NoobImbaPro
You can change this now in User CP.
- Reaction score
- 60
Oh the poor Voodoo Troll the Witch King Transformed him into a shadow.......(new model ofc)
For those who are new CLICK on the spoiler tags to see the Screenshots and the triggers' Contents.
Explanation of the triggers is inside the map.
This is my second spellpack.
Now About the spells:
Demon's Blast
MUI/GUI
Description: Blasts his own body with incredible speed towards the target point. When he reaches it he releases the vodoun soul to paralyse nearby units.Then he returns back. 300 minimum range. Pauses Vodoun Ritual Effects.
Level 1: 75 damage 1 second paralyse
Level 2: 100 damage 1.75 seconds paralyse
Level 3: 150 damage 2.5 seconds paralyse
Level 4: 200 damage 3.25 seconds paralyse
Took Better Screenshots. ALL SCREENSHOTS HAVE BEEN TAKEN BEFORE THE LAST 'ABILITY ICON'/MODEL CHANGE, SO DON'T GET CONFUSED
As many as I could!
The Second one (active, too)
Ogun Orbs[Ogun is the voodoo evil god]
MPI/GUI
Description: Increases the attack rate of a target unit. Then he calls the power of the Ogun: Every attack is stronger than the previous one. 4 times base stack. After the attacks, the orbs change into their original form. The orbs damage(verb) the buffed unit. Lasts 10 seconds.
Level 1: 25% attack rate bonus, 11% damage increase, 5 dps to self.
Level 2: 35% attack rate bonus, 12% damage increase, 10 dps to self.
Level 3: 45% attack rate bonus, 13% damage increase, 15 dps to self.
Level 4: 55% attack rate bonus, 14% damage increase, 20 dps to self.
Here is the end of the buff(screenshot)
Critical Bleed
Not an ordinary one
MUI/GUI
Description: Gives a 14% chance to rip out some flesh of the target that makes it bleed, adding 1 non-permanent stack point to the Ogun Orbs ability. If an friendly hero has died recently near the Troll, he gets too mad gaining ms/as. Lasts 2 seconds.
Level 1: 10 dps, 11% as/ms bonus for 5 seconds
Level 2: 20 dps, 16% as/ms bonus for 6 seconds
Level 3: 30 dps, 20% as/ms bonus for 6 seconds
Level 4: 40 dps, 25% as/ms bonus for 7 seconds
Just an ordinary bleeding effect (no screenshot needed).
And the ultimate (at last!):
Vodoun Ritual
Passive spell, but ulti
MUI/GUI
Description: Increases the movement speed and life regeneration rate. Gathers blood from the damage he took to cast a death ritual that damages any unit inside of the area.If a unit leaves the area he will get an 20% max hp cutoff.(500 AoE)
Level 1: 5% ms, 3 hp regen, Vodoun Ritual: 1200 total damage taken, 70 dps for 3.5 seconds.
Level 2: 6% ms, 5 hp regen, Vodoun Ritual: 1100 total damage taken, 90 dps for 4 seconds.
Level 3: 7% ms, 7 hp regen, Vodoun Ritual: 1000 total damage taken, 110 dps for 4.5 seconds.
Another great... screenshot![Chuck Norris: You are too proud of...] (the area is the ritual one and the cutoff effect is the impale at the first unit from north )
Remove From The first spell the "Do nothing" under the else actions. It's a pity to reupload a new map for that reason
I will start a new spellpack...!!!
Tell me what you like what you dislike what you wanna change for the best result!
For those who are new CLICK on the spoiler tags to see the Screenshots and the triggers' Contents.
Explanation of the triggers is inside the map.
This is my second spellpack.
Now About the spells:
Demon's Blast
MUI/GUI
Description: Blasts his own body with incredible speed towards the target point. When he reaches it he releases the vodoun soul to paralyse nearby units.Then he returns back. 300 minimum range. Pauses Vodoun Ritual Effects.
