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Tauren Chief Simple IMBA Spellpack

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
I think this spells are fun, but Ifmlpe.


  • Triple blast
    • Events
      • Unit - A unit Starts the effect of a skill
    • Conditions
      • (Ability Being cast) Equal to Triple blast
    • Actions
      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
        • If: Conditions
          • TB_Index [1] Equals 0
        • Then: Actions
          • Trigger - Turn on Triple Loop <gen> blast
        • Other: Actions
      • Set TB_Index [0] = (TB_Index [0] + 1)
      • TB_Index Set [1] = (TB_Index [1] + 1)
      • Set TB_On [TB_Index [1]] = True
      • Set TB_Caster [TB_Index [1]] = (Triggering unit)
      • Set TB_Group [TB_Index [1]] = (random 0 units from (Units in (Playable map area)))
      • Set TB_Level [TB_Index [1]] = (Level of Triple blast for TB_Caster [TB_Index [1]])
      • Set TB_InitialPoint [TB_Index [1]] = (PoIftion of TB_Caster [TB_Index [1]])
      • Set TB_FinalPoint [TB_Index [1]] = (Target Point of Ability Being cast)
      • Set TB_Velocity [TB_Index [1]] = 30.00
      • Set TB_Damage [TB_Index [1]] = 0.00
      • Set TB_DamageNormal [TB_Index [1]] = ((Real (TB_Level [TB_Index [1]])) x 75.00)
      • Set TB_DamageFuerza [TB_Index [1]] = (((Real (TB_Level [TB_Index [1]])) x 1.75) x (Real ((Force of TB_Caster [TB_Index [1]] (Include bonuses )))))
      • Set TB_Distance [TB_Index [1]] = (400.00 + (200.00 x (Real (TB_Level [TB_Index [1 ]]))))
      • Set TB_Angle_1 [TB_Index [1]] = ((Angle from TB_InitialPoint [TB_Index [1]] to TB_FinalPoint [TB_Index [1]]) - 20.00)
      • Set TB_Angle_2 [TB_Index [1]] = (Angle from TB_InitialPoint [TB_Index [1]] to TB_FinalPoint [TB_Index [1]])
      • Set TB_Angle_3 [TB_Index [1]] = ((Angle from TB_InitialPoint [TB_Index [1]] to TB_FinalPoint [TB_Index [1]]) + 20.00)
      • Set TB_MaxPoint [TB_Index [1]] = (TB_InitialPoint [TB_Index [1]] offset by TB_Distance [TB_Index [1]] Towards TB_Angle_2 [TB_Index [1]] degrees)
      • Unit - Create 1 Dummy Triple blast for (Owner of TB_Caster [TB_Index [1]]) at (TB_InitialPoint [TB_Index [1]] offset by 200.00 Towards TB_Angle_2 [TB_Index [1]] degrees) Facing TB_Angle_2 [TB_Index [1]] degrees
      • Set TB_Dummy_2 [TB_Index [1]] = (Last created unit)
      • Unit - Create 1 Dummy Triple blast for (Owner of TB_Caster [TB_Index [1]]) at (TB_InitialPoint [TB_Index [1]] offset by 200.00 Towards TB_Angle_1 [TB_Index [1]] degrees) Facing TB_Angle_1 [TB_Index [1]] degrees
      • Set TB_Dummy_1 [TB_Index [1]] = (Last created unit)
      • Unit - Create 1 Dummy Triple blast for (Owner of TB_Caster [TB_Index [1]]) at (TB_InitialPoint [TB_Index [1]] offset by 200.00 Towards TB_Angle_3 [TB_Index [1]] degrees) Facing TB_Angle_3 [TB_Index [1]] degrees
      • Set TB_Dummy_3 [TB_Index [1]] = (Last created unit)
  • Triple Blast Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer TB_Index [2]) from 1 to TB_Index [1], do (Actions)
        • Loop: Actions
          • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
            • If: Conditions
              • TB_On [TB_Index [2]] Equal to True
            • Then: Actions
              • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
                • If: Conditions
                  • Or - Any (Conditions) Are true
                    • Conditions
                      • (Distance between TB_InitialPoint [TB_Index [2]] and (PoIftion of TB_Dummy_2 [TB_Index [2]])) Less than TB_Distance [TB_Index [2]]
                      • (Distance between TB_InitialPoint [TB_Index [2]] and (PoIftion of TB_Dummy_1 [TB_Index [2]])) Less than TB_Distance [TB_Index [2]]
                      • (Distance between TB_InitialPoint [TB_Index [2]] and (PoIftion of TB_Dummy_3 [TB_Index [2]])) Less than TB_Distance [TB_Index [2]]
                • Then: Actions
                  • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
                    • If: Conditions
                      • TB_DamageFuerza [TB_Index [2]] Greater than TB_DamageNormal [TB_Index [2]]
                    • Then: Actions
                      • Set TB_Damage [TB_Index [2]] = TB_DamageFuerza [TB_Index [2]]
                    • Other: Actions
                      • Set TB_Damage [TB_Index [2]] = TB_DamageNormal [TB_Index [2]]
                  • Destructible - Pick Every Within destructible 150.00 of (PoIftion of TB_Dummy_1 [TB_Index [2]]) and do (Actions)
                    • Loop: Actions
                      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
                        • If: Conditions
                          • ((Picked destructible) is alive) Equal to True
                        • Then: Actions
                          • Destructible - Kill (Picked destructible)
                          • Special Effect - Create a special effect at (PoIftion of (Picked destructible)) uIfng Objects \ Spawnmodels \ Undead \ ImpaleTargetDust \ ImpaleTargetDust.mdl
                          • Special Effect - Destroy (Last created special effect)
                        • Other: Actions
                  • Destructible - Pick Every Within destructible 150.00 of (PoIftion of TB_Dummy_2 [TB_Index [2]]) and do (Actions)
                    • Loop: Actions
                      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
                        • If: Conditions
                          • ((Picked destructible) is alive) Equal to True
                        • Then: Actions
                          • Destructible - Kill (Picked destructible)
                          • Special Effect - Create a special effect at (PoIftion of (Picked destructible)) uIfng Objects \ Spawnmodels \ Undead \ ImpaleTargetDust \ ImpaleTargetDust.mdl
                          • Special Effect - Destroy (Last created special effect)
                        • Other: Actions
                  • Destructible - Pick Every Within destructible 150.00 of (PoIftion of TB_Dummy_3 [TB_Index [2]]) and do (Actions)
                    • Loop: Actions
                      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
