Spellpack The LUMBERJACK

THE_X

New Member
Reaction score
49
yep hes the lumberjack, loves them flapjacks and chopping down trees in his past time. He also enjoys scary movies and long walks on the beach.

Lumberjack

MUI/MPI? - MUI

Jass/GUI? - GUI

Leakless - Think so

Lagless - Most of the time, 2 sliding triggers if you get more than 20 units out at a time sliding then yea but hardly done, unless you can constantly cast,
giving there is no cooldown, for this test there is NO cooldowns

Importing:


- Import the custom model of the fire axe
and i suggest if your map allready has a variable with the same ones as mine you should probably change the names to LJ_Point instead of Point so it does not innerfear with your map, so you dont have to go back and fix every little detail :thup:
just import all the axe models and your good to go as well as spells, buffs, triggers, variables, ect.


Abilitys

Revolving Axes


Creates 3 axes that revolve around the casting unit killing trees, and slicing enemies that come into contact with them dealing damage.

RevolvingAxeIcon.jpg

RevolvingAxes.jpg


Code:
Revolving Axes Create
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Revolving Axes 
    Actions
        For each (Integer A) from 1 to 3, do (Actions)
            Loop - Actions
                Set Point[1] = (Position of (Triggering unit))
                Unit - Create 1 Axe Dummy for (Owner of (Triggering unit)) at Point[1] facing Default building facing degrees
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Custom value of (Last created unit)) Less than 1
                    Then - Actions
                        Set MUI_Integer = (MUI_Integer + 1)
                        Unit - Set the custom value of (Last created unit) to MUI_Integer
                        Set Axe_Unit[(Custom value of (Last created unit))] = (Triggering unit)
                    Else - Actions
                Unit - Add a (10.00 + (5.00 x (Real((Level of Revolving Axes  for (Triggering unit)))))) second Generic expiration timer to (Last created unit)
                Trigger - Add to Revolving Axes Damage <gen> the event (Unit - A unit comes within 85.00 of (Last created unit))
                Animation - Change (Last created unit)'s animation speed to 250.00% of its original speed
                Set Revolving_Axe_Angle[(Custom value of (Last created unit))] = (120.00 x (Real((Integer A))))
                Custom script:   call RemoveLocation (udg_Point[1])

Code:
Revolving Axes Move
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Set Group = (Units of type Axe Dummy)
        Unit Group - Pick every unit in Group and do (Actions)
            Loop - Actions
                Set Revolving_Axe_Angle[(Custom value of (Picked unit))] = (Revolving_Axe_Angle[(Custom value of (Picked unit))] + 6.00)
                Set Point[1] = (Position of Axe_Unit[(Custom value of (Picked unit))])
                Set Point[2] = (Point[1] offset by 150.00 towards Revolving_Axe_Angle[(Custom value of (Picked unit))] degrees)
                Destructible - Pick every destructible within 100.00 of Point[2] and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Or - Any (Conditions) are true
                                    Conditions
                                        (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Ashenvale Canopy Tree
                                        (Destructible-type of (Picked destructible)) Equal to Barrens Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Barrens Canopy Tree
                                        (Destructible-type of (Picked destructible)) Equal to Black Citadel Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Fall Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Snowy Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Summer Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Winter Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Ruined Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Dalaran Ruins Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Dungeon Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Felwood Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Felwood Canopy Tree
                                        (Destructible-type of (Picked destructible)) Equal to Icecrown Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Icecrown Canopy Tree
                                        (Destructible-type of (Picked destructible)) Equal to Northrend Canopy Tree
                                        (Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Northrend Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Snowy Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Outland Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Ruins Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Ruins Canopy Tree
                                        (Destructible-type of (Picked destructible)) Equal to Underground Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Village Tree Wall
                                        (Destructible-type of (Picked destructible)) Equal to Village Tree Wall
                            Then - Actions
                                Destructible - Kill (Picked destructible)
                            Else - Actions
                Unit - Move (Picked unit) instantly to Point[2]
                Custom script:   call RemoveLocation (udg_Point[1])
                Custom script:   call RemoveLocation (udg_Point[2])
        Custom script:   call DestroyGroup (udg_Group)

