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Dark Phoenix Spell Pack

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Post soon. Post soon. Post soon. Post soon. Post soon. Post soon. Post soon. Post soon.

Keywords:
Phoenix Dark Fire
Contents

Just another Warcraft III map (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Required changes: You're leaking many locations

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

Reviewed by Maker, Dark Phoenix Spell Pack, 11th Jan 2012

Required changes:
  • You're leaking many locations
 
Level 4
Joined
Nov 3, 2011
Messages
27
This is Trigger:
1) Death Flame

  • Death Flame Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Death Flame
    • Actions
      • Set MB_MUI = (MB_MUI + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MB_MUI Greater than or equal to 500
        • Then - Actions
          • Set MB_MUI = 0
        • Else - Actions
      • Set MB_Caster[MB_MUI] = (Casting unit)
      • Special Effect - Create a special effect at ((Position of MB_Caster[MB_MUI]) offset by 0.00 towards 0.00 degrees) using Abilities\Spells\Orc\Reincarnation\ReincarnationTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Create 1 Blade Dummy for (Owner of MB_Caster[MB_MUI]) at ((Position of MB_Caster[MB_MUI]) offset by 50.00 towards 90.00 degrees) facing Default building facing degrees
      • Set MB_Dummy_Blade[MB_MUI] = (Last created unit)
      • Unit - Add a 3.00 second Generic expiration timer to MB_Dummy_Blade[MB_MUI]
      • Unit - Turn collision for MB_Dummy_Blade[MB_MUI] Off
      • Set MB_Real[MB_MUI] = 0.00
      • Set MB_Distance[MB_MUI] = 0.00
      • Set MB_Int[MB_MUI] = 0
      • Unit - Create 1 Dummy for (Owner of MB_Caster[MB_MUI]) at (Position of MB_Caster[MB_MUI]) facing Default building facing degrees
      • Unit Group - Add (Last created unit) to MB_Group
      • Unit - Set the custom value of (Last created unit) to MB_MUI
      • Special Effect - Create a special effect at (Position of MB_Caster[MB_MUI]) using FireNova2.mdx
      • Special Effect - Destroy (Last created special effect)
      • Unit - Hide MB_Caster[MB_MUI]
      • Trigger - Turn on Death Flame Loop <gen>
  • Death Flame Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in MB_Group and do (Actions)
        • Loop - Actions
          • Set MB_Int[(Custom value of (Picked unit))] = (MB_Int[(Custom value of (Picked unit))] + 1)
          • Set MB_Distance[(Custom value of (Picked unit))] = (MB_Distance[(Custom value of (Picked unit))] + 1.00)
          • Set MB_Real[(Custom value of (Picked unit))] = (MB_Real[(Custom value of (Picked unit))] + 10.00)
          • Unit - Move MB_Dummy_Blade[(Custom value of (Picked unit))] instantly to ((Position of MB_Dummy_Blade[(Custom value of (Picked unit))]) offset by MB_Distance[(Custom value of (Picked unit))] towards MB_Real[(Custom value of (Picked unit))] degrees)
          • Unit - Create 1 Casting Dummy for (Owner of MB_Caster[(Custom value of (Picked unit))]) at (Position of MB_Dummy_Blade[(Custom value of (Picked unit))]) facing Default building facing degrees
          • Set MB_Dummy_Damage[(Custom value of (Picked unit))] = (Last created unit)
          • Unit - Turn collision for MB_Dummy_Damage[(Custom value of (Picked unit))] Off
          • Unit - Add a 1.25 second Generic expiration timer to MB_Dummy_Damage[(Custom value of (Picked unit))]
          • Unit - Add MB Damage Dealing to MB_Dummy_Damage[(Custom value of (Picked unit))]
          • Unit - Set level of MB Damage Dealing for MB_Dummy_Damage[(Custom value of (Picked unit))] to MB_Level[(Custom value of (Picked unit))]
          • Unit - Order MB_Dummy_Damage[(Custom value of (Picked unit))] to Orc Tauren Chieftain - War Stomp
          • Special Effect - Create a special effect at (Position of MB_Dummy_Blade[(Custom value of (Picked unit))]) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect at (Position of MB_Dummy_Damage[(Custom value of (Picked unit))]) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect at (Position of MB_Dummy_Damage[(Custom value of (Picked unit))]) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayDamage.mdl
          • Special Effect - Destroy (Last created special effect)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MB_Int[(Custom value of (Picked unit))] Equal to 100
            • Then - Actions
              • Unit - Unhide MB_Caster[(Custom value of (Picked unit))]
              • Special Effect - Create a special effect at (Position of MB_Caster[(Custom value of (Picked unit))]) using FireNova2.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit Group - Remove (Picked unit) from MB_Group
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in MB_Group) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
