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Santa Spellpack 2011

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Description :
Santa thrown an magical snowball which grows up by passed distance. If targeted enemy has Jack Frost buff he will get stunned for 1.5 seconds.The damage is increased by snowball size.

Triggers :

  • Snowball Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Snowball
    • Actions
      • Set Snowball_Index2 = (Snowball_Index2 + 1)
      • Set Snowball_Caster[Snowball_Index2] = (Triggering unit)
      • Set Snowball_Target[Snowball_Index2] = (Target unit of ability being cast)
      • Set Snowball_Speed[Snowball_Index2] = 30.00
      • Set Snowball_Size[Snowball_Index2] = 100.00
      • Set Leak_Point1 = (Position of (Triggering unit))
      • Unit - Create 1 Snowball for (Owner of (Triggering unit)) at Leak_Point1 facing Default building facing degrees
      • Set Snowball_Missle[Snowball_Index2] = (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Snowball_Index2 Equal to 1
        • Then - Actions
          • Trigger - Turn on Snowball Periodic <gen>
        • Else - Actions
      • Custom script: call RemoveLocation (udg_Leak_Point1)


  • Snowball Periodic
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Snowball_Index1) from 1 to Snowball_Index2, do (Actions)
        • Loop - Actions
          • Set Leak_Point1 = (Position of Snowball_Missle[Snowball_Index1])
          • Set Leak_Point2 = (Position of Snowball_Target[Snowball_Index1])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between Leak_Point1 and Leak_Point2) Greater than or equal to 100.00
            • Then - Actions
              • Unit - Move Snowball_Missle[Snowball_Index1] instantly to (Leak_Point1 offset by Snowball_Speed[Snowball_Index1] towards (Angle from Leak_Point1 to Leak_Point2) degrees)
              • Set Snowball_Size[Snowball_Index1] = (Snowball_Size[Snowball_Index1] + 10.00)
              • Animation - Change Snowball_Missle[Snowball_Index1]'s size to (Snowball_Size[Snowball_Index1]%, Snowball_Size[Snowball_Index1]%, Snowball_Size[Snowball_Index1]%) of its original size
            • Else - Actions
              • Unit - Remove Snowball_Missle[Snowball_Index1] from the game
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Snowball_Target[Snowball_Index1] has buff Jack Frost ) Equal to True
                • Then - Actions
                  • Unit - Create 1 Dummy for (Owner of Snowball_Caster[Snowball_Index1]) at Leak_Point1 facing Default building facing degrees
                  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                  • Unit - Add Snowball (Stun) to (Last created unit)
                  • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt Snowball_Target[Snowball_Index1]
                • Else - Actions
              • Unit - Cause Snowball_Caster[Snowball_Index1] to damage Snowball_Target[Snowball_Index1], dealing Snowball_Size[Snowball_Index1] damage of attack type Spells and damage type Normal
              • Set Snowball_Caster[Snowball_Index1] = Snowball_Caster[Snowball_Index2]
              • Set Snowball_Target[Snowball_Index1] = Snowball_Target[Snowball_Index2]
              • Set Snowball_Speed[Snowball_Index1] = Snowball_Speed[Snowball_Index2]
              • Set Snowball_Missle[Snowball_Index1] = Snowball_Missle[Snowball_Index2]
              • Set Snowball_Size[Snowball_Index1] = Snowball_Size[Snowball_Index2]
              • Set Snowball_Index2 = (Snowball_Index2 - 1)
              • Set Snowball_Index1 = (Snowball_Index1 - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Snowball_Index2 Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
          • Custom script: call RemoveLocation (udg_Leak_Point1)
          • Custom script: call RemoveLocation (udg_Leak_Point2)



Description :
Santa calls Rudolph to give him a ride to picked location.
Triggers :

