Spellpack Random spells

Flare

Stops copies me!
Reaction score
662
This is my first spellpack submission to the forums, just a collection of random ideas that I decided to create. Hope you like 'em. Feedback/suggestions/bug-reports greatly appreciated.

GUI/JASS: GUI
MUI: No
MPI: No (possibly in future if I can figure it out properly)
WE/WEU: WEU
Leaks: To the best of my knowledge, no. There might be one or two that I overlooked but I have put alot of work into making the spells leak-free where possible.

Now for the spells:

Power Wave: Creates a cone of light in front of the caster, annihilating anything in its path (levels don't give additional bonuses)
http://img100.imageshack.us/img100/2168/uploading6xg5.png

Phoenix Wrath: Summons a ring of phoenixes which circle the casting hero, damaging enemies who come too close (levels don't give additional bonuses)
http://img98.imageshack.us/img98/337/uploading9yw9.png

Black Hole: Creates a black hole at a point which sucks nearby units towards it. When the black hole explodes, it deals random damage (Levels will increase the damage by 100-200)
http://img132.imageshack.us/img132/5408/uploading7wi2.png
http://img151.imageshack.us/img151/6904/uploading8hu3.png

Tidal Rush: Creates a water elemental at the target point, who launches torrents of water in an area around itself (levels don't increase the effect of this ability)
http://img151.imageshack.us/img151/3087/uploading5rg4.png

Blade Rage: The hero starts spinning towards the point, whirling his blade. Any units who come too close to the hero will be grabbed and pulled along with the hero until he stops.
http://img134.imageshack.us/img134/342/uploading4hq4.png

Shadow Bolt: Fires a bouncing bolt of darkness at a target unit, which will rebound to a nearby unit, dealing random damage
(levels affect this spell bounces 5(level) times)
(does 50X level + 0 to 40 damage (50-90/100-140/150-190)
http://img132.imageshack.us/img132/2938/uploading2fy1.png

Dance of Death: The hero splits into 5 Blademasters, all of which start spinning around at high speed (bladestorm) around the casting hero.
http://img145.imageshack.us/img145/8814/uploading3zz8.png

Here's a little diagram of Dance of Death :p

X-X-O-X-X

X=Dummy unit
O=Casting unit

Dummy units will revolve around the hero in that formation for the duration of the spell.

Crescent Wind: The hero slashes the target with her crescent blade, knocking it backwards, then starts a combo attack, throwing the target around at random.
http://img90.imageshack.us/img90/6676/uploading1or8.png

Also, I set Advanced triggers, spells, items and upgrades in the WEU enhancer if that makes any major difference.
 

Attachments

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hell_knight

Playing WoW
Reaction score
126
You probaly want to post code + SS one sec looking at spells.

Nice spells, I dont really see leaks I briefly looked through. 1 thing blade rage picks up corpse = bad
 

Flare

Stops copies me!
Reaction score
662
Power Wave (previously zangetsu)

