Spellpack Wind spells

rodead

Active Member
Reaction score
42
Wind Spellpack

This is my wind spellpack it contains 3 spells i made and 1 with some help of the trigger from gals so thanks to ~gals~ and credits also to him.

- MUI (only cloud isn't MUI)- Leakless

Cloud

Tillt up a unit on a cloud and then drops it down to damage an area.

- level 1 Deals 100 damage in an AoE of 100.
- level 2 Deals 200 damage in an AoE of 200.
- level 3 Deals 300 damage in an AoE of 300.

Trigger code
Code:
Cloud
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Cloud 
    Actions
        Custom script:   local unit udg_Target = GetSpellTargetUnit()
        Set Level = (Level of Cloud  for (Casting unit))
        Set Target = (Target unit of ability being cast)
        Set Hero_Loc = (Position of (Target unit of ability being cast))
        Unit - Create 1 Cloud for (Owner of (Casting unit)) at Hero_Loc facing Default building facing degrees
        Custom script:   call RemoveLocation (udg_Hero_Loc)
        Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
        Unit - Add Crow Form to Target
        Unit - Remove Crow Form from Target
        Animation - Change Target flying height to 300.00 at 125.00
        Wait 3.00 seconds
        Animation - Change Target flying height to 0.00 at 1000000000.00
        Set Hero_Loc = (Position of Target)
        Unit - Cause (Casting unit) to damage circular area after 0.00 seconds of radius (100.00 x (Real(Level))) at Hero_Loc, dealing (100.00 x (Real(Level))) damage of attack type Normal and damage type Normal
        Custom script:   call RemoveLocation (udg_Hero_Loc)
        Set Target = No unit

Screenshot:
screenshot2.JPG

Tornado

Creates a Tornado, immobilizing, disarming and damaging. also creates a slow efect and damge efect in 300 AoE around the target.

- Level 1 slows a little and does a small amount of damage.
- Level 2 slows more then level 1 and does a medium amount of damage.
- Level 3 slows more then level 2 and does a high amount of damage.

Trigger Code:
Code:
Tornado
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Tornado 
    Actions
        Set Level = (Level of Tornado  for (Casting unit))
        Set Hero_Loc_2 = (Position of (Target unit of ability being cast))
        Unit - Create 1 Tornado for (Owner of (Casting unit)) at Hero_Loc_2 facing Default building facing degrees
        Custom script:   call RemoveLocation (udg_Hero_Loc_2)
        Unit - Add a (2.00 + (Real(Level))) second Generic expiration timer to Dummy_Unit

Screenshot:
screenshot3.JPG

Generate Storm

Creates 4 tornado´s creating a sucking efect to the hero and damge nearby enemy units for 25 damage per second.

- (ultimate)

Trigger code:
Code:
Generate Storm
    Events
        Unit - A unit Begins channeling an ability
    Conditions
        (Ability being cast) Equal to Generate Storm 
    Actions
        Unit - Turn collision for (Casting unit) Off
        Set fvunit = (Casting unit)
        Set Hero_Loc_3 = (Position of (Casting unit))
        Environment - Create at (Region centered at Hero_Loc_3 with size (100.00, 100.00)) the weather effect Ashenvale Rain (Heavy)
        Set Weatherefect[1] = (Last created weather effect)
        Environment - Turn (Last created weather effect) On
        Environment - Create at (Region centered at Hero_Loc_3 with size (100.00, 100.00)) the weather effect Outland Wind (Light)
        Set Weatherefect[2] = (Last created weather effect)
        Environment - Turn (Last created weather effect) On
        Unit - Create 1 Generate Storm for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 0.00 degrees) facing Default building facing degrees
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        Unit - Create 1 Generate Storm for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 90.00 degrees) facing Default building facing degrees
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        Unit - Create 1 Generate Storm for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 180.00 degrees) facing Default building facing degrees
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        Unit - Create 1 Generate Storm for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 270.00 degrees) facing Default building facing degrees
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        Unit - Create 1 Generate Storm 2 for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 270.00 degrees) facing Default building facing degrees
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        Trigger - Turn on sucking <gen>
        Trigger - Turn on Efect <gen>

Code:
sucking
    Events
        Time - Every (0.25 / 5.00) seconds of game time
    Conditions
    Actions
        Set fvug[1] = (Units within 500.00 of Hero_Loc_3 matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of fvunit)) Equal to True) and (((Matching unit) is Magic Immun
        Unit Group - Pick every unit in fvug[1] and do (Actions)
            Loop - Actions
                Unit - Turn collision for (Picked unit) Off
                Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Tornado\Tornado_Target.mdl
                Special Effect - Destroy (Last created special effect)
                Set fvloc[3] = (Position of (Picked unit))
                Set fvloc[4] = (fvloc[3] offset by 10.00 towards (Angle from fvloc[3] to fvloc[1]) degrees)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Terrain pathing at fvloc[4] of type Walkability is off) Equal to False
                    Then - Actions
                        Unit - Move (Picked unit) instantly to fvloc[4], facing Hero_Loc_3
                        Unit - Turn collision for (Picked unit) On
                    Else - Actions
                Custom script:   call RemoveLocation(udg_fvloc[3])
                Custom script:   call RemoveLocation(udg_fvloc[4])
        Custom script:   call DestroyGroup(udg_fvug[1])

