Spellpack Storm Spirit [Raijin Thunderkeg]

popo80000

New Member
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[V.4 (Raijin Thunderkeg)]

-Includes all abilities of Storm Spirit from DotA.
-Leakless,GUI, MUI and Lagless
-Import Difficulty : EASY

Abilities:
Static Remnant
StaticRemnant.jpg

Trigger:
  • Static Remnant
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Static Remnant
    • Actions
      • Set StaticRemnant_Counts = (StaticRemnant_Counts + 1)
      • Set StaticRemnant_Caster[StaticRemnant_Counts] = (Casting unit)
      • Set StaticRemnant_CasterLoc = (Position of StaticRemnant_Caster[StaticRemnant_Counts])
      • Set StaticRemnant_LightningEffects[StaticRemnant_Counts] = 0.00
      • Animation - Play StaticRemnant_Caster[StaticRemnant_Counts]'s spell animation
      • Special Effect - Create a special effect at StaticRemnant_CasterLoc using Abilities\Spells\Orc\LightningShield\LightningShieldTarget.mdl
      • Set StaticRemnant_SE[StaticRemnant_Counts] = (Last created special effect)
      • Unit - Create 1 Dummy for (Owner of StaticRemnant_Caster[StaticRemnant_Counts]) at StaticRemnant_CasterLoc facing (Facing of StaticRemnant_Caster[StaticRemnant_Counts]) degrees
      • Animation - Change (Last created unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
      • Unit - Set the custom value of (Last created unit) to StaticRemnant_Counts
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit Group - Add (Last created unit) to StaticRemnant_StartGroup
      • Custom script: call RemoveLocation (udg_StaticRemnant_CasterLoc)

Trigger:
  • Static Remnant Start
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is in StaticRemnant_StartGroup) Equal to True
    • Actions
      • Unit Group - Pick every unit in StaticRemnant_StartGroup and do (Actions)
        • Loop - Actions
          • Set StaticRemnant_CustomValue = (Custom value of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Dying unit) Equal to (Picked unit)
            • Then - Actions
              • Special Effect - Destroy StaticRemnant_SE[StaticRemnant_CustomValue]
              • Set StaticRemnant_Point[1] = (Position of (Picked unit))
              • Special Effect - Create a special effect at StaticRemnant_Point[1] using Abilities\Weapons\Bolt\BoltImpact.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Create 1 Static Remnant for (Owner of StaticRemnant_Caster[StaticRemnant_CustomValue]) at StaticRemnant_Point[1] facing (Facing of (Picked unit)) degrees
              • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 30.00% transparency
              • Unit - Set the custom value of (Last created unit) to StaticRemnant_CustomValue
              • Unit Group - Add (Last created unit) to StaticRemnant_DummyGroup
              • Unit - Add a 12.00 second Generic expiration timer to (Last created unit)
              • Unit Group - Remove (Picked unit) from StaticRemnant_StartGroup
              • Trigger - Turn on Static Remnant Damage <gen>
              • Custom script: call RemoveLocation (udg_StaticRemnant_Point[1])
            • Else - Actions

Trigger:
  • Static Remnant Damage
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in StaticRemnant_DummyGroup and do (Actions)
        • Loop - Actions
          • Set StaticRemnant_CustomValue2 = (Custom value of (Picked unit))
          • Set StaticRemnant_Point[2] = (Position of (Picked unit))
          • Set StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] = (StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] + 0.10)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] Greater than or equal to 0.50
            • Then - Actions
              • Set StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] = 0.00
              • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
          • Set StaticRemnant_UnitGroup[1] = (Units within 235.00 of StaticRemnant_Point[2] matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of StaticRemnant_Caster[StaticRemnant_CustomValu
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in StaticRemnant_UnitGroup[1]) Greater than 0
            • Then - Actions
              • Special Effect - Create a special effect at StaticRemnant_Point[2] using Abilities\Weapons\Bolt\BoltImpact.mdl
              • Special Effect - Destroy (Last created special effect)
              • Set StaticRemnant_Unit = (Picked unit)
              • Set StaticRemnant_UnitGroup[2] = (Units within 260.00 of StaticRemnant_Point[2] matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of StaticRemnant_Caster[StaticRemnant_CustomValu
              • Unit Group - Pick every unit in StaticRemnant_UnitGroup[2] and do (Actions)
                • Loop - Actions
                  • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Cause StaticRemnant_Unit to damage (Picked unit), dealing (100.00 + (40.00 x (Real((Level of Static Remnant for StaticRemnant_Caster[StaticRemnant_CustomValue2]))))) damage of attack type Spells and damage type Normal
              • Unit Group - Remove (Picked unit) from StaticRemnant_DummyGroup
              • Unit - Remove (Picked unit) from the game
              • Custom script: call DestroyGroup (udg_StaticRemnant_UnitGroup[2])
            • Else - Actions
          • Custom script: call RemoveLocation (udg_StaticRemnant_Point[2])
          • Custom script: call DestroyGroup (udg_StaticRemnant_UnitGroup[1])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in StaticRemnant_DummyGroup) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions

