Name | Type | is_array | initial_value |
Drz_Angle | real | Yes | |
Drz_AoE | real | Yes | |
Drz_cAbility | abilcode | No | |
Drz_Case | integer | Yes | |
Drz_cNextJumpHeight | real | No | |
Drz_Count | integer | No | |
Drz_cRange | real | No | |
Drz_cSpecialEffect | string | No | |
Drz_cSpeed | real | No | |
Drz_cStartingHeight | real | No | |
Drz_cUnitDummy | unitcode | No | |
Drz_Damage | real | Yes | |
Drz_Group | group | No | |
Drz_Integer | integer | No | |
Drz_L | integer | Yes | |
Drz_PF | real | Yes | |
Drz_Point | location | Yes | |
Drz_R | real | No | |
Drz_TempPoint | location | No | |
Drz_TX | real | No | |
Drz_TY | real | No | |
Drz_Unit | unit | Yes | |
Drz_X | real | No | |
Viv_cAbility | abilcode | No | |
Viv_cAbilityDummy | abilcode | No | |
Viv_Case | integer | Yes | |
Viv_cBuff | buffcode | No | |
Viv_cCasterDummy | unitcode | No | |
Viv_cDamage | real | Yes | |
Viv_cInterval | real | Yes | |
Viv_Count | integer | No | |
Viv_cSpecialEffect | string | No | |
Viv_cTwistCount | integer | No | |
Viv_Integer | integer | No | |
Viv_L | integer | Yes | |
Viv_Point | location | No | |
Viv_SpecialEffect | effect | Yes | |
Viv_Timer | real | Yes | |
Viv_tmpUnit | unit | No | |
Viv_Tw | integer | Yes | |
Viv_Unit | unit | Yes |
//TESH.scrollpos=109
//TESH.alwaysfold=1
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((( Spell Pack Features )))
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- GUI
- MUI
- Leakless
- Variables' Prefixes
- Very Easy to customize and manipulate
-------------------------
If you take ANYTHING from this map please tell me:
Give me credits: "KnnO"
The models and triggers are all by me. Enjoy!
-------------------------
http://www.hiveworkshop.com/forums/members/knno/
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((( VIVACIOUS TWIST )))
---------------------------------------------------------------------------------------------------------------------------------------------------
*********************************
C O P Y I N G A N D N O T E S :
*********************************
First of all if you need a dummy caster unit copy the <Dummy Caster> unit from my map.
In the main world editor window, select from the menu File > Preferences > General and check (Automatically create unknown variables).
To copy the spell, do the following in order:
1. Copy <Vivacious twist> buff and <Vivacious twist (stunned)> buff to your map.
2. Copy <(A000:ANdh) Vivacious twist> ability and <(A001:ACtb) Vivacious twist (Dummy)> ability to your map.
3. Goto <Vivacious twist (Dummy)> ability in your map and fix the <Vivacious twist (stunned)> buff if it is not selected.
4. Create a <Viv_Integer> integer variable in your map in the same case.
5. Goto Import manager, export <Amethystun.mdx> and import it to your map with the same path
(If you want the same special effect, otherwise change it in <Vivacious twist Init> trigger)
6. Select the <Spell 1 - Vivavious twist> category and copy it to your map.
7. Goto <Vivacious twist Init> trigger in your map and fix the values to be like this:
{
Actions
Set Viv_cAbility = Vivacious twist
Set Viv_cBuff = Vivacious twist
Set Viv_cAbilityDummy = Vivacious twist (Dummy)
Set Viv_cCasterDummy = Dummy Caster
}
8. You can copy the hero and re-add the ability to him, then you are ready to go!
NOTES:
-I used a special model for the buff by importing a model, you can take it but if you don't want it, be sure to change the ability projectile too.
*************
C O N F I G :
*************
Goto to the <Vivacious twist Init> trigger, and change the following to what you want:
Viv_cAbility:
The ability that causes the spell triggers to fire.
Viv_cBuff:
A variable to refer to a the spell buff.
Viv_cSpecialEffect:
The special effect that is created above the unit and the unit is stunned.
(I recommend to keep using my model because it fits)
Viv_cCasterDummy:
Your dummy caster unit, you can refer to it, or copy my dummy caster unit, both will work.
Viv_cAbilityDummy:
A dummy ability for the dummy caster to use to stun enemies.
Viv_cTwistCount:
How many times to do the spell.
Viv_cDamage[<level>], Viv_cInterval[<level>]:
These variables control the spell properties.
------------------------------------------------------------------------------------------------------------------------------------------------------
((( BEWITCHED DRIZZLES )))
------------------------------------------------------------------------------------------------------------------------------------------------------
*********************************
C O P Y I N G A N D N O T E S :
*********************************
First of all if you need a dummy caster unit copy the <Dummy Caster> unit from my map.
In the main world editor window, select from the menu File > Preferences > General and check (Automatically create unknown variables).
To copy the spell, do the following in order:
1. Copy the <(A002:ANsi) Bewitched drizzles> ability to your map.
2. Copy the <Amethyster ball> unit to your map.
3. Create a <Drz_Integer> integer variable in your map in the same case.
4. Goto Import manager, export <FaerieHit.mdx> and import it to your map with the same path
(If you want the same special effect, otherwise change it in <Bewitched drizzles Init> trigger)
5. Select the <Spell 2 - Bewitched drizzles> category and copy it to your map.
6. Goto <Bewitched drizzles Init> trigger in your map and fix the values to be like this:
{
Actions
Set Drz_cAbility = Bewitched drizzles
Set Drz_cUnitDummy = Amethyster ball
}
7. You can copy the hero and re-add the ability to him, then you are ready to go!
NOTES:
-The ability casting range does not affect the ball traveling range.
-once again I used a special model for the bouncing effect by importing a model, you can use it.
*************
C O N F I G :
*************
Goto to the <Bewitched drizzles Init> trigger, and change the following to what you want:
Drz_cAbility:
The ability that causes the spell triggers to fire.
Drz_cUnitDummy:
The ball dummy unit, it does nothing.
Drz_cRange:
Range the ball can travel, doesn't have anything to do with casting range.
Drz_cSpeed:
A speed factor that changes the ball speed to travel (1 = 1 sec, 2 = 0.5s)
Drz_cStartingHeight:
Your hero's flying height to throw the ball from (cannot be on ground)
Drz_cNextJumpHeight:
The max height from ground the ball reaches when it bounces off.
Drz_cSpecialEffect:
Special effect to create when the ball bounces. (e.g. stomp) - (I imported a model for this effect, and the variable is using it).
Drz_Aoe[<level>], Drz_Damage[<level>]:
These variables control the spell properties.
//TESH.scrollpos=0
//TESH.alwaysfold=1
function TheEnumThing takes nothing returns nothing
call UnitAddAbilityBJ( 'ACrn', GetEnumUnit() )
endfunction
function Trig_Init_Actions takes nothing returns nothing
local group blaaargar
call FogEnableOff()
call FogMaskEnableOff()
set blaaargar = GetUnitsInRectAll(GetPlayableMapRect())
call ForGroupBJ( blaaargar , function TheEnumThing )
call DestroyGroup( blaaargar )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_005" )
endfunction
//===========================================================================
function InitTrig_Init takes nothing returns nothing
set gg_trg_Init = CreateTrigger( )
call TriggerAddAction( gg_trg_Init, function Trig_Init_Actions )
endfunction