ertaboy356b
Old School Gamer
- Reaction score
- 85
Actually my first spell... Don't flame me for my spell please, I'm still new on doing this.........
This ability is actually base in Berserk, because Berserk casts instantly without delay...
Universal Stop:
Drags everything into a dimensional Time Zone where everything seems to have stopped including the flow of time. Thus, those who are critically affected by these effects were frozen and will remain in this state until the effect has ended. Also, improves 20% move speed and 40% attack speed of friendly heroes and the opposite effect to enemy heroes.
Level 1 - Lasts 10 seconds.
Level 2 - Lasts 13 seconds.
Level 3 - Lasts 16 seconds.
This one should not be Turned on by default.....
This should be turned off... This is an optional special effect.. Press 'ESC' to switch it with another special effect...
This one is also an optional special effects...
This one are the variables of those special effects...
Screenshots:
I need your comments... Just don't flame cause Its my first time...
__________________________________________________________
Edited: Added spell data...
V3.0 - Changelog
-Known issues fixed
-Added new Special Effect
-Currently has 2 special effects that can be toggled by pressing 'ESC'
-Added commands for better testing
V2.0 - Changelog
Now has Special Effect...
Special Effect can be manually altered...
Added new trigger that controls special effects...
Special Effect can be added according to the style of the user...
The Map now has a 'Editing Index' which will guide you on how to edit the spell...
Screenshot is now available
Note: When editing special effects, you may use anything you want, either you want flying stormbolts, Meteors falling down from the sky, crushing wave everywhere..... Any!!
This ability is actually base in Berserk, because Berserk casts instantly without delay...
Universal Stop:
Drags everything into a dimensional Time Zone where everything seems to have stopped including the flow of time. Thus, those who are critically affected by these effects were frozen and will remain in this state until the effect has ended. Also, improves 20% move speed and 40% attack speed of friendly heroes and the opposite effect to enemy heroes.
Level 1 - Lasts 10 seconds.
Level 2 - Lasts 13 seconds.
Level 3 - Lasts 16 seconds.
Code:
Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Universal Stop
Actions
Unit Group - Add (Triggering unit) to HeroGroup
Set Group = (Units in (Entire map))
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
-------- You can add ((Picked unit) is a structure) equal to false... Only if you want to disable buildings from being affected by the Time Stop --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to False
Then - Actions
-------- Edit this if you want to make your own effect to those who are affected by the Time Stop --------
Unit - Pause (Picked unit)
Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
Unit - Turn collision for (Picked unit) Off
Else - Actions
Custom script: call DestroyGroup( udg_Group )
Unit - Add Universal Stop Buff to (Triggering unit)
Player - Disable Universal Stop Buff for (Owner of (Triggering unit))
Custom script: call RemoveLocation( udg_TempLocation )
Trigger - Turn on Finish <gen>
Trigger - Turn on FXTriggers
This one should not be Turned on by default.....
Code:
Finish
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
-------- These detects if the spell effect is already finish --------
Unit Group - Pick every unit in HeroGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Universal Stop ) Equal to False
Then - Actions
Unit Group - Remove (Picked unit) from HeroGroup
Unit - Remove Universal Stop Buff from (Picked unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in HeroGroup) Equal to 0
Then - Actions
Trigger - Turn off FX1 <gen>
Trigger - Turn off FX2 <gen>
Set Group = (Units in (Entire map))
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
-------- You can add ((Picked unit) is a structure) equal to false... Only if you want to disable buildings from being affected by the Time Stop --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to False
Then - Actions
-------- If you edit on the first one, you have to edit this also --------
Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
Unit - Turn collision for (Picked unit) On
Unit - Unpause (Picked unit)
Else - Actions
Custom script: call DestroyGroup( udg_Group )
Set dummy = No unit
Trigger - Turn off (This trigger)
Else - Actions
Code:
FX1
Events
Time - Every 0.70 seconds of game time
Conditions
Actions
-------- These are Special Effects!!! --------
For each (Integer A) from 1 to (5 x (Number of units in HeroGroup)), do (Actions)
Loop - Actions
Set TempLoc = (Position of (Random unit from HeroGroup))
Set TempDummyLocation = (TempLoc offset by 700.00 towards (Random real number between 0.00 and 360.00) degrees)
Unit - Create 1 TargetDummy for Neutral Passive at TempDummyLocation facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set dummy = (Last created unit)
Custom script: call RemoveLocation( udg_TempDummyLocation )
Set TempDummyLocation = (TempLoc offset by 700.00 towards (Random real number between 0.00 and 360.00) degrees)
Unit - Create 1 DummyCaster for Neutral Passive at TempDummyLocation facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Add AbilityFX[(Random integer number between 1 and NumberOfAbility)] to (Last created unit)
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning dummy
Custom script: call RemoveLocation( udg_TempDummyLocation )
Custom script: call RemoveLocation( udg_TempLoc )
Code:
FX2
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
-------- This is Special Effect 2 --------
Set Group = (Units in (Entire map))
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
-------- You can add ((Picked unit) is a structure) equal to false... Only if you want to disable buildings from being affected by the Time Stop --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to False
Then - Actions
Animation - Change (Picked unit)'s vertex coloring to ((Real((FX2Red x 10)))%, ((Real(FX2Green)) x 10.00)%, ((Real(FX2Blue)) x 10.00)%) with 75.00% transparency
Else - Actions
Custom script: call DestroyGroup( udg_Group )
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
FX2Blue Less than 9
FX2Green Equal to 0
Then - Actions
Set FX2Red = 0
Set FX2Blue = (FX2Blue + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
FX2Green Less than 9
FX2Red Equal to 0
Then - Actions
Set FX2Blue = 0
Set FX2Green = (FX2Green + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
FX2Red Less than 9
FX2Blue Equal to 0
Then - Actions
Set FX2Green = 0
Set FX2Red = (FX2Red + 1)
Else - Actions
Code:
FX Variables
Events
Map initialization
Conditions
Actions
Set Hero = Blood Mage 0001 <gen>
-------- This counts how many abilities will be launch as special effects... Add if you want... --------
-------- Remember, abilities must be based with Chain Lightning --------
Set AbilityFX[1] = FX1
Set AbilityFX[2] = FX2
Set AbilityFX[3] = FX3
-------- Edit this according to how many abilities are in your list... --------
Set NumberOfAbility = 3
-------- Edit this between FX1 and FX2 to change the default special effect --------
Set FXTriggers = FX1 <gen>
-------- Don't edit this.... Trigger Removal --------
Custom script: call DestroyTrigger( GetTriggeringTrigger() )



I need your comments... Just don't flame cause Its my first time...
__________________________________________________________
Edited: Added spell data...
V3.0 - Changelog
-Known issues fixed
-Added new Special Effect
-Currently has 2 special effects that can be toggled by pressing 'ESC'
-Added commands for better testing
V2.0 - Changelog
Now has Special Effect...
Special Effect can be manually altered...
Added new trigger that controls special effects...
Special Effect can be added according to the style of the user...
The Map now has a 'Editing Index' which will guide you on how to edit the spell...
Screenshot is now available
Note: When editing special effects, you may use anything you want, either you want flying stormbolts, Meteors falling down from the sky, crushing wave everywhere..... Any!!
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