Trigger:
  • Static Remnant End
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is in StaticRemnant_DummyGroup) Equal to True
    • Actions
      • Unit Group - Remove (Dying unit) from StaticRemnant_DummyGroup
      • Unit - Remove (Dying unit) from the game

Electric Vortex
ElectricVortex.jpg

Trigger:
  • Electric Vortex
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Target unit of ability being cast) is in ElectricVortex_CheckGroup) Not equal to True
      • (Ability being cast) Equal to Electric Vortex
    • Actions
      • Set ElectricVortex_Counts = (ElectricVortex_Counts + 1)
      • Set ElectricVortex_Caster[ElectricVortex_Counts] = (Casting unit)
      • Set ElectricVortex_CasterLoc = (Position of ElectricVortex_Caster[ElectricVortex_Counts])
      • Set ElectricVortex_Target[ElectricVortex_Counts] = (Target unit of ability being cast)
      • Set ElectricVortex_Distance[1] = 100.00
      • Set ElectricVortex_Distance[2] = 150.00
      • Set ElectricVortex_Distance[3] = 200.00
      • Set ElectricVortex_Distance[4] = 250.00
      • Set ElectricVortex_DistanceMoved[ElectricVortex_Counts] = 0.00
      • Unit - Create 1 Dummy for (Owner of ElectricVortex_Caster[ElectricVortex_Counts]) at ElectricVortex_CasterLoc facing Default building facing degrees
      • Unit - Add Electric Vortex Slow to (Last created unit)
      • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze ElectricVortex_Caster[ElectricVortex_Counts]
      • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Electric Vortex for (Owner of ElectricVortex_Caster[ElectricVortex_Counts]) at ElectricVortex_CasterLoc facing Default building facing degrees
      • Unit - Set level of Electric Vortex Dummy for (Last created unit) to (Level of Electric Vortex for ElectricVortex_Caster[ElectricVortex_Counts])
      • Unit - Order (Last created unit) to Human Dragonhawk Rider - Aerial Shackles ElectricVortex_Target[ElectricVortex_Counts]
      • Unit - Set the custom value of (Last created unit) to ElectricVortex_Counts
      • Unit - Turn collision for ElectricVortex_Target[ElectricVortex_Counts] Off
      • Unit Group - Add (Last created unit) to ElectricVortex_DummyGroup
      • Unit Group - Add ElectricVortex_Target[ElectricVortex_Counts] to ElectricVortex_CheckGroup
      • Unit - Remove Electric Vortex Caster buff from ElectricVortex_Target[ElectricVortex_Counts]
      • Custom script: call RemoveLocation (udg_ElectricVortex_CasterLoc)
      • Trigger - Turn on Electric Vortex Effects <gen>

