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Earth And Fire Spell Pack By Gaby-Boy v.1.20

Number Of Spell : 3


Magma Bomb :

Shoot A Big Magma Bomb. When It Explose, It Burn All Enemy Around.

Target-Point|

Level 1 : Cast Range == 700 / Explosion Damage == 120 / Burn Damage (each 0.06) == 4.5

Level 2 : Cast Range == 800 / Explosion Damage == 140 / Burn Damage (each 0.06) == 6.0

Level 3 : Cast Range == 900 / Explosion Damage == 160 / Burn Damage (each 0.06) == 7.5


Cooldown : 50 secs




Rock Devastation :

Propulse a lot of rock around the point.

Target-Point

Level 1 : Range == 500 / Damage per rock == 20

Level 2 : Range == 600 / Damage per rock == 30

Level 3 : Range == 700 / Damage per rock == 40


Cooldown : 70 secs




Lightning Field - [ 1 ] - [ E ]

The Hero Canalize A Powerful Circle Of Electricity. It Pick All Unit In The Circle, Slow And Damage Picked. If The Unit Die, It Sumon A Electricity Elementals.

Target-Point
Channeling


Level 1 : Cast Range == 800 / Dmg == 8 % Per Sec / AoE == 600

Level 2 : Cast Range == 900 / Dmg == 11 % Per Sec / AoE == 700

Level 3 : Cast Range == 1000 / Dmg == 14 % Per Sec / AoE == 800


Cooldown : 80 secs



- Initial Release


- Magma Bomb
---¤ Fixed Burn Damage - 2 For Each Level
---¤ Fixed A Bug ( One Of The Final Dummy Dont SHoot A Projectile )
---¤ Set The Colision Of Dummy To 0
---¤ Change The Burn Effects
---¤ Remove One Leak
---¤ Remove The Custom Icon
- Added Documentation
- Create 1 hero for each spell
- Change The Name Of The Pack To 'Elementals Spell Pack'
- Added Lightning Field


- Magma Bomb
---¤ Fixed A Bug (Thx To Klingo)



Someone cant post trigger plz?
Because my editor is in french.

Thanks

Keywords:
Burn, Fire, Earth' GUI, MUI, Rock, Magma, Bomb, Spell Pack, Gaby-Boy, Devastation, Trigger, Target Ground, Lightning, Field, Slow.
Contents

Elementals Spell Pack By Gaby-Boy (Map)

Reviews
19:40, 17th Jun 2010 Hanky: There are three things that have to be improved: - improve the indexing of your spells, the way you are using is pretty inefficient - the tooltips are poor, improve that - add some documentation After you have...

Moderator

M

Moderator

19:40, 17th Jun 2010

Hanky:
There are three things that have to be improved:
- improve the indexing of your spells, the way you are using is pretty inefficient
- the tooltips are poor, improve that
- add some documentation

After you have fixed those stuff message me or one of the other spell moderators.
 
Level 16
Joined
Jul 4, 2008
Messages
1,106
Posting triggers... Please wait.




  • Rock Devastation Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Rock Devastation
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RD_Index[3] Equal to 0
        • Then - Actions
          • Trigger - Turn on Rock Devastation Loop <gen>
        • Else - Actions
      • Set RD_Index[1] = (RD_Index[1] + 1)
      • Set RD_Caster[RD_Index[1]] = (Casting unit)
      • Set RD_Loc[RD_Index[1]] = (Target point of ability being cast)
      • Set RD_Level[RD_Index[1]] = (Level of Rock Devastation for RD_Caster[1])
      • Set RD_Player[RD_Index[1]] = (Owner of RD_Caster[RD_Index[1]])
      • -------- -------------------------------------------------- --------
      • Set RD_Number[RD_Index[1]] = 30
      • Set RD_Distance[RD_Index[1]] = (500.00 + (100.00 x (Real(RD_Level[RD_Index[1]]))))
      • Set RD_MinDistance[RD_Index[1]] = 10.00
      • Set RD_ChangeDistance[RD_Index[1]] = 3.00
      • Set RD_DummyDistance[RD_Index[1]] = 0.00
      • Set RD_RepeatTime[RD_Index[1]] = 0.50
      • Set RD_Effects[RD_Index[1]] = Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
      • -------- -------------------------------------------------- --------
      • Set RD_Angle[RD_Index[1]] = (360.00 / (Real(RD_Number[RD_Index[1]])))
      • Set RD_ChangeAngle[RD_Index[1]] = RD_Angle[RD_Index[1]]
      • For each (Integer A) from 1 to RD_Number[RD_Index[1]], do (Actions)
        • Loop - Actions
          • Set Temp_Point1 = (RD_Loc[RD_Index[1]] offset by RD_DummyDistance[RD_Index[1]] towards (RD_Angle[RD_Index[1]] x (Real((Integer A)))) degrees)
          • Unit - Create 1 Rock Devastation (DUMMY) for RD_Player[RD_Index[1]] at Temp_Point1 facing (RD_Angle[RD_Index[1]] x (Real((Integer A)))) degrees
          • Unit - Set level of Rock Devastation (DUMMY) for (Last created unit) to RD_Level[RD_Index[1]]
          • Set RD_Dummy[((RD_Index[1] x RD_Number[RD_Index[1]]) + (Integer A))] = (Last created unit)
          • Custom script: call RemoveLocation(udg_Temp_Point1)


