Spellpack RMX GUI MUI Spellpack ( BLADE )

RMX

New Member
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8
GUI/JASS : GUI
MUI/NOT : 100% MUI
Lagless : OFC ..... YES !
Leaks : No ! Ban me if it does :p

NOTE : can be opened in the normal WE and u can do anything u want with it ;)

Well this is my first time Uploading a Spellpack or even a spell on this SITE .

I hope this Spellpack gets approved, also i need Feedback and comments :)

Fist Spell...
Blade Toss : The hero Tosses a blade or Boomerang at his facing angle dealing to all units that are in hit 100 damage also when it reaches 1000 range the boomerang comes back to the hero Again dealing to all units 100 damage that comes in contact with it.

Second Spell...
Siphone Blade : Gives the hero a buff for an amount of time and each time the hero hits an enemy unit he will knockback that unit for amount of distance.

Third Spell...
Wind Strike : An omnishlash kind of abilitie . ^^

Fourth Spell...
Blade Shock : Lich's ULTI in dota but with another missile an the missile comes back to the hero.

Fifth Spell...
Time tavel or something : The hero charges to a targeted area at light speed or Something :/

Six Spell...
BackDown : The hero knock all units around him ... a simple groupy knockback :p with some eyecandy ofc :)

ALSO the Pic contains the BLADE TOSS ability .........

I hope u enjoy my Spellpack -RMX-
 

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Dirac

22710180
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147
Your spells are Not MUI, turning on/off the periodic triggers screws everything up

EDIT: i just said this because i read it on a MUI guide (periodic events turned off/on are not mui)
 

RMX

New Member
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>>Your spells are Not MUI, turning on/off the periodic triggers screws everything up <<

Ever heard of indexing, My spells are 100% MUI, i even put 3 heroes in the map to try if they are MUI or not.

Try them out then Comment OKAY !
 

RMX

New Member
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I know they are MUI i'm a pro at trigers !!! and they can be fit to any map becoz they don't use custom Values like other spells in this site .... Example : many of tinki spells are MUI i but they use custom values and some maps uses custom values so it will screw everything .... UP .
 

Romek

Super Moderator
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963
Quit the flaming - I removed a few aggressive posts.

Post the triggers.
 

Immolation

Member
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20
Your spells look unprofessional(due to your grammar in the tooltips) but good. The effects are not overdone, and the spells are pretty nice overall.

The only (main) problem I found in the spells were creativity.

-Blade Toss is pretty common nowadays(I already see it in many maps).

-Backdown is a pretty "new" one, but the concept is too basic(even newbs like me can do it).

-Time Travel=Time Walk(DotA), but this one deals damage instead of slowing, and the invisibility factor is pretty useless(actually it feels pretty dumb to receive damage while an invisible unit dashes over you).

-Wind Slash=Omnislash(This one's from DotA too). This one is extremely common. I mean, everyone makes it. Stop. Please. (only thing that differs this one from other Omnislashes is that there's no target).

-Siphon Blade=Finally a creative spell. Everything is fine with this one but one thing. Increase the attack speed is a complete failure, since whenever you attack the enemies get knocked away. Either make the spell increase move speed and not attack speed, or remove the whole bonus. It's fine even without the attack bonus and only the knockback.

-Blade Shock=Chain Frost(DotA again -.-) Chain spells are popping out of nowhere these days... :D


If I had to vote, I'll give your spells a:

Code: 9/10
Eye-candy: 9/10
Professionality: 4/10
Creativity: 6/10

Total: 28/40=7/10


P.S.:
Stop.
Making.
DotA.
Spells.
Pwease.
 

_whelp

New Member
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54
Invisibility != Intangibility

Good spells though...

and don't get too freaked if someone tells you something that's not related to your spell.
 

Kenny

Back for now.
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If you want to get this approved, I suggest you make the formatting on the first post a bit nicer, and describe the spells in more detail.

Also:

Post the triggers.

So that we can check them out. It will also get this approved faster.

Until I see the codes, these look pretty interesting, so nice job. :)
 

RMX

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Well i'm in a computer that is far away from a warcraft game sorry no codes just download the map ;)
 

Kenny

Back for now.
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I'm not going to download the map, as I am on a computer that does not currently have wc3 also.