Trigger:
  • Electric Vortex Effects
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in ElectricVortex_DummyGroup and do (Actions)
        • Loop - Actions
          • Set ElectricVortex_CustomValue = (Custom value of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (ElectricVortex_Target[ElectricVortex_CustomValue] is alive) Equal to True
            • Then - Actions
              • Set ElectricVortex_Point[1] = (Position of ElectricVortex_Target[ElectricVortex_CustomValue])
              • Set ElectricVortex_Point[2] = (Position of (Picked unit))
              • Set ElectricVortex_Angle = (Angle from ElectricVortex_Point[1] to ElectricVortex_Point[2])
              • Set ElectricVortex_Point[3] = (ElectricVortex_Point[1] offset by 2.00 towards ElectricVortex_Angle degrees)
              • Unit - Move ElectricVortex_Target[ElectricVortex_CustomValue] instantly to ElectricVortex_Point[3]
              • Set ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] = (ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] + 2.00)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] Greater than or equal to ElectricVortex_Distance[(Level of Electric Vortex for ElectricVortex_Caster[ElectricVortex_CustomValue])]
                • Then - Actions
                  • Unit - Turn collision for ElectricVortex_Target[ElectricVortex_CustomValue] On
                  • Unit Group - Remove (Picked unit) from ElectricVortex_DummyGroup
                  • Unit Group - Remove ElectricVortex_Target[ElectricVortex_CustomValue] from ElectricVortex_CheckGroup
                  • Unit - Remove (Picked unit) from the game
                • Else - Actions
              • Custom script: call RemoveLocation (udg_ElectricVortex_Point[1])
              • Custom script: call RemoveLocation (udg_ElectricVortex_Point[2])
              • Custom script: call RemoveLocation (udg_ElectricVortex_Point[3])
            • Else - Actions
              • Unit - Turn collision for ElectricVortex_Target[ElectricVortex_CustomValue] On
              • Unit Group - Remove (Picked unit) from ElectricVortex_DummyGroup
              • Unit Group - Remove ElectricVortex_Target[ElectricVortex_CustomValue] from ElectricVortex_CheckGroup
              • Unit - Remove (Picked unit) from the game
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in ElectricVortex_DummyGroup) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions

Overload
Overload.jpg

Trigger:
  • Overload Start
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Overload
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Learning Hero) is in Overload_StartGroup) Not equal to True
        • Then - Actions
          • Unit Group - Add (Learning Hero) to Overload_StartGroup
        • Else - Actions

Trigger:
  • Overload
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • ((Casting unit) is in Overload_StartGroup) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Ball Lightning
          • (Ability being cast) Equal to Electric Vortex
          • (Ability being cast) Equal to Static Remnant
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Casting unit) is in Overload_DamageStart) Not equal to True
        • Then - Actions
          • Unit Group - Add (Casting unit) to Overload_DamageStart
          • Set Overload_Point[1] = (Position of (Casting unit))
          • Unit - Create 1 Dummy for (Owner of (Casting unit)) at Overload_Point[1] facing Default building facing degrees
          • Unit - Add Overload Dummy to (Last created unit)
          • Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Casting unit)
          • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation (udg_Overload_Point[1])
        • Else - Actions

Trigger:
  • Overload Damage Start
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacked unit) is A structure) Not equal to True
      • ((Attacking unit) is in Overload_DamageStart) Equal to True
      • ((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacked unit) is in Overload_DamageGroup) Not equal to True
        • Then - Actions
          • Unit Group - Add (Attacked unit) to Overload_DamageGroup
          • Trigger - Add to Overload Damage <gen> the event (Unit - (Attacked unit) Takes damage)
        • Else - Actions

Trigger:
  • Overload Damage
    • Events
    • Conditions
      • ((Attacked unit) is in Overload_DamageGroup) Equal to True
      • ((Damage source) is in Overload_DamageStart) Equal to True
      • ((Damage source) has buff Overload ) Equal to True
    • Actions
      • Set Overload_Point[2] = (Position of (Attacked unit))
      • Special Effect - Create a special effect at Overload_Point[2] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set Overload_DamageSource = (Damage source)
      • Unit Group - Remove (Damage source) from Overload_DamageStart
      • Unit - Remove Overload buff from (Damage source)
      • Set Overload_UnitGroup = (Units within 300.00 of Overload_Point[2] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Damage source))) Equal to True))))
      • Unit Group - Pick every unit in Overload_UnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause Overload_DamageSource to damage (Picked unit), dealing (15.00 + (15.00 x (Real((Level of Overload for Overload_DamageSource))))) damage of attack type Spells and damage type Normal
          • Unit - Create 1 Dummy for (Owner of (Damage source)) at Overload_Point[2] facing Default building facing degrees
          • Unit - Add Overload Slow to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
          • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation (udg_Overload_Point[2])
      • Custom script: call DestroyGroup (udg_Overload_UnitGroup)

