Grymlax
Probably not around
- Reaction score
- 138
Pentagram
Jass: I wish
Mui: not even close
Gui: Yupp
Leakless: Hopefully
Here it is my first trigger enhanced spell.
Tooltip:
Pentagram
Creates a Pentagram that damages and freezes 5 enemies. each level increases the size of the pentagram aswell as the damage done
Implementation Instructions!
Trigger1:
Trigger2:
Trigger3:
Trigger4: (This Trigger is only necessary if your hero doesn't have a channel animation)
So here it is. Please point out all mistakes I've done with this spell so i can correct them.

Jass: I wish
Mui: not even close
Gui: Yupp
Leakless: Hopefully
Here it is my first trigger enhanced spell.
Tooltip:
Pentagram
Creates a Pentagram that damages and freezes 5 enemies. each level increases the size of the pentagram aswell as the damage done

Implementation Instructions!
1. First start by opening your Import manager (F12), there you export both images to your computer. then you import them into your other map. make sure you use the same custom path as my icons!
2. then you open your Object Editor (F6) there you create a new custom spell based of blizzard. change the damage done to 0 and remove all animations/buffs/effects. change the name/tooltip/icons to match the pentagram. then after that you change the area of effect this will change the size of the circle that you see before you cast the spell so make sure it's the same size as in your triggers. Compare your spell with my to see if there is any fields i forgot to tell u to alter.
3. Open your Trigger Editor (F4) then first open the variables (CTRL+B) and create the same variables that i got that has the name Pent infront of it.
4. go back to the Trigger Editor (F4) and create the same triggers as the ones that i got. the last trigger (Channel Animation) is only to give my hero a channel animation. if u use another modelfile u should either remove it or alter it to fit your map.
5. play and make sure the spell is working.
6. have fun!
2. then you open your Object Editor (F6) there you create a new custom spell based of blizzard. change the damage done to 0 and remove all animations/buffs/effects. change the name/tooltip/icons to match the pentagram. then after that you change the area of effect this will change the size of the circle that you see before you cast the spell so make sure it's the same size as in your triggers. Compare your spell with my to see if there is any fields i forgot to tell u to alter.
3. Open your Trigger Editor (F4) then first open the variables (CTRL+B) and create the same variables that i got that has the name Pent infront of it.
4. go back to the Trigger Editor (F4) and create the same triggers as the ones that i got. the last trigger (Channel Animation) is only to give my hero a channel animation. if u use another modelfile u should either remove it or alter it to fit your map.
5. play and make sure the spell is working.
6. have fun!
Trigger1:
Casting
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Pentagram
Actions
Set Pentcaster = (Triggering unit)
Set PentCirclepoint = (Target point of ability being cast)
Set Pentvictims = (Units within (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) of PentCirclepoint matching ((((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True and (((Matching unit) is alive) Equal to True)
Set Pentvictim[1] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[1] from Pentvictims
Set Pentvictim[2] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[2] from Pentvictims
Set Pentvictim[3] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[3] from Pentvictims
Set Pentvictim[4] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[4] from Pentvictims
Set Pentvictim[5] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[5] from Pentvictims
Set Pentpoint[1] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 288.00 degrees)
Set Pentpoint[2] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 0.00 degrees)
Set Pentpoint[3] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 72.00 degrees)
Set Pentpoint[4] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 144.00 degrees)
Set Pentpoint[5] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 216.00 degrees)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[1] to target Pentpoint[2]
Set Pentlightning[1] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[2] to target Pentpoint[3]
Set Pentlightning[2] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[3] to target Pentpoint[4]
Set Pentlightning[3] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[4] to target Pentpoint[5]
Set Pentlightning[4] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[5] to target Pentpoint[1]
Set Pentlightning[5] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[1] to target Pentpoint[4]
Set Pentlightning[6] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[4] to target Pentpoint[2]
Set Pentlightning[7] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[2] to target Pentpoint[5]
Set Pentlightning[8] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[5] to target Pentpoint[3]
Set Pentlightning[9] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[3] to target Pentpoint[1]
Set Pentlightning[10] = (Last created lightning effect)
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Unit - Pause Pentvictim[(Integer A)]
Unit - Move Pentvictim[(Integer A)] instantly to Pentpoint[(Integer A)]
Animation - Change Pentvictim[(Integer A)]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 0.00% transparency
Trigger - Turn on Pentagram damage <gen>
Trigger - Turn on Channel Animation <gen>