  • Sleigh Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sleigh
    • Actions
      • Set Sleigh_Index2 = (Sleigh_Index2 + 1)
      • Set Sleigh_Caster[Sleigh_Index2] = (Triggering unit)
      • Set Sleigh_TargetPoint[Sleigh_Index2] = (Target point of ability being cast)
      • Set Temp_Player = (Owner of (Triggering unit))
      • Custom script: if GetLocalPlayer() == udg_Temp_Player then
      • Environment - Create at (Playable map area) the weather effect Northrend Blizzard
      • Set Sleigh_Weather[Sleigh_Index2] = (Last created weather effect)
      • Environment - Turn (Last created weather effect) On
      • Custom script: endif
      • Set Leak_Point1 = (Position of (Triggering unit))
      • Set Leak_Point2 = (Target point of ability being cast)
      • Set Sleigh_Angle[Sleigh_Index2] = (Angle from Leak_Point1 to Leak_Point2)
      • Unit - Create 1 Reindeer for Temp_Player at (Leak_Point1 offset by 200.00 towards (Angle from Leak_Point1 to Leak_Point2) degrees) facing (Angle from Leak_Point1 to Leak_Point2) degrees
      • Set Sleigh_Reindeer[Sleigh_Index2] = (Last created unit)
      • Custom script: call RemoveLocation (udg_Leak_Point2)
      • Set Leak_Point2 = (Position of (Last created unit))
      • Animation - Change (Last created unit) flying height to 100.00 at 0.00
      • Unit - Add Crow Form to (Triggering unit)
      • Unit - Remove Crow Form from (Triggering unit)
      • Unit - Turn collision for (Triggering unit) Off
      • Unit - Pause (Triggering unit)
      • Lightning - Create a Lightning Attack lightning effect from source Leak_Point1 to target Leak_Point2
      • Set Sleigh_Lightning[Sleigh_Index2] = (Last created lightning effect)
      • Set Sleigh_Phase2[Sleigh_Index2] = False
      • Custom script: call SetUnitAnimationByIndex(udg_Sleigh_Caster[udg_Sleigh_Index2] , 2)
      • Custom script: call SetUnitAnimationByIndex(udg_Sleigh_Reindeer[udg_Sleigh_Index2] , 8)
      • Animation - Change Sleigh_Caster[Sleigh_Index2]'s animation speed to 0.00% of its original speed
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Sleigh_Index2 Equal to 1
        • Then - Actions
          • Trigger - Turn on Sleigh Periodic <gen>
        • Else - Actions
      • Custom script: call RemoveLocation (udg_Leak_Point1)
      • Custom script: call RemoveLocation (udg_Leak_Point2)


