Spellpack Night Elf Spells

S

shadowvzs

Guest
Hy, pls comment and builder things(only thing i can't modify, this is the arrows speed, sry but i dont found how can i increase max movement speed) :D the last spell not a definitiv night elf spell but i can't want open again a thread with only a single spell, and something...... i don't have wonderfull spell name i know but i dont have a creative name maker :D
let's see:

Magical Nova Arrows

This spell creat 6 x (this ability level) arrow and hurt enemies arround caster

Second1.jpg


The Trigger:
Code:
Magical Nova Arrows
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Magical Nova Arrows 
    Actions
        Unit - Pause Caster
        Set Caster = (Casting unit)
        Set CasterPosition = (Position of Caster)
        Set SpellLevel = (Level of (Ability being cast) for Caster)
        Set FacingAngle = (Facing of Caster)
        For each (Integer A) from 1 to (SpellLevel x 6), do (Actions)
            Loop - Actions
                Set ArrowPosition = (CasterPosition offset by 20.00 towards FacingAngle degrees)
                Set ArrowTargetPosition = (CasterPosition offset by 2000.00 towards FacingAngle degrees)
                Unit - Create 1 Arrow for (Owner of Caster) at ArrowPosition facing FacingAngle degrees
                Unit - Order (Last created unit) to Move To ArrowTargetPosition
                Custom script:   call RemoveLocation(udg_ArrowPosition)
                Custom script:   call RemoveLocation(udg_ArrowTargetPosition)
                Set FacingAngle = (FacingAngle + (360.00 / (Real((SpellLevel x 6)))))
        Custom script:   call RemoveLocation(udg_CasterPosition)
        Unit - Unpause Caster


Penetrate Arrows
Create 1x(ability level) arrow shortly 1 by 1 (i dont know how can i tell :) ),
arrows not stop if hurt 1 enemy and kill him.

Second2.jpg


Trigger:
Code:
Panetrate Arrow
    Events
        Unit - A unit Is attacked
    Conditions
        (Level of Penetrate Arrows  for (Attacking unit)) Greater than 0
    Actions
        Unit - Pause Caster
        Set Attacker = (Attacking unit)
        Set AttackerPos = (Position of Attacker)
        Set SpellLevel = (Level of Penetrate Arrows  for Attacker)
        Set FacingAngle = (Angle from AttackerPos to (Position of (Attacked unit)))
        For each (Integer A) from 1 to SpellLevel, do (Actions)
            Loop - Actions
                Set AttackedPos = (Position of (Attacked unit))
                Set PenetrateArrowPos = (AttackerPos offset by 20.00 towards FacingAngle degrees)
                Set PenetrateArrowPosDest = (AttackedPos offset by 2000.00 towards FacingAngle degrees)
                Unit - Create 1 Arrow1 for (Owner of Attacker) at PenetrateArrowPos facing FacingAngle degrees
                Unit - Order (Last created unit) to Move To PenetrateArrowPosDest
                Custom script:   call RemoveLocation(udg_AttackedPos)
                Custom script:   call RemoveLocation(udg_PenetrateArrowPosDest)
                Custom script:   call RemoveLocation(udg_PenetrateArrowPos)
                Wait 0.01 seconds
        Custom script:   call RemoveLocation(udg_AttackerPos)
        Unit - Unpause Caster


Magic Spiral Arrows
10x(skill level) arrows every direction :)

Second3.jpg


Trigger:
Code:
Magical Spiral Arrows
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Magical Spiral Arrows 
    Actions
        Set Caster = (Casting unit)
        Set CasterPosition = (Position of Caster)
        Set SpellLevel = (Level of (Ability being cast) for Caster)
        Set FacingAngle = (Facing of Caster)
        Unit - Pause Caster
        For each (Integer A) from 1 to (SpellLevel x 10), do (Actions)
            Loop - Actions
                Unit - Make Caster face FacingAngle over 0.00 seconds
                Animation - Play Caster's attack animation
                Set ArrowPosition = (CasterPosition offset by 20.00 towards FacingAngle degrees)
                Set ArrowTargetPosition = (CasterPosition offset by 2000.00 towards FacingAngle degrees)
                Unit - Create 1 Arrow2 for (Owner of Caster) at ArrowPosition facing FacingAngle degrees
                Unit - Order (Last created unit) to Move To ArrowTargetPosition
                Custom script:   call RemoveLocation(udg_ArrowPosition)
                Custom script:   call RemoveLocation(udg_ArrowTargetPosition)
                Set FacingAngle = (FacingAngle + 16.00)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        FacingAngle Greater than or equal to 360.00
                    Then - Actions
                        Set FacingAngle = (FacingAngle - 360.00)
                    Else - Actions
                Wait 0.01 seconds
        Custom script:   call RemoveLocation(udg_CasterPosition)
        Unit - Unpause Caster