Ball Lightning
BallLightning.jpg

Trigger:
  • Ball Lightning
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ball Lightning
    • Actions
      • Set BallLightning_Counts = (BallLightning_Counts + 1)
      • Set BallLightning_Caster[BallLightning_Counts] = (Casting unit)
      • Unit - Set mana of BallLightning_Caster[BallLightning_Counts] to ((Mana of BallLightning_Caster[BallLightning_Counts]) - (15.00 + (0.07 x (Max mana of BallLightning_Caster[BallLightning_Counts]))))
      • Set BallLightning_CasterLoc[BallLightning_Counts] = (Position of BallLightning_Caster[BallLightning_Counts])
      • Set BallLightning_TargetPoint[BallLightning_Counts] = (Target point of ability being cast)
      • Set BallLightning_Angle[BallLightning_Counts] = (Angle from BallLightning_CasterLoc[BallLightning_Counts] to BallLightning_TargetPoint[BallLightning_Counts])
      • Set BallLightning_Levels = (Level of Ball Lightning for BallLightning_Caster[BallLightning_Counts])
      • Set BallLightning_Speed[1] = 25.00
      • Set BallLightning_Speed[2] = 37.50
      • Set BallLightning_Speed[3] = 50.00
      • Set BallLightning_SpeedMove[BallLightning_Counts] = BallLightning_Speed[BallLightning_Levels]
      • Set BallLightning_Distance[BallLightning_Counts] = (Distance between BallLightning_CasterLoc[BallLightning_Counts] and BallLightning_TargetPoint[BallLightning_Counts])
      • Set BallLightning_DistanceMoved[BallLightning_Counts] = 0.00
      • Set BallLightning_Damage[1] = 8.00
      • Set BallLightning_Damage[2] = 12.00
      • Set BallLightning_Damage[3] = 16.00
      • Set BallLightning_DamageRate[BallLightning_Counts] = BallLightning_Damage[BallLightning_Levels]
      • Set BallLightning_DamageDealt[BallLightning_Counts] = 0.00
      • Set BallLightning_DamageCount[BallLightning_Counts] = 0.00
      • Set BallLightning_AoE[1] = 150.00
      • Set BallLightning_AoE[2] = 225.00
      • Set BallLightning_AoE[3] = 300.00
      • Set BallLightning_AoEHit[BallLightning_Counts] = BallLightning_AoE[BallLightning_Levels]
      • Animation - Change BallLightning_Caster[BallLightning_Counts]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Unit - Create 1 Ball Lightning for (Owner of BallLightning_Caster[BallLightning_Counts]) at BallLightning_CasterLoc[BallLightning_Counts] facing BallLightning_Angle[BallLightning_Counts] degrees
      • Unit - Set the custom value of (Last created unit) to BallLightning_Counts
      • Unit Group - Add (Last created unit) to BallLightning_DummyGroup
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using war3mapImported\Static_Remnant_FX.mdx
      • Set BallLightning_SE[BallLightning_Counts] = (Last created special effect)
      • Unit - Turn collision for BallLightning_Caster[BallLightning_Counts] Off
      • Unit - Make BallLightning_Caster[BallLightning_Counts] Invulnerable
      • Lightning - Create a Forked Lightning lightning effect from source BallLightning_CasterLoc[BallLightning_Counts] to target BallLightning_CasterLoc[BallLightning_Counts]
      • Set BallLightning_Lightning[BallLightning_Counts] = (Last created lightning effect)
      • Trigger - Turn on Ball Lightning Move <gen>

