1. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. The reforging of the races is complete. Come see the 14th Techtree Contest Results.
    Dismiss Notice
  5. It's time to choose your horse in the race - the 32nd Modeling Contest Poll is up!
    Dismiss Notice
  6. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Element Warrior Spell Pack

Submitted by iamone
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
I got the first ability from the Tide Hunter Spell Pack and edited it.The second and third ability is from Losam's pack of abilities but improved the 2nd skill.I made the ultimate myself and I hope you'd enjoy this spell pack.

Keywords:
Gush,Lightning,Jump,War Stomp,Sand,Allies,Poison
Contents

Rise Of Darkness (Map)

Reviews
Moderator
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 12:45, 17th Jul 2012 Magtheridon96: This needs an in-game screenshot. The waits are unacceptable. You have leaks everywhere such as (Position of (Casting unit)). Casting unit...
  1. 12th Dec 2015
    IcemanBo: Too long as NeedsFix. Rejected.

    12:45, 17th Jul 2012
    Magtheridon96:

    Comments
    • This needs an in-game screenshot.
    • The waits are unacceptable.
    • You have leaks everywhere such as (Position of (Casting unit)).
    • Casting unit could be replaced with Trigger unit.
    • The hashtable array is not needed. Use one hashtable. That's it.
    • The Flame Recreation spell is not MUI because it only works for one instance.
    • I would recommend reading some tutorials before you make the next update.

      Useful links:
     
  2. KhaosMachine

    KhaosMachine

    Joined:
    Dec 30, 2011
    Messages:
    117
    Resources:
    6
    Spells:
    6
    Resources:
    6
    This have not screenshots, tooltips, information, credits (if you have to give), triggers, etc... Really, this is unacceptable
     
  3. KnnO

    KnnO

    Joined:
    Sep 18, 2011
    Messages:
    156
    Resources:
    3
    Icons:
    1
    Maps:
    1
    Spells:
    1
    Resources:
    3
    Can you post triggers in your description?

    -Goto world editor > trigger editor and select the trigger.
    -Right click and select Copy As Text.
    -Right click and select Paste in the description but put it between
    [TRIGGER] ... [/TRIGGER] code.
     
  4. zv27

    zv27

    Joined:
    Aug 21, 2010
    Messages:
    293
    Resources:
    0
    Resources:
    0
    A bunch of memory leaks
    use "WAIT"
    too simple
    I saw a lot of simple spells but this is really too simple
    Use four trigger for such a simple spells...hmm...no comment.
     
  5. Magtheridon96

    Magtheridon96

    Joined:
    Dec 12, 2008
    Messages:
    6,006
    Resources:
    26
    Maps:
    1
    Spells:
    8
    Tutorials:
    7
    JASS:
    10
    Resources:
    26
    Do you have permission to use these spells?
    If not, I'd recommend just including the ultimate assuming it's complex enough.

    I would also recommend posting the triggers so people who don't have the WE available to them all the time can help you.
    (It's because I'm on Mac OS X at the moment. I can't boot up Windows at the moment because I've got some work to do.)
     
  6. dangles20

    dangles20

    Joined:
    Feb 19, 2010
    Messages:
    22
    Resources:
    3
    Spells:
    3
    Resources:
    3
    These Triggers will be by the names i see.

    Fast Thunder
    • My Trigger
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Fast Thunder
      • Actions
        • Set GushUnit = (Triggering unit)
        • Set GushTarget = (Target unit of ability being cast)
        • Set GushPoint = (Position of (Target unit of ability being cast))
        • If ((Level of Fast Thunder for GushUnit) Equal to 1) then do (Unit - Cause GushUnit to damage GushTarget, dealing 95.00 damage of attack type Pierce and damage type Enhanced) else do (Do nothing)
        • If ((Level of Fast Thunder for GushUnit) Equal to 2) then do (Unit - Cause GushUnit to damage GushTarget, dealing 170.00 damage of attack type Pierce and damage type Enhanced) else do (Do nothing)
        • If ((Level of Fast Thunder for GushUnit) Equal to 3) then do (Unit - Cause GushUnit to damage GushTarget, dealing 255.00 damage of attack type Pierce and damage type Enhanced) else do (Do nothing)
        • If ((Level of Fast Thunder for GushUnit) Equal to 4) then do (Unit - Cause GushUnit to damage GushTarget, dealing 320.00 damage of attack type Pierce and damage type Enhanced) else do (Do nothing)
        • Unit - Create 1 Nova for (Owner of GushTarget) at GushPoint facing Default building facing degrees
        • Set GushDummy = (Last created unit)
        • Unit - Add Gush Armor to GushDummy
        • Unit - Set level of Gush Armor for GushDummy to (Level of Fast Thunder for GushUnit)
        • Unit - Add a 1.00 second Generic expiration timer to GushDummy
        • Unit - Order GushDummy to Night Elf Druid Of The Talon - Faerie Fire GushTarget
        • Custom script: call RemoveLocation (udg_GushPoint)


