] = (BSCasterPoint offset by (0.00, -600.00))
        Set BSSoundPoints[4] = (BSCasterPoint offset by (0.00, 600.00))
        Unit - Add bliizard storm spellbook  to BSCaster
        Player - Disable bliizard storm spellbook  for (Owner of BSCaster)
        Unit - Create 1 DummyCaster for (Owner of BSCaster) at BSCasterPoint facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Add Blizzard Storm(Armor)  to (Last created unit)
        Unit - Set level of Blizzard Storm(Armor)  for (Last created unit) to (Level of Blizzard Storm  for BSCaster)
        Unit - Order (Last created unit) to Human Priest - Inner Fire BSCaster
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSCasterPoint with Z offset 0.00
        Set BSSound[1] = (Last played sound)
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSSoundPoints[1] with Z offset 0.00
        Set BSSound[2] = (Last played sound)
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSSoundPoints[2] with Z offset 0.00
        Set BSSound[3] = (Last played sound)
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSSoundPoints[3] with Z offset 0.00
        Set BSSound[4] = (Last played sound)
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSSoundPoints[4] with Z offset 0.00
        Set BSSound[5] = (Last played sound)
        Trigger - Turn on Blizzard Storm Loop <gen>
        Trigger - Turn on Blizzard Storm Stop <gen>
Code:
Blizzard Storm Loop
    Events
        Time - Every 3.50 seconds of game time
    Conditions
    Actions
        Special Effect - Create a special effect attached to the origin of BSCaster using Abilities\Spells\Other\Charm\CharmTarget.mdl
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSCasterPoint with Z offset 0.00
        Set BSSound[1] = (Last played sound)
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSSoundPoints[1] with Z offset 0.00
        Set BSSound[2] = (Last played sound)
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSSoundPoints[2] with Z offset 0.00
        Set BSSound[3] = (Last played sound)
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSSoundPoints[3] with Z offset 0.00
        Set BSSound[4] = (Last played sound)
        Sound - Play BlizzardLoop1 <gen> at 100.00% volume, located at BSSoundPoints[4] with Z offset 0.00
        Set BSSound[5] = (Last played sound)
        Special Effect - Destroy (Last created special effect)
Code:
Blizzard Storm Stop
    Events
        Time - Every 0.05 seconds of game time
    Conditions
        (Current order of BSCaster) Not equal to (Order(starfall))
    Actions
        Unit - Remove Blizzard Storm (Armor)  buff from BSCaster
        Unit - Remove bliizard storm spellbook  from BSCaster
        Set BSCaster = No unit
        Custom script:   call RemoveLocation (udg_BSCasterPoint)
        Custom script:   call RemoveLocation (udg_BSSoundPoints[1])
        Custom script:   call RemoveLocation (udg_BSSoundPoints[2])
        Custom script:   call RemoveLocation (udg_BSSoundPoints[3])
        Custom script:   call RemoveLocation (udg_BSSoundPoints[4])
        Custom script:   call RemoveLocation (udg_BSSoundPoints[5])
        For each (Integer A) from 1 to 5, do (Actions)
            Loop - Actions
                Sound - Destroy BSSound[(Integer A)]
        Trigger - Turn off Blizzard Storm Loop <gen>
        Trigger - Turn off (This trigger)
[code][/spoiler]

Yes i know the spells arent THAT great and are pretty simple to create, but i'd just like some feedback and tips on how i could make it better.

Right now i've only included implementation instructions and screenshots for Hammer Smash. Once i get back i will update the post. All feedback is appreciated.

update - added in implementation methods for all of the skills, as well as a new skill 'melt' which is obtained when you learn level 4 Frost Mastery, as for the screen shots i cant really be bothered since Hammer Smash is the only decent eye candy imo anyway. I also probably wont be maknig any changes to the map anymore.
 

Attachments

  • Icecrown Overlord.w3x
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vypur85

Hibernate
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Your special effects leak. You'd need to destroy them. Other than that, I haven't read the triggers thoroughly yet. Not tested as well. The spells are not MPI. MPI means Multi Player Instance-something (hard to spell). Meaning multiple PLAYERS can cast the spell simultaneously. In contrast, MUI meaning UNIT, so all units can cast simultaneously.
 

Sil3nt

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Reaction score
134
Your special effects leak. You'd need to destroy them. Other than that, I haven't read the triggers thoroughly yet. Not tested as well. The spells are not MPI. MPI means Multi Player Instance-something (hard to spell). Meaning multiple PLAYERS can cast the spell simultaneously. In contrast, MUI meaning UNIT, so all units can cast simultaneously.

I just looked over my coding i noticed i missed 2 sfx leaks, thx (if theres more pls point them out) and as for MPI, if a spell is mui wouldnt it automatically them mpi since more then 1 unit can cast them? If a spell is ONLY mpi how would 2 players be able to cast them simultaneously? its not mui.