                        • If: Conditions
                          • ((Picked destructible) is alive) Equal to True
                        • Then: Actions
                          • Destructible - Kill (Picked destructible)
                          • Special Effect - Create a special effect at (PoIftion of (Picked destructible)) uIfng Objects \ Spawnmodels \ Undead \ ImpaleTargetDust \ ImpaleTargetDust.mdl
                          • Special Effect - Destroy (Last created special effect)
                        • Other: Actions
                  • Unit - Move TB_Dummy_2 [TB_Index [2]] Instantly to ((PoIftion of TB_Dummy_2 [TB_Index [2]]) offset by TB_Velocity [TB_Index [2]] Towards TB_Angle_2 [TB_Index [2]] degrees), Facing TB_Angle_2 [TB_Index [2 ]] degrees
                  • Unit - Move TB_Dummy_1 [TB_Index [2]] Instantly to ((PoIftion of TB_Dummy_1 [TB_Index [2]]) offset by TB_Velocity [TB_Index [2]] Towards TB_Angle_1 [TB_Index [2]] degrees), Facing TB_Angle_1 [TB_Index [2 ]] degrees
                  • Unit - Move TB_Dummy_3 [TB_Index [2]] Instantly to ((PoIftion of TB_Dummy_3 [TB_Index [2]]) offset by TB_Velocity [TB_Index [2]] Towards TB_Angle_3 [TB_Index [2]] degrees), Facing TB_Angle_3 [TB_Index [2 ]] degrees
                  • Unit Group - Pick Every unit in (Units Within 275.00 of (PoIftion of TB_Dummy_1 [TB_Index [2]]) ((((( matching Matching unit) Belongs to an enemy of (Owner of TB_Caster [TB_Index [2]])) Equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) is in TB_Group [TB_Index [2]] and do (Actions)
                    • Loop: Actions
                      • Unit - Cause TB_Caster [TB_Index [2]] to damage (Picked unit), dealing TB_Damage [TB_Index [2]] Damage of attack type Spells and damage "type Normal
                      • Unit Group - Add (Picked unit) to TB_Group [TB_Index [2]]
                      • Special Effect - Create a special effect at (PoIftion of (Picked unit)) uIfng Abilities \ Spells \ Human \ Thunderclap \ ThunderClapCaster.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Floating Text - Create floating That text reads (- + ((String ((Integer (TB_Damage [TB_Index [2 ]])))) +!)) At (PoIftion of (Picked unit)) with Z offset 0.00, uIfng font Ifze 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% Transparency
                      • Floating Text - Change (Last created floating text): Disable stays
                      • Floating Text - Set the velocity of (Last created floating text) to 90.00 degrees 64.00 Towards
                      • Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
                      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                  • Unit Group - Pick Every unit in (Units Within 275.00 of (PoIftion of TB_Dummy_2 [TB_Index [2]]) ((((( matching Matching unit) Belongs to an enemy of (Owner of TB_Caster [TB_Index [2]])) Equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) is in TB_Group [TB_Index [2]] and do (Actions)
                    • Loop: Actions
                      • Unit - Cause TB_Caster [TB_Index [2]] to damage (Picked unit), dealing TB_Damage [TB_Index [2]] Damage of attack type Spells and damage "type Normal
                      • Unit Group - Add (Picked unit) to TB_Group [TB_Index [2]]
                      • Special Effect - Create a special effect at (PoIftion of (Picked unit)) uIfng Abilities \ Spells \ Human \ Thunderclap \ ThunderClapCaster.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Floating Text - Create floating That text reads (- + ((String ((Integer (TB_Damage [TB_Index [2 ]])))) +!)) At (PoIftion of (Picked unit)) with Z offset 0.00, uIfng font Ifze 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% Transparency
                      • Floating Text - Change (Last created floating text): Disable stays
                      • Floating Text - Set the velocity of (Last created floating text) to 90.00 degrees 64.00 Towards
                      • Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
                      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                  • Unit Group - Pick Every unit in (Units Within 275.00 of (PoIftion of TB_Dummy_3 [TB_Index [2]]) ((((( matching Matching unit) Belongs to an enemy of (Owner of TB_Caster [TB_Index [2]])) Equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) is in TB_Group [TB_Index [2]] and do (Actions)
                    • Loop: Actions
                      • Unit - Cause TB_Caster [TB_Index [2]] to damage (Picked unit), dealing TB_Damage [TB_Index [2]] Damage of attack type Spells and damage "type Normal
                      • Unit Group - Add (Picked unit) to TB_Group [TB_Index [2]]
                      • Special Effect - Create a special effect at (PoIftion of (Picked unit)) uIfng Abilities \ Spells \ Human \ Thunderclap \ ThunderClapCaster.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Floating Text - Create floating That text reads (- + ((String ((Integer (TB_Damage [TB_Index [2 ]])))) +!)) At (PoIftion of (Picked unit)) with Z offset 0.00, uIfng font Ifze 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% Transparency
                      • Floating Text - Change (Last created floating text): Disable stays
                      • Floating Text - Set the velocity of (Last created floating text) to 90.00 degrees 64.00 Towards
                      • Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
                      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                • Other: Actions
                  • Unit - Explode TB_Dummy_1 [TB_Index [2]]
                  • Unit - Explode TB_Dummy_2 [TB_Index [2]]
                  • Unit - Explode TB_Dummy_3 [TB_Index [2]]
                  • Set TB_Index [0] = (TB_Index [0] - 1)
                  • Set TB_On [TB_Index [2]] = False
            • Other: Actions
      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
        • If: Conditions
          • TB_Index [1] Equals 0
        • Then: Actions
          • TB_Index Set [1] = 0
          • Trigger - Turn off (This trigger)
        • Other: Actions