Trigger:
  • Ball Lightning Move
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BallLightning_DummyGroup and do (Actions)
        • Loop - Actions
          • Set BallLightning_CustomValue = (Custom value of (Picked unit))
          • Set BallLightning_ManaUsed = (10.00 + (0.01 x (Max mana of BallLightning_Caster[BallLightning_CustomValue])))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Mana of BallLightning_Caster[BallLightning_CustomValue]) Greater than or equal to BallLightning_ManaUsed
            • Then - Actions
              • Set BallLightning_Point[1] = (Position of (Picked unit))
              • Set BallLightning_Point[2] = (BallLightning_Point[1] offset by BallLightning_SpeedMove[BallLightning_CustomValue] towards BallLightning_Angle[BallLightning_CustomValue] degrees)
              • Destructible - Pick every destructible within 100.00 of BallLightning_Point[2] and do (Actions)
                • Loop - Actions
                  • Destructible - Kill (Picked destructible)
              • Unit - Move (Picked unit) instantly to BallLightning_Point[2]
              • Custom script: call SetUnitX( udg_BallLightning_Caster[udg_BallLightning_CustomValue], GetLocationX( udg_BallLightning_Point[2] ) )
              • Custom script: call SetUnitY( udg_BallLightning_Caster[udg_BallLightning_CustomValue], GetLocationY( udg_BallLightning_Point[2] ) )
              • Lightning - Move BallLightning_Lightning[BallLightning_CustomValue] to source BallLightning_CasterLoc[BallLightning_Counts] and target BallLightning_Point[2]
              • Set BallLightning_DistanceMoved[BallLightning_CustomValue] = (BallLightning_DistanceMoved[BallLightning_CustomValue] + BallLightning_SpeedMove[BallLightning_CustomValue])
              • Set BallLightning_DamageCount[BallLightning_CustomValue] = (BallLightning_DamageCount[BallLightning_CustomValue] + BallLightning_SpeedMove[BallLightning_CustomValue])
              • Unit - Set mana of BallLightning_Caster[BallLightning_CustomValue] to ((Mana of BallLightning_Caster[BallLightning_CustomValue]) - (10.00 + (0.01 x (Max mana of BallLightning_Caster[BallLightning_CustomValue]))))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BallLightning_DamageCount[BallLightning_CustomValue] Greater than or equal to 100.00
                • Then - Actions
                  • Set BallLightning_DamageCount[BallLightning_CustomValue] = 0.00
                  • Set BallLightning_DamageDealt[BallLightning_CustomValue] = (BallLightning_DamageDealt[BallLightning_CustomValue] + BallLightning_DamageRate[BallLightning_CustomValue])
                • Else - Actions
              • Set BallLightning_UnitGroup = (Units within BallLightning_AoEHit[BallLightning_CustomValue] of BallLightning_Point[2] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is in BallLightning_HitGroup[BallLightning_CustomValue]) Not equal to True) and ((((M
              • Unit Group - Pick every unit in BallLightning_UnitGroup and do (Actions)
                • Loop - Actions
                  • Unit Group - Add (Picked unit) to BallLightning_HitGroup[BallLightning_CustomValue]
                  • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Cause BallLightning_Caster[BallLightning_CustomValue] to damage (Picked unit), dealing BallLightning_DamageDealt[BallLightning_CustomValue] damage of attack type Spells and damage type Normal
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BallLightning_DistanceMoved[BallLightning_CustomValue] Greater than or equal to BallLightning_Distance[BallLightning_CustomValue]
                • Then - Actions
                  • Unit - Make BallLightning_Caster[BallLightning_CustomValue] Vulnerable
                  • Lightning - Destroy BallLightning_Lightning[BallLightning_CustomValue]
                  • Unit - Turn collision for BallLightning_Caster[BallLightning_CustomValue] On
                  • Animation - Change BallLightning_Caster[BallLightning_CustomValue]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                  • Unit Group - Remove (Picked unit) from BallLightning_DummyGroup
                  • Unit - Remove (Picked unit) from the game
                  • Special Effect - Destroy BallLightning_SE[BallLightning_CustomValue]
                  • Custom script: call RemoveLocation (udg_BallLightning_CasterLoc[udg_BallLightning_CustomValue])
                  • Custom script: call DestroyGroup (udg_BallLightning_HitGroup[udg_BallLightning_CustomValue])
                • Else - Actions
              • Custom script: call RemoveLocation (udg_BallLightning_Point[1])
              • Custom script: call RemoveLocation (udg_BallLightning_Point[2])
              • Custom script: call DestroyGroup (udg_BallLightning_UnitGroup)
            • Else - Actions
              • Unit - Make BallLightning_Caster[BallLightning_CustomValue] Vulnerable
              • Lightning - Destroy BallLightning_Lightning[BallLightning_CustomValue]
              • Unit - Turn collision for BallLightning_Caster[BallLightning_CustomValue] On
              • Animation - Change BallLightning_Caster[BallLightning_CustomValue]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Unit Group - Remove (Picked unit) from BallLightning_DummyGroup
              • Unit - Remove (Picked unit) from the game
              • Special Effect - Destroy BallLightning_SE[BallLightning_CustomValue]
              • Custom script: call RemoveLocation (udg_BallLightning_CasterLoc[udg_BallLightning_CustomValue])
              • Custom script: call DestroyGroup (udg_BallLightning_HitGroup[udg_BallLightning_CustomValue])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in BallLightning_DummyGroup) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
Changelog
- A few original icons and models has been added.
- SetUnit X/Y has been used to prevent the stopping of current order when the unit is travelling with ball lightning.