It was just a suggestion, that when you do get on a computer with wc3, update this thread.

Also, its kind of a personal point of mine to not download makes with GUI triggering, unless it is ridiculously exceptional, as GUI is just yuck anyway.

If you can prove your spells are exceptionally triggered (by posting the codes), then I may download the map.
 

RMX

New Member
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Well u can see at hiveworkshop.com that it has been downloaded alot without showing the code .........

Also i'm learning JASS but still too nooby i just can make a SWAP ability :(

And to be sure that it's leakless and famous enuff i will link u to all my spellpacks.... at hive..

http://www.hiveworkshop.com/forums/spells.php?d=list&r=20&u=Rmx

You can see my first JASS spell it's located in Random spellpack going to update it soon..

coz it uses BJ .. ;P
 

RMX

New Member
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8
"""BUMP TO THE BUMP""" now every body say BUMP .... *** and the Crowd gows wild *** and says """ BUMO to the BUMP ... Bump to the Bump """

Aprrove this Spellpack !!!
 

BlackRose

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progressbar.php

...Post the code. People don't like downloading (well, me in that case).
For you:
(I've attached it into text for you)
Blade Toss
Trigger:
  • Blade Toss On
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blade Toss
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Cybers) Equal to 0
        • Then - Actions
          • Trigger - Turn on Blade Toss Loop &lt;gen&gt;
        • Else - Actions
      • Set Time5 = (Time5 + 1)
      • Set Man[Time5] = (Casting unit)
      • Set ManPoint[1] = (Position of Man[Time5])
      • Set ManPoint[2] = (Target point of ability being cast)
      • Set ManAngel[Time5] = (Angle from ManPoint[1] to ManPoint[2])
      • Set ManDistance[Time5] = 1000.00
      • Set ManSpeed[Time5] = 22.00
      • Set ManDamage[Time5] = 100.00
      • Unit - Create 1 Blade Dummy for (Owner of Man[Time5]) at ManPoint[1] facing ManAngel[Time5] degrees
      • Set Cyber[Time5] = (Last created unit)
      • Unit Group - Add Cyber[Time5] to Cybers
      • Custom script: call RemoveLocation(udg_ManPoint[1])
      • Custom script: call RemoveLocation(udg_ManPoint[2])
Trigger:
  • Blade Toss Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Loop5) from 1 to Time5, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Cyber[Loop5] is in Cybers) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • X[Loop5] Equal to 0
                • Then - Actions
                  • Set ManPoint[1] = (Position of Cyber[Loop5])
                  • Set ManPoint[2] = (ManPoint[1] offset by ManSpeed[Loop5] towards ManAngel[Loop5] degrees)
                  • Unit - Move Cyber[Loop5] instantly to ManPoint[2]
                  • Set DCyber[Loop5] = (Units within 60.00 of ManPoint[1] matching (((Owner of (Matching unit)) Not equal to (Owner of Man[Loop5])) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is in DamagedCybers[Loop5]) Equal to False))))
                  • Unit Group - Pick every unit in DCyber[Loop5] and do (Actions)
                    • Loop - Actions
                      • Unit Group - Add (Picked unit) to DamagedCybers[Loop5]
                      • Unit - Cause Man[Loop5] to damage (Picked unit), dealing ManDamage[Loop5] damage of attack type Spells and damage type Normal
                      • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
                      • Special Effect - Destroy (Last created special effect)
                  • Custom script: call DestroyGroup(udg_DCyber[udg_Loop5])
                  • Destructible - Pick every destructible within 80.00 of ManPoint[1] and do (Actions)
                    • Loop - Actions
                      • Destructible - Kill (Picked destructible)
                  • Custom script: call RemoveLocation(udg_ManPoint[1])
                  • Custom script: call RemoveLocation(udg_ManPoint[2])
                  • Set ManDistance[Loop5] = (ManDistance[Loop5] - ManSpeed[Loop5])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ManDistance[Loop5] Less than or equal to 0.00
                    • Then - Actions
                      • Set X[Loop5] = (X[Loop5] + 1)
                      • Unit Group - Remove all units from DamagedCybers[Loop5]
                    • Else - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • X[Loop5] Equal to 1
                    • Then - Actions
                      • Set ManPoint[3] = (Position of Man[Loop5])