Code:
Zangetsu Activate
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Power Wave 
    Actions
        Set ZanCaster = (Triggering unit)
        Set ZanCasterPt = (Position of ZanCaster)
        Set ZanTarg = (Target point of ability being cast)
        Set ZanAngle = (Angle from ZanCasterPt to ZanTarg)
        For each (Integer A) from 1 to 15, do (Actions)
            Loop - Actions
                Set ZanOffsetPt1 = (ZanCasterPt offset by (30.00 x (Real((Integer A)))) towards (ZanAngle + 15.00) degrees)
                Unit - Create 1 Zangetsu Dummy for (Owner of ZanCaster) at ZanOffsetPt1 facing Default building facing (270.0) degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Set DmgGroupA = (Units within 50.00 of ZanOffsetPt1 matching (((Matching unit) belongs to an enemy of (Owner of ZanCaster)) Equal to True))
                Unit Group - Pick every unit in DmgGroupA and do (Actions)
                    Loop - Actions
                        Unit - Cause ZanCaster to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal
                Custom script: call RemoveLocation (udg_ZanOffsetPt1)
                Custom script: call DestroyGroup (udg_DmgGroupA)
                Set ZanOffsetPt2 = (ZanCasterPt offset by (30.00 x (Real((Integer A)))) towards (ZanAngle - 15.00) degrees)
                Unit - Create 1 Zangetsu Dummy for (Owner of ZanCaster) at ZanOffsetPt2 facing Default building facing (270.0) degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Set DmgGroupB = (Units within 50.00 of ZanOffsetPt2 matching (((Matching unit) belongs to an enemy of (Owner of ZanCaster)) Equal to True))
                Unit Group - Pick every unit in DmgGroupB and do (Actions)
                    Loop - Actions
                        Unit - Cause ZanCaster to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal
                Custom script: call RemoveLocation (udg_ZanOffsetPt2)
                Custom script: call DestroyGroup (udg_DmgGroupB)
                Set ZanOffsetPt3 = (ZanCasterPt offset by (30.00 x (Real((Integer A)))) towards ZanAngle degrees)
                Unit - Create 1 Zangetsu Dummy for (Owner of ZanCaster) at ZanOffsetPt3 facing Default building facing (270.0) degrees
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Set DmgGroupC = (Units within 50.00 of ZanOffsetPt3 matching (((Matching unit) belongs to an enemy of (Owner of ZanCaster)) Equal to True))
                Unit Group - Pick every unit in DmgGroupC and do (Actions)
                    Loop - Actions
                        Unit - Cause ZanCaster to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal
                Custom script: call RemoveLocation (udg_ZanOffsetPt3)
                Custom script: call DestroyGroup (udg_DmgGroupC)
        Custom script: call RemoveLocation (udg_ZanTarg)
        Custom script: call RemoveLocation (udg_ZanCasterPt)

Phoenix Wrath
Code:
PW turn on
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Phoenix Wrath 
    Actions
        Set PhoenixCaster = (Triggering unit)
        Set PhoenixCastLoc = (Position of PhoenixCaster)
        Set PhoenixPt1 = (PhoenixCastLoc offset by 200.00 towards 90.00 degrees)
        Set PhoenixPt2 = (PhoenixCastLoc offset by 200.00 towards 210.00 degrees)
        Set PhoenixPt3 = (PhoenixCastLoc offset by 200.00 towards 330.00 degrees)
        Set PhoenixDist = (Distance between PhoenixCastLoc and PhoenixPt1)
        Unit - Create 1 Phoenix Dummy for (Owner of PhoenixCaster) at PhoenixPt1 facing Default building facing (270.0) degrees
        Set Phoenix1 = (Last created unit)
        Unit - Create 1 Phoenix Dummy for (Owner of PhoenixCaster) at PhoenixPt2 facing Default building facing (270.0) degrees
        Set Phoenix2 = (Last created unit)
        Unit - Create 1 Phoenix Dummy for (Owner of PhoenixCaster) at PhoenixPt3 facing Default building facing (270.0) degrees
        Set Phoenix3 = (Last created unit)
        Custom script: call RemoveLocation (udg_PhoenixCastLoc)
        Countdown Timer - Start PhoenixTimer as a One-shot timer that will expire in 15.01 seconds
        Trigger - Turn on PW effect <gen>



