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Snowman's Spell Pack v.1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Hi everyone, this is my first upload on THW :)

The map contains 4 GUI MUI spells:
Icy fetters - If mage, which has effect 'icy fetters' will cast a spell, part of his mana will burn immediately.

Frost Breath - Snowman blows with such force that it faces opponents fall into icy numbness!

Cold aura - Frosty blows from intense cold, which slows enemies but beneficial to himself Snowman.

Rolling snowball - A huge ball of snow rolling in target point, sweeping away everything in its path.

This hero is in my arena map, and because his abilities seem to me as interesting, I decided to post them as spellpack for your review.

Thanks to:
Thrikodius for nice snowman's model and icon;
Pyritie for Frost breath's effect;
WILL THE ALMIGHTY for Ice sparks model;
Walle for snowball's model and Elainiel for snowball's icon;
PeeKay for Icy fetters icon;
-BerZeKeR- for Cold aura's icon.

And sorry for my terrible English, this is not my mother tongue :) Enjoy.

Update 21.12.12:
- Integers are checked after subtracting
- Added triggers for configuration

Keywords:
snow, spell pack, snowman, snowball, frost, cold
Contents

Snowman's Spell Pack v1.1 (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Required changes: Don't use Pause unit in Frost Breath. It pauses buffs also Cold aura has no ability icon in command card Suggested changes: Icy Fetters Burn could be turned...

Moderator

M

Moderator

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

Reviewed by Maker, Snowman's Spell Pack v.1.1, 29th Dec 2012

Required changes:
  • Don't use Pause unit in Frost Breath. It pauses buffs also
  • Cold aura has no ability icon in command card

Suggested changes:
  • Icy Fetters Burn could be turned off when it is not needed
  • When you find the correct unit in Icy Fetters Burn, exit the loop
  • Make the tooltips a bit more like standard Blizzard ability tooltips
  • Many of the variables do not need to be arrays, and you could share variables between abilities
  • The FB_Timer OR condition chuck could be simplified, try to use te modulo function for example
  • Frost Breath could use indexing that removes expired instances
 

BUP

BUP

Level 9
Joined
Sep 9, 2012
Messages
172
1.Need Configurable Trigger for each spell
*Make Damage,Special Effects,Durations to be configurable
2.You're Leaking Unit-Group in the "Frost Breath Set" Trigger
After this line
  • Unit Group - Pick every unit in FB_Group[FB_MUI] and do (Actions)
    • Loop - Actions
      • Unit - Pause (Picked unit)
      • Animation - Change (Picked unit)'s animation speed to 1.00% of its original speed
Destroy it with this line
  • Custom script: call DestroyGroup(udg_FB_Group[udg_FB_MUI])
 
Level 2
Joined
Mar 6, 2010
Messages
11
Thanks for your posts.

1.Need Configurable Trigger for each spell
*Make Damage,Special Effects,Durations to be configurable
2.You're Leaking Unit-Group in the "Frost Breath Set" Trigger
After this line
  • Unit Group - Pick every unit in FB_Group[FB_MUI] and do (Actions)
    • Loop - Actions
      • Unit - Pause (Picked unit)
      • Animation - Change (Picked unit)'s animation speed to 1.00% of its original speed
Destroy it with this line
  • Custom script: call DestroyGroup(udg_FB_Group[udg_FB_MUI])

No, this group not leaking) In loop trigger, after damage time, it will destroyed.
Damage, durations, special effects can be changed in triggers with word "set" in the name. I just should write comments to lines which responsible for it. I will do it soon :)
About posting triggers here: i need original WE for this, on English language, and i went to look for it :wink:
 
Last edited:
Thanks for your posts.



No, this group not leaking) In loop trigger, after damage time, it will destroyed.
Damage, durations, special effects can be changed in triggers with word "set" in the name. I just should write comments to lines which responsible for it. I will do it soon :)
About posting triggers here: i need original WE for this, on English language, and i went to look for it :wink:
  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in FB_Group[FB_MUI] and do (Actions)
    • Loop - Actions
      • Unit - Pause (Picked unit)
      • Animation - Change (Picked unit)'s animation speed to 1.00% of its original speed
Here
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
I recommend you add variables for unit types and abilities, it can be a real pain in the butt to import abilities and go through the triggers and actions to set the correct ones. Much easier to enable the user to set the in one configuration trigger.

When you check integers to turn off looping triggers, only do the check after you've subtracted from the integer, it can't be zero otherwise. Don't do the check at the end of every loop.
 
Level 1
Joined
Mar 2, 2013
Messages
1
Very good job there! But i have a problem. I am currently making a map. I wanted to add the snowball ability to one of my heroes. I copied the abilities , models and triggers. I also added the variables. But when i add this ability to hero - it doesn't show in game. I mean there is no effect of snowball when hero uses ability. I clearly can see that it goes through the map (through the fog of war) , but there is no model of it on the screen. Please help me if you can!
 
Level 2
Joined
Mar 6, 2010
Messages
11
Very good job there! But i have a problem. I am currently making a map. I wanted to add the snowball ability to one of my heroes. I copied the abilities , models and triggers. I also added the variables. But when i add this ability to hero - it doesn't show in game. I mean there is no effect of snowball when hero uses ability. I clearly can see that it goes through the map (through the fog of war) , but there is no model of it on the screen. Please help me if you can!
May be you forgot to copy DUMMY model (it's called DUMMY2.mdx)?
 
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