                      • Set ManPoint[1] = (Position of Cyber[Loop5])
                      • Set ManAngel[Loop5] = (Angle from ManPoint[1] to ManPoint[3])
                      • Set ManPoint[2] = (ManPoint[1] offset by ManSpeed[Loop5] towards ManAngel[Loop5] degrees)
                      • Unit - Move Cyber[Loop5] instantly to ManPoint[2]
                      • Set ManAngel[Loop5] = 0.00
                      • Set DCyber[Loop5] = (Units within 60.00 of ManPoint[1] matching (((Owner of (Matching unit)) Not equal to (Owner of Man[Loop5])) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is in DamagedCybers[Loop5]) Equal to False))))
                      • Unit Group - Pick every unit in DCyber[Loop5] and do (Actions)
                        • Loop - Actions
                          • Unit Group - Add (Picked unit) to DamagedCybers[Loop5]
                          • Unit - Cause Man[Loop5] to damage (Picked unit), dealing ManDamage[Loop5] damage of attack type Spells and damage type Normal
                          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
                          • Special Effect - Destroy (Last created special effect)
                      • Custom script: call DestroyGroup(udg_DCyber[udg_Loop5])
                      • Destructible - Pick every destructible within 80.00 of ManPoint[1] and do (Actions)
                        • Loop - Actions
                          • Destructible - Kill (Picked destructible)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Distance between ManPoint[3] and ManPoint[1]) Less than or equal to 10.00
                        • Then - Actions
                          • Unit Group - Remove Cyber[Loop5] from Cybers
                          • Unit Group - Remove all units from DamagedCybers[Loop5]
                          • Unit - Add a 0.01 second Generic expiration timer to Cyber[Loop5]
                          • Set Cyber[Loop5] = No unit
                          • Set Man[Loop5] = No unit
                          • Set ManAngel[Loop5] = 0.00
                          • Set ManDistance[Loop5] = 0.00
                          • Set X[Loop5] = 0
                          • Set ManSpeed[Loop5] = 0.00
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Number of units in Cybers) Equal to 0
                            • Then - Actions
                              • Set Time5 = 0
                              • Trigger - Turn off Blade Toss Loop &lt;gen&gt;
                            • Else - Actions
                        • Else - Actions
                      • Custom script: call RemoveLocation(udg_ManPoint[1])
                      • Custom script: call RemoveLocation(udg_ManPoint[2])
                      • Custom script: call RemoveLocation(udg_ManPoint[3])
                    • Else - Actions
            • Else - Actions
Siphone Blade
Trigger:
  • Siphone Blade On
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacking unit) has buff Siphon Blade ) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Knockers) Equal to 0
        • Then - Actions
          • Trigger - Turn on Siphone Blade Loop &lt;gen&gt;
        • Else - Actions
      • Set Time2 = (Time2 + 1)
      • Set Hero2[Time2] = (Attacking unit)
      • Set UnitA[Time2] = (Attacked unit)
      • Unit Group - Add UnitA[Time2] to Knockers
      • Set Knock[Time2] = (Position of Hero2[Time2])
      • Set KnockP[1] = (Position of UnitA[Time2])
      • Set Angel[Time2] = (Angle from Knock[Time2] to KnockP[1])
      • Set SpeedKnock[Time2] = 12.00
      • Set KnockLevel[Time2] = (Level of Siphon Blade for Hero2[Time2])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • KnockLevel[Time2] Equal to 1
        • Then - Actions
          • Set DistanceKnock[Time2] = 150.00
          • Set Formula[Time2] = (DistanceKnock[Time2] / SpeedKnock[Time2])
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • KnockLevel[Time2] Equal to 2
            • Then - Actions
              • Set DistanceKnock[Time2] = 250.00
              • Set Formula[Time2] = (DistanceKnock[Time2] / SpeedKnock[Time2])
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • KnockLevel[Time2] Equal to 3
                • Then - Actions
                  • Set DistanceKnock[Time2] = 350.00
                  • Set Formula[Time2] = (DistanceKnock[Time2] / SpeedKnock[Time2])
                • Else - Actions
      • Set Hero2[Time2] = No unit
      • Custom script: call RemoveLocation(udg_Knock[1])
Trigger:
  • Siphone Blade Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Loop2) from 1 to Time2, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (UnitA[Loop2] is in Knockers) Equal to True
            • Then - Actions
              • Set KnockP[1] = (Position of UnitA[Loop2])
              • Set SpeedKnock[Loop2] = (DistanceKnock[Loop2] / Formula[Loop2])
              • Set SpeedKnock[Loop2] = (SpeedKnock[Loop2] + 1.00)
              • Set KnockP[2] = (KnockP[1] offset by SpeedKnock[Loop2] towards Angel[Loop2] degrees)
              • Unit - Move UnitA[Loop2] instantly to KnockP[2]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random integer number between 1 and 6) Equal to 1
                • Then - Actions
                  • Special Effect - Create a special effect at KnockP[1] using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
              • Destructible - Pick every destructible within 150.00 of KnockP[1] and do (Actions)
                • Loop - Actions
                  • Destructible - Kill (Picked destructible)
              • Custom script: call RemoveLocation(udg_Knock[1])
              • Custom script: call RemoveLocation(udg_Knock[2])
              • Set DistanceKnock[Loop2] = (DistanceKnock[Loop2] - SpeedKnock[Loop2])
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DistanceKnock[Loop2] Less than or equal to 3.00
                • Then - Actions
                  • Unit Group - Remove UnitA[Loop2] from Knockers
                  • Set SpeedKnock[Loop2] = 0.00
                  • Set KnockLevel[Loop2] = 0
                  • Set DistanceKnock[Loop2] = 0.00
                  • Set Formula[Loop2] = 0.00
                  • Set Angel[Loop2] = 0.00
                  • Custom script: call RemoveLocation(udg_Knock[udg_Loop2])
                  • Set UnitA[Loop2] = No unit
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in Knockers) Equal to 0
                    • Then - Actions
                      • Set Time2 = 0
                      • Trigger - Turn off Siphone Blade Loop &lt;gen&gt;
                    • Else - Actions
                • Else - Actions
            • Else - Actions
Wind Strike
Trigger:
  • Wind Strike On
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Wind Strike
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Slashers) Equal to 0
        • Then - Actions
          • Trigger - Turn on Wind Strike Loop &lt;gen&gt;
        • Else - Actions
      • Set Time3 = (Time3 + 1)
      • Set Hero3[Time3] = (Casting unit)
      • Unit - Pause Hero3[Time3]
      • Unit - Make Hero3[Time3] Invulnerable
      • Special Effect - Create a special effect attached to the chest of Hero3[Time3] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • Set Special[Time3] = (Last created special effect)
      • Set SlashLevel[Time3] = (Level of Wind Strike for Hero3[Time3])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SlashLevel[Time3] Equal to 1
        • Then - Actions
          • Set XSlash[Time3] = 3
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SlashLevel[Time3] Equal to 2
            • Then - Actions
              • Set XSlash[Time3] = 5
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SlashLevel[Time3] Equal to 3
                • Then - Actions
                  • Set XSlash[Time3] = 7
                • Else - Actions
      • Unit Group - Add Hero3[Time3] to Slashers
Trigger:
  • Wind Strike Loop
    • Events
      • Time - Every 0.45 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Loop3) from 1 to Time3, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero3[Loop3] is in Slashers) Equal to True
            • Then - Actions
              • Set SlashP[1] = (Position of Hero3[Loop3])
              • Set Slashed[Loop3] = (Units within 600.00 of SlashP[1] matching (((Owner of (Matching unit)) Not equal to (Owner of Hero3[Loop3])) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is in Slashers) Equal to False))))
              • Unit Group - Pick every unit in Slashed[Loop3] and do (Actions)
                • Loop - Actions
                  • Set XUnit[Loop3] = (Random unit from Slashed[Loop3])
              • Custom script: call DestroyGroup(udg_Slashed[udg_Loop3])
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (XUnit[Loop3] is alive) Equal to True
                • Then - Actions
                  • Animation - Play Hero3[Loop3]&#039;s Attack 2 animation
                  • Set SlashP[2] = (Position of XUnit[Loop3])
                  • Special Effect - Create a special effect attached to the chest of XUnit[Loop3] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Move Hero3[Loop3] instantly to SlashP[2], facing (Facing of XUnit[Loop3]) degrees