  • Sleigh Periodic
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Sleigh_Index1) from 1 to Sleigh_Index2, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current flying height of Sleigh_Reindeer[Sleigh_Index1]) Greater than 20.00
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current flying height of Sleigh_Reindeer[Sleigh_Index1]) Less than or equal to 1000.00
                  • Sleigh_Phase2[Sleigh_Index1] Equal to False
                • Then - Actions
                  • Set Leak_Point1 = ((Position of Sleigh_Reindeer[Sleigh_Index1]) offset by 10.00 towards Sleigh_Angle[Sleigh_Index1] degrees)
                  • Animation - Change Sleigh_Reindeer[Sleigh_Index1] flying height to ((Current flying height of Sleigh_Reindeer[Sleigh_Index1]) + 10.00) at 0.00
                  • Unit - Move Sleigh_Reindeer[Sleigh_Index1] instantly to Leak_Point1
                  • Custom script: call RemoveLocation (udg_Leak_Point1)
                  • Set Leak_Point1 = ((Position of Sleigh_Caster[Sleigh_Index1]) offset by 10.00 towards Sleigh_Angle[Sleigh_Index1] degrees)
                  • Animation - Change Sleigh_Caster[Sleigh_Index1] flying height to ((Current flying height of Sleigh_Caster[Sleigh_Index1]) + 10.00) at 0.00
                  • Unit - Move Sleigh_Caster[Sleigh_Index1] instantly to Leak_Point1
                  • Set Sleigh_Caster1 = Sleigh_Caster[Sleigh_Index1]
                  • Set Sleigh_Reindeer1 = Sleigh_Reindeer[Sleigh_Index1]
                  • Set Sleigh_Flying1 = ((Integer((Current flying height of Sleigh_Caster1))) + 10)
                  • Set Sleigh_Flying2 = ((Integer((Current flying height of Sleigh_Reindeer1))) + 50)
                  • Set Sleigh_Lightning1 = Sleigh_Lightning[Sleigh_Index1]
                  • Custom script: call MoveLightningEx(udg_Sleigh_Lightning1, true, GetUnitX(udg_Sleigh_Caster1), GetUnitY(udg_Sleigh_Caster1), udg_Sleigh_Flying1 , GetUnitX(udg_Sleigh_Reindeer1), GetUnitY(udg_Sleigh_Reindeer1), udg_Sleigh_Flying2)
                  • Animation - Change Sleigh_Reindeer1's vertex coloring to ((Random real number between 50.00 and 100.00)%, (Random real number between 50.00 and 100.00)%, (Random real number between 50.00 and 100.00)%) with 0.00% transparency
                  • Lightning - Change color of Sleigh_Lightning1 to ((Random real number between 0.00 and 10.00) (Random real number between 0.00 and 10.00) (Random real number between 0.00 and 10.00)) with 1.00 alpha
                  • Custom script: call RemoveLocation (udg_Leak_Point1)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Sleigh_Phase2[Sleigh_Index1] Equal to True
                    • Then - Actions
                      • Set Leak_Point1 = ((Position of Sleigh_Reindeer[Sleigh_Index1]) offset by 10.00 towards Sleigh_Angle[Sleigh_Index1] degrees)
                      • Animation - Change Sleigh_Reindeer[Sleigh_Index1] flying height to ((Current flying height of Sleigh_Reindeer[Sleigh_Index1]) - 10.00) at 0.00
                      • Unit - Move Sleigh_Reindeer[Sleigh_Index1] instantly to Leak_Point1
                      • Custom script: call RemoveLocation (udg_Leak_Point1)
                      • Set Leak_Point1 = ((Position of Sleigh_Caster[Sleigh_Index1]) offset by 10.00 towards Sleigh_Angle[Sleigh_Index1] degrees)
                      • Animation - Change Sleigh_Caster[Sleigh_Index1] flying height to ((Current flying height of Sleigh_Caster[Sleigh_Index1]) - 10.00) at 0.00
                      • Unit - Move Sleigh_Caster[Sleigh_Index1] instantly to Leak_Point1
                      • Set Sleigh_Flying1 = (Integer((Current flying height of Sleigh_Caster1)))
                      • Set Sleigh_Flying2 = (Integer((Current flying height of Sleigh_Reindeer1)))
                      • Set Sleigh_Caster1 = Sleigh_Caster[Sleigh_Index1]
                      • Set Sleigh_Reindeer1 = Sleigh_Reindeer[Sleigh_Index1]
                      • Set Sleigh_Lightning1 = Sleigh_Lightning[Sleigh_Index1]
                      • Custom script: call MoveLightningEx(udg_Sleigh_Lightning1, true, GetUnitX(udg_Sleigh_Caster1), GetUnitY(udg_Sleigh_Caster1), udg_Sleigh_Flying1 , GetUnitX(udg_Sleigh_Reindeer1), GetUnitY(udg_Sleigh_Reindeer1), udg_Sleigh_Flying2)
                      • Animation - Change Sleigh_Reindeer1's vertex coloring to ((Random real number between 50.00 and 100.00)%, (Random real number between 50.00 and 100.00)%, (Random real number between 50.00 and 100.00)%) with 0.00% transparency
                      • Lightning - Change color of Sleigh_Lightning1 to ((Random real number between 0.00 and 10.00) (Random real number between 0.00 and 10.00) (Random real number between 0.00 and 10.00)) with 1.00 alpha
                      • Custom script: call RemoveLocation (udg_Leak_Point1)
                    • Else - Actions
                      • Animation - Change Sleigh_Reindeer[Sleigh_Index1] flying height to 900.00 at 0.00
                      • Animation - Change Sleigh_Caster[Sleigh_Index1] flying height to 1000.00 at 0.00
                      • Set Leak_Point1 = (Sleigh_TargetPoint[Sleigh_Index1] offset by -700.00 towards Sleigh_Angle[Sleigh_Index1] degrees)
                      • Unit - Move Sleigh_Reindeer[Sleigh_Index1] instantly to Leak_Point1
                      • Custom script: call RemoveLocation (udg_Leak_Point1)
                      • Set Leak_Point1 = (Sleigh_TargetPoint[Sleigh_Index1] offset by -900.00 towards Sleigh_Angle[Sleigh_Index1] degrees)
                      • Unit - Move Sleigh_Caster[Sleigh_Index1] instantly to Leak_Point1
                      • Set Sleigh_Phase2[Sleigh_Index1] = True
                      • Custom script: call RemoveLocation (udg_Leak_Point1)
            • Else - Actions
              • Unit - Remove Sleigh_Reindeer[Sleigh_Index1] from the game
              • Animation - Reset Sleigh_Caster[Sleigh_Index1]'s animation
              • Animation - Change Sleigh_Caster[Sleigh_Index1]'s animation speed to 100.00% of its original speed
              • Lightning - Destroy Sleigh_Lightning[Sleigh_Index1]
              • Environment - Remove Sleigh_Weather[Sleigh_Index1]
              • Animation - Change Sleigh_Caster[Sleigh_Index1] flying height to (Default flying height of Sleigh_Caster[Sleigh_Index1]) at 0.00
              • Unit - Turn collision for Sleigh_Caster[Sleigh_Index1] On
              • Unit - Unpause Sleigh_Caster[Sleigh_Index1]
              • Set Sleigh_Caster[Sleigh_Index1] = Sleigh_Caster[Sleigh_Index2]
              • Set Sleigh_TargetPoint[Sleigh_Index1] = Sleigh_TargetPoint[Sleigh_Index2]
              • Set Sleigh_Weather[Sleigh_Index1] = Sleigh_Weather[Sleigh_Index2]
              • Set Sleigh_Angle[Sleigh_Index1] = Sleigh_Angle[Sleigh_Index2]
              • Set Sleigh_Reindeer[Sleigh_Index1] = Sleigh_Reindeer[Sleigh_Index2]
              • Set Sleigh_Lightning[Sleigh_Index1] = Sleigh_Lightning[Sleigh_Index2]
              • Set Sleigh_Phase2[Sleigh_Index1] = Sleigh_Phase2[Sleigh_Index2]
              • Set Sleigh_Index2 = (Sleigh_Index2 - 1)
              • Set Sleigh_Index1 = (Sleigh_Index1 - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Sleigh_Index2 Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions



Description :
Being old, Santa needs help and Jack Frost is his protector. He helps Santa, marking and slowing his enemies in 500 AOE.
Triggers :

  • Jack Frost Learn
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Jack Frost
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Jack Frost (Dummy) for (Triggering unit)) Greater than 0
        • Then - Actions
          • Unit - Set level of Jack Frost (Dummy) for (Triggering unit) to (Level of Jack Frost for (Triggering unit))
        • Else - Actions
          • Unit - Add Jack Frost (Dummy) to (Triggering unit)



Description :
Santa give a random gift to targeted ally unit.
Triggers :

  • Surprise Gift Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Surprise Gift
    • Actions
      • Set Leak_Point1 = (Position of (Target unit of ability being cast))
      • Unit - Create 1 Present for (Owner of (Triggering unit)) at (Leak_Point1 offset by 50.00 towards (Facing of (Target unit of ability being cast)) degrees) facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Set SurpriseGift_Number = (Random integer number between 1 and 7)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SurpriseGift_Number Equal to 1
        • Then - Actions
          • Unit - Create 1 Polar Bear for (Owner of (Target unit of ability being cast)) at Leak_Point1 facing Default building facing degrees
          • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
          • Floating Text - Create floating text that reads Wow, a Polar Bear ! at Leak_Point1 with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
          • Animation - Play (Target unit of ability being cast)'s spell animation
          • Animation - Queue (Target unit of ability being cast)'s stand animation
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SurpriseGift_Number Equal to 2
            • Then - Actions
              • Unit - Create 1 Turtle for (Owner of (Target unit of ability being cast)) at Leak_Point1 facing Default building facing degrees
              • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
              • Floating Text - Create floating text that reads Wow, a Turtle ! at Leak_Point1 with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
              • Animation - Play (Target unit of ability being cast)'s spell animation
              • Animation - Queue (Target unit of ability being cast)'s stand animation
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SurpriseGift_Number Equal to 3
                • Then - Actions
                  • Player - Add 200 to (Owner of (Target unit of ability being cast)) Current gold
                  • Floating Text - Create floating text that reads I got 200 gold ^^ at Leak_Point1 with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                  • Animation - Play (Target unit of ability being cast)'s spell animation
                  • Animation - Queue (Target unit of ability being cast)'s stand animation
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SurpriseGift_Number Equal to 4
                    • Then - Actions
                      • Player - Add 200 to (Owner of (Target unit of ability being cast)) Current lumber
                      • Floating Text - Create floating text that reads Nice, Santa bringed... at Leak_Point1 with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                      • Floating Text - Change (Last created floating text): Disable permanence
                      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                      • Animation - Play (Target unit of ability being cast)'s spell animation
                      • Animation - Queue (Target unit of ability being cast)'s stand animation
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SurpriseGift_Number Equal to 5
                        • Then - Actions
                          • Special Effect - Create a special effect attached to the head of (Target unit of ability being cast) using SantaHat.mdx
                          • Floating Text - Create floating text that reads YAY, a red Santa ha... at Leak_Point1 with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                          • Floating Text - Change (Last created floating text): Disable permanence
                          • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                          • Animation - Play (Target unit of ability being cast)'s spell animation
                          • Animation - Queue (Target unit of ability being cast)'s stand animation
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • SurpriseGift_Number Equal to 6
                            • Then - Actions
                              • Special Effect - Create a special effect attached to the head of (Target unit of ability being cast) using GreathelmOfWinter.mdx
                              • Floating Text - Create floating text that reads Helm of Winter, aws... at Leak_Point1 with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                              • Floating Text - Change (Last created floating text): Disable permanence
                              • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                              • Animation - Play (Target unit of ability being cast)'s spell animation
                              • Animation - Queue (Target unit of ability being cast)'s stand animation
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • SurpriseGift_Number Equal to 7
                                • Then - Actions
                                  • Unit - Change color of (Target unit of ability being cast) to Red
                                  • Floating Text - Create floating text that reads Red cloths, much be... at Leak_Point1 with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                  • Floating Text - Change (Last created floating text): Disable permanence
                                  • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                                  • Animation - Play (Target unit of ability being cast)'s spell animation
                                  • Animation - Queue (Target unit of ability being cast)'s stand animation
                                • Else - Actions
      • Custom script: call RemoveLocation (udg_Leak_Point1)


