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[MUI/GUI] Mixed Spell by MEGACYBER v1.02a

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Here is my first spells pack, I presare to all of the community comments.
Update Related version 1.02a:

- Almost leaks solved
- Add more spells [MUI]
- Explainment for Focus Fire
- Spilit Shot change and improved

Thanks to Pharaoh for his help with my spell.

Keywords:
Water ,Aqua, Fire, Arrow
Contents

Mixed Spells v1.02a (Map)

Reviews
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 13:10, 4th Mar 2011 Bribe: Post the triggers. I don't blindly download maps. Status: Rejected until updated.

Moderator

M

Moderator

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

13:10, 4th Mar 2011
Bribe:

Post the triggers. I don't blindly download maps.

Status: Rejected until updated.
 
1)
  • Unit - Create 1 Visual Unit for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
Position of (Attacking unit) leaks.

2)
  • Set Temp_Unit_Visual = (Random unit from (Units in (Playable map area) matching (((((Matching unit) belongs to an ally of (Owner of (Attacking unit))) Equal to True) and (((Matching unit) is A Hero) Equal to True)) and ((((Matching unit) is alive) Equal to True) and ((Level of Ensn
Units in Playable map area matching... leaks a Unit group.

3)
  • Set Temp_Unit_Visual = No unit
No need to null global variables.

4)
  • AS Increases
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is A Hero) Equal to True) and ((Level of Immortality Rage for (Matching unit)) Greater than or equal to 1))) and do (Actions)
        • Loop - Actions
          • Unit - Set level of Immortality Rage Attack Speed Bonus for (Picked unit) to (Level of Immortality Rage for (Picked unit))
You don't need a periodic trigger for that. Use this:
  • AS Increases
  • Events
    • Unit - A unit learns a skill
  • Conditions
    • (Hero Learned Skill) Equal to Immortality Rage
  • Actions
    • If (All conditions are true) then do (Actions) else do (Actions)
      • If - Conditions
        • (Level of Immortality Rage for (Triggering unit)) Equal to 1
      • Then - Actions
        • Unit - Add Rage Attack Speed Bonus to (Triggering unit)
      • Else - Actions
        • Unit - Set level of Immortality Rage Attack Speed Bonus for (Triggering unit) to (Level of Immortality Rage for (Triggering unit))
5) Prefer "Triggering unit" instead of "Learning hero": It procs faster.

6) Enrage Attack trigger: Same as 1) and 2).

7)
  • Lightning - Create a Drain Mana lightning effect from source (Position of AquL_Target[General_Integer[17]]) to target (Position of AquL_Caster[General_Integer[17]])
Leaks two points.

8)
  • Unit - Create 1 Visual Unit for (Owner of AquL_Caster[General_Integer[18]]) at (Position of AquL_Target[General_Integer[18]]) facing Default building facing degrees
Leaks a point.

9)
  • Unit Group - Pick every unit in (Units within 300.00 of (Position of AquL_Target[General_Integer[18]])) and do (Actions)
Leaks a point.

10)
  • Unit - Create 1 Visual Unit for (Owner of AquL_Caster[General_Integer[18]]) at (Position of (Picked unit)) facing Default building facing degrees
Leaks a point.

11)
  • Set Point[integer[1]] = (Position of Caster[integer[1]])
You didn't remove this location (call RemoveLocation (udg_Point[udg_integer[1]])).

12)
  • Custom script: call SetTextTagTextBJ(udg_AquL_Text[udg_General_Integer[18]], I2S(R2I(udg_AquL_Distance[udg_General_Integer[18]])), 9.00)
Don't use BJ's.

13)
  • Set Temp_Real[11] = (Angle from (Temp_Point[3] offset by 100.00 towards Temp_Real[10] degrees) to Temp_Point[3])
  • Special Effect - Create a special effect at (Temp_Point[3] offset by (100.00 x (Real(General_Integer[25]))) towards Temp_Real[10] degrees) using NagaDeathSpare.mdx
  • [trigger]Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm (Temp_Point[3] offset by 100.00 towards Temp_Real[10] degrees)
Leaks a point (Point with polar offset creates a new point).

14)
  • Custom script: set bj_wantDestroyGroup = true
  • Set Temp_Group[1] = (Units within Temp_Real[9] of (Temp_Point[3] offset by (100.00 x (Real(General_Integer[25]))) towards Temp_Real[10] degrees) matching ((((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False)) and (((Matching unit) be
  • Custom script: call DestroyGroup (udg_Temp_Group[1])
When you use "set bj_wantDestroyGroup = true", you don't have to manually destroy the group afterwards; the first script does the same job.

15) Dragon Slave SFX: Once again, same issues.
  • Set Temp_Unit[9] = No unit
Don't null global variables, there is no reason to; new values will overwrite previously set values.

16) Fireseal: Don't make a whole new Damage Detection System; just add the Trigger - Add event in the initial system:
  • Berserker Empower Setup
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to BerE_Temp_Group[2]
          • Trigger - Add to Berserker Empower Activation <gen> the event (Unit - (Picked unit) Takes damage)
          • Trigger - Add to Fireseal Take Damage <gen> the event (Unit - (Picked unit) Takes damage)
17)
  • Special Effect - Create a special effect at (Position of FocF_Missile[General_Integer[33]]) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl
Leaks a point.



Ok, I could go on with this forever. You have many leaks, please, manage them.
 
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