  • Hoof Stomp
    • Events
      • Unit - A unit Starts the effect of a skill
    • Conditions
      • (Ability Being cast) Equal to Hoof Stomp [Tauren Chief]
    • Actions
      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
        • If: Conditions
          • HS_Index [1] Equals 0
        • Then: Actions
          • Trigger - Turn on Hoof stomp <gen> Loop
        • Other: Actions
      • Set HS_Index [0] = (HS_Index [0] + 1)
      • HS_Index Set [1] = (HS_Index [1] + 1)
      • Set HS_Group [HS_Index [1]] = (random 0 units from (Units in (Playable map area)))
      • Set HS_Caster [HS_Index [1]] = (Triggering unit)
      • Set HS_Distance [HS_Index [1]] = ((50.00 x (Real ((Level of Hoof Stomp [Tauren Chief] for HS_Caster [HS_Index [1 ]])))) + 225.00)
      • Set HS_StrenghtDamage [HS_Index [1]] = ((Real ((Level of Hoof Stomp [Tauren Chief] for HS_Caster [HS_Index [1 ]]))) x (1.00 x (Real ((Force of HS_Caster [HS_Index [1]] (Including bonuses ))))))
      • Set HS_NormalDamage [HS_Index [1]] = ((Real ((Level of Hoof Stomp [Tauren Chief] for HS_Caster [HS_Index [1 ]]))) x 25.00)
      • Set HS_On [HS_Index [1]] = True
      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
        • If: Conditions
          • HS_StrenghtDamage [HS_Index [1]] Greater than HS_NormalDamage [HS_Index [1]]
        • Then: Actions
          • Set HS_Damage [HS_Index [1]] = HS_StrenghtDamage [HS_Index [1]]
        • Other: Actions
          • Set HS_Damage [HS_Index [1]] = HS_NormalDamage [HS_Index [1]]
  • Hoof Stomp Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • For each (Integer HS_Index [2]) from 1 to HS_Index [1], do (Actions)
        • Loop: Actions
          • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
            • If: Conditions
              • HS_On [HS_Index [2]] Equal to True
            • Then: Actions
              • Unit Group - Pick Every unit in (Units Within HS_Distance [HS_Index [2]] of (PoIftion of HS_Caster [HS_Index [2]])) and do (Actions)
                • Loop: Actions
                  • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
                    • If: Conditions
                      • And - All (Conditions) Are true
                        • Conditions
                          • ((Picked unit) is A structure) Equal to False
                          • ((Picked unit) is A flying unit) Equal to False
                          • ((Picked unit) Belongs to an enemy of (Owner of HS_Caster [HS_Index [2]])) Equal to True
                          • ((Picked unit) is alive) Equal to True
                    • Then: Actions
                      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
                        • If: Conditions
                          • ((Picked unit) is in HS_Group [HS_Index [2]]) Equal to False
                        • Then: Actions
                          • Unit Group - Add (Picked unit) to HS_Group [HS_Index [2]]
                          • Unit - Turn colliIfon for (Picked unit) Off
                        • Other: Actions
                      • Unit - Move (Picked unit) Instantly to ((PoIftion of HS_Caster [HS_Index [2]]) offset by (Random real number Between 100.00 and HS_Distance [HS_Index [2]]) Towards (Facing of HS_Caster [HS_Index [2]]) degrees)
                      • Unit - Cause HS_Caster [HS_Index [2]] to damage (Picked unit), dealing HS_Damage [HS_Index [2]] Damage of attack type Spells and damage "type Normal
                      • Floating Text - Create floating That text reads (- + ((String ((Integer (HS_Damage [HS_Index [2 ]])))) +!)) At (PoIftion of (Picked unit)) with Z offset 0.00, uIfng font Ifze 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% Transparency
                      • Floating Text - Change (Last created floating text): Disable stays
                      • Floating Text - Set the velocity of (Last created floating text) to 90.00 degrees 64.00 Towards
                      • Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
                      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                    • Other: Actions
              • Unit Group - Pick Every unit in HS_Group [HS_Index [2]] and do (Actions)
                • Loop: Actions
                  • Unit - Turn colliIfon for (Picked unit) Power
                  • Unit Group - Remove (Picked unit) from HS_Group [HS_Index [2]]
              • Set HS_Index [0] = (HS_Index [0] - 1)
              • Set HS_On [HS_Index [2]] = False
            • Other: Actions
      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
        • If: Conditions
          • HS_Index [0] Equal to 0
        • Then: Actions
          • HS_Index Set [1] = 0
          • Trigger - Turn off (This trigger)
        • Other: Actions