Triggers might be outdated

Santa Spellpack v.1.1
-Surprise Gift float text shows only for caster and targeted unit
-Surprise Gift can no longer leak
-Sleigh caster now becomes invulnerable
-Special Effect when snowball hits added
-Hotkeys are now golden in spells tooltip
-Jack Frost tooltip reworked
-Surprise Gift tooltip improved
-Dummy corrected
-Leaks Fixed

Santa Spellpack v1.0
-Snowball grows up twice faster but doesn't affect the damage
-Sleigh landing fixed
-Leaks Fixed


Note:
*These spells are MUI ( multi unit instanceable)

Visit xnoobsmokex.webs.com for more spells

Keywords:
Santa Claus Christmas Frost Spellpack Pack 2011
Contents

Santa Spellpack v1.1 (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Add importing instructions into the map file You need to store the special effects in surprise. Now they leak I don't think the weather effect needs to be local Add importing...

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

Reviewed by Maker, Santa Spellpack 2011 v1.2, 30th Jan 2012

Add importing instructions into the map file
You need to store the special effects in surprise. Now they leak

Reviewed by Maker, Santa Spellpack 2011 v1.1, 11th Jan 2012

I don't think the weather effect needs to be local
Add importing instructions into the map file
You need to store the special effects in surprise
What if the unit dies during sleigh ride?
The Jack Frost learn icon could be active version, now it is passive

Reviewed by Maker, Santa Spellpack 2011 v1.0, 30th Dec 2011

Required changes:
  • Set the dummy's Art - Animation - Cast point to 0
  • Set the dummy's Art - Death time to 0 or 0.1
  • Set the dummy's death type to Can't raise, does not decay
  • Sleigh periodic leaks, the four first times when you set Leak_Point_1
  • Surprise gift can cause special effect leaks
  • Create floating text only for players who have vision over the location

Improvement suggestions:
  • Create an effect when the snowball hits
  • Use a parabola for the snowball
  • Hotkey letter should be golden in tooltips
  • Improve the grammar in tooltips
  • Sleigh ride causes the unit to aggro units behind the original position even if you order the unit to cast the ability away from hostile units. Can be annoying
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
the Sleigh should have used parabola functions or Jump system & surprise give should have
floating text moving upward & colored...

Leak;
Unit - Move Snowball_Missle[Snowball_Index1] instantly to (Leak_Point1 offset by Snowball_Speed[Snowball_Index1] towards (Angle from Leak_Point1 to Leak_Point2) degrees)

for others, Im too lazy to check, maybe tonight...
 
Level 7
Joined
Sep 2, 2011
Messages
350
I look how you made Sleigh, however, It would be great if you followed mckill2009's suggestion about parabola function. I like it.

Rating: 4/5
The surprise present is simple, yet clean and neat
Its hard to notice the snowball size increases
Good idea for Sleigh but not well executed
They're MUI but still has leaks
Overall, It's good.


Happy Holidays
 
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