Code:
Revolving Axes Damage
    Events
    Conditions
    Actions
        Set Point[1] = (Position of (Triggering unit))
        Set Group = (Units within 86.00 of Point[1] matching ((Unit-type of (Matching unit)) Equal to Axe Dummy))
        Unit Group - Pick every unit in Group and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Triggering unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True
                    Then - Actions
                        Special Effect - Create a special effect attached to the chest of (Triggering unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
                        Special Effect - Destroy (Last created special effect)
                        Unit - Cause Axe_Unit[(Custom value of (Picked unit))] to damage (Triggering unit), dealing (5.00 x (Real((Level of Revolving Axes  for Axe_Unit[(Custom value of (Picked unit))])))) damage of attack type Normal and damage type Normal
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Sharpend Blades  for Axe_Unit[(Custom value of (Picked unit))]) Greater than or equal to 1
                            Then - Actions
                                Unit - Cause Axe_Unit[(Custom value of (Picked unit))] to damage (Triggering unit), dealing ((10.00 + 5.00) x (Real((Level of Sharpend Blades  for Axe_Unit[(Custom value of (Picked unit))])))) damage of attack type Normal and damage type Normal
                            Else - Actions
                    Else - Actions
        Custom script:   call DestroyGroup (udg_Group)
        Custom script:   call RemoveLocation (udg_Point[1])


giving there is no cooldown, for this test there is NO cooldowns


Flaming Axe


Tosses an axe that slices through units on the way to a targeted point cutting them causing them to bleed for an amount of time loosing hit points, after the axe has stopped it will sit for 8 seconds burning the ground around it dealing 10 damage a second to units in the fire, and then explode dealing damage to units near it.

FlamingAxeIcon.jpg


Image of the axe moving

FlamingAxeMove.jpg


Image of the axe sitting

FlamingAxeStop.jpg

Code:
Set Axes
    Events
        Map initialization
    Conditions
    Actions
        Set Flaming_Axe_Unit_Type[1] = Flaming Axe Dummy 1
        Set Flaming_Axe_Unit_Type[2] = Flaming Axe Dummy 2
        Set Flaming_Axe_Unit_Type[3] = Flaming Axe Dummy 3
        Set Flaming_Axe_Unit_Type[4] = Flaming Axe Dummy 4

Code:
Create Axe
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Flaming Axe Toss 
    Actions
        Set Point[1] = (Position of (Triggering unit))
        Set Point[2] = (Target point of ability being cast)
        Unit - Create 1 Flaming_Axe_Unit_Type[(Level of Flaming Axe Toss  for (Triggering unit))] for (Owner of (Triggering unit)) at Point[1] facing (Angle from Point[1] to Point[2]) degrees
        Unit - Set the custom value of (Last created unit) to (Integer((Distance between Point[1] and Point[2])))
        Unit - Set level of Flaming Axe DpS  for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
        Custom script:   call RemoveLocation (udg_Point[1])
        Custom script:   call RemoveLocation (udg_Point[2])

Code:
 Move Flaming Axe
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 4, do (Actions)
            Loop - Actions
                Set Group = (Units of type Flaming_Axe_Unit_Type[(Integer A)])
                Unit Group - Pick every unit in Group and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is in Flaming_Axes_Stoped) Equal to False
                            Then - Actions
                                Set Point[1] = (Position of (Picked unit))
                                Set Point[2] = (Point[1] offset by 15.00 towards (Facing of (Picked unit)) degrees)
                                Destructible - Pick every destructible within 100.00 of Point[2] and do (Actions)
                                    Loop - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            If - Conditions
                                                Or - Any (Conditions) are true
                                                    Conditions
                                                        (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Ashenvale Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Barrens Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Barrens Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Black Citadel Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Fall Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Snowy Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Summer Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Winter Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Cityscape Ruined Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Dalaran Ruins Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Dungeon Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Felwood Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Felwood Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Icecrown Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Icecrown Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Northrend Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Northrend Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Snowy Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Outland Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Ruins Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Ruins Canopy Tree
                                                        (Destructible-type of (Picked destructible)) Equal to Underground Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Village Tree Wall
                                                        (Destructible-type of (Picked destructible)) Equal to Village Tree Wall
                                            Then - Actions
                                                Destructible - Kill (Picked destructible)
                                            Else - Actions
                                Unit - Move (Picked unit) instantly to Point[2]
                                Special Effect - Create a special effect at Point[2] using Environment\LargeBuildingFire\LargeBuildingFire1.mdl
                                Special Effect - Destroy (Last created special effect)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Custom value of (Picked unit)) Less than or equal to 2
                                    Then - Actions
                                        Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
                                        Unit Group - Add (Picked unit) to Flaming_Axes_Stoped
                                        Unit - Add a 8.00 second Generic expiration timer to (Picked unit)
                                        Unit - Create 1 Dummy for (Owner of (Picked unit)) at Point[2] facing Default building facing degrees
                                        Unit - Add Flaming Axe Toss Fire Stop  to (Last created unit)
                                        Unit - Order (Last created unit) to Human Blood Mage - Flame Strike Point[2]
                                        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                        Custom script:   call RemoveLocation (udg_Point[1])
                                        Custom script:   call RemoveLocation (udg_Point[2])
                                    Else - Actions
                                        Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) - 15)
                                        Custom script:   call RemoveLocation (udg_Point[1])
                                        Custom script:   call RemoveLocation (udg_Point[2])
                            Else - Actions
                Custom script:   call DestroyGroup (udg_Group)

