Spellpack Voodoo Troll

NoobImbaPro

You can change this now in User CP.
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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:
voodooblast.jpg

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

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)
      • 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)

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)
                      • 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)
                  • Custom script: call RemoveLocation (udg_TmpPoint)
                • Else - Actions
                  • Do nothing

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)
                  • Custom script: call RemoveLocation (udg_TmpPoint)
                • Else - Actions

The Second one (active, too)
ogunorbs.jpg

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)

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
      • Custom script: call DestroyGroup(udg_TmpGroup)

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)

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)))
          • 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
      • Trigger - Turn on (This trigger)


criticalbleed.jpg

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

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
        • 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

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

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
          • Custom script: call DestroyGroup (udg_CriticalGroup_Copy)
          • Custom script: call RemoveLocation (udg_TmpPoint3)

Trigger:
  • Group
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to MoveEffect
    • Actions
      • Unit Group - Remove (Triggering unit) from CriticalGroupEffect


And the ultimate (at last!):
vodunritual.jpg

Vodoun Ritual


Passive spell, but ulti :p
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
      • Custom script: call DestroyGroup(udg_TmpGroup)

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)

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))
            • Else - 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

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
              • 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)]
                    • Else - Actions
                  • Custom script: call RemoveLocation (udg_TmpPoint2)
              • Custom script: call DestroyGroup(udg_TmpGroup)
              • Custom script: call RemoveLocation (udg_TmpPoint)
            • Else - Actions
Remove From The first spell the "Do nothing" under the else actions. It's a pity to reupload a new map for that reason :)

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!
 

Attachments

  • NewspellsF 1.04b.w3x
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Tru_Power22

You can change this now in User CP.
Reaction score
144
Seems like these spells would be better suited for a berserker as the don't seem all that "forbidden". Seems interesting enough, they need better names though.
 

NoobImbaPro

You can change this now in User CP.
Reaction score
60
Changed the names....If you have some better ideas post' em.
Any other Comments?
 

Komaqtion

You can change this now in User CP.
Reaction score
469
First trigger, Dynamite Adrenaline:
Trigger:
  • 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)] Equal to (Triggering unit)
        • Then - Actions
          • Set DynC[(Integer A)] = No unit
          • Custom script: call RemoveLocation (udg_DynCp[bj_forLoopAIndex])
          • Custom script: call RemoveLocation (udg_DynT[bj_forLoopAIndex])


Is that really necessary ?!
Why not just do:
Trigger:
  • Set DynC[(Insance] = No unit
    • Custom script: call RemoveLocation (udg_DynCp[udg_Instance])
    • Custom script: call RemoveLocation (udg_DynT[udg_Instance])


First/Second trigger, Fire Fists:
You need to add the "damage evented" unit to a unit group, so you don't add the same event on a unit twice...

Like this:
Trigger:
  • Damage Detection Event 1
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Damage_Detection_Group = (Units in (Playable map area))
      • Unit Group - Pick every unit in Damage_Detection_Group and do (Actions)
        • Loop - Actions
          • Trigger - Add to FireFist Effects <gen> the event (Unit - (Picked unit) Takes damage)


Trigger:
  • Damage Detection Event 2
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is in Damage_Detection_Group) Not equal to True
    • Actions
      • Trigger - Add to FireFist Effects <gen> the event (Unit - (Triggering unit) Takes damage)
      • Unit Group - Add (Triggering unit) to Damage_Detection_Group


And, why this condition in the last trigger:
Trigger:
  • (Damage taken) Greater than 10.00


First trigger, Critical Bleed:
Why do you use an "If" there ?!
Just put this condition with the other one, and get rid of the "If" :D
Trigger:
  • ((Triggering unit) is in CriticalGroup) Not equal to True


Second trigger, Critical Bleed:
Trigger:
  • (Random integer number between 1 and 50) Less than or equal to 7


Maybe 14 and 100 instead...
Seems more understandable (For the non-maths guys out there :p)

Third trigger, Critical Bleed:
Trigger:
  • Set CriticalGroup_Copy = (Units within 600.00 of (Position of CriticalUnit))


LEAKAGE ! :p
(A small one, but still ;))

First/Second trigger, Voodoo Curse:
Same here as in the "Fire Fists" damage detections... You need to save the group, and check if they aren't in it on the second trigger ;)

And, yet again, why this:
Trigger:
  • (Damage taken) Greater than 5.00


Last trigger, of ALL:
Trigger:
  • Custom script: call RemoveLocation (udg_TmpPoint2)


That should be inside the Unit-Group loop ;)

Overall, this is some nice coding ;)

Just one quite big note:
More configurables !!!

