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Archimonde Spellpack v1.1.0

This bundle is marked as pending. It has not been reviewed by a staff member yet.
archimonde-spellpack-title-png.354141

"Tremble, mortals, and despair! Doom has come to this world." - The Defiler

archimonde-spellpack-scene-gif.354418

- Project Development Team -
JAKEZINC
(Project Leader, Spells Coder And Visuals Designer)
AGD
(Systems And Spells Coder)
hemmedo
(Beta Tester, Spells Suggestions And Recommendations)

It contains: 6 unique abilities, 4 modified abilities, 1 standard ability.

full

doomfire-spirit-preview-gif.354419
full

allure-of-flames-preview-gif.354420
full

desecration-preview-gif.354421
full

death-brand-one-preview-gif.354422

death-brand-two-preview-gif.354423

death-brand-three-preview-gif.354424
full

wrought-chaos-one-preview-gif.354425

wrought-chaos-two-preview-gif.354426

wrought-chaos-three-preview-gif.354427
full

chaos-meteors-preview-gif.354428

infernal-meteors-preview-gif.354429
- Credits -
FerSZ
Hate
Mr.Goblin
Mythic
Bribe
IcemanBo
TriggerHappy
Nestarus
Bannar
MyPad
rulerofiron
Flux
Cokemonkey
Quilnez
Rising_Dusk
(If you don't see your name on this credit list, just reply on this resource)

- Notes -
How To Import A Spell/System
I've also put some work to edit the models so that they could match the theme perfectly.
Some models were having a prefix because of my specifications to make them thematic.

(If you have any complaints regarding these, just reply on this resource)



Changelogs
v1.1.0
- Link

v1.0.0
- Initial release
Previews
Contents

ARCHIMONDE SPELLPACK (Map)

Level 20
Joined
Aug 13, 2013
Messages
1,696
At last, it is now released!

This serves as my first masterpiece to my list of spellpack projects.

Unfortunately, I can't move on to Kil'jaeden yet.
(I can't find such model quality that matches with this Archimonde :/)
So I've decided that the next spotlight goes to Jaina:
Battle For Azeroth - Lord Admiral Jaina

This is my unofficial concept for her spellpack;

Jaina is a frost mage, her abilities require so much mana to make her viable in combat.

Frostbolt (Target Unit Ability) - launches a frost bolt to an enemy unit that deals damage on hit and slows it's movement speed by % for X seconds. Applying 'Chilled' debuff on hit. Casting this ability to a 'Chilled' unit again only refreshes the effect's duration. (This is her spammable ability)

Frostbite (Instant AoE Ability) - enemies around Jaina that are 'Chilled' would freeze for X seconds. Applying 'Frozen' debuff during this period.
(This is her tactical crowd control ability)

Blizzard (Target AoE Ability) - calls down ice bolts from the sky that deals damage on impact, also shatters the enemies that are 'Frozen' and deals AoE damage to each other. (Shatter means the enemies will break-free from the 'Frozen' state) (So if the enemies that are frozen are clustered, tons of damage)

Ring Of Frost (Ultimate Ability) - hurls a ring of frost while Jaina puts herself on a 'Stasis' state (invulnerable), enemies inside the ring of frost will be ultimately slowed down. After the duration ends, Jaina shatters the area, dealing massive damage to the enemies inside.

As you can see, this were unofficial. You can suggest or propose a better concept that fits her model character via PM or VM.

That's it. I hope you appreciated our work :)
 
Level 7
Joined
Jul 17, 2018
Messages
185
I hope it can be published here, if you don't let me know to put it in the help section.

Copy everything except Map detonators and I get these errors, which belong to the Systems folder. Where have I failed?
 

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@Henry_Cast , more errors might pop up if your current TimerUtils will be replaced, so you could just temporary deactivate the trigger to see if it all works etc... in case you don't know where you've it from. Or post in Help Forums if more conflicts occur.
The spells look very good! Sometimes a bit too much effects for my personal taste, to match for all maps, like the corrupted spire tower in "Desecration", but to showcase Archimonde maybe prfectly fine. :peasant-thumbs-up-cheers: If I remember correctly most such spellpacks with imba very un-common looking effects where mostly not MUI in past, but here it is! (still talking about "corrupted spire tower" )
Code looks good, seems we have a nice tag-team for spell packs. :grin:
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
Copy everything except Map detonators and I get these errors, which belong to the Systems folder. Where have I failed?
You have TimerUtils inside your map that is used by Buff system optionally
which is like edited or something... Flux uses TimerUtils by Vexorian on his system which
AGD already provided the link above and just replace or disable your "current" TimerUtils
first like Icemanbo stated earlier and see if no errors pops out when using Vexorian's.

The spells look very good! Sometimes a bit too much effects for my personal taste, to match for all maps, like the corrupted spire tower in "Desecration", but to showcase Archimonde maybe prfectly fine. :peasant-thumbs-up-cheers: If I remember correctly most such spellpacks with imba very un-common looking effects where mostly not MUI in past, but here it is! (still talking about "corrupted spire tower" )
Code looks good, seems we have a nice tag-team for spell packs. :grin:
Thanks!

If you're referring to the visual effects of Desecration,

Yes, I'ts a bit of a cringe, especially on its lightnings...
Nonetheless, big thanks to AGD for making them very modular which enables the user
to completely change its behavior in a lot of ways for different tastes.

If mechanics, I believe it wouldn't fit to some maps too. :D
As it's meant to be a boss spellpack, imba abilities like this is much
more accepted I think as long it doesn't get problematic.
 