Level 1: 75 damage 1 second paralyse
Level 2: 100 damage 1.75 seconds paralyse
Level 3: 150 damage 2.5 seconds paralyse
Level 4: 200 damage 3.25 seconds paralyse
Took Better Screenshots. ALL SCREENSHOTS HAVE BEEN TAKEN BEFORE THE LAST 'ABILITY ICON'/MODEL CHANGE, SO DON'T GET CONFUSED
Trigger:
- Configurables
- Events
- Map initialization
- Conditions
- Actions
- Set Attach = chest
- Set Attach_2 = hand,left
- Set Attach_3 = hand,right
- Set Attach_4 = overhead
- Set Attach_5 = origin
- Set InstanceMax = 8000
- Set MinDistance = 300.00
- Set ConfInt = 50.00
- Set ConfInt_2 = 100.00
- Set Sfx1 = war3mapImported\DeathSeal.mdx
- Set Sfx2 = Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
- Set Sfx3 = war3mapImported\Doomsday.mdx
- Set Sfx4 = war3mapImported\Desecrate.mdx
- Set VodunBlast = Voodoo Blast
- Set Stun = Stun
- Set OgunOrbs = Ogun Orbs
- Set VodunRitual = Vodun Ritual
- Set CriticalBleed = Critical Bleed
- Set CtiticalEffect = CriticalEffect
- Set CtiticalMoveEffect = CriticalMoveSpeed
- Set CtiticalBloodBuff = Critical
- Set VoodooRitualBuff = Voodo Ritual
- Set OgunOrbsBuff = OgunOrbs
- Events
As many as I could!
Trigger:
- Blast init
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to VodunBlast
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Instance Greater than InstanceMax
- Then - Actions
- Set Instance = 1
- Else - Actions
- Set Instance = (Instance + 1)
- If - Conditions
- Set DynC[Instance] = (Casting unit)
- Set DynCp[Instance] = (Position of (Triggering unit))
- Set DynT[Instance] = (Target point of ability being cast)
- Set DynAng[Instance] = (Angle from DynCp[Instance] to DynT[Instance])
- Set DynAngR[Instance] = (Angle from DynT[Instance] to DynCp[Instance])
- Set JumpDis[Instance] = (Distance between DynCp[Instance] and DynT[Instance])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- JumpDis[Instance] Less than MinDistance
- Then - Actions
- Quest - Display to (All players matching ((Owner of DynC[Instance]) Equal to (Owner of DynC[Instance]))) the Hint message: |cffff0000Your skil...
- Set DynC[Instance] = No unit
- Custom script: call RemoveLocation (udg_DynCp[udg_Instance])
- Custom script: call RemoveLocation (udg_DynT[udg_Instance])
- Else - Actions
- Set Boolean[Instance] = True
- Unit - Turn collision for DynC[Instance] Off
- Unit - Make DynC[(Integer A)] Invulnerable
- Unit Group - Add DynC[Instance] to DynG
- Unit - Pause DynC[Instance]
- Special Effect - Create a special effect attached to the Attach_5 of DynC[Instance] using Sfx3
- Set OrbEffect[Instance] = (Last created special effect)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Blast Action
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in DynG and do (Actions)
- Loop - Actions
- For each (Integer A) from 1 to Instance, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (DynC[(Integer A)] is in DynG) Equal to True
- Then - Actions
- Set TmpPoint = (Position of DynC[(Integer A)])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Distance between TmpPoint and DynT[(Integer A)]) Less than or equal to ConfInt
- Then - Actions
- Set TmpGroup = (Units within 250.00 of TmpPoint matching (((Matching unit) belongs to an enemy of (Owner of DynC[(Integer A)])) Equal to True))
- Unit Group - Pick every unit in TmpGroup and do (Actions)
- Loop - Actions
- Set TmpInt3 = (Level of VodunBlast for DynC[(Integer A)])
- Unit - Create 1 dummySlow for (Owner of DynC[(Integer A)]) at TmpPoint facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Stun for (Last created unit) to TmpInt3
- Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
- Loop - Actions
- Custom script: call DestroyGroup (udg_TmpGroup)
- Special Effect - Create a special effect at DynT[(Integer A)] using Sfx4
- Special Effect - Destroy (Last created special effect)
- Unit Group - Remove DynC[(Integer A)] from DynG
- Unit Group - Add DynC[(Integer A)] to DynG2
- Else - Actions