Anyways, some more comments please ...=/
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
Comments?

Well, I just have to say that they are very cool! :D
Nice effects and model, but too bad they're not MUI.
 

Magentix

if (OP.statement == false) postCount++;
Reaction score
107
Code:
Unit - A unit Is attacked

No.



Try swiftly pressing A and S repeatedly on a frost wall...
 

Sil3nt

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Reaction score
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Code:
Unit - A unit Is attacked

No.



Try swiftly pressing A and S repeatedly on a frost wall...

I tried looking around for ways of doing it but i could only find jass. I can't do anything with jass so i just used that event instead, it shouldnt be that much of a problem .. since the unit takes no damage anyway
 

vypur85

Hibernate
Reaction score
803
Hmm... Not sure if anyone noticed, but the Frost Mastery occurs at every hit. Meaning the chance is basically 100%. Maybe you can't divide integer values. Use real instead.

Code:
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        ((Level of Frost Mastery  for (Attacked unit)) Equal to 4) and [B]((Random integer number between 1 and 100) Greater than or equal to (25 / 2))[/B] <-- Isn't this supposed to be less than?
                                    Then - Actions
                                        Set FM_TempPoint = (Position of (Attacking unit))
                                        Unit - Create 1 DummyCaster for (Owner of (Attacked unit)) at FM_TempPoint facing Default building facing degrees
                                        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                                        Unit - Add Frost Nova(FrostMastery)  to (Last created unit)
                                        Unit - Set level of Frost Nova(FrostMastery)  for (Last created unit) to 1
                                        Unit - Order (Last created unit) to Undead Lich - Frost Nova FMTarget
                                        Custom script:   call RemoveLocation (udg_FWTempPoint)
                                    Else - Actions
                                        Do nothing

And I believe the Hammer Smash can be done using loops to make the trigger more efficient. Though it's still up to you.

Crab... The model is cool..! :)
 

Sil3nt

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Reaction score
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ay wtf i thought i changed that ... it was for testing purposes. Ill change it tommorow. As for the loops, yeh i know but i just did it this way to be more safe, i might change it though.
 

Flare

Stops copies me!
Reaction score
662
I tried looking around for ways of doing it but i could only find jass. I can't do anything with jass so i just used that event instead, it shouldnt be that much of a problem .. since the unit takes no damage anyway

in the frozen wall trigger (you'll need a second trigger for this), add an event to the second trigger <whatever the unit variable used is> takes damage

(its specific unit event so needs to be added this way to work and variables arent very specific :p)

then, in the second trigger, add a condition to check for frozen wall buff (if a buff is used). when it takes damage (and has the buff), increase ur hits taken counter and set the units life to current life + damage taken, and when the counter is => ability level, remove the buff and do the effects


edit: cool spells btw, nice sfx :D
 

Trollvottel

never aging title
Reaction score
262
it looks good, but you should set the animation speed of a freezed unit to 0%. this will look far better
 

Sil3nt

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it looks good, but you should set the animation speed of a freezed unit to 0%. this will look far better

If i made it like that then there wont be a channel + ice combo like freezing urself then casting a channeling. I might make it affect enemy units tho, thx for suggestion.

in the frozen wall trigger (you'll need a second trigger for this), add an event to the second trigger <whatever the unit variable used is> takes damage

(its specific unit event so needs to be added this way to work and variables arent very specific :p)

then, in the second trigger, add a condition to check for frozen wall buff (if a buff is used). when it takes damage (and has the buff), increase ur hits taken counter and set the units life to current life + damage taken, and when the counter is => ability level, remove the buff and do the effects


edit: cool spells btw, nice sfx :D

I had a thread which had this idea, but somewhere it said that the event 'takes damage' fires off when the unit is attacked (like unit is attacked) so i thought the only use of it would be by using 'damage dealt' in the actions. However ill try it anyway later. Ill continue the implementation instructions once im fully happy with all my skills.
 

Sil3nt

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Anything that even looks like jass, i cant use simply because i dont get it. Even with the instructions ><. Also leaving it this way, even complete knobs like myself will be able to understand it
 

gref

New Member
Reaction score
33
Have you looked at the GUI version?
I designed it so that there isn't even any cutom script in the GUI version.
There are examples there too, of spells that are pretty much exactly the same.
 

Sil3nt

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Reaction score
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Have you looked at the GUI version?
I designed it so that there isn't even any cutom script in the GUI version.
There are examples there too, of spells that are pretty much exactly the same.

I just dled the map and took a quick look. Itll take me a few hours before i actually understand it properly so i really cant be bothered trying to learn everything ><
Maybe when i get real desperate in the future i might take the time to learn these systems.
 
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