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Element Warrior Spell Pack

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

Moderator

M

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 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:
 
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.)
 
Level 4
Joined
Feb 19, 2010
Messages
22
These Triggers will be by the names i see.

  • 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)
  • 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)
  • 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>
  • 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])
  • 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])
  • 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
  • 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)
  • 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)
  • 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
    • 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
    • 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
 
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