                  • Unit - Cause Hero3[Loop3] to damage XUnit[Loop3], dealing 100.00 damage of attack type Spells and damage type Normal
                  • Custom script: call RemoveLocation(udg_SlashP[2])
                  • Set XUnit[Loop3] = No unit
                • Else - Actions
                  • Set XSlash[Loop3] = 0
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • XSlash[Loop3] Equal to 0
                    • Then - Actions
                      • Unit Group - Remove Hero3[Loop3] from Slashers
                      • Unit - Unpause Hero3[Loop3]
                      • Unit - Make Hero3[Loop3] Vulnerable
                      • Special Effect - Destroy Special[Loop3]
                      • Set SlashLevel[Loop3] = 0
                      • Set XSlash[Loop3] = 0
                      • Animation - Reset Hero3[Loop3]&#039;s animation
                      • Set Hero3[Loop3] = No unit
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Number of units in Slashers) Equal to 0
                        • Then - Actions
                          • Set Time3 = 0
                          • Trigger - Turn off Wind Strike Loop &lt;gen&gt;
                        • Else - Actions
                    • Else - Actions
              • Custom script: call RemoveLocation(udg_SlashP[1])
              • Set XSlash[Loop3] = (XSlash[Loop3] - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • XSlash[Loop3] Equal to 0
                • Then - Actions
                  • Unit Group - Remove Hero3[Loop3] from Slashers
                  • Unit - Unpause Hero3[Loop3]
                  • Unit - Make Hero3[Loop3] Vulnerable
                  • Special Effect - Destroy Special[Loop3]
                  • Set SlashLevel[Loop3] = 0
                  • Set XSlash[Loop3] = 0
                  • Animation - Reset Hero3[Loop3]&#039;s animation
                  • Set Hero3[Loop3] = No unit
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in Slashers) Equal to 0
                    • Then - Actions
                      • Set Time3 = 0
                      • Trigger - Turn off Wind Strike Loop &lt;gen&gt;
                    • Else - Actions
                • Else - Actions
            • Else - Actions
Blade Shock
Trigger:
  • Blade Shock On
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blade Shock
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Jumper) Equal to 0
        • Then - Actions
          • Trigger - Turn on Blade Sock Loop &lt;gen&gt;
        • Else - Actions
      • Set Time4 = (Time4 + 1)
      • Set Hero4[Time4] = (Casting unit)
      • Set Targeted[Time4] = (Target unit of ability being cast)
      • Set BladeP[1] = (Position of Hero4[Time4])
      • Set BladeP[2] = (Position of Targeted[Time4])
      • Set Angels[Time4] = (Angle from BladeP[1] to BladeP[2])
      • Unit - Create 1 Blade Dummy for (Owner of Hero4[Time4]) at BladeP[1] facing Angels[Time4] degrees
      • Set Created[Time4] = (Last created unit)
      • Set Jumps[Time4] = 5
      • Set JumpSpeed[Time4] = 15.00
      • Set Return[Time4] = 0
      • Unit Group - Add Created[Time4] to Jumper
      • Custom script: call RemoveLocation(udg_BladeP[1])
      • Custom script: call RemoveLocation(udg_BladeP[2])
Trigger:
  • Blade Sock Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Loop4) from 1 to Time4, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Created[Loop4] is in Jumper) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Targeted[Loop4] is alive) Equal to True
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Return[Loop4] Equal to 0
                    • Then - Actions
                      • Set BladeP[3] = (Position of Targeted[Loop4])
                      • Set BladeP[1] = (Position of Created[Loop4])
                      • Set Angels[Loop4] = (Angle from BladeP[1] to BladeP[3])
                      • Set BladeP[2] = (BladeP[1] offset by JumpSpeed[Loop4] towards Angels[Loop4] degrees)
                      • Set JumpingDistance[Loop4] = (Distance between BladeP[1] and BladeP[3])
                      • Unit - Move Created[Loop4] instantly to BladeP[2]
                      • Set Angels[Loop4] = 0.00
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • JumpingDistance[Loop4] Less than 10.00
                        • Then - Actions
                          • Special Effect - Create a special effect at BladeP[3] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
