Spellpack Return, Armor Crush and Forge Master

Earlenlajnen

Member
Reaction score
10
Details
All these Spells are made in GUI.
Armor Crush and Forge Master are MUI
I tried to make them unique and original.
All spells should be leakless. If you find something weird, give me a shout.

This Spellpack Contains:
  • Return
  • Armor Crush
  • Forge Master


Return


Target Type: Single Allied/Enemy Unit

MUI: Sadly no.

Description:
The Mountain King teleports himself to an allied unit or teleports an enemy unit to him. Heals allied units for 5% of their max health and stuns enemy units for 2 seconds.

Level 1: 35 second cooldown and 700 range
Level 2: 30 second cooldown and 800 range
Level 3: 25 second cooldown and 900 range
Level 4: 20 second cooldown and 1000 range

Notes:
0.1 seconds wait makes it not MUI. It's there to create a cooldown when being teleported.


Code:

Trigger:
  • Unit - A unit Starts the effect of an ability
    • (Ability being cast) Equal to Return
    • Set RCaster = (Triggering unit)
    • Set RTarget = (Target unit of ability being cast)
    • Set RHeal = 20.00
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (RTarget belongs to an enemy of (Owner of RCaster)) Equal to True
      • Then - Actions
        • Set RPoint = (Position of RCaster)
        • Unit - Move RTarget instantly to RPoint
        • Unit - Create 1 Dummy Unit for (Owner of RCaster) at RPoint facing Default building facing degrees
        • Unit - Add Stun to (Last created unit)
        • Unit - Order (Last created unit) to Neutral - Firebolt RTarget
        • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        • Special Effect - Create a special effect attached to the origin of RTarget using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
        • Special Effect - Destroy (Last created special effect)
      • Else - Actions
        • Wait 0.05 seconds
        • Set RPoint = (Position of RTarget)
        • Unit - Move RCaster instantly to RPoint
        • Special Effect - Create a special effect attached to the origin of RCaster using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
        • Special Effect - Destroy (Last created special effect)
        • Unit - Set life of RTarget to ((Life of RTarget) + ((Max life of RTarget) / RHeal))
        • Special Effect - Create a special effect attached to the origin of RTarget using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
        • Special Effect - Destroy (Last created special effect)
    • Custom script: set udg_RCaster = null
    • Custom script: set udg_RTarget = null
    • Custom script: call RemoveLocation (udg_RPoint)

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Armor Crush

Target Type: AoE Enemy Unit

MUI: Yes.

Description:
The Mountain King slams the ground, crushing nearby enemies armor and ignites them. Has a 40% chance to do extra damage. Also deals 8 damage per second to ignited targets and reduces their armor by 10. Interupts enemy spell casting.

Level 1: 50 damage, chance to 2 times normal damage.
Level 2: 100 damage, chance to 2 times normal damage.
Level 3: 150 damage, chance to 3 times normal damage.
Level 4: 200 damage, chance to 3 times normal damage.

Notes:
Targets Wards
Attack Type Spells and Damage Type Normal


Code:

Trigger:
  • Unit - A unit Starts the effect of an ability
    • (Ability being cast) Equal to Armor Crush
    • Set ACLevelDamage = 50.00
    • Set ACPoint = (Position of (Triggering unit))
    • Set ACGroup = (Units within 350.00 of ACPoint matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
    • Set ACLevel = (Level of Armor Crush for (Triggering unit))
    • Unit Group - Pick every unit in ACGroup and do (Actions)
      • Loop - Actions
        • Custom script: local unit udg_ACUnit
        • Set ACUnit = (Picked unit)
        • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at ACPoint facing Default building facing degrees
        • Unit - Add Armor Reduction to (Last created unit)
        • Unit - Order (Last created unit) to Human Priest - Inner Fire ACUnit
        • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Random integer number between 1 and 100) Less than or equal to 40
          • Then - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ACLevel Less than or equal to 2
              • Then - Actions
                • Set ACDamage = (ACLevelDamage x (Real(ACLevel)))
                • Set ACDamage = (ACDamage x 2.00)
                • Unit - Cause (Triggering unit) to damage ACUnit, dealing ACDamage damage of attack type Spells and damage type Normal
                • Special Effect - Create a special effect attached to the chest of ACUnit using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
                • Special Effect - Destroy (Last created special effect)
                • Special Effect - Create a special effect attached to the chest of ACUnit using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
                • Special Effect - Destroy (Last created special effect)
              • Else - Actions
                • Set ACDamage = (ACLevelDamage x (Real(ACLevel)))
                • Set ACDamage = (ACDamage x 3.00)
                • Unit - Cause ACUnit to damage (Picked unit), dealing ACDamage damage of attack type Spells and damage type Normal
                • Special Effect - Create a special effect attached to the chest of ACUnit using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
                • Special Effect - Destroy (Last created special effect)
                • Special Effect - Create a special effect attached to the chest of ACUnit using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
                • Special Effect - Destroy (Last created special effect)
          • Else - Actions
            • Set ACDamage = (ACLevelDamage x (Real(ACLevel)))
            • Unit - Cause ACUnit to damage (Picked unit), dealing ACDamage damage of attack type Spells and damage type Normal
            • Special Effect - Create a special effect attached to the chest of ACUnit using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
            • Special Effect - Destroy (Last created special effect)
        • Custom script: set udg_ACUnit = null
        • Custom script: call RemoveLocation (udg_ACPoint)
        • Custom script: call DestroyGroup (udg_ACGroup)

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Forge Master

Target Type: AoE Enemy Hero

MUI: Yes.