Enjoy!
Tell me if there are any leaks or problems with my spellpack. Thanks in advance!

Other DotA spell packs made by me:p :
Priestess of the Moon - http://www.thehelper.net/forums/showthread.php?p=1103833#post1103833
Spiritbreaker - http://www.thehelper.net/forums/showthread.php?p=1104452#post1104452
Rikimaru and Mogul Khan - http://www.thehelper.net/forums/showthread.php?p=1106997#post1106997
Tidehunter - http://www.thehelper.net/forums/showthread.php?p=1125148#post1125148

Custom spell packs made by me:
Version 1 [Kamadon] - http://www.thehelper.net/forums/showthread.php?p=1124121#post1124121
 

Attachments

  • Storm Spirit.w3x
    79.3 KB · Views: 1,204

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
Every 0.10 seconds of game time
0.5 is enough...

Ball Lightning Move
Events
Time - Every 0.02 seconds of game time

0.04 is GUI friendly. :D
 

popo80000

New Member
Reaction score
20
Every 0.10 seconds of game time
0.5 is enough...

Ball Lightning Move
Events
Time - Every 0.02 seconds of game time

0.04 is GUI friendly. :D

erm.. if i use 0.04 instead of 0.02, it wouldn't be smooth.
If 0.5 is used instead of 0.1, it wouldn't be efficient.. maybe you can try using 0.2 or 0.25..:D
 

BlackRose

Forum User
Reaction score
239
  • You forget the slow on Electric Vortex.
  • Ball Lightning actually moves using SetUnitX/Y (doesn't stop current order)
  • The Lightning in Ball Lightning actually moves along, rather than expanding from start position to current position.
  • If someone just wanted to copy the spellpack directly, I suggest you import the icons and models. Rather than creating the SFX of Mana Flare Bolt periodically for Static Remnant (More efficient), use the import that DotA uses.
 

popo80000

New Member
Reaction score
20
The slow on the Electric Vortex is there.
The lightning in Ball Lightning doesn't move along. The lightning starts from the caster location until the caster stops.

As for,
Ball Lightning actually moves using SetUnitX/Y (doesn't stop current order)
Thanks for the tips!
And also for the icons.:D
 

BlackRose

Forum User
Reaction score
239
No no, I mean't. In DotA, it moves along, the actual width of the lightning is like..... 900. I probably make no sense, I can't find words to explain :|

Well, when I cast Vortex, there was no slow -.- I'll try again.

And.... use [ wc3 ] tags for easier reading than using [ code ]/
 

popo80000

New Member
Reaction score
20
No no, I mean't. In DotA, it moves along, the actual width of the lightning is like..... 900. I probably make no sense, I can't find words to explain :|

Well, when I cast Vortex, there was no slow -.- I'll try again.

And.... use [ wc3 ] tags for easier reading than using [ code ]/

hmm.. before i release this spell pack i did a test and there is a slow.
The reason why i didn't use
Trigger:
  • tags is because, some triggers are very long eg. Ball Lightning.
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
      • <div class="bbCodeBlock-title">
        • Code:
      • </div>
      • <div class="bbCodeBlock-content" dir="ltr">
        • <pre class="bbCodeCode" dir="ltr" data-xf-init="code-block" data-lang=""><code> tags can help me to minimise the space used.
    • [QUOTE]No no, I mean&#039;t. In DotA, it moves along, the actual width of the lightning is like..... 900. I probably make no sense, I can&#039;t find words to explain :|[/QUOTE]
    • hmm.. i think i can understand what you want to tell me.
    • The lightning will only extend itself until 900 units, after 900 units it will move together with him, am i right?
    • Bloodcount: ok.. i will make them after i finish making my mini games. I will inform you when i&#039;m done.:D
    • EDIT: haha.. ok ^^
    • BlackRose: haha..:D</code></pre>
      • </div>
    • </div>
 

Bloodcount

Starcraft II Moderator
Reaction score
297
Uhm, ok. Like don't rush or anything, I am just giving a suggestion. Take your time with your projects :)
 

BlackRose

Forum User
Reaction score
239
hmm.. i think i can understand what you want to tell me.
The lightning will only extend itself until 900 units, after 900 units it will move together with him, am i right?
Yep!
 
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