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Blind Version 1.1.0

Submitted by BunnyAng, Daffa
This bundle is marked as approved. It works and satisfies the submission rules.
Introduction
This spell was requested by BunnyAng at Kawaii Spell Workshop.
I was the one who handle the request.
Permission for upload can be found Here

Trigger
Triggers
  • Blind Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Important Stuff! Setup them correctly! --------
      • Set BL_BlindAbility = Blind
      • Set BL_BlindAbilityVisionReducer = Blind Vision
      • Set BL_BlindAbilityDisableAttack = Blind Disable
      • Set BL_BlindDebuffAbility = Blind Debuff
      • Set BL_BlindDebuff = Blind
      • Set BL_DummyType = Dummy
      • -------- Customizable Effects --------
      • -------- Blinded unit can't attack (disables Confuse) --------
      • Set BL_BlindDisablesAttack = True
      • -------- Blinded unit takes more X damage from Y attack type --------
      • Set BL_BlindIncreaseMagicalDamage = True
      • Set BL_BlindIncreasePhysicalDamage = True
      • Set BL_BlindIncreaseTriggerDamage = True
      • -------- Blinded unit may attack allies or enemies (completely random) --------
      • Set BL_BlindConfuseTargetAttack = False
      • -------- Confusion Range (ConfuseTargetAttack must be true) --------
      • Set BL_ConfusionRange = 600.00
      • -------- New Damage Rate --------
      • Set BL_MagicalRate = 1.25
      • Set BL_PhysicalRate = 1.75
      • Set BL_TriggeredRate = 1.25
      • Set BL_ShowNewDamageRateText = True
      • -------- Duration of Blind --------
      • Set BL_BlindDuration[1] = 1.00
      • Set BL_BlindDuration[2] = 2.00
      • Set BL_BlindDuration[3] = 3.00
      • Set BL_BlindDuration[4] = 4.00
      • -------- END CONFIG --------
      • Custom script: set udg_BL_BlindLoopSpeed = 0.03125
      • Trigger - Add to Blind Loop <gen> the event (Time - Every BL_BlindLoopSpeed seconds of game time)
      • -------- Securities (Avoid unwated behaviors) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BL_BlindIncreasePhysicalDamage Equal to False
          • BL_BlindIncreaseMagicalDamage Equal to False
          • BL_BlindIncreaseTriggerDamage Equal to False
        • Then - Actions
          • Set BL_ShowNewDamageRateText = False
          • Trigger - Turn off Blind Damage Text <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BL_BlindDisablesAttack Equal to True
        • Then - Actions
          • Set BL_BlindConfuseTargetAttack = False
        • Else - Actions

  • Blind Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to BL_BlindAbility
    • Actions
      • Set BL_CastingUnit = (Triggering unit)
      • Set BL_TargetUnit = (Target unit of ability being cast)
      • Set TargetValue = (Custom value of BL_TargetUnit)
      • Set HeroLevel = (Level of BL_BlindAbility for BL_CastingUnit)
      • Set BL_BlindedUnitDuration[TargetValue] = BL_BlindDuration[HeroLevel]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BL_TargetUnit has buff BL_BlindDebuff) Equal to True
        • Then - Actions
          • Skip remaining actions
        • Else - Actions
      • Unit - Add BL_BlindAbilityVisionReducer to BL_TargetUnit
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BL_BlindDisablesAttack Equal to True
        • Then - Actions
          • Unit - Add BL_BlindAbilityDisableAttack to BL_TargetUnit
        • Else - Actions
      • Set BL_TempPoint = (Position of BL_CastingUnit)
      • Unit - Create 1 BL_DummyType for (Owner of BL_CastingUnit) at BL_TempPoint facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_BL_TempPoint)
      • Set BL_BlindDummy = (Last created unit)
      • Unit - Add BL_BlindDebuffAbility to BL_BlindDummy
      • Unit - Order BL_BlindDummy to Undead Banshee - Curse BL_TargetUnit
      • Unit - Add a 1.00 second Generic expiration timer to BL_BlindDummy
      • Unit Group - Add BL_TargetUnit to BL_BlindGroup
      • Set BL_Counter = (BL_Counter + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BL_Counter Equal to 1
        • Then - Actions
          • Trigger - Turn on Blind Loop <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BL_BlindConfuseTargetAttack Equal to True
        • Then - Actions
          • Set BL_TempPoint = (Position of BL_TargetUnit)
          • Set BL_RandomTargetGroup = (Units within BL_ConfusionRange of BL_TempPoint)
          • Set BL_RandomTarget = (Random unit from BL_RandomTargetGroup)
          • Unit - Order BL_TargetUnit to Attack BL_RandomTarget
          • Custom script: call RemoveLocation(udg_BL_TempPoint)
          • Custom script: call DestroyGroup(udg_BL_RandomTargetGroup)
        • Else - Actions