    Fighting Land
    • The Special
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Fighting Land
      • Actions
        • Custom script: local location eloc
        • Set index = (index + 1)
        • Set enemy[index] = (Target unit of ability being cast)
        • Set eloc = (Position of enemy[index])
        • Unit - Add Storm Crow Form to (Triggering unit)
        • Animation - Change (Triggering unit) flying height to 450.00 at 35.00
        • Animation - Change (Triggering unit)'s animation speed to 30.00% of its original speed
        • Unit - Pause (Triggering unit)
        • Animation - Play (Triggering unit)'s attack 1 animation
        • Unit - Remove Storm Crow Form from (Triggering unit)
        • Wait 1.00 seconds
        • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
        • Special Effect - Destroy (Last created special effect)
        • Unit - Move (Triggering unit) instantly to eloc
        • Unit - Cause (Triggering unit) to damage enemy[index], dealing 150.00 damage of attack type Chaos and damage type Sonic
        • Unit - Create 1 Nova for (Owner of (Casting unit)) at (Position of (Casting unit)) facing 270.00 degrees
        • Set GushDummy = (Last created unit)
        • Unit - Add a 1.00 second Generic expiration timer to GushDummy
        • Unit - Add Fast to GushDummy
        • Unit - Order GushDummy to Orc Shaman - Bloodlust (Casting unit)
        • Animation - Change (Triggering unit) flying height to 0.00 at 1000.00
        • Wait 0.20 seconds
        • Special Effect - Create a special effect attached to the chest of enemy[index] using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
        • Special Effect - Destroy (Last created special effect)
        • Unit - Unpause (Triggering unit)
        • Animation - Change (Triggering unit)'s animation speed to 100.00% of its original speed
        • Wait 0.20 seconds
        • Set index = (index - 1)
        • Custom script: call RemoveLocation(udg_eloc)


    Flame Recreation Trigger 1
    • The Trigger
      • Events
        • Unit - A unit Learns a skill
      • Conditions
        • (Learned Hero Skill) Equal to Flame Recreation
      • Actions
        • Hashtable - Create a hashtable
        • Set HashTable[5] = (Last created hashtable)
        • Hashtable - Save Handle Of(Triggering unit) as 1 of (Key (Triggering unit)) in HashTable[5]
        • Set Unit[8] = (Load 1 of (Key (Triggering unit)) in HashTable[5])
        • Trigger - Turn on Next Trigger <gen>
        • Trigger - Turn on Final Trigger <gen>


    Flame Recreation Trigger 2
    • Next Trigger
      • Events
        • Time - Every 0.10 seconds of game time
      • Conditions
      • Actions
        • Set ABI_Point_Position[7] = (Position of Unit[7])
        • Set ABI_Unit_Group[7] = (Units in (Playable map area) matching (((Matching unit) has buff Flame Recreation ) Equal to True))
        • Unit Group - Pick every unit in ABI_Unit_Group[7] and do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Number of units in ABI_Unit_Group[7]) Less than (31 x (Level of Flame Recreation for Unit[8]))
                • ((Picked unit) has buff Flame Recreation ) Equal to True
                • ((Picked unit) is dead) Equal to False
              • Then - Actions
                • Unit - Add Item Damage Bonus (+2) to (Picked unit)
                • Unit - Set level of Item Damage Bonus (+2) for (Picked unit) to (Number of units in ABI_Unit_Group[7])
                • Unit - Add Item Armor Bonus (+2) to (Picked unit)
                • Unit - Set level of Item Armor Bonus (+2) for (Picked unit) to (Number of units in ABI_Unit_Group[7])
              • Else - Actions
        • Custom script: call RemoveLocation (udg_ABI_Point_Position[7])
        • Custom script: call DestroyGroup(udg_ABI_Unit_Group[6])


    Flame Recreation Trigger 3
    • Final Trigger
      • Events
        • Time - Every 0.07 seconds of game time
      • Conditions
      • Actions
        • Set ABI_Point_Position[7] = (Position of Unit[8])
        • Set ABI_Unit_Group[7] = (Units in (Playable map area) matching (((Matching unit) has buff Flame Recreation ) Equal to False))
        • Unit Group - Pick every unit in ABI_Unit_Group[7] and do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Picked unit) is dead) Equal to False
              • Then - Actions
                • Unit - Remove Item Damage Bonus (+2) from (Picked unit)
                • Unit - Remove Item Armor Bonus (+2) from (Picked unit)
              • Else - Actions
        • Custom script: call DestroyGroup(udg_ABI_Unit_Group[7])
        • Custom script: call RemoveLocation (udg_ABI_Point_Position[7])