Guide Arrows
1x(skill level) arrows. The arrows seek and kill enemys in shortly distance.


Second6.jpg


same trigger with penetrate arrows only a little modification, this is the targetposition


Chronos Lightning Ball
Caster summon a lightning ball and this lightning ball every second second hurt enemy with lightning bolt and teleport a random position around enemy but every teleportation will be shortly distance beetween enemy and lightning ball and final lightning ball blow up and take a high damage and mana loss effect in detonation area.


Second4.jpg


After blowing, but i pushed the print screen a little later than detonation was :D
Second5.jpg


Trigger:
Code:
Chronos Lightning Ball
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Chronos Lightning Ball 
    Actions
        Set AttackedUnit = (Target unit of ability being cast)
        Set AttackedUnitPos = (Position of AttackedUnit)
        Set BallPos = (AttackedUnitPos offset by 600.00 towards 0.00 degrees)
        Unit - Create 1 Angel for (Owner of (Casting unit)) at AttackedUnitPos facing Default building facing degrees
        Set BallCaster = (Casting unit)
        Unit - Pause AttackedUnit
        Set BallDistance = 400.00
        Wait 3.50 seconds
        Unit - Create 1 Chronos Lightning Ball (Level 2) for (Owner of (Casting unit)) at BallPos facing Default building facing degrees
        Set Ball = (Last created unit)
        Set delay = 0.10
        For each (Integer A) from 1 to 40, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (AttackedUnit is alive) Equal to True
                    Then - Actions
                        Set Angle = (Random real number between 1.00 and 360.00)
                        Set BallDistance = (BallDistance - 10.00)
                        Set RandomLightningBallPoint = (AttackedUnitPos offset by BallDistance towards Angle degrees)
                        Unit - Move Ball instantly to RandomLightningBallPoint
                        Special Effect - Create a special effect at AttackedUnitPos using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
                        Unit - Cause BallCaster to damage AttackedUnit, dealing ((Real((Level of Chronos Lightning Ball  for BallCaster))) x 10.00) damage of attack type Chaos and damage type Normal
                        Wait delay seconds
                        Special Effect - Destroy (Last created special effect)
                    Else - Actions
                        Unit - Remove Ball from the game
                        Custom script:   call RemoveLocation(udg_RandomLightningBallPoint)
                        Custom script:   call RemoveLocation(udg_AttackedUnitPos)
                        Custom script:   call RemoveLocation(udg_BallPos)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (AttackedUnit is alive) Equal to True
            Then - Actions
                Unit - Unpause AttackedUnit
                Custom script:   call RemoveLocation(udg_BallPos)
                Custom script:   call RemoveLocation(udg_RandomLightningBallPoint)
                Unit - Order Ball to Night Elf Wisp - Detonate AttackedUnitPos
                Custom script:   call RemoveLocation(udg_AttackedUnitPos)
            Else - Actions




Then here is the map: http://shadowvzs87.uw.hu/ShadowVZSSpellPack2.w3x

this is noob spells but i hope somebody like in forum and for he is usefull ;)

[EDIT] a question :D where i must write my first spell pack link for moveing to spell part of forum?
 

Sim

Forum Administrator
Staff member
Reaction score
534
Original spells, but they have numerous bugs and are overall flawed.

As a general comment you should find better names for your spells. Except the passive ones, their names simply can't work.

Every time you use "Wait 0.01 seconds" you should know that the shortest wait is 0.27 seconds. Particularly important in that trigger where you set "delay" to 0.10 seconds and wait that variable time... In fact, it will wait 0.27 seconds, not 0.10 seconds.