PW effect
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Set PhoenixCastLoc = (Position of PhoenixCaster)
        Set Phoenix1Move = (PhoenixCastLoc offset by PhoenixDist towards (90.00 + (120.00 x (Elapsed time for PhoenixTimer))) degrees)
        Unit - Move Phoenix1 instantly to Phoenix1Move
        Unit - Make Phoenix1 face (180.00 + (120.00 x (Elapsed time for PhoenixTimer))) over 0.00 seconds
        Custom script: call RemoveLocation (udg_Phoenix1Move)
        Set Phoenix2Move = (PhoenixCastLoc offset by PhoenixDist towards (210.00 + (120.00 x (Elapsed time for PhoenixTimer))) degrees)
        Unit - Move Phoenix2 instantly to Phoenix2Move
        Unit - Make Phoenix2 face (300.00 + (120.00 x (Elapsed time for PhoenixTimer))) over 0.00 seconds
        Custom script: call RemoveLocation (udg_Phoenix2Move)
        Set Phoenix3Move = (PhoenixCastLoc offset by PhoenixDist towards (330.00 + (120.00 x (Elapsed time for PhoenixTimer))) degrees)
        Unit - Move Phoenix3 instantly to Phoenix3Move
        Unit - Make Phoenix3 face (60.00 + (120.00 x (Elapsed time for PhoenixTimer))) over 0.00 seconds
        Custom script: call RemoveLocation (udg_Phoenix3Move)
        Custom script: call RemoveLocation (udg_PhoenixCastLoc)



PW turn off
    Events
        Time - PhoenixTimer expires
    Conditions
    Actions
        Trigger - Turn off PW effect <gen>
        Custom script: call RemoveLocation (udg_PhoenixCastLoc)
        Custom script: call RemoveLocation (udg_PhoenixPt1)
        Custom script: call RemoveLocation (udg_PhoenixPt2)
        Custom script: call RemoveLocation (udg_PhoenixPt3)
        Unit - Kill Phoenix1
        Unit - Kill Phoenix2
        Unit - Kill Phoenix3

Shadow Chain
Code:
Shadow Chain cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Shadow Bolt Hero 
    Actions
        Set SCUser = (Triggering unit)
        Set SCNumber = (5 x (Level of Shadow Bolt Hero  for SCUser))
        Set SCCasterLoc = (Position of SCUser)
        Set SCTarg = (Target unit of ability being cast)
        Set SCTargLoc = (Position of SCTarg)
        Set SCCasterLoc = (Position of SCTarg)
        Set RandomSCDamage = ((Random integer number between 0 and 40) + (50 x (Level of Shadow Bolt Hero  for SCUser)))
        Wait (0.65 + ((Distance between SCCasterLoc and SCTargLoc) / 600.00)) seconds
        Unit - Cause SCUser to damage SCTarg, dealing (Real(RandomSCDamage)) damage of attack type Spells and damage type Normal
        Floating Text - Create floating text that reads ((Damage:  + (String(RandomSCDamage))) +  !) above SCTarg with Z offset 0.00, using font size 10.00, color (40.00%, 100.00%, 20.00%), and 0.00% transparency
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90.00 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        For each (Integer A) from 1 to SCNumber, do (Actions)
            Loop - Actions
                Set RandomSCDamage = ((Random integer number between 0 and 40) + (50 x (Level of Shadow Bolt Hero  for SCUser)))
                Set SCGroup = (Units within 400.00 of SCTargLoc matching ((((Matching unit) belongs to an enemy of (Owner of SCUser)) Equal to True) and (((Matching unit) is alive) Equal to True)))
                Unit Group - Remove SCTarg from SCGroup
                Unit Group - Pick every unit in (Random 1 units from SCGroup) and do (Actions)
                    Loop - Actions
                        Unit - Create 1 Hidden Dummy for (Owner of SCUser) at SCTargLoc facing Default building facing (270.0) degrees
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Current flying height of (Picked unit)) Greater than 0.00
                            Then - Actions
                                Animation - Change (Last created unit) flying height to (Current flying height of (Picked unit)) at 1000.00
                            Else - Actions
                        Set SCDummyLoc = (Position of (Last created unit))
                        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                        Custom script: call RemoveLocation (udg_SCTargLoc)
                        Unit - Add Shadow Bolt  to (Last created unit)
                        Set SCTarg = (Picked unit)
                        Set SCTargLoc = (Position of SCTarg)
                        Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike SCTarg
                Wait (0.20 + ((Distance between SCDummyLoc and SCTargLoc) / 600.00)) seconds
                Unit - Cause SCUser to damage SCTarg, dealing (Real(RandomSCDamage)) damage of attack type Spells and damage type Normal
                Floating Text - Create floating text that reads ((Damage:  + (String(RandomSCDamage))) +  !) above SCTarg with Z offset 0.00, using font size 10.00, color (40.00%, 100.00%, 20.00%), and 0.00% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90.00 degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                Custom script: call RemoveLocation (udg_SCDummyLoc)
                Custom script: call DestroyGroup (udg_SCGroup)
        Custom script: call RemoveLocation (udg_SCCasterLoc)
        Custom script: call RemoveLocation (udg_SCTargLoc)

