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Holy Vs. Darkness Spellpack V 0.5

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Holy Vs. Darkness Spellpack by Real138.

Will be updated every so often with new spells. If you have any recomendations for spells plz give.

Also Plz leave feedback and comments thanks guys here are the current spells.



~~~~Current Spells~~~~



Purification: ---Instant, AOE--- (Idea by Goffterdom)

Every units in the targeted area lost every buffs (friendly or not). Mana is burnt for every unit. Every dead units takes damages depending on hero's intelligence. Every units killed by this spell can NOT revive, by any mean, they are totally destroyed.
  • Purification
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Purification
    • Actions
      • Set P_tmppoint = (Target point of ability being cast)
      • Set P_Group = (Units within (150.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 50.00)) of P_tmppoint matching (((Matching unit) is alive) Equal to True))
      • Set P_ManaBurn = ((Level of (Ability being cast) for (Triggering unit)) x 50)
      • Unit Group - Pick every unit in P_Group and do (Actions)
        • Loop - Actions
          • Unit - Remove All except expiration timer buffs from (Picked unit)
          • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - (Real(P_ManaBurn)))
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Real(P_ManaBurn)) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Items\AIre\AIreTarget.mdl
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation( udg_P_tmppoint )

Holy Recovery: ---Single target--- (Idea by Arcsol)

- Constantly heals the target, healing a minor amount at the first time (like 10 for example) and then increasing the amount of heal (lets say like +50% from the latest heal. That would be 15 on the 2nd heal, 22.5 on the third...)

  • HR
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Holy Recovery
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HR_Index_Size Equal to 0
        • Then - Actions
          • Trigger - Turn on HR Loop <gen>
        • Else - Actions
      • Set HR_Index_Size = (HR_Index_Size + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HR_Index_Size Greater than HR_Index_maxSize
        • Then - Actions
          • Set HR_Index[HR_Index_Size] = HR_Index_Size
          • Set HR_Index_maxSize = HR_Index_Size
        • Else - Actions
      • Set HR_Int = HR_Index[HR_Index_Size]
      • Set HR_CASTER[HR_Int] = (Triggering unit)
      • Set HR_Target[HR_Int] = (Target unit of ability being cast)
      • Set HR_Time[HR_Int] = 10
      • Set HR_Heal[HR_Int] = ((Real((Level of (Ability being cast) for HR_CASTER[HR_Int]))) 5.00)
  • HR Loop
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer HR_LOOP) from 1 to HR_Index_Size, do (Actions)
        • Loop - Actions
          • Set HR_Int = HR_Index[HR_LOOP]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Real(HR_Time[HR_Int])) Greater than 0.00
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (HR_CASTER[HR_Int] belongs to an enemy of (Owner of HR_Target[HR_Int])) Equal to False
                • Then - Actions
                  • Set HR_Heal[HR_Int] = (HR_Heal[HR_Int] x 1.10)
                  • Set HR_Time[HR_Int] = (HR_Time[HR_Int] - 1)
                  • Special Effect - Create a special effect attached to the origin of HR_Target[HR_Int] using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Set life of HR_Target[HR_Int] to ((Life of HR_Target[HR_Int]) + HR_Heal[HR_Int])
                • Else - Actions
            • Else - Actions
              • -------- RecycleIndex --------
              • Set HR_Index[HR_LOOP] = HR_Index[HR_Index_Size]
              • Set HR_Index[HR_Index_Size] = HR_Int
              • Set HR_Index_Size = (HR_Index_Size - 1)
              • Set HR_LOOP = (HR_LOOP - 1)
              • -------- Turn the trigger again off if the index_size is below 0... --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HR_Index_Size Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
Holy Tranquility: ---Channeling--- (Idea by me)

Rains holy bolts in random points. Heals units inside a Area that are allies and not undead. But also Damages all undead units.