Code:
Flaming Axe Death
    Events
        Unit - A unit Dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Triggering unit)) Equal to Flaming Axe Dummy 1
                (Unit-type of (Triggering unit)) Equal to Flaming Axe Dummy 2
                (Unit-type of (Triggering unit)) Equal to Flaming Axe Dummy 3
                (Unit-type of (Triggering unit)) Equal to Flaming Axe Dummy 4
    Actions
        Set Point[1] = (Position of (Triggering unit))
        Set Group = (Units within 350.00 of Point[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
        Special Effect - Create a special effect at Point[1] using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Unit Group - Pick every unit in Group and do (Actions)
            Loop - Actions
                Unit - Cause (Triggering unit) to damage (Picked unit), dealing (30.00 + (30.00 x (Real((Point-value of (Triggering unit)))))) damage of attack type Spells and damage type Normal
                Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Orc\FeralSpirit\feralspirittarget.mdl
                Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation (udg_Point[1])
        Custom script:   call DestroyGroup (udg_Group)



Sharpend Blades


Sharpens the lumberjacks blades making his axes more deadly dealing damage and giving a chance to do more damage on an attack.

SharpendBladesIcon.jpg


Passive ability no screeny


Code is also hard coded into the other axe abilitys

Ultimate

Axe Slash


The lumberjacks axes thrist for action so the lumberjack knocks out a unit and goes into a frenzy, just wailing on a poor soul, dealing massive damage to the enemy unit multipal times, making the unit stunned until the lumberjack stops

AxeSlashIcon.jpg

AxeSlash.jpg

Code:
Axe Slash
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Axe Slash 
    Actions
        Set Axe_Slash_T_F[(Custom value of (Triggering unit))] = False
        Set Axe_Slash_T[(Custom value of (Triggering unit))] = (Target unit of ability being cast)
        Set Point[1] = (Position of (Target unit of ability being cast))
        Unit - Create 1 Attacking Dummy for (Owner of (Triggering unit)) at Point[1] facing Default building facing degrees
        Unit - Add Axe Slash Bash  to (Last created unit)
        Unit - Order (Last created unit) to Attack Axe_Slash_T[(Custom value of (Triggering unit))]
        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation (udg_Point[1])
        Set Axe_Slash_T_F[(Custom value of (Triggering unit))] = True
        For each (Integer Axe_Slash_Integer[(Custom value of (Triggering unit))]) from 1 to (5 + (3 x (Level of (Ability being cast) for (Triggering unit)))), do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        And - All (Conditions) are true
                            Conditions
                                Axe_Slash_T_F[(Custom value of (Triggering unit))] Equal to True
                                ((Target unit of ability being cast) is alive) Equal to True
                                (Current order of (Triggering unit)) Equal to (Order(absorb))
                    Then - Actions
                        Animation - Change (Triggering unit)'s animation speed to 300.00% of its original speed
                        Animation - Play (Triggering unit)'s Spell Slam animation
                        Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
                        Special Effect - Destroy (Last created special effect)
                        Wait 0.10 game-time seconds
                        Unit - Cause (Triggering unit) to damage Axe_Slash_T[(Custom value of (Triggering unit))], dealing (25.00 + (25.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) damage of attack type Normal and damage type Normal
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Sharpend Blades  for (Triggering unit)) Greater than or equal to 1
                            Then - Actions
                                Unit - Cause (Triggering unit) to damage Axe_Slash_T[(Custom value of (Picked unit))], dealing ((10.00 + 5.00) x (Real((Level of Sharpend Blades  for Axe_Unit[(Custom value of (Picked unit))])))) damage of attack type Normal and damage type Normal
                            Else - Actions
                        Wait 0.30 game-time seconds
                        Animation - Change (Triggering unit)'s animation speed to 100.00% of its original speed
                    Else - Actions
                        Unit - Order (Triggering unit) to Stop
                        Unit - Remove Axe Slash  buff from Axe_Slash_T[(Custom value of (Triggering unit))]
                        Animation - Change (Triggering unit)'s animation speed to 100.00% of its original speed
                        Skip remaining actions