Black Hole
Code:
Black Hole cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Black Hole 
    Actions
        Set BlackHoleCaster = (Triggering unit)
        Set BlackHoleTarg = (Target point of ability being cast)
        Unit - Create 1 Black Hole Dummy for (Owner of BlackHoleCaster) at BlackHoleTarg facing Default building facing (270.0) degrees
        Set BlackHoleDummy = (Last created unit)
        Unit - Set level of Black Hole aura  for BlackHoleDummy to (Level of Black Hole  for BlackHoleCaster)
        Countdown Timer - Start BlackHoleTimer as a One-shot timer that will expire in 4.01 seconds
        Trigger - Turn on Black Hole pull <gen>



Black Hole pull
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Set BlackHolePullGroup = (Units within (200.00 + (100.00 x (Real((Level of Black Hole  for BlackHoleCaster))))) of BlackHoleTarg matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of BlackHoleCaster)) Equal to True)))
        Unit Group - Pick every unit in BlackHolePullGroup and do (Actions)
            Loop - Actions
                Set BHPullGroupPt = (Position of (Picked unit))
                Set BlackHolePullAngle = (Angle from BHPullGroupPt to BlackHoleTarg)
                Set BlackHolePull = (BHPullGroupPt offset by (2.00 + (0.50 x (Real((Level of Black Hole  for BlackHoleCaster))))) towards BlackHolePullAngle degrees)
                Unit - Move (Picked unit) instantly to BlackHolePull
                Custom script: call RemoveLocation (udg_BHPullGroupPt)
                Custom script: call RemoveLocation (udg_BlackHolePull)
        Custom script: call DestroyGroup (udg_BlackHolePullGroup)



Black Hole end
    Events
        Time - BlackHoleTimer expires
    Conditions
    Actions
        Set BlackHoleDmgGroup = (Units within (200.00 + (100.00 x (Real((Level of Black Hole  for BlackHoleCaster))))) of BlackHoleTarg matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of BlackHoleCaster)) Equal to True)))
        Unit Group - Pick every unit in BlackHoleDmgGroup and do (Actions)
            Loop - Actions
                Unit - Cause BlackHoleCaster to damage (Picked unit), dealing (Random real number between (100.00 x (Real((Level of Black Hole  for BlackHoleCaster)))) and (200.00 x (Real((Level of Black Hole  for BlackHoleCaster))))) damage of attack type Spells and damage type Normal
        Trigger - Turn off Black Hole pull <gen>
        Unit - Kill BlackHoleDummy
        Custom script: call RemoveLocation (udg_BlackHoleTarg)
        Custom script: call DestroyGroup (udg_BlackHoleDmgGroup)


Blade Rage
Code:
Blade Rage start
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Blade Rage 
    Actions
        Set BRCaster = (Triggering unit)
        Set BRCasterLoc = (Position of BRCaster)
        Set BRTarg = (Target point of ability being cast)
        Set BRAngle = (Angle from BRCasterLoc to BRTarg)
        Set BRDist = (Distance between BRCasterLoc and BRTarg)
        Unit - Turn collision for BRCaster Off
        Wait 0.50 seconds
        Animation - Play BRCaster's attack walk stand spin animation
        Countdown Timer - Start BRTimer as a One-shot timer that will expire in 2.00 seconds
        Custom script: call RemoveLocation (udg_BRCasterLoc)
        Trigger - Turn on Blade Rage movement <gen>



