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Arcane Mage Spellpack 2.0 (working with 1.24)

Arcane Mage Spellpack

I've been working on this spellpack for quite some time, and now, after the final bug fixes, it is finally ready for release.

This spellpack contains 5 fully MUI and (hopefully) leakless spells made with vJass and a few systems.

Update: This spellpack is fixed and now works with Patch 1.24! Also added a new spell to the pack.

Spells:

Arcane Missile
Shoots an arcane bolt that chases your target and deals magic damage to enemy units that collide with it. Doesn't damage flying units.

Level 1 - Deals 50 damage, lasts for 5 seconds.

Level 2 - Deals 100 damage, lasts for 10 seconds.

Level 3 - Deals 150 damage, lasts for 15 seconds.

Note: Can be cast on both allied and enemy units (including yourself) but will only damage enemy units.

Spirit Burn
Slowly burns away the spirit of the target unit, draining mana per second and detonating if the unit's mana reaches 0. Deals 50% of the unit's current health in damage when it detonates. 10% for heroes. Lasts 10 seconds.

Level 1 - Burns 20 mana per second.

Level 2 - Burns 30 mana per second.

Level 3 - Burns 40 mana per second.

Mage Armor (Passive)
The arcane mage creates an invisible shield around him. Every time an enemy unit attacks the hero, there is a chance the shiled will reflect the damage back to the unit.

Level 1 - 15% chance to reflect.

Level 2 - 30% chance to reflect.

Level 3 - 45% chance to reflect.

Nether Charge
Charges the target with arcane energies, if there are no enemy units near it, the target will be slowed and ethereal (vulnerable to spells), if there are enemy units nearby, the target will release bursts of energy, damaging itself and any enemy units in the area.

Level 1 - Slowed by 25%, bursts deal 75 damage, lasts 10 seconds.

Level 2 - Slowed by 50%, bursts deal 100 damage, lasts 12 seconds.

Level 3 - Slowed by 75%, bursts deal 125 damage, lasts 15 seconds.

Arcane Barrage (Ultimate)
The Arcane mage bombards the target area with a huge volley of arcane missiles. When a missile collides with an enemy unit, it explodes, dealing small area damage.
Deals 30 damage per missile in a 150 AoE, shoots 30 missiles.


v1.0 - Released spellpack.

v1.1 Fixed a leak.

v1.2 Made Arcane Barrage able to support multiple spell levels.

v2.0 Added a new spell to the pack, now working with patch 1.24.


Required libraries and systems:

- Vexorian's XE system.
- Table.
- TimerUtils
- Rising_Dusk's Intuitive Damage Detection System.

Credits:

- Vexorian for XE system, Table and TimerUtils.

- Rising_Dusk for his damage detection system.

- Paladon for his general system, used in the testmap.

- And special thanks to Flame_Phoenix, Blade.dk and moyack for their excellent tutorials that taught me a lot about spell making and vJass.

Keywords:
Arcane Mage, arcane, spellpack, mage, spells, pack, nether, lightning.
Contents

Arcane Mage (Map)

Reviews
22:42, 2nd Jan 2010 TriggerHappy: Don't use locations. And one or two of these spells are too simple to be approved, but since they are included with a pack I will go ahead and approve it.

Moderator

M

Moderator

22:42, 2nd Jan 2010
TriggerHappy:

Don't use locations.
And one or two of these spells are too simple to be approved, but since they are included with a pack I will go ahead and approve it.
 
I like your spellpack, it looks quite good

-but i dislike the Arcane movement cuz it always dives circles with the try to t hit the target (even its already dead)

-The Arcane Barrage movement makes it hard to aim and it looks a bit like the missiles do not really explode near the target, also better use an AOE based spell

-Arcane missiles leak and contain a useless BJ
set x = GetUnitX(hero) set y = GetUnitY(hero) set am = ArcaneMissile.create( x, y, AngleBetweenPoints(GetUnitLoc(hero),GetUnitLoc(tar)) )

change that to
set am = ArcaneMissile.create( x, y, bj_RADTODEG * Atan2(GetLocationY(tar) - y, GetLocationX(tar) - x))

else you got everywhere location leaks, "tarLoc" ect.

but all in all still a funny pack, [7.5/10]
 
Level 25
Joined
Jun 5, 2008
Messages
2,573
Hmm, the idea reminds me of Neverwinter Nights 2...
I thought of making a spell simmilar to the barrage...
Well downloading...

EDIT:
Wow you used a great number of systems there :p
I don't say it's bad but it's harder to copy...
Anyway the Arcane Barrage == win
But other spells were of medium quality.

4/5.
 
Last edited:
Level 25
Joined
Jun 5, 2008
Messages
2,573
But boolean expresions do and when using TriggerRegisterAnyUnitEventBJ it loops through 16 times for each player and calls:
TriggerRegisterPlayerUnitEvent(trig, Player(index), whichEvent, null)
And it uses a null for a boolexpresion and that is where it leaks.
You should do something like this:

JASS:
function Afilter takes nothing returns boolean
 return true
endfunction

function *Spell init* takes nothing returns nothing
local filterfunc f = Filter(function Afilter)
local integer i = 0
local trigger t = CreateTrigger()
loop
 exitwhen i > bj_MAX_PLAYER_SLOTS
 call TriggerRegisterPlayerUnitEvent(t,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,f)
 set i = i + 1
endloop
call DestroyFilter(f)
set f = null
endfunction
 
Level 11
Joined
May 16, 2007
Messages
288
After checking Wc3c, i'm safe to say that, even if it does leak boolexpressions (the guys over there aren't very sure about it), it only leaks for the first time the trigger is fired, which means it's pretty much insignificant since it can only leak once per game if the trigger not destroyed and recreated.

Here's the thread from where I got this info:
http://www.wc3c.net/showthread.php?t=103738&highlight=Event+leak
 
Level 5
Joined
Jun 7, 2008
Messages
141
I love all the spells in here. Especially the Barrage.
Though, the hard part is importing it...

This explains the beauty of ribbons and the I suggest all spells that want to look nice should have ribbons :p
 
Level 8
Joined
Jul 14, 2010
Messages
235
gj, the first spell pack where I liked all the spells :p
But why does it spam: "Double free of type: xecast" every time it damages an enemy?? I cant find the command
 
Last edited:
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