                          • Special Effect - Destroy (Last created special effect)
                          • Unit - Cause Hero4[Loop4] to damage Targeted[Loop4], dealing 100.00 damage of attack type Spells and damage type Normal
                          • Set Choose[Loop4] = (Units within 500.00 of BladeP[1] matching (((Owner of (Matching unit)) Not equal to (Owner of Hero4[Loop4])) and ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to Targeted[Loop4]))))
                          • Unit Group - Pick every unit in Choose[Loop4] and do (Actions)
                            • Loop - Actions
                              • Set Targeted[Loop4] = No unit
                              • Set Targeted[Loop4] = (Random unit from Choose[Loop4])
                          • Custom script: call DestroyGroup(udg_Choose[udg_Loop4])
                          • Set Jumps[Loop4] = (Jumps[Loop4] - 1)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Jumps[Loop4] Equal to 0
                            • Then - Actions
                              • Set Return[Loop4] = (Return[Loop4] + 1)
                              • Set Targeted[Loop4] = Hero4[Loop4]
                            • Else - Actions
                        • Else - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Return[Loop4] Equal to 1
                        • Then - Actions
                          • Set BladeP[3] = (Position of Targeted[Loop4])
                          • Set BladeP[1] = (Position of Created[Loop4])
                          • Set Angels[Loop4] = (Angle from BladeP[1] to BladeP[3])
                          • Set BladeP[2] = (BladeP[1] offset by JumpSpeed[Loop4] towards Angels[Loop4] degrees)
                          • Set JumpingDistance[Loop4] = (Distance between BladeP[1] and BladeP[3])
                          • Unit - Move Created[Loop4] instantly to BladeP[2]
                          • Set Angels[Loop4] = 0.00
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • JumpingDistance[Loop4] Less than or equal to 10.00
                            • Then - Actions
                              • Unit Group - Remove Created[Loop4] from Jumper
                              • Set Picked[Loop4] = No unit
                              • Set Hero4[Loop4] = No unit
                              • Set Targeted[Loop4] = No unit
                              • Set Angels[Loop4] = 0.00
                              • Unit - Add a 0.01 second Generic expiration timer to Created[Loop4]
                              • Set Created[Loop4] = No unit
                              • Set JumpSpeed[Loop4] = 0.00
                              • Set Jumps[Loop4] = 0
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Number of units in Jumper) Equal to 0
                                • Then - Actions
                                  • Set Time4 = 0
                                  • Trigger - Turn off Blade Sock Loop &lt;gen&gt;
                                • Else - Actions
                            • Else - Actions
                          • Custom script: call RemoveLocation(udg_BladeP[3])
                          • Custom script: call RemoveLocation(udg_BladeP[1])
                          • Custom script: call RemoveLocation(udg_BladeP[2])
                        • Else - Actions
                  • Custom script: call RemoveLocation(udg_BladeP[3])
                  • Custom script: call RemoveLocation(udg_BladeP[1])
                  • Custom script: call RemoveLocation(udg_BladeP[2])
                • Else - Actions
                  • Set Return[Loop4] = 1
                  • Set Targeted[Loop4] = Hero4[Loop4]
            • Else - Actions
Backdown
Trigger:
  • Split Knock On
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to BackDown
    • Actions
      • -------- WE SHALL START --------
      • -------- Ignore that NOW OKAY u will figure it out when u read all the documentation down ! --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ONLINE Equal to 0
        • Then - Actions
          • Trigger - Turn on Split Knock Loop &lt;gen&gt;
        • Else - Actions
      • -------- First we got to put the number of units casting the spell each time the spell is casted the index increase by 1 --------
      • Set Time6 = (Time6 + 1)
      • -------- The times the Knockback is running for knowing when to turn off all the triger --------
      • Set ONLINE = (ONLINE + 1)
      • -------- The hero Indexed each time he cates a spell --------
      • Set HERO6[Time6] = (Casting unit)