Blade Rage movement
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        Set BRCasterLoc = (Position of BRCaster)
        Set BRMove = (BRCasterLoc offset by (BRDist / 100.00) towards BRAngle degrees)
        Unit - Move BRCaster instantly to BRMove
        Set BRDmgGroup = (Units within 150.00 of BRCasterLoc matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of BRCaster)) Equal to True)))
        Set BRSpin = (BRCasterLoc offset by 50.00 towards ((Facing of BRCaster) + (810.00 x (Elapsed time for BRTimer))) degrees)
        Unit Group - Pick every unit in BRDmgGroup and do (Actions)
            Loop - Actions
                Unit - Move (Picked unit) instantly to BRSpin
                Unit - Cause BRCaster to damage (Picked unit), dealing 10.00 damage of attack type Spells and damage type Normal
        Custom script: call RemoveLocation (udg_BRMove)
        Custom script: call RemoveLocation (udg_BRCasterLoc)
        Custom script: call DestroyGroup (udg_BRDmgGroup)
        Custom script: call RemoveLocation (udg_BRSpin)



Blade Rage end
    Events
        Time - BRTimer expires
    Conditions
    Actions
        Trigger - Turn off Blade Rage movement <gen>
        Wait 0.10 seconds
        Animation - Reset BRCaster's animation
        Unit - Turn collision for BRCaster On

Tidal Rush
Code:
Tidal Rush start
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Tidal Rush 
    Actions
        Set TidalCaster = (Triggering unit)
        Set TidalTarg = (Target point of ability being cast)
        Unit - Create 1 Tidal Dummy for (Owner of TidalCaster) at TidalTarg facing 0.00 degrees
        Set TidalDummy = (Last created unit)
        Animation - Change TidalDummy's animation speed to 300.00% of its original speed
        Countdown Timer - Start TidalTimer as a One-shot timer that will expire in 4.01 seconds
        Trigger - Turn on Tidal Rush effect <gen>



Tidal Rush effect
    Events
        Time - Every 0.10 seconds of game time
    Conditions
    Actions
        Set TidalOffset = (TidalTarg offset by 300.00 towards ((Elapsed time for TidalTimer) x 360.00) degrees)
        Animation - Play TidalDummy's attack animation
        Unit - Create 1 Hidden Dummy for (Owner of TidalCaster) at TidalTarg facing Default building facing (270.0) degrees
        Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm TidalOffset
        Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
        Unit - Make TidalDummy face ((Elapsed time for TidalTimer) x 360.00) over 0.35 seconds
        Custom script: call RemoveLocation (udg_TidalOffset)



Tidal Rush end
    Events
        Time - TidalTimer expires
    Conditions
    Actions
        Trigger - Turn off Tidal Rush effect <gen>
        Custom script: call RemoveLocation (udg_TidalTarg)
        Animation - Change TidalDummy's animation speed to 100.00% of its original speed
        Unit - Kill TidalDummy