  • HT Init
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Holy Tranquility
    • Actions
      • Set HT_point = (Position of (Triggering unit))
      • Set HT_time = (((Level of (Ability being cast) for (Triggering unit)) x 5) + 5)
      • Unit Group - Pick every unit in (Units within (500.00 + (100.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) of HT_point matching (((Matching unit) is alive) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to HT_units
          • Hashtable - Save HT_time as 0 of (Key (Picked unit)) in HT_hashtable
          • Hashtable - Save Handle Of(Triggering unit) as 1 of (Key (Picked unit)) in HT_hashtable
      • Custom script: call RemoveLocation (udg_HT_point)
  • HT Loop
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in HT_units and do (Actions)
        • Loop - Actions
          • Set HT_point = (Position of (Load 1 of (Key (Picked unit)) in HT_hashtable))
          • Set HT_time = (Load 0 of (Key (Picked unit)) from HT_hashtable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • HT_time Greater than 0
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect at (Random point in (Region centered at HT_point with size (700.00, 700.00))) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) belongs to an ally of (Owner of (Load 1 of (Key (Picked unit)) in HT_hashtable))) Equal to True
                  • ((Picked unit) is Undead) Equal to False
                • Then - Actions
                  • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((Real((Level of Purification for (Load 1 of (Key (Picked unit)) in HT_hashtable)))) x 10.00))
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else actions)
                    • If - Conditions
                      • ((Picked unit) is Undead) Equal to True
                    • Then - Actions
                      • Unit - Cause (Load 1 of (Key (Picked unit)) in HT_hashtable) to damage (Picked unit), dealing ((Real((Level of Purification for (Load 1 of (Key (Picked unit)) in HT_hashtable)))) x 5.00) damage of attack type Spells and damage type Normal
                      • Special Effect - Create a special effect attached to the origin of (Picked unit) using Environment\UndeadBuildingFire\UndeadSmallBuildingFire2.mdl
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
              • Hashtable - Save (HT_time - 1) as 0 of (Key (Picked unit)) in HT_hashtable
            • Else - Actions
              • Unit Group - Remove (Picked unit) from HT_units
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in HT_hashtable
  • HT Turnoff
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to Purification
    • Actions
      • Unit Group - Pick every unit in HT_units and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to (Load 1 of (Key (Picked unit)) in HT_hashtable)
            • Then - Actions
              • Unit Group - Remove (Picked unit) from HT_units
            • Else - Actions

Last Stand: ---Single Target--- (Idea by Soultheft)

Heals a target unit based on the number of units that surround him. The more units, the more healing done.
  • Last Stand
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Last Stand
    • Actions
      • Set LS_tmppoint = (Position of (Target unit of ability being cast))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Target unit of ability being cast) is dead) Equal to False
        • Then - Actions
          • Set LS_Unit_In_Area = (Number of units in (Units within (300.00 + (100.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) of LS_tmppoint matching (((Matching unit) belongs to an enemy of (Owner of (Target unit of ability being cast))) Equal to True)))
          • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + ((Real(LS_Unit_In_Area)) x (15.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))))
          • Special Effect - Create a special effect attached to the origin of (Target unit of ability being cast) using Abilities\Spells\Items\AIem\AIemTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • Custom script: call RemoveLocation( udg_LS_tmppoint )






Haunt: ---Single Target--- (Idea by mortAr-)

sends a piece of the caster soul into the enemy, burning it from inside, dealing to and slowing its movement speed by 5% every 1 second. If the target is still alive, the Haunt will deal a last strike, dealing 50/100/150 damage to the target. If the target dies from the Haunt buff/last damage, it will return a piece of the target(s) soul back to the caster, restoring 75/150/225 hp and 50/100/150 mana. Deals 12/24/36 damage per second. Lasts 10 seconds.