  • Area reIfstance
    • Events
      • Unit - A unit is attacked
    • Conditions
      • ((Attacking unit) has buff ReIfstance Aura) Equal to True
    • Actions
      • If (All Conditions Are True) then do (Then Actions) else do (Else Actions)
        • If: Conditions
          • (Random integer number Between 1 and 100) Greater than or equal to 85
        • Then: Actions
          • Unit - Create 1 Dummy Area reIfstance for (Owner of (Attacking unit)) at (PoIftion of (Attacking unit)) degrees Facing default Vista building
          • Unit - Order (Last created unit) to Human Priest: Fire InIfde (Attacking unit)
          • Unit - Add a 2.00 second timer expiration Genetic © rich to (Last created unit)
        • Other: Actions


Keywords:
tauren, spell, spellpack, nice, simple, imba, easy
Contents

Simple Tauren Chief Spellpack [IMBA] (Map)

Reviews
14:40, 6th May 2011 Bribe: I had to filter your keywords, thank you for sharing. This leaks a ton. It looks like you copied the indexing from another map and used it as your own because you're leaking more than the sun leaks radiation yet your...

Moderator

M

Moderator

14:40, 6th May 2011
Bribe:

I had to filter your keywords, thank you for sharing.

This leaks a ton. It looks like you copied the indexing from another map and used it as your own because you're leaking more than the sun leaks radiation yet your indexing is highly advanced.

I'm going on a limb and saying 95% of this is not your work and this thing should be rejected. It's innefficient, lacking and really isn't an original spell.
 
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