Dance of Death
Code:
DoD activate
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Dance of Death 
    Actions
        Set DoDCaster = (Triggering unit)
        Set DoDCasterLoc = (Position of DoDCaster)
        Set DoDL1Loc = (DoDCasterLoc offset by 150.00 towards 180.00 degrees)
        Set DoDDist1 = (Distance between DoDCasterLoc and DoDL1Loc)
        Unit - Create 1 Bladestorm Dummy for (Owner of DoDCaster) at DoDL1Loc facing Default building facing (270.0) degrees
        Set DoDL1 = (Last created unit)
        Unit - Add a 7.00 second Summoned Unit expiration timer to DoDL1
        Unit - Order DoDL1 to Orc Blademaster - Bladestorm
        Set DoDL2Loc = (DoDCasterLoc offset by 300.00 towards 180.00 degrees)
        Set DoDDist2 = (Distance between DoDCasterLoc and DoDL2Loc)
        Unit - Create 1 Bladestorm Dummy for (Owner of DoDCaster) at DoDL2Loc facing Default building facing (270.0) degrees
        Set DoDL2 = (Last created unit)
        Unit - Add a 7.00 second Summoned Unit expiration timer to DoDL2
        Unit - Order DoDL2 to Orc Blademaster - Bladestorm
        Set DoDR1Loc = (DoDCasterLoc offset by 150.00 towards 0.00 degrees)
        Unit - Create 1 Bladestorm Dummy for (Owner of DoDCaster) at DoDR1Loc facing Default building facing (270.0) degrees
        Set DoDR1 = (Last created unit)
        Unit - Add a 7.00 second Summoned Unit expiration timer to DoDR1
        Unit - Order DoDR1 to Orc Blademaster - Bladestorm
        Set DoDR2Loc = (DoDCasterLoc offset by 300.00 towards 0.00 degrees)
        Unit - Create 1 Bladestorm Dummy for (Owner of DoDCaster) at DoDR2Loc facing Default building facing (270.0) degrees
        Set DoDR2 = (Last created unit)
        Unit - Add a 7.00 second Summoned Unit expiration timer to DoDR2
        Unit - Order DoDR2 to Orc Blademaster - Bladestorm
        Countdown Timer - Start DoDTimer as a One-shot timer that will expire in 7.00 seconds
        Trigger - Turn on DoD spin <gen>
        Custom script: call RemoveLocation (udg_DoDL1Loc)
        Custom script: call RemoveLocation (udg_DoDR2Loc)
        Custom script: call RemoveLocation (udg_DoDL2Loc)
        Custom script: call RemoveLocation (udg_DoDR1Loc)
        Custom script: call RemoveLocation (udg_DoDCasterLoc)



DoD spin
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Set DoDCasterLoc = (Position of DoDCaster)
        Set L1Move = (DoDCasterLoc offset by DoDDist1 towards (180.00 + (360.00 x (Elapsed time for DoDTimer))) degrees)
        Unit - Move DoDL1 instantly to L1Move
        Set L2Move = (DoDCasterLoc offset by DoDDist2 towards (180.00 + (360.00 x (Elapsed time for DoDTimer))) degrees)
        Unit - Move DoDL2 instantly to L2Move
        Set R1Move = (DoDCasterLoc offset by DoDDist1 towards ((Elapsed time for DoDTimer) x 360.00) degrees)
        Unit - Move DoDR1 instantly to R1Move
        Set R2Move = (DoDCasterLoc offset by DoDDist2 towards ((Elapsed time for DoDTimer) x 360.00) degrees)
        Unit - Move DoDR2 instantly to R2Move
        Custom script: call RemoveLocation (udg_L1Move)
        Custom script: call RemoveLocation (udg_L2Move)
        Custom script: call RemoveLocation (udg_R1Move)
        Custom script: call RemoveLocation (udg_R2Move)
        Custom script: call RemoveLocation (udg_DoDCasterLoc)



DoD turn off
    Events
        Time - DoDTimer expires
    Conditions
    Actions
        Trigger - Turn off DoD spin <gen>


Crescent Wind

Code:
CW activate
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Crescent Wind 
    Actions
        Set CWCaster = (Triggering unit)
        Set CWTarg = (Target unit of ability being cast)
        Set CWCasterLoc = (Position of CWCaster)
        Set CWTargLoc = (Position of CWTarg)
        Set CWAngle = (Angle from CWCasterLoc to CWTargLoc)
        Set CWDamage = (((Random integer number between 20 and 30) x (Level of Crescent Wind  for CWCaster)) + (Random integer number between 0 and 50))
        Unit - Cause CWCaster to damage CWTarg, dealing (Real(CWDamage)) damage of attack type Spells and damage type Normal
        Floating Text - Create floating text that reads ((String(CWDamage)) + !) above CWTarg with Z offset 0.00, using font size 10.00, color (100.00%, 10.00%, 10.00%), and 0.00% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
        Countdown Timer - Start CWTimer as a One-shot timer that will expire in 4.00 seconds
        Trigger - Turn on CW caster move <gen>
        Trigger - Turn on CW target slide <gen>
        Custom script: call RemoveLocation (udg_CWTargLoc)



