Spellpack Thor

HellCraft

Member
Reaction score
19
GUI/Jass: GUI
MUI: Not sure
Leakless: Not sure
Lagless: Not sure(well atleast im sure that its GUI and not JASS :D)

Thunder Clap:
Thor slams the ground, dealing 100/200/300 damage to and slowing the movement speed and attack rate of nearby enemy land units by 50%. Upon the impact of the clap, nearby kinetic energies get converted into electrical energies and get stimulated, dealing 100/200/300 damage and stunning enemies for 1 second in an 500 AOE.

Trigger:
  • Thunder Clap
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Thunder Clap
    • Actions
      • Set ThunderClap_CasterLoc = (Position of (Casting unit))
      • Set ThunderClap_Group = (Units within 500.00 of ThunderClap_CasterLoc matching ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matc
      • For each (Integer A) from 1 to (Number of units in ThunderClap_Group), do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy Unit for (Owner of (Casting unit)) at ThunderClap_CasterLoc facing Default building facing degrees
          • Unit - Add Thunder Clap Dummy to (Last created unit)
          • Unit - Set level of Thunder Clap Dummy for (Last created unit) to (Level of Thunder Clap for (Casting unit))
          • Unit Group - Pick every unit in ThunderClap_Group and do (Actions)
            • Loop - Actions
              • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
      • Custom script: call RemoveLocation(udg_ThunderClap_CasterLoc)
      • Custom script: call DestroyGroup(udg_ThunderClap_Group)


Overload:
Every 5 attacks Thor does, he releases a charged up attack dealing 50/100/150 damage to all foes nearby the attacked unit and slowing them. Also deals 50/100/150 bonus damage to the attacked unit and slows it.

Trigger:
  • Overload
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacking unit) has buff Overload ) Equal to True
    • Actions
      • Set Overload_Charges = (Overload_Charges + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Overload_Charges Equal to 5
        • Then - Actions
          • Set Overload_Loc = (Position of (Attacked unit))
          • Unit - Create 1 Dummy Unit for (Owner of (Attacking unit)) at Overload_Loc facing Default building facing degrees
          • Unit - Add Overload Dummy to (Last created unit)
          • Unit - Set level of Overload Dummy for (Last created unit) to (Level of Overload for (Attacking unit))
          • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Set Overload_Charges = 0
          • Unit - Remove overload sfx from (Attacking unit)
          • Custom script: call RemoveLocation(udg_Overload_Loc)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Overload_Charges Equal to 4
        • Then - Actions
          • Unit - Add overload sfx to (Attacking unit)
        • Else - Actions



Electric Pulse:
Every time Thor casts this spell, he creates 1 pulse. Pulses get released by hitting a nearby enemy unit dealing 100/150/200 damage and stunning it for 1 second. Can have a maximum of 10 pulses.

Trigger:
  • Electric Pulse
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Electric Pulse
    • Actions
      • Set ElectricPulse_Caster = (Casting unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ElectricPulse_Pulses Greater than 9
        • Then - Actions
          • Set ElectricPulse_Pulses = 10
          • Game - Display to (All players) the text: You have reached yo...
        • Else - Actions
          • Set ElectricPulse_Pulses = (ElectricPulse_Pulses + 1)


Trigger:
  • Electric Pulse Damage
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set ElectricPulse_Loc = (Position of ElectricPulse_Caster)
      • Set ElectricPulse_Group = (Units within 512.00 of ElectricPulse_Loc matching ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (O
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (ElectricPulse_Pulses Not equal to 0) and ((Number of units in ElectricPulse_Group) Not equal to 0)
        • Then - Actions
          • Unit - Create 1 Dummy Unit for (Owner of ElectricPulse_Caster) at ElectricPulse_Loc facing Default building facing degrees
          • Unit - Add ElectricPulse Dummy to (Last created unit)
          • Unit - Set level of ElectricPulse Dummy for (Last created unit) to (Level of Electric Pulse for ElectricPulse_Caster)
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Random unit from ElectricPulse_Group)
          • Set ElectricPulse_Pulses = (ElectricPulse_Pulses - 1)
          • Custom script: call RemoveLocation(udg_ElectricPulse_Loc)
          • Custom script: call DestroyGroup(udg_ElectricPulse_Group)
        • Else - Actions


Don't forget the rate the spell using the stars and give a +rep if you liked it.
 

Attachments

  • Spellpack - Thor.w3x
    50.1 KB · Views: 443

trb92

Throwing science at the wall to see what sticks
Reaction score
142
They are MUI except for the bottom one.

Overload isn't MUI either.
Trigger:
  • Set Overload_Charges = (Overload_Charges + 1)

This doesn't separate the charges by unit, so all units with the buff will increase the charges. For it to be MUI, it would have to be an array with separate charges for each unit with the buff.
 

trb92

Throwing science at the wall to see what sticks
Reaction score
142
How is it not MUI, there are no waits?

Situation
Unit A receives buff
Unit A attacks a unit, Overhead_Charges is now 1
Unit A attack another unit, Overhead_Charges is now 2
Unit B receives buff, Unit A also still has buff
Unit A attacks a third unit, Overhead_Charges is 3
Unit B attacks a unit, Overhead_Charges is 4
Unit B attacks another unit, Overhead_Charges is now 5... Unit B releases the charged attack, even though it has only attacked two units. Overhead_Charges resets, Unit A never gets a charged attack since Unit B used it.
 

Darthfett

Aerospace/Cybersecurity Software Engineer
Reaction score
615
Trigger:
  • Unit Group - Pick every unit in ThunderClap_Group and do (Actions)
    • Loop - Actions
      • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)


Unless you have the storm bolt spell set to 0 casting time, and the casting point/backswing animation stuff set to 0, your dummy isn't going to send out more than one storm bolt at a time.

So how do i make separate charges for every unit?

You would either need to attach it, such as through the Unit's Custom Value, Hashtables, or a JASS Unit attachment system (such as AIDS or PUI).

If you want this to be approved, please add a screenshot, so it can be added to the Spell Archive.

I'm going to graveyard this until the appropriate changes are made. :)
 
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