  • Blind Loop
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BL_BlindGroup and do (Actions)
        • Loop - Actions
          • Set BL_TargetUnit = (Picked unit)
          • Set TargetValue = (Custom value of BL_TargetUnit)
          • Set BL_BlindedUnitDuration[TargetValue] = (BL_BlindedUnitDuration[TargetValue] - BL_BlindLoopSpeed)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BL_BlindedUnitDuration[TargetValue] Less than or equal to 0.00
            • Then - Actions
              • Set BL_TargetUnit = (Picked unit)
              • Unit Group - Remove BL_TargetUnit from BL_BlindGroup
              • Set BL_Counter = (BL_Counter - 1)
              • Unit - Remove BL_BlindAbilityVisionReducer from BL_TargetUnit
              • Unit - Remove BL_BlindDebuff buff from BL_TargetUnit
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BL_BlindDisablesAttack Equal to True
                • Then - Actions
                  • Unit - Remove BL_BlindAbilityDisableAttack from BL_TargetUnit
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BL_BlindConfuseTargetAttack Equal to True
                • Then - Actions
                  • Unit - Order BL_TargetUnit to Stop
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BL_Counter Equal to 0
                • Then - Actions
                  • Trigger - Turn off Blind Loop <gen>
                • Else - Actions
            • Else - Actions

  • Blind Damage Text
    • Events
      • Game - damageEventTrigger becomes Equal to 1.00
    • Conditions
      • ((Triggering unit) has buff BL_BlindDebuff) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • damageType Equal to PHYSICAL
          • BL_BlindIncreasePhysicalDamage Equal to True
        • Then - Actions
          • Set amount = (amount x BL_PhysicalRate)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • damageType Equal to SPELL
              • BL_BlindIncreaseMagicalDamage Equal to True
            • Then - Actions
              • Set amount = (amount x BL_MagicalRate)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • damageType Equal to CODE
                  • BL_BlindIncreaseTriggerDamage Equal to True
                • Then - Actions
                  • Set amount = (amount x BL_TriggeredRate)
                • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BL_ShowNewDamageRateText Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • damageType Equal to PHYSICAL
            • Then - Actions
              • Floating Text - Create floating text that reads (String((Integer(amount)))) above target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
            • Else - Actions
              • Floating Text - Create floating text that reads (String((Integer(amount)))) above target with Z offset 0.00, using font size 10.00, color (0.00%, 0.00%, 100.00%), and 0.00% transparency
          • Set BL_LastFloatingText = (Last created floating text)
          • Floating Text - Set the velocity of BL_LastFloatingText to 64.00 towards 90.00 degrees
          • Floating Text - Change BL_LastFloatingText: Disable permanence
          • Floating Text - Change the fading age of BL_LastFloatingText to 4.00 seconds
          • Floating Text - Change the lifespan of BL_LastFloatingText to 6.00 seconds
        • Else - Actions


Changelogs
Version 1.1.0 :
Fixed everything mentioned in Post #17
Older Versions

Version 1.0.0 :
First Upload


Credits
BunnyAng : Requester - Giving Permission
Malhorne : Kawaii Spell Workshop Owner
Bribe : Unit Indexer GUI
looking_for_help : DamageEvent Jass

Keywords:
Blind, Paladin, Charm, Confusion, Confuse, Confusia, Hypnosis, Unable, Inability, Attack, Limited, Archmage
Contents

Blind (Map)

Reviews
Moderator
07:45, 13th Jun 2014 BPower: Changes mentioned are made. Approved. 12:43, 21st May 2014 PurgeandFire: Review: http://www.hiveworkshop.com/forums/2529843-post17.html
  1. Directive255

    Directive255

    Joined:
    Nov 4, 2010
    Messages:
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    What does this spell do (quite lazy to check the codes in detail)? Is this something like Yuri's Revenge "Chaos" and Wc3 "Chaos" combined?
     
  2. Daffa

    Daffa

    Joined:
    Jan 30, 2013
    Messages:
    7,749
    Resources:
    28
    Packs:
    1
    Maps:
    8
    Spells:
    17
    Tutorials:
    2
    Resources:
    28
    It's more on making units unable to attack for a period of time. It can be altered to simulate YR's chaos toxin to a degree.