CW target slide
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Set CWTargLoc = (Position of CWTarg)
        Set CWSlide = (CWTargLoc offset by 15.00 towards CWAngle degrees)
        Unit - Move CWTarg instantly to CWSlide
        Custom script: call RemoveLocation (udg_CWTargLoc)
        Custom script: call RemoveLocation (udg_CWSlide)



CW caster move
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        Set CWTargLoc = (Position of CWTarg)
        Set CWDamage = (((Random integer number between 20 and 30) x (Level of Crescent Wind  for CWCaster)) + (Random integer number between 0 and 50))
        Unit - Cause CWCaster to damage CWTarg, dealing (Real(CWDamage)) damage of attack type Spells and damage type Normal
        Floating Text - Create floating text that reads ((String(CWDamage)) + !) above CWTarg with Z offset 0.00, using font size 10.00, color (100.00%, 10.00%, 10.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        Unit - Create 1 Blink Dummy for (Owner of CWCaster) at CWCasterLoc facing Default building facing (270.0) degrees
        Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
        Set CWCasterMovePt = (CWTargLoc offset by 150.00 towards (Random angle) degrees)
        Unit - Move CWCaster instantly to CWCasterMovePt
        Set CWCasterLoc = CWCasterMovePt
        Set CWAngle = (Angle from CWCasterLoc to CWTargLoc)
        Unit - Make CWCaster face CWAngle over 0.00 seconds
        Animation - Play CWCaster's spell slam animation
        Unit - Create 1 Blink Dummy for (Owner of CWCaster) at CWCasterLoc facing Default building facing (270.0) degrees
        Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire CWTarg
        Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
        Custom script: call RemoveLocation (udg_CWTargLoc)
        Custom script: call RemoveLocation (udg_CWCasterMovePt)
        Custom script: call RemoveLocation (udg_CWCasterLoc)



CW end
    Events
        Time - CWTimer expires
    Conditions
    Actions
        Trigger - Turn off CW caster move <gen>
        Trigger - Turn off CW target slide <gen>
 

waaaks!

Zinctified
Reaction score
256
u used WEU right?
so is there any WEU functions u used?

its better to use normal WE, because some people here dont use WEU because of the bugs

oh yeah, how about screenshots?
 

Flare

Stops copies me!
Reaction score
662
ty, crescent wind is probably my fave (blink FX makes it look ownage). i must admit, the blademaster's ultimate is absolutely worthless for dealing damage unless the central bladestorm is near the unit, the dummies only deal about 1/4 of the DPS lol

edit: new ver uploaded, changed crescent wind slightly so that it wud stop if the 4 sec timer expires OR the target unit dies (slight bug though, i cant reset the units animation with the ending triggers, i tried 'Reset CWCaster's animation' but the unit wont go back to normal...)
 

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*bumpety bump* working on a slightly different version of crescent wind, assuming you have tried the demo. im gonna make it in normal WE as someone advised (i think). its pretty much an omnislash (teleports around hitting random uniuts X times if you dont kno) BUT with the added element of random knockback distance *between 50 and 300-400 probably* AND it will have an alternate spell to go with it which casts shadow strike on every unit hit by the most recently cast omnislash
(must be cast within 10 seconds though, otherwise the group will be removed so there will be nothing to do cept waste mana/cooldown :p) wont be able to make it for a few days (waiting for new PC rather than spending time trying to keep all the maps backed up etc) so watch this space ^^
 
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    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
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    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
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    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
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    Happy Thursday!
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  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
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    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
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    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
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    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
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    Power back on finally - all is good here no damage
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    Happy Friday!
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