- Set TmpPoint = (TmpPoint offset by 50.00 towards DynAng[(Integer A)] degrees)
- Unit - Move DynC[(Integer A)] instantly to TmpPoint
- Custom script: call RemoveLocation (udg_TmpPoint)
- If - Conditions
- Custom script: call RemoveLocation (udg_TmpPoint)
- Else - Actions
- Do nothing
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to Instance, do (Actions)
- Loop - Actions
- Unit Group - Pick every unit in DynG and do (Actions)
- Events
Trigger:
- Blast Reversed Action
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in DynG2 and do (Actions)
- Loop - Actions
- For each (Integer A) from 1 to Instance, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (DynC[(Integer A)] is in DynG2) Equal to True
- Then - Actions
- Set TmpPoint = (Position of DynC[(Integer A)])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Distance between DynCp[(Integer A)] and TmpPoint) Less than or equal to ConfInt
- Then - Actions
- Unit Group - Remove DynC[(Integer A)] from DynG2
- Unit - Turn collision for DynC[(Integer A)] On
- Unit - Make DynC[(Integer A)] Vulnerable
- Unit - Unpause DynC[(Integer A)]
- Special Effect - Destroy OrbEffect[(Integer A)]
- Set DynC[(Integer A)] = No unit
- Set Boolean[(Integer A)] = False
- Custom script: call RemoveLocation (udg_DynCp[bj_forLoopAIndex])
- Custom script: call RemoveLocation (udg_DynT[bj_forLoopAIndex])
- Else - Actions
- Set TmpPoint = (TmpPoint offset by 50.00 towards DynAngR[(Integer A)] degrees)
- Unit - Move DynC[(Integer A)] instantly to TmpPoint
- Custom script: call RemoveLocation (udg_TmpPoint)
- If - Conditions
- Custom script: call RemoveLocation (udg_TmpPoint)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to Instance, do (Actions)
- Loop - Actions
- Unit Group - Pick every unit in DynG2 and do (Actions)
- Events
The Second one (active, too)
Ogun Orbs
MPI/GUI
Description: Increases the attack rate of a target unit. Then he calls the power of the Ogun: Every attack is stronger than the previous one. 4 times base stack. After the attacks, the orbs change into their original form. The orbs damage(verb) the buffed unit. Lasts 10 seconds.
Level 1: 25% attack rate bonus, 11% damage increase, 5 dps to self.
Level 2: 35% attack rate bonus, 12% damage increase, 10 dps to self.
Level 3: 45% attack rate bonus, 13% damage increase, 15 dps to self.
Level 4: 55% attack rate bonus, 14% damage increase, 20 dps to self.
Here is the end of the buff(screenshot)
Trigger:
- Damage Init
- Events
- Map initialization
- Conditions
- Actions
- Set TmpGroup = (Units in (Playable map area))
- Unit Group - Pick every unit in TmpGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Picked unit) is in OgunGroup) Not equal to True
- Then - Actions
- Unit Group - Add (Picked unit) to OgunGroup
- Trigger - Add to OgunOrb Effects <gen> the event (Unit - (Picked unit) Takes damage)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Custom script: call DestroyGroup(udg_TmpGroup)
- Events
Trigger:
- Damage Add
- Events
- Unit - A unit enters (Playable map area)
- Conditions
- ((Entering unit) is in OgunGroup) Not equal to True
- Actions
- Unit Group - Add (Picked unit) to OgunGroup
- Trigger - Add to OgunOrb Effects <gen> the event (Unit - (Entering unit) Takes damage)
- Events
Trigger:
- OgunOrb Effects
- Events
- Conditions
- (Triggering unit) Not equal to (Damage source)
- ((Triggering unit) belongs to an ally of (Owner of (Damage source))) Equal to False
- (Damage taken) Greater than 1.00
- ((Damage source) has buff OgunOrbsBuff) Equal to True
- Actions
- Trigger - Turn off (This trigger)
- Set Instance2 = (Player number of (Owner of (Damage source)))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Stack_Times[Instance2] Greater than 0
- Then - Actions
- Set Stack_Times[Instance2] = (Stack_Times[Instance2] - 1)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- OrbDmg[Instance2] Equal to 0.00
- Then - Actions
- Set OrbDmg[Instance2] = (0.00 + ((Damage taken) x ((0.02 x (Real((Level of OgunOrbs for (Damage source))))) + 0.10)))