  • Haunt
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Haunt
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • H_Index_Size Equal to 0
        • Then - Actions
          • Trigger - Turn on Haunt Loop <gen>
        • Else - Actions
      • -------- Increase the index size --------
      • Set H_Index_Size = (H_Index_Size + 1)
      • -------- Dynamic Index --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • H_Index_Size Greater than H_Index_maxSize
        • Then - Actions
          • Set H_Index[H_Index_Size] = H_Index_Size
          • Set H_Index_maxSize = H_Index_Size
        • Else - Actions
      • -------- Dynamic Index End --------
      • Set H_Int = H_Index[H_Index_Size]
      • -------- Setup those arrays --------
      • Set H_CASTER[H_Int] = (Triggering unit)
      • Set H_Time[H_Int] = ((Level of (Ability being cast) for (Triggering unit)) + 9)
      • Set H_Target[H_Int] = (Target unit of ability being cast)
      • Unit - Set life of H_CASTER[H_Int] to ((Life of H_CASTER[H_Int]) x 0.90)
      • Special Effect - Create a special effect attached to the origin of H_Target[H_Int] using abilities\Spells\Other\Doom\DoomTarget.mdl
      • Special Effect - Destroy (Last created special effect)
  • Haunt Loop
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer H_LOOP) from 1 to H_Index_Size, do (Actions)
        • Loop - Actions
          • -------- This let look everything cleaner. --------
          • Set H_Int = H_Index[H_LOOP]
          • -------- Condition... --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Real(H_Time[H_Int])) Greater than 0.00
              • (H_Target[H_Int] is dead) Equal to False
            • Then - Actions
              • -------- Actions --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (H_CASTER[H_Int] belongs to an enemy of (Owner of H_Target[H_Int])) Equal to True
                • Then - Actions
                  • Unit - Set H_Target[H_Int] movement speed to ((Current movement speed of H_Target[H_Int]) x 0.95)
                  • Unit - Cause H_CASTER[H_Int] to damage H_Target[H_Int], dealing ((Real((Level of Haunt for H_CASTER[H_Int]))) x 12.00) damage of attack type Spells and damage type Normal
                  • Special Effect - Create a special effect attached to the origin of H_Target[H_Int] using Abilities\Spells\Undead\DeathandDecay\DeathandDecayDamage.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set H_Time[H_Int] = (H_Time[H_Int] - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • H_Time[H_Int] Less than or equal to 0
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (H_Target[H_Int] is dead) Equal to False
                        • Then - Actions
                          • Unit - Cause H_CASTER[H_Int] to damage H_Target[H_Int], dealing ((Real((Level of Haunt for H_CASTER[H_Int]))) x 50.00) damage of attack type Spells and damage type Normal
                          • Special Effect - Create a special effect attached to the origin of H_Target[H_Int] using Abilities\Spells\Other\Doom\DoomDeath.mdl
                          • Special Effect - Destroy (Last created special effect)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (H_Target[H_Int] is dead) Equal to False
                            • Then - Actions
                              • Unit - Set H_Target[H_Int] movement speed to (Default movement speed of H_Target[H_Int])
                            • Else - Actions
                              • Unit - Set life of H_CASTER[H_Int] to ((Life of H_CASTER[H_Int]) + ((Real((Level of Haunt for H_CASTER[H_Int]))) x 100.00))
                              • Unit - Set mana of H_CASTER[H_Int] to ((Mana of H_CASTER[H_Int]) + ((Real((Level of Haunt for H_CASTER[H_Int]))) x 75.00))
                        • Else - Actions
                          • Unit - Set life of H_CASTER[H_Int] to ((Life of H_CASTER[H_Int]) + ((Real((Level of Haunt for H_CASTER[H_Int]))) x 100.00))
                          • Unit - Set mana of H_CASTER[H_Int] to ((Mana of H_CASTER[H_Int]) + ((Real((Level of Haunt for H_CASTER[H_Int]))) x 75.00))
                    • Else - Actions
                • Else - Actions
            • Else - Actions
              • Special Effect - Create a special effect attached to the origin of H_Target[H_Int] using Abilities\Spells\Other\Doom\DoomDeath.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Set life of H_CASTER[H_Int] to ((Life of H_CASTER[H_Int]) + ((Real((Level of Haunt for H_CASTER[H_Int]))) x 100.00))
              • Unit - Set mana of H_CASTER[H_Int] to ((Mana of H_CASTER[H_Int]) + ((Real((Level of Haunt for H_CASTER[H_Int]))) x 75.00))
              • -------- RecycleIndex --------
              • Set H_Index[H_LOOP] = H_Index[H_Index_Size]
              • Set H_Index[H_Index_Size] = H_Int
              • Set H_Index_Size = (H_Index_Size - 1)
              • Set H_LOOP = (H_LOOP - 1)
              • -------- Turn the trigger again off if the index_size is below 0... --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • H_Index_Size Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions


Dark Strike: --- Passive --- (Idea by Kola)

20% to strike with a dark energy dealing a 20/40/60 AOE Bonus Damage. If a unit is killed because of Dark Strike, a skeleton raise from the corpse and is under your control.