I mean, you barely have ANY !
Maybe make one single trigger, for each spell, where you can set everything from damage being dealt, to the percentage chance in "Critical Bleed" :D

I know that GUI isn't very good for configurables, but still ;)

Anyways, nice spell and +Rep from me :D
 

NoobImbaPro

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@komaqtion

the damage greater than 5-10 causes all miss attacks not to be included in the trigger.
And thank you for the Variable array remove [udg_....
I didn't understand the configurables....
 

Komaqtion

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I didn't understand the configurables....

What do you mean ? :S

You don't know what they are, or you don't know how to make them ?
 

Komaqtion

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Configurables are ust variables which you set somewhere (Either at the top of every trigger, or have a different trigger for all spell with them).

These variables keep track of every changable value (Usually numbers, like damage or range) which are constant, and will not change during the spell...

Here are examples:
Trigger:
  • JumpDis[Instance] Less than 300.00


Maybe make that 300.00 a configurable...

Trigger:
  • Animation - Change DynC[Instance]'s vertex coloring to (50.00%, 50.00%, 50.00%) with 50.00% transparency


Those values too... (This is optional :D)

Trigger:
  • Animation - Change DynC[Instance] flying height to 250.00 at JumpDis[Instance]


250.00 there ;)

Trigger:
  • Special Effect - Create a special effect attached to the hand, left of DynC[Instance] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl


Maybe, just maybe, "hand,left" there...

Note: these were all from the very first trigger of yours, so there could, and I say could, be VERY many configurables in your spells though of course you don't have to use all of them...
I'm just giving you suggestions, and GUI configurables aren't as appreciated as vJASS configurables (In vJASS, the more configurables, the better spell almost, and in GUI it's just hard work... But still is appreciated by many ;))

Do as many as you feel like, and you should be fine :D
 

NoobImbaPro

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I have to make a trigger----->
Events
Map Init
Conditions
Actions
Flyingheight = 250
StringAttach = "hand,left"
JumpMinDistance = 300
VertexColor = 50
??????
 

avalya

New Member
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I'd put them in the main activation triggers (the ones that activate when you cast the spell) and then set all the configurable values, for example, variables for damage, range, distance, and instances.
 

NoobImbaPro

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BUMP!

Omg plz post any comment! Don't ignore me! :(
I want another 3 reviews to sum it all up.
 

NoobImbaPro

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BUMP! AND BUMP! AND BUMP!
I need another 3 comments......NOT HEAVY TASK TO DO!!!
 

Avaleirra

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The spells are awesome! But the effects don't really fit the voodoo theme, it would fit some demon or chaos thing better. All in all, great work!

Avaleirra
 

NoobImbaPro

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thnk you , but they are really voodoo(demon is the same with the voodoo because it means mean spirits) .... but not chaos.
Another 2 comments!!
 

Komaqtion

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Please, remove this in the "Blast_Actions" and the "Critical Strike Effect" trigger:
Trigger:
  • Do nothing


Useless... :p

Description: Blasts his own body with incredible speed towards the target point. When he reaches it he releases the vodun soul to paralyse nearby units.Then he returns back. 300 minimum range. Pauses Vodun Ritual Effects.

It's called "Vodoun" :p

Otherwise, it really is quite good spells ;)

Good job, and keep it up ! :D
 

NoobImbaPro

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Thnk you Komaqtion :thup:
Another 1 review(or comment, everything accepted:)) to start making other and better abilities !!!
 
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