- Else - Actions
- Set OrbDmg[Instance2] = (OrbDmg[Instance2] + ((Damage taken) x ((0.02 x (Real((Level of OgunOrbs for (Damage source))))) + 0.10)))
- If - Conditions
- Unit - Cause (Damage source) to damage (Triggering unit), dealing OrbDmg[Instance2] damage of attack type Normal and damage type Normal
- Floating Text - Create floating text that reads ((String((Integer((OrbDmg[Instance2] + (Damage taken)))))) + Damage) above (Damage source) with Z offset 0.00, using font size 9.50, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
- Floating Text - Change the lifespan of (Last created floating text) to 0.27 seconds
- Else - Actions
- Set Stack_Times[Instance2] = (Stack_Bonus[Instance2] + 1)
- Set OrbDmg[Instance2] = 0.00
- If - Conditions
- Trigger - Turn on (This trigger)
Critical Bleed
Not an ordinary one
MUI/GUI
Description: Gives a 14% chance to rip out some flesh of the target that makes it bleed, adding 1 non-permanent stack point to the Ogun Orbs ability. If an friendly hero has died recently near the Troll, he gets too mad gaining ms/as. Lasts 2 seconds.
Level 1: 10 dps, 11% as/ms bonus for 5 seconds
Level 2: 20 dps, 16% as/ms bonus for 6 seconds
Level 3: 30 dps, 20% as/ms bonus for 6 seconds
Level 4: 40 dps, 25% as/ms bonus for 7 seconds
Just an ordinary bleeding effect (no screenshot needed).
Trigger:
- Critical Strike Init
- Events
- Unit - A unit Learns a skill
- Conditions
- (Learned Hero Skill) Equal to Critical Bleed
- ((Triggering unit) is in CriticalGroup) Not equal to True
- Actions
- Unit Group - Add (Triggering unit) to CriticalGroup
- Events
Trigger:
- Critical Strike Effect
- Events
- Unit - A unit Is attacked
- Conditions
- ((Attacking unit) has buff CtiticalBloodBuff) Equal to True
- Actions
- Set CriticalInteger = (Random integer number between 1 and 50)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- CriticalInteger Less than or equal to 3
- CriticalInteger Greater than or equal to 47
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Set TmpInt = (Player number of (Owner of (Picked unit)))
- Set CriticalPosition = (Position of (Triggering unit))
- Set Stack_Bonus[TmpInt] = (Stack_Bonus[TmpInt] + 1)
- Set TmpInt = (Level of CriticalBleed for (Attacking unit))
- Unit - Create 1 CriticalDummy for (Owner of (Attacking unit)) at CriticalPosition facing Default building facing degrees
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of CtiticalEffect for (Last created unit) to TmpInt
- Unit - Order (Last created unit) to Undead Necromancer - Unholy Frenzy (Attacked unit)
- Custom script: call RemoveLocation (udg_CriticalPosition)
- Else - Actions
- Do nothing
- If - Conditions
- Events
Trigger:
- Critical Stike Init2
- Events
- Unit - A unit Dies
- Conditions
- Actions
- Unit Group - Pick every unit in CriticalGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) is A Hero) Equal to True
- ((Dying unit) belongs to an ally of (Owner of (Picked unit))) Equal to True
- (Unit-type of (Dying unit)) Not equal to MoveEffect
- (Unit-type of (Dying unit)) Not equal to dummySlow
- (Unit-type of (Dying unit)) Not equal to CriticalDummy
- Then - Actions
- Set CriticalPosition = (Position of (Dying unit))
- Unit - Create 1 MoveEffect for (Owner of (Picked unit)) at CriticalPosition facing Default building facing degrees
- Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
- Unit Group - Add (Last created unit) to CriticalGroupEffect
- Custom script: call RemoveLocation (udg_CriticalPosition)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in CriticalGroup and do (Actions)
- Events
Trigger:
- Critical Stike Effect2
- Events
- Time - Every 0.05 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in CriticalGroupEffect and do (Actions)
- Loop - Actions
- Set CriticalUnit = (Picked unit)
- Set TmpPoint3 = (Position of CriticalUnit)
- Set CriticalGroup_Copy = (Units within 450.00 of TmpPoint3)