    Fear Acid Trigger 1
    • This is it
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Fear Acid
      • Actions
        • For each (Integer A) from 1 to 10, do (Actions)
          • Loop - Actions
            • Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 400.00 towards ((Real((Integer A))) x 40.00) degrees) using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
            • Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 200.00 towards ((Real((Integer A))) x 40.00) degrees) using Abilities\Spells\Items\AIil\AIilTarget.mdl


    Fear Acid Trigger 2
    • Now and Forever
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Fear Acid
      • Actions
        • Set A_real = 6.00
        • If ((Level of Fear Acid for (Triggering unit)) Equal to 1) then do (Unit - Add Venomous Strike (Level 1) to (Triggering unit)) else do (Do nothing)
        • Wait A_real seconds
        • Unit - Remove Venomous Strike (Level 1) from (Triggering unit)


    Fear Acid Trigger 3
    • Faithfully
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Fear Acid
      • Actions
        • Set A_real = 8.00
        • If ((Level of Fear Acid for (Triggering unit)) Equal to 2) then do (Unit - Add Venomous Strike (Level 2) to (Triggering unit)) else do (Do nothing)
        • Wait A_real seconds
        • Unit - Remove Venomous Strike (Level 2) from (Triggering unit)


    Fear Acid Trigger 4
    • Collide
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Fear Acid
      • Actions
        • Set A_real = 10.00
        • If ((Level of Fear Acid for (Triggering unit)) Equal to 3) then do (Unit - Add Venomous Strike (Level 3) to (Triggering unit)) else do (Do nothing)
        • Wait A_real seconds
        • Unit - Remove Venomous Strike (Level 3) from (Triggering unit)


    Rock Bind
    • Rock Bind
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Rock Bind
      • Actions
        • Set GushUnit = (Casting unit)
        • Set GushTarget = (Target unit of ability being cast)
        • Set GushPoint = (Position of (Target unit of ability being cast))
        • Unit - Create 1 Nova for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
        • Set GushDummy = (Last created unit)
        • Unit - Add smash to GushDummy
        • Unit - Set level of smash for GushDummy to (Level of Rock Bind for GushUnit)
        • Unit - Add a 1.00 second Generic expiration timer to GushDummy
        • Unit - Order GushDummy to Orc Tauren Chieftain - War Stomp
        • Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
        • Set special_effect = (Last created special effect)
        • Wait 2.00 seconds
        • Special Effect - Destroy special_effect
        • Custom script: call RemoveLocation (udg_GushPoint)


    Sand Shock
    • Sand Shock
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Rock Bind
      • Actions
        • Set GushUnit = (Triggering unit)
        • Set GushPoint = (Position of GushUnit)
        • Unit - Create 1 Nova for (Owner of GushUnit) at GushPoint facing Default building facing degrees
        • Set GushDummy = (Last created unit)
        • Unit - Add Clap to GushDummy
        • Unit - Set level of Clap for GushDummy to (Level of Sand Shock for GushUnit)
        • Unit - Add a 1.00 second Generic expiration timer to GushDummy
        • Unit - Order GushDummy to Human Mountain King - Thunder Clap
        • Custom script: call RemoveLocation (udg_GushPoint)


    That appears to be all the ones to do with abilities.

    Edit: Oh wow you use way to many waits. My opinion Too simple and not all are MUI
     
  7. Tank-Commander

    Tank-Commander

    Spell Reviewer

    Joined:
    May 26, 2009
    Messages:
    1,540
    Resources:
    44
    Packs:
    1
    Spells:
    41
    Tutorials:
    2
    Resources:
    44
    Well they're mostly not Mui efficient or anything of the sort, plus the lack of ingame screenshot suggest a lack of reading the rules, which I'd recommend they do.
     
  8. snowman990

    snowman990

    Joined:
    Aug 23, 2010
    Messages:
    586
    Resources:
    1
    Skins:
    1
    Resources:
    1
    Post screenshots please, and you only need one trigger for the fear acid ._.
     
  9. Losam

    Losam

    Joined:
    Mar 27, 2011
    Messages:
    258
    Resources:
    8
    Spells:
    8
    Resources:
    8
    Finally Someone I Used my work.Me Honored Now.
     
  10. Losam

    Losam

    Joined:
    Mar 27, 2011
    Messages:
    258
    Resources:
    8
    Spells:
    8
    Resources:
    8
    Do not forget to thank me for spells.