Code:
Efect
    Events
        Time - Every 0.30 seconds of game time
    Conditions
    Actions
        Special Effect - Create a special effect at Hero_Loc_3 using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
        Special Effect - Destroy (Last created special effect)

Code:
Stop casting
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Generate Storm 
    Actions
        Unit - Turn collision for (Casting unit) On
        Trigger - Turn off sucking <gen>
        Trigger - Turn off Efect <gen>
        Custom script:   call RemoveLocation (udg_Hero_Loc_3)

Screenshot:

screenshot1.JPG

this are my spells hope you like them.
 
Reaction score
456
I look them later, but instead of unit begins casting an ability, use unit starts effect of an ability.
 

rodead

Active Member
Reaction score
42
oke thanks alot i shall add it to the next version anyone else got something that i could fix?
 

Grymlax

Probably not around
Reaction score
138
first of all nice looking spells. :D

the only mui spell of those are the tornado otherwise the waits in the spells messes it up.

i only had a brief look at the spells so i cant say much but.

in the tornado i find it unnesecary to set the dummy to a variable when the only thing you do is giving it an expiration timer. you could just give it to the last created unit insted.

the cloud didn't seem to make any damage you maybe wanna take a look at that.

and in the generate storm the unit doesn't need to be channeling for the triggers to still be activated. you can just order the hero to stop and then you can do whatever you want. to fix this you could replace the wait with another trigger that is something like this:
Code:
stop storm
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Generate Storm 
    Actions
        Unit - Turn collision for (Triggering unit) On
        Trigger - Turn off sucking <gen>
        Trigger - Turn off Efect <gen>
        Custom script:   call RemoveLocation (udg_Hero_Loc_3)
 

rodead

Active Member
Reaction score
42
Updated : LOOk at the first Post

- fixed cloud damage
- fixed Generate Storm is Now MUI
- fixed bigins casting an ability into starts the efect...

Cloud is as MUI as possible anyone else got a solution to make it completly MUi except for JASS.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
Code:
[color=red]Custom script:   local unit udg_Dummy_Unit[/color]
What the hell ?!
You local a global?...

I'm not really sure if it is legal but I think it might causes some bug.....
Why local a global variable?
 

rodead

Active Member
Reaction score
42
don't know but tought it was good to such a thing. :confused:

Edit:"Shall fix that i see now why btw chaned the code a little i add soon more changes and also some changes to the first post but now i need to go to school .
 

rodead

Active Member
Reaction score
42
fixed what gals said and changed the code a little so check it out.

Edit: It seems nobody is interested :S and could some mod look at this?
 

NapaHero

Back from the dead...
Reaction score
43
I'm interested in this spellpack. Look at the bold lines:

Code:
Generate Storm
    Events
        Unit - A unit Begins channeling an ability
    Conditions
        (Ability being cast) Equal to Generate Storm 
    Actions
        Unit - Turn collision for (Casting unit) Off
        Set fvunit = (Casting unit)
        Set Hero_Loc_3 = (Position of (Casting unit))
        Environment - Create at (Region centered at Hero_Loc_3 with size (100.00, 100.00)) the weather effect Ashenvale Rain (Heavy)
        Set Weatherefect[1] = (Last created weather effect)
        Environment - Turn (Last created weather effect) On
        Environment - Create at (Region centered at Hero_Loc_3 with size (100.00, 100.00)) the weather effect Outland Wind (Light)
        Set Weatherefect[2] = (Last created weather effect)
        Environment - Turn (Last created weather effect) On
        [B]Unit - Create 1 Generate Storm for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 0.00 degrees) facing Default building facing degrees[/B]
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        [B]Unit - Create 1 Generate Storm for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 90.00 degrees) facing Default building facing degrees[/B]
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        [B]Unit - Create 1 Generate Storm for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 180.00 degrees) facing Default building facing degrees[/B]
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        [B]Unit - Create 1 Generate Storm for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 270.00 degrees) facing Default building facing degrees[/B]
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        [B]Unit - Create 1 Generate Storm 2 for (Owner of (Casting unit)) at (Hero_Loc_3 offset by 300.00 towards 270.00 degrees) facing Default building facing degrees[/B]
        Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
        Trigger - Turn on sucking <gen>
        Trigger - Turn on Efect <gen>

Each one of them leaks a point: ''...offset by...''

Also, you don't remove Hero_Loc_3. An extra thing: the whole code could be shorter with loops.

I hope that your map don't use this trigger.
 

w00t22

CSS L4D DoD? Steam ID = w00t22
Reaction score
43
My most favourite spell is number #3 from screen shots.
 

w00t22

CSS L4D DoD? Steam ID = w00t22
Reaction score
43
Ah really? I need to learn more about Jass specially new gen. Thanks
 
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