- Unit Group - Pick every unit in CriticalGroup_Copy and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Picked unit) is in CriticalGroup) Equal to True
- Then - Actions
- Set TmpInt2 = (Level of CriticalBleed for (Picked unit))
- Unit - Set level of CtiticalMoveEffect for CriticalUnit to TmpInt2
- Unit - Order CriticalUnit to Orc Shaman - Bloodlust (Picked unit)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Custom script: call DestroyGroup (udg_CriticalGroup_Copy)
- Custom script: call RemoveLocation (udg_TmpPoint3)
- Loop - Actions
- Unit Group - Pick every unit in CriticalGroupEffect and do (Actions)
- Events
Trigger:
- Group
- Events
- Unit - A unit Dies
- Conditions
- (Unit-type of (Triggering unit)) Equal to MoveEffect
- Actions
- Unit Group - Remove (Triggering unit) from CriticalGroupEffect
- Events
And the ultimate (at last!):
Vodoun Ritual
Passive spell, but ulti
MUI/GUI
Description: Increases the movement speed and life regeneration rate. Gathers blood from the damage he took to cast a death ritual that damages any unit inside of the area.If a unit leaves the area he will get an 20% max hp cutoff.(500 AoE)
Level 1: 5% ms, 3 hp regen, Vodoun Ritual: 1200 total damage taken, 70 dps for 3.5 seconds.
Level 2: 6% ms, 5 hp regen, Vodoun Ritual: 1100 total damage taken, 90 dps for 4 seconds.
Level 3: 7% ms, 7 hp regen, Vodoun Ritual: 1000 total damage taken, 110 dps for 4.5 seconds.
Another great... screenshot![Chuck Norris: You are too proud of...] (the area is the ritual one and the cutoff effect is the impale at the first unit from north )
Trigger:
- VoodoSetup
- Events
- Map initialization
- Conditions
- Actions
- Set TmpGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
- Unit Group - Pick every unit in TmpGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Picked unit) is in VoodooGroupInit) Not equal to True
- Then - Actions
- Set Instance3 = (Instance3 + 1)
- Set VoodoUnit[Instance3] = (Picked unit)
- Unit Group - Add (Picked unit) to VoodooGroupInit
- Trigger - Add to VoodooDamageLoad <gen> the event (Unit - (Picked unit) Takes damage)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Custom script: call DestroyGroup(udg_TmpGroup)
- Events
Trigger:
- VoodoSetup2
- Events
- Unit - A unit enters (Playable map area)
- Conditions
- ((Entering unit) is A Hero) Equal to True
- ((Entering unit) is in VoodooGroupInit) Not equal to True
- Actions
- Unit Group - Add (Picked unit) to VoodooGroupInit
- Set Instance3 = (Instance3 + 1)
- Set VoodoUnit[Instance3] = (Entering unit)
- Trigger - Add to VoodooDamageLoad <gen> the event (Unit - (Entering unit) Takes damage)
- Events
Trigger:
- VoodooDamageLoad
- Events
- Conditions
- (Triggering unit) Not equal to (Damage source)
- ((Triggering unit) belongs to an ally of (Owner of (Damage source))) Equal to False
- (Damage taken) Greater than 1.00
- ((Triggering unit) has buff VoodooRitualBuff) Equal to True
- Actions
- Trigger - Turn off (This trigger)
- For each (Integer A) from 1 to Instance3, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Triggering unit) Equal to VoodoUnit[(Integer A)]
- Then - Actions
- Set TotalDamage = (900.00 + (300.00 / (Real((Level of VodunRitual for VoodoUnit[(Integer A)])))))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- DamageTaken[(Integer A)] Greater than or equal to TotalDamage
- Then - Actions
- Set DamageTaken[(Integer A)] = 1.00
- Special Effect - Create a special effect attached to the Attach_4 of VoodoUnit[(Integer A)] using Sfx1
- Set VampireEffect[(Integer A)] = (Last created special effect)
- Set Timer[(Integer A)] = (3.00 + ((Real((Level of VodunRitual for VoodoUnit[(Integer A)]))) / 2.00))
- Else - Actions
- Set DamageTaken[(Integer A)] = (DamageTaken[(Integer A)] + (Damage taken))
- If - Conditions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Trigger - Turn on (This trigger)
Trigger:
- VoodooCurse
- Events
