Hatebreeder
So many apples
- Reaction score
- 381
Hey,
This is my first Spell Pack Submission here on 'TheHelper.net'.
Details:
- Made in GUI
- The Passive Ability 'Living Waters' should be MUI; Unfortunately, Hydro Slam isn't MUI.
- Features 2 Custom Skills
How to Implement:
- Take Over all Variables with 'LW_' and 'Hydro_' (Depends on what Skill you want to take)
- Copy and Paste the Dummy Unit
- Copy and Paste the The Dummy Abilities and 'Living Waters' and 'Hydro Slam'
- Copy and Paste the Triggers
_________________________________________________________________
Living Waters: Whenever the Tide Element is attacked, there is a chance of making him Burst, Dealing Damage to Surrounding Enemies.
Hydro Slam: Surges Foward, Dealing Damage to Units in it's wake, and Stunning them.
These Describtions aren't the Greatest, in-game they are far more detailed.
_________________________________________________________________
Now to the Coding...
Sorry about the Language, at the moment I'm too lazy to translate all, so just download the Map, and view it all in English ^^
Have Fun
This is my first Spell Pack Submission here on 'TheHelper.net'.
Details:
- Made in GUI
- The Passive Ability 'Living Waters' should be MUI; Unfortunately, Hydro Slam isn't MUI.
- Features 2 Custom Skills
How to Implement:
- Take Over all Variables with 'LW_' and 'Hydro_' (Depends on what Skill you want to take)
- Copy and Paste the Dummy Unit
- Copy and Paste the The Dummy Abilities and 'Living Waters' and 'Hydro Slam'
- Copy and Paste the Triggers
_________________________________________________________________
Living Waters: Whenever the Tide Element is attacked, there is a chance of making him Burst, Dealing Damage to Surrounding Enemies.
Hydro Slam: Surges Foward, Dealing Damage to Units in it's wake, and Stunning them.
These Describtions aren't the Greatest, in-game they are far more detailed.
_________________________________________________________________
Now to the Coding...
Code:
Living Waters
Events
Einheit - A unit Wird angegriffen
Conditions
And - All (Conditions) are true
Bedingungen
((Attacking unit) is Ein Gebäude) Gleich False
(Level of Living Waters for (Attacked unit)) Ungleich 0
Actions
Set LW_Attacker = (Attacking unit)
Set LW_AttackedUnit = (Attacked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
'IF'-Bedingungen
(Random integer number between 1 and 100) Kleiner gleich (5 x (Level of Living Waters for LW_AttackedUnit))
'THEN'-Aktionen
Set LW_AttackedUnitLocation = (Position of LW_AttackedUnit)
Set LW_NumberOfWaves = 8
Set LW_Distance = 100.00
Set LW_Angle = (360.00 / (Real(LW_NumberOfWaves)))
Spezialeffekt - Create a special effect at LW_AttackedUnitLocation using AquaSpike.mdx
Spezialeffekt - Destroy (Last created special effect)
For each (Integer A) from 1 to LW_NumberOfWaves, do (Actions)
Schleifen - Aktionen
Set LW_UnitRingLocation[(Integer A)] = (LW_AttackedUnitLocation offset by LW_Distance towards (LW_Angle x (Real((Integer A)))) degrees)
Einheit - Create 1 Dummy Unit for (Owner of LW_AttackedUnit) at LW_UnitRingLocation[(Integer A)] facing Vorgabe für Gebäude-Ausrichtung degrees
Einheit - Add a 1.00 second Standard expiration timer to (Last created unit)
Einheit - Add Living Waters Dummy Ability to (Last created unit)
Einheit - Set level of Living Waters Dummy Ability for (Last created unit) to (Level of Living Waters for (Last created unit))
Einheit - Order (Last created unit) to Untoten-Schreckenslord - 'Aas-Schwarm' LW_AttackedUnitLocation
Custom script: call RemoveLocation(udg_LW_UnitRingLocation[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_LW_AttackedUnitLocation)
'ELSE'-Aktionen
Code:
Hydro Slam
Events
Einheit - A unit Startet den Effekt einer Fähigkeit
Conditions
(Ability being cast) Gleich Hydro Slam
Actions
Set Hydro_Caster = (Casting unit)
Set Hydro_CasterLocation = (Position of Hydro_Caster)
Set Hydro_Target = (Target point of ability being cast)
Set Hydro_Angle = (Angle from Hydro_CasterLocation to Hydro_Target)
Set Hydro_Distance = 125.00
Set Hydro_NumberOfWaves = (3 + (Level of Hydro Slam for Hydro_Caster))
Wait 0.01 seconds
Einheit - Hide Hydro_Caster
For each (Integer A) from 1 to Hydro_NumberOfWaves, do (Actions)
Schleifen - Aktionen
Set Hydro_UnitLinearLocation[(Integer A)] = (Hydro_CasterLocation offset by (Hydro_Distance x (Real((Integer A)))) towards Hydro_Angle degrees)
Einheit - Create 1 Dummy Unit for (Owner of Hydro_Caster) at Hydro_UnitLinearLocation[(Integer A)] facing Vorgabe für Gebäude-Ausrichtung degrees
Einheit - Add a 2.00 second Standard expiration timer to (Last created unit)
Einheit - Add Hydroslam Dummy Ability to (Last created unit)
Einheit - Set level of Hydroslam Dummy Ability for (Last created unit) to (Level of Hydro Slam for Hydro_Caster)
Einheit - Order (Last created unit) to Orc-Tauren-Häuptling - 'Kriegsdonner'
Spezialeffekt - Create a special effect at Hydro_UnitLinearLocation[(Integer A)] using AquaSpike.mdx
Spezialeffekt - Destroy (Last created special effect)
Einheit - Move Hydro_Caster instantly to Hydro_UnitLinearLocation[(Integer A)]
Wait 0.01 seconds
Custom script: call RemoveLocation(udg_Hydro_UnitLinearLocation[bj_forLoopAIndex])
Einheit - Unhide Hydro_Caster
Auswahl - Select Hydro_Caster for (Owner of Hydro_Caster)
Custom script: call RemoveLocation(udg_Hydro_CasterLocation)
Sorry about the Language, at the moment I'm too lazy to translate all, so just download the Map, and view it all in English ^^
Have Fun