H34DhUnT3r
Ultra Cool Member
- Reaction score
- 36
hi,
this is my second spellpack
Enjoy!
MPI
Memory Leaks: No
Import Difficulty: 3/5
Lot of custom icons and abilities
Custom Abilities
-4 normal skill abilities
-2 dummy abilities
Units
1 Dummy unit
1 Custom Hero (based on Warden, with Sentry model)
4 Custom icons
A total of 9 files to import
Variables
Rush: 10 (all array)
Heart Poison: 2 (none array)
Revenge: 6 (all array, 1 should created at the time where you chose the hero, because of the Take Damage event)
Backstab: 4 (all array but one)
Testing: 1
Total: 23
=========================================
Skill 1
Rush
Surprising the enemy with a rush attack. damaging and stunning the target
Level 1: 100 damage; 3 second stun
Level 2: 225 damage; 4 second stun
Level 3: 350 damage; 5 second stun
Level 4: 475 damage; 6 second stun
Icon:
Triggers:
Casting Trigger:
Moving Trigger:
Disable Trigger:
Screenshot:
Skill 2
Heart Poison
Gives random stuns to the target unit.
Level 1: lasts 20 seconds
Level 2: lasts 40 seconds
Level 3: lasts 60 seconds
Level 4: lasts 80 seconds
Icon:
Trigger:
Screenshot:
N/A
Skill 3
Revenge
Gives a 10% chance to evade the attack of an enemy unit and damage the attacking unit.
Level 1: Dealing 100 damage
Level 2: Dealing 200 damage
Level 3: Dealing 300 damage
Level 4: Dealing 400 damage
Icon:
Trigger:
Screenshot:
Skill 4 (Ultimate)
Backstab
Backstabbing an enemy hero, reducing it's attributes by 50%. Lasts 15 seconds
Level 1: 180 second cooldown, 210 mana cost
Level 2: 150 second cooldown, 180 mana cost
Level 3: 120 second cooldown, 150 mana cost
Icon:
Triggers:
Casting trigger:
Remove Trigger
Screenshot:
N/A
=========================================
Greetings,
H34DhUnT3r[NL]
this is my second spellpack
Enjoy!
MPI
Memory Leaks: No
Import Difficulty: 3/5
Lot of custom icons and abilities
Custom Abilities
-4 normal skill abilities
-2 dummy abilities
Units
1 Dummy unit
1 Custom Hero (based on Warden, with Sentry model)
4 Custom icons
A total of 9 files to import
Variables
Rush: 10 (all array)
Heart Poison: 2 (none array)
Revenge: 6 (all array, 1 should created at the time where you chose the hero, because of the Take Damage event)
Backstab: 4 (all array but one)
Testing: 1
Total: 23
=========================================
Skill 1
Rush
Surprising the enemy with a rush attack. damaging and stunning the target
Level 1: 100 damage; 3 second stun
Level 2: 225 damage; 4 second stun
Level 3: 350 damage; 5 second stun
Level 4: 475 damage; 6 second stun
Icon:
Triggers:
Casting Trigger:
Code:
RushCast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Rush (Rogue)
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to (Player((Integer A)))
Then - Actions
Set RH_Target[(Integer A)] = (Target unit of ability being cast)
Set RH_TargetPos[(Integer A)] = (Position of RH_Target[(Integer A)])
Set RH_Caster[(Integer A)] = (Triggering unit)
Set RH_CasterPos[(Integer A)] = (Position of RH_Caster[(Integer A)])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between RH_CasterPos[(Integer A)] and RH_TargetPos[(Integer A)]) Less than 500.00
Then - Actions
Game - Display to (Player group((Owner of RH_Caster[(Integer A)]))) the text: |cffff0000Target to...
Unit - Remove Stunned buff from RH_Target[(Integer A)]
Set RH_Caster[(Integer A)] = No unit
Set RH_Target[(Integer A)] = No unit
Custom script: call RemoveLocation(udg_RH_CasterPos[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_RH_TargetPos[bj_forLoopAIndex])
Skip remaining actions
Else - Actions
Set RH_Level[(Integer A)] = (Level of Rush (Rogue) for RH_Caster[(Integer A)])
Unit - Turn collision for RH_Caster[(Integer A)] Off
Animation - Change RH_Caster[(Integer A)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 80.00% transparency
Unit - Make RH_Caster[(Integer A)] face RH_Target[(Integer A)] over 0.00 seconds
Set RH_MoveAngle[(Integer A)] = (Facing of RH_Caster[(Integer A)])
Set RH_Rushing[(Integer A)] = True
Else - Actions
Moving Trigger:
Code:
RushMove
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RH_Rushing[(Integer A)] Equal to True
Then - Actions
Set RH_PrevPos[(Integer A)] = (Position of RH_Caster[(Integer A)])
Set RH_MovePoint[(Integer A)] = (RH_PrevPos[(Integer A)] offset by 10.00 towards RH_MoveAngle[(Integer A)] degrees)
Unit - Move RH_Caster[(Integer A)] instantly to RH_MovePoint[(Integer A)]
Unit - Make RH_Caster[(Integer A)] face RH_Target[(Integer A)] over 0.00 seconds
Set RH_MoveAngle[(Integer A)] = (Facing of RH_Caster[(Integer A)])
Special Effect - Create a special effect at RH_MovePoint[(Integer A)] using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_RH_PrevPos[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_RH_MovePoint[bj_forLoopAIndex])
Else - Actions
Disable Trigger:
Code:
RushDis
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(RH_Target[(Integer A)] has buff Stunned) Equal to True
Then - Actions
Unit - Cause RH_Caster[(Integer A)] to damage RH_Target[(Integer A)], dealing ((Real(RH_Level[(Integer A)])) x 125.00) damage of attack type Spells and damage type Normal
Animation - Change RH_Caster[(Integer A)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Animation - Play RH_Caster[(Integer A)]'s attack animation
Unit - Turn collision for RH_Caster[(Integer A)] On
Set RH_Rushing[(Integer A)] = False
Set RH_Caster[(Integer A)] = No unit
Set RH_Target[(Integer A)] = No unit
Else - Actions
Screenshot:
Skill 2
Heart Poison
Gives random stuns to the target unit.