Level 1 - Skeleton Warrior

Level 2 - Skeleton Archer

Level 3 - Dark Knight (a skeleton Knight) ---- has Dark Strike level 1. (that means 20 AOE bonus damage and raise a Skeleton Warrior if he kills someone with it)

  • Dark Strike
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacking unit) has buff Dark Strike ) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 5) Not equal to 3
        • Then - Actions
          • Set DS_tmppoint = (Position of (Triggering unit))
          • Set DS_Group = (Units within (150.00 + ((Real((Level of Dark Strike for (Attacking unit)))) x 50.00)) of (Position of (Triggering unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True) and (((Matching unit) is alive) Equal to
          • Unit Group - Pick every unit in DS_Group and do (Actions)
            • Loop - Actions
              • Set DS_Target = (Picked unit)
              • Unit - Cause (Attacking unit) to damage (Picked unit), dealing ((Real((Level of Dark Strike for (Attacking unit)))) x 10.00) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is dead) Equal to True
                • Then - Actions
                  • Set DS_tmppoint = (Position of (Picked unit))
                  • Unit Group - Remove (Picked unit) from DS_Group
                  • Unit - Create 1 DS_Summon[(Level of Dark Strike for (Attacking unit))] for (Owner of (Attacking unit)) at DS_tmppoint facing Default building facing degrees
                  • Unit - Add a ((Real((Level of Dark Strike for (Attacking unit)))) x 8.00) second Generic expiration timer to (Last created unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of (Last created unit)) Equal to DS_Summon[3]
                    • Then - Actions
                      • Unit - Add Dark Strike to (Last created unit)
                    • Else - Actions
                • Else - Actions
          • Custom script: call RemoveLocation( udg_DS_tmppoint )
        • Else - Actions


CHANGELOG:
fixed all the problems dark_axl mentioned
fixed 2 of 3 leaks. whenevver i try fixing the third leak the spell stops working. id appreciate help with this.
Fixed final leak.
fixed some tooltips.
made coding more efficent.
reduced some variables.
Thanks maker for great review

Keywords:
Holy,Vs,Darkness,Dark,Spell,Spellpack,Pack,Real138,Haunt,Purification,last stand, dark strike, holy recovery,holy tranquility
Contents

Holy Vs. Darkness Spellpack V 0.1 (Map)

Reviews
20:04, 30th Nov 2009 TriggerHappy: Still can't approve without that last leak fix.

Moderator

M

Moderator

20:04, 30th Nov 2009
TriggerHappy:

Still can't approve without that last leak fix.
 
Level 9
Joined
Dec 12, 2007
Messages
489
1. change the words in loading screen: its written as Redscores :grin:
2. the maxlevel feature is different from the message in-game and the editor itself
3. you use same base ability for Last Stand and Holy Recovery which is bad.
4. the dark hero ability are only one level in-game, probably you forgot to change it to hero ability...