Custom script: call DestroyGroup(udg_Pentvictims)
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Pentagram
Actions
Set Pentcaster = (Triggering unit)
Set PentCirclepoint = (Target point of ability being cast)
Set Pentvictims = (Units within (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) of PentCirclepoint matching ((((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True and (((Matching unit) is alive) Equal to True)
Set Pentvictim[1] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[1] from Pentvictims
Set Pentvictim[2] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[2] from Pentvictims
Set Pentvictim[3] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[3] from Pentvictims
Set Pentvictim[4] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[4] from Pentvictims
Set Pentvictim[5] = (Random unit from Pentvictims)
Unit Group - Remove Pentvictim[5] from Pentvictims
Set Pentpoint[1] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 288.00 degrees)
Set Pentpoint[2] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 0.00 degrees)
Set Pentpoint[3] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 72.00 degrees)
Set Pentpoint[4] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 144.00 degrees)
Set Pentpoint[5] = (PentCirclepoint offset by (250.00 + (((Real((Level of Pentagram for Pentcaster))) - 1.00) x 50.00)) towards 216.00 degrees)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[1] to target Pentpoint[2]
Set Pentlightning[1] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[2] to target Pentpoint[3]
Set Pentlightning[2] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[3] to target Pentpoint[4]
Set Pentlightning[3] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[4] to target Pentpoint[5]
Set Pentlightning[4] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[5] to target Pentpoint[1]
Set Pentlightning[5] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[1] to target Pentpoint[4]
Set Pentlightning[6] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[4] to target Pentpoint[2]
Set Pentlightning[7] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[2] to target Pentpoint[5]
Set Pentlightning[8] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[5] to target Pentpoint[3]
Set Pentlightning[9] = (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source Pentpoint[3] to target Pentpoint[1]
Set Pentlightning[10] = (Last created lightning effect)
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Unit - Pause Pentvictim[(Integer A)]
Unit - Move Pentvictim[(Integer A)] instantly to Pentpoint[(Integer A)]
Animation - Change Pentvictim[(Integer A)]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 0.00% transparency
Trigger - Turn on Pentagram damage <gen>
Trigger - Turn on Channel Animation <gen>
Custom script: call DestroyGroup(udg_Pentvictims)
Pentagram damage
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Unit - Cause Pentcaster to damage Pentvictim[(Integer A)], dealing ((Real((Level of Pentagram for Pentcaster))) x 10.00) damage of attack type Spells and damage type Normal
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Unit - Cause Pentcaster to damage Pentvictim[(Integer A)], dealing ((Real((Level of Pentagram for Pentcaster))) x 10.00) damage of attack type Spells and damage type Normal
Stop Casting
Events
Unit - A unit Stops casting an ability
Conditions
(Ability being cast) Equal to Pentagram
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Lightning - Destroy Pentlightning[(Integer A)]
For each (Integer B) from 1 to 5, do (Actions)
Loop - Actions
Unit - Unpause Pentvictim[(Integer B)]
Animation - Change Pentvictim[(Integer B)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Set Pentvictim[(Integer B)] = No unit
Trigger - Turn off Pentagram damage <gen>
Trigger - Turn off Channel Animation <gen>
Custom script: call RemoveLocation (udg_PentCirclepoint)
Custom script: call RemoveLocation (udg_Pentpoint[1])
Custom script: call RemoveLocation (udg_Pentpoint[2])
Custom script: call RemoveLocation (udg_Pentpoint[3])
Custom script: call RemoveLocation (udg_Pentpoint[4])
Custom script: call RemoveLocation (udg_Pentpoint[5])
Events
Unit - A unit Stops casting an ability
Conditions
(Ability being cast) Equal to Pentagram
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Lightning - Destroy Pentlightning[(Integer A)]
For each (Integer B) from 1 to 5, do (Actions)
Loop - Actions
Unit - Unpause Pentvictim[(Integer B)]
Animation - Change Pentvictim[(Integer B)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Set Pentvictim[(Integer B)] = No unit
Trigger - Turn off Pentagram damage <gen>
Trigger - Turn off Channel Animation <gen>
Custom script: call RemoveLocation (udg_PentCirclepoint)
Custom script: call RemoveLocation (udg_Pentpoint[1])
Custom script: call RemoveLocation (udg_Pentpoint[2])
Custom script: call RemoveLocation (udg_Pentpoint[3])
Custom script: call RemoveLocation (udg_Pentpoint[4])
Custom script: call RemoveLocation (udg_Pentpoint[5])
Trigger4: (This Trigger is only necessary if your hero doesn't have a channel animation)
Channel Animation
Events
Time - Every 0.06 seconds of game time
Conditions
Actions
Animation - Play Pentcaster's Stand Work Gold animation, using only Rare animations
Events
Time - Every 0.06 seconds of game time
Conditions
Actions
Animation - Play Pentcaster's Stand Work Gold animation, using only Rare animations
So here it is. Please point out all mistakes I've done with this spell so i can correct them.
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