Level 1: lasts 20 seconds
Level 2: lasts 40 seconds
Level 3: lasts 60 seconds
Level 4: lasts 80 seconds
Icon:
Trigger:
Code:
HeartPoison
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Set HP_TmpGroup = (Units in (Playable map area) matching (((Matching unit) has buff Heart Poison ) Equal to True))
Unit Group - Pick every unit in HP_TmpGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 1
Then - Actions
Set HP_TargetPos = (Position of (Picked unit))
Unit - Create 1 Dummy for (Random player from (All enemies of (Owner of (Picked unit)))) at HP_TargetPos facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral - Hurl Boulder (Picked unit)
Custom script: call RemoveLocation(udg_HP_TargetPos)
Else - Actions
Custom script: call DestroyGroup(udg_HP_TmpGroup)
Screenshot:
N/A
Skill 3
Revenge
Gives a 10% chance to evade the attack of an enemy unit and damage the attacking unit.
Level 1: Dealing 100 damage
Level 2: Dealing 200 damage
Level 3: Dealing 300 damage
Level 4: Dealing 400 damage
Icon:
Trigger:
Code:
Revenge
Events
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Map_Hero_Revenge[(Integer A)] Equal to (Triggering unit)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Revenge (Rogue) for (Triggering unit)) Greater than or equal to 1
(Random integer number between 1 and 10) Equal to 1
Then - Actions
Set RV_Level[(Integer A)] = (Level of Revenge (Rogue) for (Triggering unit))
Set RV_Hero[(Integer A)] = (Triggering unit)
Set RV_SpecialPoint[(Integer A)] = (Position of RV_Hero[(Integer A)])
Set RV_DamageTaken[(Integer A)] = (Damage taken)
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + RV_DamageTaken[(Integer A)])
Set RV_Angle[(Integer A)] = (Facing of (Damage source))
Set RV_AttackerPos[(Integer A)] = (Position of (Damage source))
Set RV_MovePoint[(Integer A)] = (RV_AttackerPos[(Integer A)] offset by 70.00 towards (RV_Angle[(Integer A)] + 180.00) degrees)
Special Effect - Create a special effect at RV_SpecialPoint[(Integer A)] using Abilities\Spells\Orc\FeralSpirit\feralspirittarget.mdl
Unit - Move RV_Hero[(Integer A)] instantly to RV_MovePoint[(Integer A)], facing RV_AttackerPos[(Integer A)]
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at RV_MovePoint[(Integer A)] facing Default building facing degrees
Unit - Set level of Revenge (Dummy) for (Last created unit) to RV_Level[(Integer A)]
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Damage source)
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_RV_MovePoint[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_RV_AttackerPos[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_RV_SpecialPoint[bj_forLoopAIndex])
Else - Actions
Else - Actions
Screenshot:
Skill 4 (Ultimate)
Backstab
Backstabbing an enemy hero, reducing it's attributes by 50%. Lasts 15 seconds
Level 1: 180 second cooldown, 210 mana cost
Level 2: 150 second cooldown, 180 mana cost
Level 3: 120 second cooldown, 150 mana cost
Icon:
Triggers:
Casting trigger:
Code:
BackSCast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Backstab (Rogue)
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to (Player((Integer A)))
Then - Actions
Set BS_Target[(Integer A)] = (Target unit of ability being cast)
Set BS_StrSet[(Integer A)] = ((Strength of BS_Target[(Integer A)] (Exclude bonuses)) / 2)
Set BS_AgiSet[(Integer A)] = ((Agility of BS_Target[(Integer A)] (Exclude bonuses)) / 2)
Set BS_IntSet[(Integer A)] = ((Intelligence of BS_Target[(Integer A)] (Exclude bonuses)) / 2)
Hero - Modify Strength of BS_Target[(Integer A)]: Subtract BS_StrSet[(Integer A)]
Hero - Modify Agility of BS_Target[(Integer A)]: Subtract BS_AgiSet[(Integer A)]
Hero - Modify Intelligence of BS_Target[(Integer A)]: Subtract BS_IntSet[(Integer A)]
Else - Actions
Remove Trigger
Code:
BackSRemove
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(BS_Target[(Integer A)] has buff Backstab ) Equal to True
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(BS_Target[(Integer A)] has buff Backstab ) Equal to False
Then - Actions
Hero - Modify Strength of BS_Target[(Integer A)]: Add BS_StrSet[(Integer A)]
Hero - Modify Agility of BS_Target[(Integer A)]: Add BS_AgiSet[(Integer A)]
Hero - Modify Intelligence of BS_Target[(Integer A)]: Add BS_IntSet[(Integer A)]
Set BS_Target[(Integer A)] = No unit
Else - Actions
Special Effect - Create a special effect attached to the chest of BS_Target[(Integer A)] using Objects\Spawnmodels\Orc\Orcblood\HeroShadowHunterBlood.mdl
Special Effect - Destroy (Last created special effect)
Screenshot:
N/A
=========================================
Greetings,
H34DhUnT3r[NL]