  • Rock Devastation Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set RD_Index[3] = 0
      • For each (Integer RD_Index[2]) from 1 to RD_Index[1], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RD_Distance[RD_Index[2]] Greater than or equal to RD_MinDistance[RD_Index[2]]
            • Then - Actions
              • Set RD_Index[3] = (RD_Index[3] + 1)
              • Set RD_Counter[((RD_Index[2] x 2) + 1)] = (RD_Counter[((RD_Index[2] x 2) + 1)] + 0.03)
              • Set RD_Counter[((RD_Index[2] x 2) + 2)] = (RD_Counter[((RD_Index[2] x 2) + 2)] + 1.00)
              • Set RD_Angle[RD_Index[2]] = (RD_Angle[RD_Index[2]] + RD_ChangeAngle[RD_Index[2]])
              • Set RD_Distance[RD_Index[2]] = (RD_Distance[RD_Index[2]] - RD_ChangeDistance[RD_Index[2]])
              • Set Temp_Point1 = (RD_Loc[RD_Index[2]] offset by RD_Distance[RD_Index[2]] towards RD_Angle[RD_Index[2]] degrees)
              • Unit - Order RD_Dummy[((RD_Index[2] x RD_Number[RD_Index[2]]) + (Integer(RD_Counter[((RD_Index[2] x 2) + 2)])))] to Neutral Tinker - Cluster Rockets Temp_Point1
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RD_Counter[((RD_Index[2] x 2) + 1)] Greater than or equal to RD_RepeatTime[RD_Index[2]]
                • Then - Actions
                  • Set RD_Counter[((RD_Index[2] x 2) + 1)] = 0.00
                  • For each (Integer A) from 1 to 5, do (Actions)
                    • Loop - Actions
                      • Set Temp_Point1 = (RD_Loc[RD_Index[2]] offset by 100.00 towards (72.00 x (Real((Integer A)))) degrees)
                      • Special Effect - Create a special effect at Temp_Point1 using RD_Effects[RD_Index[2]]
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_Temp_Point1)
                • Else - Actions
              • Custom script: call RemoveLocation(udg_Temp_Point1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RD_Counter[((RD_Index[2] x 2) + 2)] Equal to (Real(RD_Number[RD_Index[2]]))
                • Then - Actions
                  • Set RD_Counter[((RD_Index[2] x 2) + 2)] = 0.00
                • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RD_Booleen[RD_Index[2]] Equal to False
                • Then - Actions
                  • Set RD_Booleen[RD_Index[2]] = True
                  • For each (Integer A) from 1 to RD_Number[RD_Index[2]], do (Actions)
                    • Loop - Actions
                      • Unit - Remove RD_Dummy[((RD_Index[2] x RD_Number[RD_Index[2]]) + (Integer A))] from the game
                  • Custom script: call RemoveLocation(udg_RD_Loc[udg_RD_Index[2]] )
                • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RD_Index[3] Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions


  • Magma Bomb Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Magma Bomb
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MB_Index[3] Equal to 0
        • Then - Actions
          • Trigger - Turn on Magma Bomb Loop <gen>
        • Else - Actions
      • Set MB_Index[1] = (MB_Index[1] + 1)
      • Set MB_Caster[MB_Index[1]] = (Casting unit)
      • Set MB_Player[MB_Index[1]] = (Owner of MB_Caster[MB_Index[1]])
      • Set MB_Level[MB_Index[1]] = (Level of (Ability being cast) for MB_Caster[MB_Index[1]])
      • -------- -------------------------------------------------- --------
      • Set MB_Interval[MB_Index[1]] = 0.06
      • Set MB_MaxHeight[MB_Index[1]] = 2000.00
      • Set MB_DummyDistance[MB_Index[1]] = 50.00
      • Set MB_BurnDuration[MB_Index[1]] = (5.00 x (Real(MB_Level[MB_Index[1]])))
      • Set MB_Speed[((MB_Index[1] x 2) + 1)] = 20.00
      • Set MB_Speed[((MB_Index[1] x 2) + 2)] = 60.00
      • Set MB_Number[MB_Index[1]] = (6 + (1 x MB_Level[MB_Index[2]]))
      • Set MB_NumberOfExplosion[MB_Index[1]] = (6 + (1 x MB_Level[MB_Index[1]]))
      • Set MB_Damage[((MB_Index[1] x 3) + 1)] = (100.00 + (20.00 x (Real(MB_Level[MB_Index[1]]))))
      • Set MB_Damage[((MB_Index[1] x 3) + 2)] = (10.00 + (5.00 x (Real(MB_Level[MB_Index[1]]))))
      • Set MB_Damage[((MB_Index[1] x 3) + 3)] = (3.00 + (1.50 x (Real(MB_Level[MB_Index[1]]))))
      • Set MB_Effects[((MB_Index[1] x 2) + 1)] = Abilities\Weapons\DemolisherFireMissile\DemolisherFireMissile.mdl
      • Set MB_Effects[((MB_Index[1] x 2) + 2)] = Environment\SmallBuildingFire\SmallBuildingFire2.mdl
      • -------- -------------------------------------------------- --------
      • Set MB_CasterLoc[MB_Index[1]] = (Position of MB_Caster[MB_Index[1]])
      • Set MB_Loc[MB_Index[1]] = (Target point of ability being cast)
      • Set MB_Distance[MB_Index[1]] = (Distance between MB_CasterLoc[MB_Index[1]] and MB_Loc[MB_Index[1]])
      • Set MB_Angle[MB_Index[1]] = (Angle from MB_CasterLoc[MB_Index[1]] to MB_Loc[MB_Index[1]])
      • Set MB_Point[MB_Index[1]] = (MB_CasterLoc[MB_Index[1]] offset by MB_DummyDistance[MB_Index[1]] towards MB_Angle[MB_Index[1]] degrees)
      • Unit - Create 1 Magma Bomb (DUMMY) (1) for MB_Player[MB_Index[1]] at MB_Point[MB_Index[1]] facing Default building facing degrees
      • Set MB_Dummy[((MB_Index[1] x MB_Number[MB_Index[1]]) + 1)] = (Last created unit)
      • Custom script: call RemoveLocation(udg_MB_Point[udg_MB_Index[1]])