Description:
Deals damage to nearby enemy heroes when they use an item and has a precentege chance to destroy the used item. Deals 60 base damage.

Level 1: Deals 15 times the item level in damage and has a 6% chance to destroy it.
Level 2: Deals 30 times the item level in damage and has a 7% chance to destroy it.
Level 3: Deals 45 times the item level in damage and has a 8% chance to destroy it.
Level 4: Deals 60 times the item level in damage and has a 9% chance to destroy it.

Notes:
If the items is purchasable or charged there is a 20% chance to destroy it.
Attack Type Spells and Damage Type Fire


Code:

Trigger:
  • Unit - A unit Uses an item
    • ((Triggering unit) is A Hero) Equal to True
    • Set FMLevelDamage = 15.00
    • Set FMBaseDamage = 60.00
    • Set FMPoint = (Position of (Triggering unit))
    • Set FMHeroes = (Units within 700.00 of FMPoint matching ((((Matching unit) is A Hero) Equal to True) and ((((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to True) and ((Unit-type of (Matching unit)) Equal to Mountain King))))
    • Unit Group - Pick every unit in FMHeroes and do (Actions)
      • Loop - Actions
        • Set FMItem = (Item being manipulated)
        • Set FMLevel = (Level of Forge Master for (Picked unit))
        • Set FMItemLevel = (Item level of FMItem)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • FMLevel Greater than 0
          • Then - Actions
            • Unit - Cause (Picked unit) to damage (Triggering unit), dealing (FMBaseDamage + ((FMLevelDamage x (Real(FMLevel))) x (Real(FMItemLevel)))) damage of attack type Spells and damage type Fire
            • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
            • Special Effect - Destroy (Last created special effect)
            • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
            • Special Effect - Destroy (Last created special effect)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Item-class of FMItem) Not equal to Charged
                • (Item-class of FMItem) Not equal to Purchasable
              • Then - Actions
                • If ((Random integer number between 1 and 100) Less than or equal to (5 + FMLevel)) then do (Item - Remove FMItem) else do (Do nothing)
              • Else - Actions
                • If ((Random integer number between 1 and 100) Less than or equal to 20) then do (Item - Remove FMItem) else do (Do nothing)
          • Else - Actions
    • Custom script: call RemoveLocation (udg_FMPoint)
    • Custom script: call DestroyGroup (udg_FMHeroes)

Credits:
JASS:
Tinki3: Spellmap Template
FrIkY: Icon for Forge Master


Offtopic: How do i Insert pictures from my harddrive in to the text?
 

Attachments

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BlackRose

Forum User
Reaction score
239
[noparse]
[/noparse]

Did you read rules? You have to paste the code under each spell so it's easier for people to check.

After testing the spells, they are awfully simple, Return is essentially a Blink.
Armor Crush is a mini-stun area armor reduction spell.
While Forge Master? I couldn't find any items to test [I'm lazy to add my own].
 

Earlenlajnen

Member
Reaction score
10
Sorry for not adding code. Should have done it immediatly but you know: blah blah first submission and all that. Tinki3 never seemed to add his code in his spells... whatever :p.

Whats wrong with simple? I tried to come up with somehting simple yet unique.

I may admit return is kinda easy and very much a blink ability. But the idea of this spell was to give the hero an ability so that he could blink enemies to him and do some damage with the stun or assist his allies with the miniheal.

Armor Crush reduces armor, causes damage, creates a ministun, gives a dps debuff and has a 40% chance do cause 2 or 3 times the normal damage. Not just a ministun.

I actually customized the map and added heroes with items to the left and right of the map! You don't have to add items on your own to test Forge Master.

Anyway, thanks for replying at least :eek:. If you guys want better spells I will have to come up with something better...
At least i know what the standard is now.
 

BlackRose

Forum User
Reaction score
239
I actually customized the map and added heroes with items to the left and right of the map! You don't have to add items on your own to test Forge Master.

You'll have to excuse my general lazyness in searching :)
I just don't tend to go test the spell out more than once if it doesn't seem interesting.
 

Earlenlajnen

Member
Reaction score
10
Well do you have suggestions for an "interesting" spell then?
If I can do it i would love to create it!
 

Darthfett

Aerospace/Cybersecurity Software Engineer
Reaction score
615
The included code is not strictly copied and pasted from the game (you can get this code by right-clicking the trigger name and selecting "Copy As Text").

Also, I don't believe we approve scripts with pseudo local variables (global shadowing), as seen here:

Trigger:
  • Custom script: local unit udg_ACUnit
    • Set ACUnit = (Picked unit)


Due to the lack of a wait, this is also unnecessary.

I'm going to graveyard this until these issues are addressed.
 
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