      • -------- The Position of the hero indexed --------
      • Set SplitAL[Time6] = (Position of HERO6[Time6])
      • -------- The distance of the Knockback --------
      • Set SplitDistance[Time6] = 400.00
      • -------- The speed of the Knockback --------
      • Set SplitSpeed[Time6] = 18.00
      • -------- The Almighty formula that makes a smooth knockback --------
      • Set SplitFormula[Time6] = (SplitDistance[Time6] / SplitSpeed[Time6])
      • -------- EYE CANDY --------
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set Eye[1] = (Position of HERO6[Time6])
          • Set Eye[2] = (Eye[1] offset by 300.00 towards (72.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Blade Dummy for (Owner of HERO6[Time6]) at Eye[2] facing (Distance between Eye[1] and SplitAL[Time6]) degrees
          • Unit - Hide (Last created unit)
          • Animation - Change (Last created unit) flying height to 1100.00 at 1000000000.00
          • Unit - Add Chain Lightning to (Last created unit)
          • Unit - Add a (Random real number between 0.90 and 1.35) second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning HERO6[Time6]
          • Custom script: call RemoveLocation(udg_Eye[1])
          • Custom script: call RemoveLocation(udg_Eye[2])
      • -------- NOW picking the group around the indexed hero[1 or 2 or 3] this indexing --------
      • Set ALLSPLIT[Time6] = (Units within 400.00 of SplitAL[Time6] matching (((Owner of (Matching unit)) Not equal to (Owner of HERO6[Time6])) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is Magic Immune) Equal to False))))
Trigger:
  • Split Knock Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • -------- That MUI now we Start --------
      • For each (Integer Loop6) from 1 to Time6, do (Actions)
        • Loop - Actions
          • -------- Picking the added unit so we can knockback them --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SplitDistance[Loop6] Less than or equal to 0.00
            • Then - Actions
              • Custom script: call DestroyGroup(udg_ALLSPLIT[udg_Loop6])
              • -------- Just replace Time6 with Loop 6 for all it&#039;s very simpel --------
              • Set HERO6[Loop6] = No unit
              • Set SplitDistance[Loop6] = 0.00
              • Set SplitFormula[Loop6] = 0.00
              • Set SplitSpeed[Loop6] = 0.00
              • Custom script: call RemoveLocation(udg_SplitAL[udg_Loop6])
              • -------- Cheking if there are more knockback effects --------
              • Set ONLINE = (ONLINE - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ONLINE Equal to 0
                • Then - Actions
                  • -------- REMOVED ALL UNITS AND READY TO START AGAIN SIR ! --------
                  • Set Time6 = 0
                  • Trigger - Turn off Split Knock Loop &lt;gen&gt;
                • Else - Actions
            • Else - Actions
              • Unit Group - Pick every unit in ALLSPLIT[Loop6] and do (Actions)
                • Loop - Actions
                  • -------- You now the rest --------
                  • Set SplitP[1] = (Position of (Picked unit))
                  • -------- YA the most importand part for smooth Knockback --------
                  • Set SplitSpeed[Loop6] = (SplitDistance[Loop6] / SplitFormula[Loop6])
                  • -------- Make it not reach ZERO or the triger will still run to infinity --------
                  • Set SplitSpeed[Loop6] = (SplitSpeed[Loop6] + 0.50)
                  • Set SplitP[2] = (SplitP[1] offset by SplitSpeed[Loop6] towards (Angle from SplitAL[Loop6] to SplitP[1]) degrees)
                  • -------- Move the Damn UNIT --------
                  • Unit - Move (Picked unit) instantly to SplitP[2]
                  • Destructible - Pick every destructible within 150.00 of SplitP[1] and do (Actions)
                    • Loop - Actions
                      • Destructible - Kill (Picked destructible)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Random integer number between 1 and 6) Equal to 3
                    • Then - Actions
                      • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
                  • -------- Cleaning And shit --------
                  • Custom script: call RemoveLocation(udg_SplitP[1])
                  • Custom script: call RemoveLocation(udg_SplitP[2])
          • -------- Reducing distance and everything bla bla bla --------
          • Set SplitDistance[Loop6] = (SplitDistance[Loop6] - SplitSpeed[Loop6])
 
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