This spell is make first for blade master, but I change to make for Phoenix. :D
2) Phoenix Strike
  • Phoenix Strike Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Phoenix Strike
    • Actions
      • Set PS_MUI = (PS_MUI + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • PS_MUI Greater than or equal to 500
        • Then - Actions
          • Set PS_MUI = 0
        • Else - Actions
      • Set PS_Caster[PS_MUI] = (Casting unit)
      • Unit - Hide PS_Caster[PS_MUI]
      • Set PS_Select_Group[PS_MUI] = (Units currently selected by (Owner of PS_Caster[PS_MUI]))
      • Set PS_Distance[PS_MUI] = 0.00
      • Set PS_Level[PS_MUI] = (Integer((Real((Level of Phoenix Strike for MB_Caster[PS_MUI])))))
      • Set PS_Real_1[PS_MUI] = ((Facing of PS_Caster[PS_MUI]) + 25.00)
      • Set PS_Real_2[PS_MUI] = ((Facing of PS_Caster[PS_MUI]) + 335.00)
      • Unit - Create 1 Phoenix Dummy for (Owner of PS_Caster[PS_MUI]) at ((Position of PS_Caster[PS_MUI]) offset by PS_Distance[PS_MUI] towards PS_Real_1[PS_MUI] degrees) facing Default building facing degrees
      • Set PS_Dummy_1[PS_MUI] = (Last created unit)
      • Unit - Add a 1.00 second Generic expiration timer to PS_Dummy_1[PS_MUI]
      • Unit - Create 1 Phoenix Dummy for (Owner of PS_Caster[PS_MUI]) at ((Position of PS_Caster[PS_MUI]) offset by PS_Distance[PS_MUI] towards PS_Real_2[PS_MUI] degrees) facing Default building facing degrees
      • Set PS_Dummy_2[PS_MUI] = (Last created unit)
      • Unit - Add a 1.00 second Generic expiration timer to PS_Dummy_2[PS_MUI]
      • Unit - Create 1 Dummy for (Owner of PS_Caster[PS_MUI]) at ((Position of PS_Caster[PS_MUI]) offset by 0.00 towards 0.00 degrees) facing Default building facing degrees
      • Unit Group - Add (Last created unit) to PS_Group
      • Unit - Set the custom value of (Last created unit) to PS_MUI
      • Set PS_Add_Or_Sub[PS_MUI] = 30
      • Special Effect - Create a special effect at (Position of PS_Caster[PS_MUI]) using FireNova2.mdx
      • Special Effect - Destroy (Last created special effect)
      • Trigger - Turn on Phoenix Strike Loop <gen>
  • Phoenix Strike Loop
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in PS_Group and do (Actions)
        • Loop - Actions
          • Set PS_Custom_Int = (Custom value of (Picked unit))
          • Set PS_Distance[PS_Custom_Int] = (PS_Distance[PS_Custom_Int] + 50.00)
          • Unit - Move PS_Dummy_1[PS_Custom_Int] instantly to ((Position of PS_Dummy_1[PS_Custom_Int]) offset by 50.00 towards PS_Real_1[PS_Custom_Int] degrees)
          • Unit - Make PS_Dummy_1[PS_Custom_Int] face PS_Real_1[PS_Custom_Int] over 0.00 seconds
          • Unit - Move PS_Dummy_2[PS_Custom_Int] instantly to ((Position of PS_Dummy_2[PS_Custom_Int]) offset by 50.00 towards PS_Real_2[PS_Custom_Int] degrees)
          • Unit - Make PS_Dummy_2[PS_Custom_Int] face PS_Real_2[PS_Custom_Int] over 0.00 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PS_Distance[PS_Custom_Int] Greater than or equal to 400.00
            • Then - Actions
              • Set PS_Real_Gan = PS_Real_1[PS_Custom_Int]
              • Set PS_Real_1[PS_Custom_Int] = PS_Real_2[PS_Custom_Int]
              • Set PS_Real_2[PS_Custom_Int] = PS_Real_Gan
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PS_Distance[PS_Custom_Int] Greater than or equal to 900.00
            • Then - Actions
              • Unit Group - Remove (Picked unit) from PS_Group
              • Unit - Remove PS_Dummy_1[PS_Custom_Int] from the game
              • Unit - Remove PS_Dummy_2[PS_Custom_Int] from the game
              • Unit - Unhide PS_Caster[PS_Custom_Int]
              • Unit - Move PS_Caster[PS_Custom_Int] instantly to ((Position of PS_Caster[PS_Custom_Int]) offset by 800.00 towards (Facing of PS_Caster[PS_Custom_Int]) degrees)
              • Special Effect - Create a special effect at (Position of PS_Caster[PS_MUI]) using FireNova2.mdx
              • Special Effect - Destroy (Last created special effect)
              • Selection - Select PS_Select_Group[PS_Custom_Int] for (Owner of PS_Caster[PS_Custom_Int])
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in PS_Group) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
Two spell other is very easy to make. It is change model and effect :p

---------------------
Hope you like it.
 
Last edited by a moderator:
Level 12
Joined
Nov 20, 2007
Messages
660
Spells seems to be MUI but you are not recycling well.

The description "Post soon. Post soon. Post soon. Post soon. Post soon. Post soon. Post soon. Post soon." doesn't inspire me :).

If your spell deselects the caster, after spell ends the caster should be selected again.

In your test map you have 2 more useless spells (Heart of Phoenix and Phoenix Swarm), remove them.

My rating : 2/5
 
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