  • Magma Bomb Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set MB_Index[3] = 0
      • For each (Integer MB_Index[2]) from 1 to MB_Index[1], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RD_CurrentDistance[MB_Index[2]] Less than or equal to MB_Distance[MB_Index[2]]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)] is alive) Equal to True
                • Then - Actions
                  • Set MB_CurrentDistance[MB_Index[2]] = (MB_CurrentDistance[MB_Index[2]] + MB_Speed[((MB_Index[2] x 2) + 1)])
                  • Set MB_MovePoint[MB_Index[2]] = (MB_CasterLoc[MB_Index[2]] offset by MB_CurrentDistance[MB_Index[2]] towards MB_Angle[MB_Index[2]] degrees)
                  • Unit - Move MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)] instantly to MB_MovePoint[MB_Index[2]]
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • MB_HeightBooleen[MB_Index[2]] Equal to False
                • Then - Actions
                  • Set MB_Index[3] = (MB_Index[3] + 1)
                  • Set MB_Height[MB_Index[2]] = (((MB_MaxHeight[MB_Index[2]] / MB_Distance[MB_Index[2]]) x (MB_Distance[MB_Index[2]] - MB_CurrentDistance[MB_Index[2]])) x (MB_CurrentDistance[MB_Index[2]] / MB_Distance[MB_Index[2]]))
                  • Animation - Change MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)] flying height to MB_Height[MB_Index[2]] at 9999.00
                  • Set MB_CurrentHeight[MB_Index[2]] = (Current flying height of MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)])
                  • Set Temp_Point1 = (Position of MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)])
                  • Set MB_Group[MB_Index[2]] = (Units within 250.00 of Temp_Point1)
                  • Unit Group - Pick every unit in MB_Group[MB_Index[2]] and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) belongs to an enemy of MB_Player[MB_Index[2]]) Equal to True
                          • (Current flying height of (Picked unit)) Greater than or equal to (MB_Height[MB_Index[2]] - 20.00)
                          • (Current flying height of (Picked unit)) Less than or equal to (MB_Height[MB_Index[2]] + 20.00)
                        • Then - Actions
                          • Unit - Cause MB_Caster[MB_Index[2]] to damage (Picked unit), dealing MB_Damage[((MB_Index[2] x 3) + 1)] damage of attack type Spells and damage type Defensive
                        • Else - Actions
                  • Custom script: call DestroyGroup(udg_MB_Group[udg_MB_Index[2]])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • MB_CurrentHeight[MB_Index[2]] Less than or equal to 10.00
                    • Then - Actions
                      • Set MB_HeightBooleen[MB_Index[2]] = True
                      • Set MB_Angle[MB_Index[2]] = (360.00 / (Real(MB_Number[MB_Index[2]])))
                      • Set MB_Distance[MB_Index[2]] = (MB_Speed[((MB_Index[2] x 2) + 2)] x (Real(MB_NumberOfExplosion[MB_Index[2]])))
                      • Set MB_Counter[((MB_Index[2] x 2) + 2)] = 0.00
                      • Set MB_Group[MB_Index[2]] = (Units within 250.00 of MB_Loc[MB_Index[2]])
                      • Unit - Kill MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)]
                      • For each (Integer A) from 1 to MB_Number[MB_Index[2]], do (Actions)
                        • Loop - Actions
                          • Set MB_Point[MB_Index[2]] = (MB_Loc[MB_Index[2]] offset by MB_DummyDistance[MB_Index[2]] towards (MB_Angle[MB_Index[2]] x (Real((Integer A)))) degrees)
                          • Unit - Create 1 Magma Bomb (DUMMY) (2) for Player 1 (Red) at MB_Point[MB_Index[2]] facing (MB_Angle[MB_Index[2]] x (Real((Integer A)))) degrees
                          • Set MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + (Integer A))] = (Last created unit)
                          • Custom script: call RemoveLocation(udg_MB_Point[udg_MB_Index[2]])
                          • Set MB_Point[MB_Index[2]] = (MB_Loc[MB_Index[2]] offset by MB_Distance[MB_Index[2]] towards (MB_Angle[MB_Index[2]] x (Real((Integer A)))) degrees)
                          • Unit - Order MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + (Integer A))] to Neutral Tinker - Cluster Rockets MB_Point[MB_Index[2]]
                          • Custom script: call RemoveLocation(udg_MB_Point[udg_MB_Index[2]])
                      • Unit Group - Pick every unit in MB_Group[MB_Index[2]] and do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) belongs to an enemy of MB_Player[MB_Index[2]]) Equal to True
                              • ((Picked unit) is A flying unit) Equal to False
                            • Then - Actions
                              • Unit - Cause MB_Caster[MB_Index[2]] to damage (Picked unit), dealing MB_Damage[((MB_Index[2] x 3) + 1)] damage of attack type Spells and damage type Defensive
                            • Else - Actions
                      • Set MB_Distance[MB_Index[2]] = 0.00
                      • Custom script: call DestroyGroup(udg_MB_Group[udg_MB_Index[2]])
                    • Else - Actions
                  • Custom script: call RemoveLocation(udg_Temp_Point1)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • MB_HeightBooleen[MB_Index[2]] Equal to True
                • Then - Actions
                  • Set MB_Counter[((MB_Index[2] x 2) + 1)] = (MB_Counter[((MB_Index[2] x 2) + 1)] + 0.03)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • MB_Counter[((MB_Index[2] x 2) + 1)] Greater than or equal to MB_Interval[MB_Index[2]]
                    • Then - Actions
                      • Set MB_Counter[((MB_Index[2] x 2) + 1)] = 0.00
                      • Set MB_Counter[((MB_Index[2] x 2) + 2)] = (MB_Counter[((MB_Index[2] x 2) + 2)] + 1.00)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • MB_Counter[((MB_Index[2] x 2) + 2)] Less than or equal to (Real(MB_NumberOfExplosion[MB_Index[2]]))
