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Spell Destroyer Ward v 1.00

This is a Spell creating a Ward that destroys all spells casted in a certain AOE.

Please give Credits if you use this Spell

Also please Rate

  • Destroy Spells start
    • Events
      • Unit - A unit starts the effect of an ability
    • Conditions
      • (Ability being cast) equal to Spell Destroyer
    • Actions
      • Set Target = (Target point of ability being cast)
      • Unit - Create 1 Spelldestroyer[(Level of Spell Destroyer for (Triggering unit))] for (Owner of (Triggering unit)) at Target facing default building facing degrees
      • Unit - Add a 15.00 second Standard expiration timer to (Last created unit)
      • Unit Group - Add (Last created unit) to SpellDestroyer_Group
      • Custom script: call RemoveLocation(udg_Target)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Conditions
          • (Number of units in SpellDestroyer_Group) equal to 1
        • 'THEN'-Actions
          • Trigger - Turn on Destroy Spells <gen>
          • Trigger - Turn on Destroy Spells end <gen>
        • 'ELSE'-Actions
  • Destroy Spells
    • Events
      • Unit - A unit starts the effect of an ability
    • Conditions
    • Actions
      • Set Triggering_unit = (Triggering unit)
      • Set Location = (Position of (Triggering unit))
      • Unit Group - Pick every unit in SpellDestroyer_Group and do (Actions)
        • Loop - Actions
          • Set SpellDestroyer_Loc = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • (Distance between Location and SpellDestroyer_Loc) lower or equal to 700.00
            • 'THEN'-Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Conditions
                  • (Triggering_unit belongs to an ally of (Owner of (Picked unit))) equal to False
                • 'THEN'-Actions
                  • Set SpellDestroyer_Single = (Picked unit)
                  • Set Victims = (Units within 500.00 of Location matching (((((Matching unit) is a building) equal to False) and (((Matching unit) is a flying unit) equal to False)) and ((((Matching unit) is immune to magic) equal to False) and ((((Matching unit) is alive) equal to True) and (((Matching Unit) belongs to an enemy of (Owner of (Picked Unit))) equal to True))
                  • Special effect - Create a special effect at Location using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
                  • Special effect - Destroy (Last created special effect)
                  • Unit Group - Pick every unit in Victims and do (Actions)
                    • Loop - Actions
                      • Unit - Cause SpellDestroyer_Single to damage (Picked unit), dealing (50.00 x (Real((Level of SpellDestroyer_Single)))) damage of attack type Spell and damage type Normal
                      • Special effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
                      • Special effect - Destroy (Last created special effect)
                  • Unit - Order Triggering_unit to stop
                  • Custom script: call DestroyGroup(udg_Victims)
                • 'ELSE'-Actions
            • 'ELSE'-Actions
          • Custom script: call RemoveLocation(udg_SpellDestroyer_Loc)
      • Custom script: call RemoveLocation(udg_Location)
  • Destroy Spells end
    • Events
      • Unit - A unit dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) equal to Zauber Zerstörer Lvl 1
          • (Unit-type of (Triggering unit)) equal to Zauber Zerstörer Lvl 2
          • (Unit-type of (Triggering unit)) equal to Zauber Zerstörer Lvl 3
    • Actions
      • Unit Group - Remove (Triggering unit) from SpellDestroyer_Group
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Conditions
          • (Number of units in SpellDestroyer_Group) equal to 0
        • 'THEN'-Actions
          • Trigger - Turn off Destroy Spells <gen>
          • Trigger - Turn off Destroy Spells end <gen>
        • 'ELSE'-Actions
V 0.50 Modified the Targets now it only hits enemies that are not flying, buildings or immune to magic.

V 0.60 With help of Itachi009 removed the last things that leak.

V 0.70 Now has Level-Based Damage (50*Level)

V 0.80 fixed the
  • Unit - Cause (Picked unit) to damage (Picked unit) dealing [...]
and used
  • Unit - Create 1 Spelldestroyer[(Level of Spell Destroyer for (Triggering unit))] for (Owner of (Triggering unit)) at Ziel facing default building facing degrees
instead of all that ifs

V 1.00 now all triggernames, Variables, Units, Skill names, Tool tips, etc. are complete in english

Keywords:
ward, spell destroyer, anti magic, interrupt, GUI, silence, AOE, summon
Contents

Spell Destroyer (Map)

Reviews
15:16, 6th Feb 2010 The_Reborn_Devil: The triggering looks ok, and the problem has been fixed. Status: Approved Rating: Useful

Moderator

M

Moderator

15:16, 6th Feb 2010
The_Reborn_Devil:
The triggering looks ok, and the problem has been fixed.