Level 7
Joined
Jul 17, 2018
Messages
185
@JAKEZINC , Replace the TimerUtils with the one mentioned by @AGD and the errors I mentioned above did not come out, however another TimesData error appeared but they belonged to another spell i copied, @IcemanBo mentioned it too, so it seems to be due to the TimerUtils version. I'll have to go to the help forum, thanks a lot guys. :thumbs_up:
 

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Level 7
Joined
Jul 17, 2018
Messages
185
@AGD , I don't have the one i mention, just these two.
 

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AGD

AGD

Level 16
Joined
Mar 29, 2016
Messages
688
New Update has come!

This new version added new spell configurations, a remake on the mechanics of 1 of the mastered ability, and a lot of bug fixes (now no longer crashes on Reforged version).

Enjoy! :)




Archimonde Spellpack v1.1.0 - Update
CHANGELOG



GENERAL:
- Dependency changes
- Spell resources (specifically special effects and abilities) will now be preloaded if ResourcePreloader library is present
- Other bug fixes


DEPENDENCIES:
- Added Spell Framework as requirement
- Updated DispelLibrary
> You need the update for this optional library to incorporate the changes made by the dependencies above.​
- Added PauseLibrary
- Replaced RapidSound with SoundTools
- Added WorldBounds as optional requirement


SPELLPACK:

Doomfire Spirit
- No longer crashes reforged versions
- Fixed trail creation wherein it should spawn a final trail when the head is already at the target
- Replaced the mastered version of the ability from Doomfire Judgement to Doomfire Corruptor (No longer crashes on Reforged)
- Boundary special effects now takes into account map boundaries

Allure Of Flames
- Fixed a model glitch on enumerated trails

Desecration
- Replaced the source model on the top of the corrupted spire
- Fixed the impact height of lightnings that are previously bugged in some lightning type configurations
- Pulse indicator special effect that appears atop the spire is now only present if there are available targets
- Fixed the proper position of the lightning source at the top of the spire in relation to its orientation (like in sloped terrains)

Wrought Chaos
- Now explodes the target on death
- Is now showing the target indicator by default on enhancement
- Added a boolean configuration for making the enhancement permanent
> It would require to finish channeling to make the enhancement work.
> Enhanced doomfire spirits or corruptors, and corrupted spires don't stack.
> To indicate that they're enhanced, target indicator is permanently shown.​
- Now utilizes PauseLibrary for safety measures

Chaos Meteors
- Added an optional Impact module for user wants
> Enables you to do what you want when a meteor impacts
> I've made it to stun units for example, just like inferno ;)
- Now uses optional WorldBounds for safety measures
- Removed the redundant variables from the Config struc


MISCELLANEOUS:
- Changed the Spell labels 'modified' to 'mastered'
- Reworked order of acquiring mastered abilities:
Doomfire Corruptor -> Master Of Flames -> Wicked Desecration -> Empowering Chaos -> Infernal Meteors
- Adjusted level interval of gaining mastered abilities from 10 to 5
- Prerequisites are now optional. Each spell can be standalone.
> Spells can now work independently without other spells (except for Allure of Flames which is totally dependent on Doomfire Spirit).​
 
Last edited:
Level 3
Joined
Dec 25, 2020
Messages
11
I have copied the requirement triggers from your map to my map. Then I exported all things from your map with import editor. Then I copied the dummy from your map via object editor. Then I copied a hero spell as Chaos meteors which then assigned to my hero. Now when I test my map I have a problem when my hero learn and cast Chaos meteors there is a default cast animation and doom dialogue playing but no meteor falling. I think I need some help please.
 

AGD

AGD

Level 16
Joined
Mar 29, 2016
Messages
688
I have copied the requirement triggers from your map to my map. Then I exported all things from your map with import editor. Then I copied the dummy from your map via object editor. Then I copied a hero spell as Chaos meteors which then assigned to my hero. Now when I test my map I have a problem when my hero learn and cast Chaos meteors there is a default cast animation and doom dialogue playing but no meteor falling. I think I need some help please.
Does the other spells work?
 
Level 3
Joined
Dec 25, 2020
Messages
11
They don't work too, after I copied all other abilities and triggers and units and a buff

Btw I noticed if I disable any trigger of spells and enable it again then there will be hundreds of syntax errors that is checked and I cant enable it again. This happened using Sharpcraft - World Editor Extended.

I also used Original World Editor and disable a trigger, with same results. If I save the map, it crash to dektop before the map is successfully saved.

My map also have triggers of Damage Engine and Simple Spell Pack. I tried to disable Damage Engine triggers and run the map but no effect. For Simple Spell Pack, I only imported one spell with mostly default triggering actions so I don't have to disable that for test maybe?
 
Last edited:

AGD

AGD

Level 16
Joined
Mar 29, 2016
Messages
688
@Magsei, The problem is due to object ids in the object editor not matching the object ids used by the spell. After copy-pasting all the object editor data from the demo map into your map, you have go to the spell configuration and make sure all uses the correct object ids. To do this, you can press CTRL+D while in the object editor to show the object ids (aka rawcodes):
upload_2021-1-2_20-3-43.png

Above you can see the rawcode (object id) for Chaos Meteors is 'A00C' (Nevermind the next 4 characters 'ANcl'). Then in the spell configuration in the trigger editor, you do this:
upload_2021-1-2_20-9-45.png

Then do the same thing for all the other objects you copy-pasted from the demo map. You should remember this all the time whenever you import a spell/system in the future.

This issue is fixed in the attached map below. However, there's another problem that I'm not able to figure out and I think the problem is specific to your map since I'm not able to replicate the problem when importing the spell in my other maps (Maybe there are triggers in your map that activates when a unit enters the map region, which causes the problem but I'm not fully sure). The problem causes the spire from Desecration and the Fel Orb from Doomfire Spirit to not appear somehow.
 

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