5. if you don't want to display the buff for the Dark Strike, you should base the ability on Critical Strike or what and use this as condition:
  • (Level of Dark Strike for (Attacking unit)) Greater than 0
6. your way of checking for chance in Dark Strike is wrong...
  • (Random integer number between 1 and 5) Not equal to 3
this is not 20% chance, its 80%. it should be equal to if you want to do it your way.
7. has location leaks, example in Dark Strike trigger:
Set DS_tmppoint = (Position of (Triggering unit))
Set DS_Group = (Units within (150.00 + ((Real((Level of Dark Strike for (Attacking unit)))) x 50.00)) of (Position of (Triggering unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True) and (((Matching unit) is alive) Equal to
you declare DS_tmppoint, but didn't use it on the group when it can. that makes the location in DS_Group leaks.

that's for now...:smile:
 
Last edited:
Level 37
Joined
Mar 6, 2006
Messages
9,240
You could save

Temp_Integer_1 = Level of Dark Strike
and/or
Temp_Real_1=(Real(Level of Dark Strike))

and use the variables instead of doing those conversions/calculations several times. Although computers do those things really really quickly, reducing the performance cost is always good.

Same thing in Purification,

Set P_ManaBurn = ((Level of (Ability being cast) for (Triggering unit)) x 50)
^Do the real conversion there too, use real instead of integer.

Perhaps Dark Strike could use damage detection, Unit takes damage event rather than Unit is attacked.

HT time runs all the time, even though there are no units in HT_units. Turn the trigger off after you remove unit from the group, if the group is empty. Turn it on when the spell is cast.

You have unit group leak in HT_int.

  • Set HT_point = (Position of (Load 1 of (Key (Picked unit)) in HT_hashtable))
Location leak, you don't remove it.

You could set that point after these checks:
  • HT_time Greater than 0
  • ((Picked unit) is alive) Equal to True
because you don't need it if those return false.

  • Special Effect - Create a special effect at (Random point in (Region centered at HT_point with size (700.00, 700.00)))...
Location leak.

  • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((Real((Level of Purification for (Load 1 of (Key (Picked unit)) in HT_hashtable)))) x 10.00))
You could do that calculation in the trigger that handles the casting of the spell, and save the value to hashtable.

You could save "Temp_Unit_1 = Load 1 of key (Picked Unit)..." and use that unit variable instead of loading the unit from hashtable several times.

Check the tooltip for Last Stand, it shows the level incorrectly.

Tooltip for haunt lacks some capital letters.

You use way too many variables, use shared global variables between spells. Like HT_point and LS_temppoint could both just use Temp_Point_1 for example.

This should fix the leak:

  • HT Init Copy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Holy Tranquility
    • Actions
      • Set HT_point = (Position of (Triggering unit))
      • Set HT_time = (((Level of (Ability being cast) for (Triggering unit)) x 5) + 5)
      • Set Temp_Group_1 = (Units within (500.00 + (100.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) of HT_point matching (((Matching unit) is alive) Equal to True))
      • Unit Group - Pick every unit in Temp_Group_1 and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to HT_units
          • Hashtable - Save HT_time as 0 of (Key (Picked unit)) in HT_hashtable
          • Hashtable - Save Handle Of(Triggering unit) as 1 of (Key (Picked unit)) in HT_hashtable
      • Custom script: call RemoveLocation (udg_HT_point)
      • Custom script: call DestroyGroup(udg_Temp_Group_1)
 
Last edited:
Level 7
Joined
Mar 8, 2009
Messages
360
Fix your spell descriptions plz, i just read the first one:

Every unit in the targeted area loses every buff (friendly or not). Mana is burned for every unit. Every dead unit takes damage depending on hero's intelligence. Every unit killed by this spell can NOT revive, by any mean, they are totally destroyed.

Fat things were bad spelled, underlined things don't happen. Or you have forgotten to post some triggers.
 
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