                        • Then - Actions
                          • Set MB_Index[3] = (MB_Index[3] + 1)
                          • Set MB_Distance[MB_Index[2]] = (MB_Distance[MB_Index[2]] + MB_Speed[((MB_Index[2] x 2) + 2)])
                          • For each (Integer A) from 1 to MB_Number[MB_Index[2]], do (Actions)
                            • Loop - Actions
                              • Set MB_Point[MB_Index[2]] = (MB_Loc[MB_Index[2]] offset by MB_Distance[MB_Index[2]] towards (MB_Angle[MB_Index[2]] x (Real((Integer A)))) degrees)
                              • Special Effect - Create a special effect at MB_Point[MB_Index[2]] using MB_Effects[((MB_Index[2] x 2) + 1)]
                              • Special Effect - Destroy (Last created special effect)
                              • Destructible - Pick every destructible within 150.00 of MB_Point[MB_Index[2]] and do (Actions)
                                • Loop - Actions
                                  • Destructible - Kill (Picked destructible)
                              • Set MB_Group[MB_Index[2]] = (Units within 150.00 of MB_Point[MB_Index[2]])
                              • Unit Group - Pick every unit in MB_Group[MB_Index[2]] and do (Actions)
                                • Loop - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • ((Picked unit) belongs to an enemy of MB_Player[MB_Index[2]]) Equal to True
                                      • ((Picked unit) is A flying unit) Equal to False
                                    • Then - Actions
                                      • Unit - Cause MB_Caster[MB_Index[2]] to damage (Picked unit), dealing MB_Damage[((MB_Index[2] x 3) + 2)] damage of attack type Spells and damage type Defensive
                                    • Else - Actions
                              • Custom script: call DestroyGroup(udg_MB_Group[udg_MB_Index[2]])
                              • Custom script: call RemoveLocation(udg_MB_Point[udg_MB_Index[2]])
                        • Else - Actions
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • MB_BurnDuration[MB_Index[2]] Greater than or equal to 0.00
                    • Then - Actions
                      • Set MB_Index[3] = (MB_Index[3] + 1)
                      • Set MB_BurnDuration[MB_Index[2]] = (MB_BurnDuration[MB_Index[2]] - 0.03)
                      • Set MB_BuffGroup[MB_Index[2]] = (Units within (MB_Speed[((MB_Index[2] x 2) + 2)] x (Real(MB_NumberOfExplosion[MB_Index[2]]))) of MB_Loc[MB_Index[2]])
                      • Unit Group - Pick every unit in MB_BuffGroup[MB_Index[2]] and do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) belongs to an enemy of MB_Player[MB_Index[2]]) Equal to True
                              • ((Picked unit) is A flying unit) Equal to False
                            • Then - Actions
                              • Unit - Cause MB_Caster[MB_Index[2]] to damage (Picked unit), dealing MB_Damage[((MB_Index[2] x 3) + 3)] damage of attack type Spells and damage type Defensive
                            • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • MB_BurnBooleen[((MB_Index[2] x 2) + 1)] Equal to False
                        • Then - Actions
                          • For each (Integer A) from 1 to 20, do (Actions)
                            • Loop - Actions
                              • Set MB_BurnBooleen[((MB_Index[2] x 2) + 1)] = True
                              • Set Temp_Point1 = (MB_Loc[MB_Index[2]] offset by (Random real number between 0.00 and ((Real(MB_NumberOfExplosion[MB_Index[2]])) x MB_Speed[((MB_Index[2] x 2) + 2)])) towards (Random angle) degrees)
                              • Special Effect - Create a special effect at Temp_Point1 using MB_Effects[((MB_Index[2] x 2) + 2)]
                              • Set MB_BurnEffects[((MB_Index[2] x 20) + (Integer A))] = (Last created special effect)
                        • Else - Actions
                      • Custom script: call DestroyGroup(udg_MB_BuffGroup[udg_MB_Index[2]])
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • MB_BurnBooleen[((MB_Index[2] x 2) + 2)] Equal to False
                        • Then - Actions
                          • For each (Integer A) from 1 to MB_Number[MB_Index[2]], do (Actions)
                            • Loop - Actions
                              • Unit - Kill MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + (Integer A))]
                          • For each (Integer A) from 1 to 20, do (Actions)
                            • Loop - Actions
                              • Set MB_BurnBooleen[((MB_Index[2] x 2) + 2)] = True
                              • Special Effect - Destroy MB_BurnEffects[((MB_Index[2] x 20) + (Integer A))]
                          • Custom script: call RemoveLocation(udg_MB_Loc[udg_MB_Index[2]])
                          • Custom script: call RemoveLocation(udg_MB_CasterLoc[udg_MB_Index[2]])
                        • Else - Actions
                • Else - Actions
              • Custom script: call RemoveLocation(udg_MB_MovePoint[udg_MB_Index[2]])
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MB_Index[3] Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions



They be there
 
Level 5
Joined
Dec 8, 2008
Messages
102
spells are more creative than most other gui crap posted in this section

but i really dont understand why you use 2D-arrays, they overcomplicate the spell unnecessary

didnt looked through whole code, but seems leakless
 
Level 3
Joined
Feb 23, 2010
Messages
46
I tested both spells and i think the rocks of Rock Devastation doesn't do any dmg. The spell only damages the area around the point of ability being cast.
 
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