These spells in order to be MUI need my GUI - MUI system

Code:
Set MUI
    Events
        Unit - A unit Learns a skill
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Triggering unit)) Less than 1
            Then - Actions
                Set MUI_Integer = (MUI_Integer + 1)
                Unit - Set the custom value of (Triggering unit) to MUI_Integer
            Else - Actions

Comments greatly appreciated

IF used in a map (any of the spells) creds would be nice :thup: and maby pm me and say so just so when ur done i can play it :thup:

Edit: haha forgot to post the map
 

Attachments

  • Lumberjack.w3x
    92.6 KB · Views: 302

Don

Rise with the Fallens!
Reaction score
52
Tried, really insane and well working spells, leak free, also didn't encounter any lagg.

I give it a 4.5 on 5 star, it was a bit boring to have a passive ability called critical strike but since it fits with al; the others, i didn't remove a complete point.

Good job, +rep from me yesh!

EDIT: aww, allready gave some, next time pal :p
 

THE_X

New Member
Reaction score
49
i was kinda out of ideas for a lumberjack

so i thought alter the blades he already has :p

i might do something more with it if i get an idea for it
 

Don

Rise with the Fallens!
Reaction score
52
I thought about:

Trees of revelation:

Lumber jack use any spell he wants when this ability is turned on and when one of these spell hit a tree or cut it down, it has a chance that the tree comes to live. But, if the lumber jack hit ennemies while being on this effect, it has a chance to amplify damages. And if an ennemy die, it has a small chance to revive him, fighting with your main hero.

All this skill is about chance but it must be activated and drains mana every second with an innitial mana cost, like immolation.
 

quraji

zap
Reaction score
144
Pretty sweet :thup:

Cool abilities, but naturally I just ended up throwing up revolving axes and running through trees with it constantly ;)
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Pretty good spells I must say, gj ^^
Too bad they aren't vJASS. :[
 

WarToast

Active Member
Reaction score
3
Haha these are awesome spells :thup: Most of the time I just ran around with revolving axes, cutting down trees.

That's hella cool you guys

Great spells man, good job ;) How long did this take you?
 

THE_X

New Member
Reaction score
49
usualy the heros i make usualy take a day EACH! that includes idea making and the coding and well i guess everything
 

Sivert

New Member
Reaction score
0
Don't you need instructions or something? :p

This should definitely be approved, although the spells seem a little overpowered? :p
 

PooBucket

New Member
Reaction score
12
Overpowered?! This is just a test map, you can always change the damage.

Btw, found it at last THE_X, problem is, I don't understand any of the GUI trigger! I don't know anything about variables at all, besides the very basics like storing information and crap.
 

THE_X

New Member
Reaction score
49
How to import well its quite simple

Importing: (this will be edited into the main post as well)

- Import the custom model of the fire axe
and i suggest if your map allready has a variable with the same ones as mine you should probably change the names to LJ_Point instead of Point so it does not innerfear with your map, so you dont have to go back and fix every little detail :thup:
just import all the axe models and your good to go as well as spells, buffs, triggers, variables, ect.
 
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