Also, your spells are too similar.

--> Magical Nova Arrows

Good.

Code:
Unit - Pause Caster
Set Caster = (Casting unit)

Pausing a unit when your trigger includes no waits is equal to do nothing. Caster is also not even defined yet.

> Moon Priest special attack with magical arrows, damaging nearby enemies and reduce they movement speed.

This is hardly English, correct it.

"Moon Priest sends out a nova of arrows damaging nearby units."

The spell shouldn't slow, the arrows are not frosted.

--> Magical Spiral Arrows

Not bad.

As stated above, this spell uses arrows which slow enemies, just like Magical Nova Arrows, Guided Arrows and Penetrate Arrows. Use originality. They also look exactly the same as Guided Arrows and Penetrate Arrows.

Too powerful.

> Sylvanis special attack with magical arrows, damaging nearby enemies and reduce they movement speed.

Should be "Sylvanas turns around, sending volleys after volleys of arrows in all directions. Every unit hit by an arrow has its movement speed decreased drastically."

--> Panetrate Arrows

Should be Penetrating Arrows.

Code:
Unit - Pause Caster

First of all, Caster is not even defined in the entire trigger :p Second, ordering a unit to Stop is better than pausing in this case.

The spell also uses the exact same blue slowing arrow...

Code:
Set FacingAngle = (Angle from AttackerPos to [b](Position of (Attacked unit)))[/b]

Bolded text leaks.

Why shoot 1 more arrow per level? The damage only should increase with levels. The arrows should also not slow, the spell's name is penetrating arrrows, not slowing arrows. Unless you change the slowing effect by adding a bleeding effect to it, which would be realistic.

> Archer arrows cannot stop enemies body.

Hardly English again, should be:
"Sylvanas's arrows cannot be stopped. They pierce through anything, damaging and slowing it."

Too powerful.

--> Guide Arrow

Should be Guided Arrows.

Code:
Unit - Pause Caster

Again, Caster is never defined in this trigger.

Code:
Set FacingAngle = (Angle from AttackerPos to [b](Position of (Attacked unit)))[/b]

Bolded text leaks.

shadowvzs said:
The arrows seek and kill enemys in shortly distance.

Wander != Seek and find enemies. Unfortunately.

Again, ordering the caster to "stop" would be better than pausing him, for best results.

The arrow is, once again, blue and slows... The spell's name is Guided Arrows, not Slowing Arrows. Therefore, it shouldn't slow in my opinion.

Why more arrows as levels increase? Only the damage should augment.

> Arrows find enemy if his in shortly distance.The arrows have life and they can move.

Should be:

"Shoots magically enhanced arrows which seek enemies by themselves."

Too powerful.

--> Chronos Lightning Ball

Looks really weird. Funny actually to see a ball turning around a unit :p

Code:
Unit - A unit Begins casting an ability

use Starts the effect of an ability instead.

What's with the angel? Has nothing to do with a lightning ball!

Code:
Custom script:   call RemoveLocation(udg_RandomLightningBallPoint)

This line must be inside the "Then" actions. It leaks every time you set it to a new value, but you only remove it when the unit dies.

> Big lightning ball teleport random place around a unit and summon a lightning with damage per second and last time lightning ball will detonating with 300
> damage and 1000 mana reduction.

Incorrect. Should be:

"Summons a lightning ball which is teleported frequently around the targeted unit, dealing damage and closing in. Once it reaches the unit's position, it detonates, burning mana in an area of effect."

The spell also deals up to 135 damage upon cast due to the base Chain Lightning spell. You might want to remove it.

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

Overall, good attempt for one of your first spellpacks, but it can't make it in the Spells section as of now, unfortunately. Too many of them look the same, and they are buggy. They are pretty much leakless though, good job on that!

Keep it up! ;)
 

Sim

Forum Administrator
Staff member
Reaction score
534
The spells awaiting approval list needs some cleaning.

I need confirmation if this spell will be edited sometimes soon, else I'm removing it from the list.
 

mordocai

New Member
Reaction score
17
lol a fellow hungarian, anyways it sais web cant be displayed. Please re-up the spell.Legyel kedves(i dont have hungarian keyboard so yeh)
 
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