Status: Approved
Rating: Useful
 
I think this might be a little too simple for approval:

  • Zauber Zerstoeren
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Ability being cast) Not equal to Spell Destroyer
          • (Unit-type of (Triggering unit)) Not equal to Zauber Zerstörer
    • Actions
      • Set Triggering_Unit_Temp = (Triggering unit)
      • Unit Group - Pick every unit in (Units of type Zauber Zerstörer) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between (Position of Triggering_Unit_Temp) and (Position of (Picked unit))) Less than or equal to 700.00
            • Then - Actions
              • Unit - Order Triggering_Unit_Temp to Stop
              • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + 50.00)
              • Special Effect - Create a special effect at (Position of Triggering_Unit_Temp) using war3mapImported\AncientExplode.mdx
              • Unit - Cause Triggering_Unit_Temp to damage circular area after 0.00 seconds of radius 500.00 at (Position of Triggering_Unit_Temp), dealing 100.00 damage of attack type Spells and damage type Normal
            • Else - Actions
Not to meantions that it leaks.

Edit: Hang on. . . does this only affect certain types of units? :eek:

Edit 2: My bad, it doesn't however it does affect allied units.
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Leaks:
  • (Units of type Zauber Zerstörer)
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Distance between (Position of Triggering_Unit_Temp) and (Position of (Picked unit))) Less than or equal to 700.00
  • Then - Actions
  • (Position of Triggering_Unit_Temp)
  • Special Effect - Create a special effect at (Position of Triggering_Unit_Temp) using war3mapImported\AncientExplode.mdx
  • Unit - Cause Triggering_Unit_Temp to damage circular area after 0.00 seconds of radius 500.00 at (Position of Triggering_Unit_Temp), dealing 100.00 damage of attack type Spells and damage type Normal
Damage circular area should never be used also.
 
Level 6
Joined
Dec 8, 2009
Messages
179
Instead of Circular Area damage, use groups,here is a rough layout:

*group* = units within *AoE* of *Position* matching *Conditions*
Pick every unit in *group* and do
loop actions:
Cause *caster* to damage *picked unit* dealing *damage*...

OK i've done so but left out the part *matching conditions* because it should damage all units
 
Level 5
Joined
Dec 8, 2008
Messages
102
Now the spell is ok for GUI^^
one little thing ... you could do the damage per level
this can be done with a hashtable :p just save at the cast the damage in a hashtable with key: handleid from ward, and then load it, but its just a matter of taste if you want your spell multi-level
 
Level 6
Joined
Dec 8, 2009
Messages
179
Now the spell is ok for GUI^^
one little thing ... you could do the damage per level
this can be done with a hashtable :p just save at the cast the damage in a hashtable with key: handleid from ward, and then load it, but its just a matter of taste if you want your spell multi-level

Thanks and thats a good Idea with multi-level I think I can manage that.
 
Level 11
Joined
Jan 25, 2009
Messages
572
Beta testing atm... Bug-/Leakable : Not what i can find.

Rating:
0-5 : Bad.
5-10 : Okay.
10-15 : Nice, keep it up.:thumbs_up:
15-20 : Lovely and Epic.


>>>Maximum of 20<<<

Creativity : 3/5
Useful or Not : 5/5
Good-Looking spell : 1/5
Bug-/Leakable: 4/5 (Not what i can find)


Current rate: 13 = Nice, keep it up.:thumbs_up:

Comment:

This spell was made very good for maps that are very stable and the creator of this spell has been pretty active when updating and answering comments and have relly listening to the THW user that using this spell. But how the spell looks like is not good. The Special Effects is terrible and that need to be fixed quickly. Else it was good. Can't find any bugs/leaks.
 
Last edited:
Level 11
Joined
Jan 25, 2009
Messages
572
You said I should improve the special effect do you have any suggestions?

edit: why bugs/leaks 4/5 when you can`t find any bug/leak??

Cuz i'm not 100% sure if there are any bugs/leaks.

1st. The ward ain't good looking.

2nd. The "Thunder Clap" Special Effect is used in almost every spell so pretty many are tired about that special effect.

3rd. You should mby use a lightning effect cuz from my part i love lightning effects :grin:
 
Level 6
Joined
Dec 8, 2009
Messages
179
Cuz i'm not 100% sure if there are any bugs/leaks.

1st. The ward ain't good looking.

2nd. The "Thunder Clap" Special Effect is used in almost every spell so pretty many are tired about that special effect.

3rd. You should mby use a lightning effect cuz from my part i love lightning effects :grin:

I like the Look of the ward so I won't change that.

The thunderclap matches because the Mana of the caster that was used to cast the Spell is now Exploding.

I don't think Lightning fits here
 
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