- Time - Every 0.50 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to Instance3, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Timer[(Integer A)] Not equal to 0.00
- Boolean[(Integer A)] Not equal to True
- Then - Actions
- Set Timer[(Integer A)] = (Timer[(Integer A)] - 0.50)
- Set TmpPoint = (Position of VoodoUnit[(Integer A)])
- Unit - Create 1 dummySlow for (Owner of VoodoUnit[(Integer A)]) at TmpPoint facing Default building facing degrees
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Unit - Move (Last created unit) instantly to TmpPoint
- Unit - Set level of SlowD for (Last created unit) to (4 + (Level of VodunRitual for VoodoUnit[(Integer A)]))
- Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
- Custom script: call RemoveLocation (udg_TmpPoint)
- Else - Actions
- Special Effect - Destroy VampireEffect[(Integer A)]
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (VoodooGroup[(Integer A)] is empty) Not equal to True
- Then - Actions
- Unit Group - Remove all units of VoodooGroup[(Integer A)] from VoodooGroup[(Integer A)]
- Else - Actions
- If - Conditions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to Instance3, do (Actions)
- Events
Trigger:
- VoodooCurse2
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to Instance3, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Boolean[(Integer A)] Not equal to True
- Timer[(Integer A)] Not equal to 0.00
- Then - Actions
- Set TmpPoint = (Position of VoodoUnit[(Integer A)])
- Set TmpGroup = (Units within 500.00 of TmpPoint matching (((Matching unit) belongs to an enemy of (Owner of VoodoUnit[(Integer A)])) Equal to True))
- Unit Group - Pick every unit in TmpGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Picked unit) is in VoodooGroup[(Integer A)]) Not equal to True
- Then - Actions
- Unit Group - Add (Picked unit) to VoodooGroup[(Integer A)]
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in VoodooGroup[(Integer A)] and do (Actions)
- Loop - Actions
- Set TmpPoint2 = (Position of (Picked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Distance between TmpPoint and TmpPoint2) Greater than 500.00
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Percentage life of (Picked unit)) Less than 20.00
- Then - Actions
- Special Effect - Create a special effect attached to the Attach_5 of (Picked unit) using Sfx2
- Special Effect - Destroy (Last created special effect)
- Unit - Kill (Picked unit)
- Else - Actions
- Special Effect - Create a special effect attached to the Attach_5 of (Picked unit) using Sfx2
- Special Effect - Destroy (Last created special effect)
- Unit - Set life of (Picked unit) to ((Percentage life of (Picked unit)) - 20.00)%
- Unit Group - Remove (Picked unit) from VoodooGroup[(Integer A)]
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If - Conditions
- Custom script: call RemoveLocation (udg_TmpPoint2)
- Loop - Actions
- Custom script: call DestroyGroup(udg_TmpGroup)
- Custom script: call RemoveLocation (udg_TmpPoint)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to Instance3, do (Actions)
- Events
Code:
NewSpellsF 1.00: Initial Release
NewSpellsF 1.01: Komaqtion's Checkup Fixes
NewSpellsF 1.02: Added some eye candy effects(so the spells seem to be from voodoo magic), changed all abilities icons to custom ones, added some configurables and re-worked the decriptions of the spells.
NewSpellsF 1.03: Base stacks of ogun orb ability limited to 4 for balancing reasons (we don't need the PWNZ hero, do we?), added as bonus to critical bleed-and a minor leak fix...
NewSpellsF 1.04: Model Changed!, Added More Configurables, faster coding critical bleed triggers,added import guide, that's all you want more?
NewSpellsF 1.04b:Mass changes to Critical Bleed and Ogun Orbs, not recorded in triggers, at 1.40 they didn't work
*Credits First to WILL THE ALMIGHTY for the effects and model and Crazyrussian for the icons .
I will start a new spellpack...!!!
Tell me what you like what you dislike what you wanna change for the best result!