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Illidan WoW Spell Pack v1.50

Submitted by BotLoot
This bundle is marked as approved. It works and satisfies the submission rules.
Available Spells:
Parasitic Shadowfiend
Demon Within
Flame Crash
Agonizing Flame
Flame Burst
Draw Soul

If you find any bug please post it here. Feedback and rating are appreciated.

Some Triggers
  • Draw Soul
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to AAA Draw Soul
    • Actions
      • Set DSTotalDmg = 0.00
      • Set DSDmg = (75.00 x (Real((Level of AAA Draw Soul for (Triggering unit)))))
      • Set Real = (0.10 x (Real((Level of AAA Draw Soul for (Triggering unit)))))
      • Set DSConversion = (0.60 - Real)
      • Set Point_Copy = (Target point of ability being cast)
      • Set DSAngle = (Angle from (Position of (Triggering unit)) to Point_Copy)
      • Set Point = (Point_Copy offset by 70.00 towards DSAngle degrees)
      • Custom script: call RemoveLocation(udg_Point_Copy)
      • Unit - Create 1 DrainSoulEffect for (Owner of (Triggering unit)) at Point facing DSAngle degrees
      • Unit - Kill (Last created unit)
      • Set DSGroup = (Units within 140.00 of Point matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
      • Set Point_Copy = (Point offset by 150.00 towards DSAngle degrees)
      • Custom script: call RemoveLocation(udg_Point)
      • Unit - Create 1 DrainSoulEffect for (Owner of (Triggering unit)) at Point_Copy facing DSAngle degrees
      • Unit - Kill (Last created unit)
      • Set Group = (Units within 140.00 of Point_Copy matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Add all units of Group to DSGroup
      • Custom script: call DestroyGroup(udg_Group)
      • Set Point = (Point_Copy offset by 150.00 towards DSAngle degrees)
      • Custom script: call RemoveLocation(udg_Point_Copy)
      • Unit - Create 1 DrainSoulEffect for (Owner of (Triggering unit)) at Point facing DSAngle degrees
      • Unit - Kill (Last created unit)
      • Set Group = (Units within 140.00 of Point matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Add all units of Group to DSGroup
      • Custom script: call DestroyGroup(udg_Group)
      • -------- Removing Flying etc Units --------
      • Set Group = (Units within 700.00 of Point matching (((Matching unit) is A flying unit) Equal to True))
      • Unit Group - Remove all units of Group from DSGroup
      • Custom script: call DestroyGroup(udg_Group)
      • Set Group = (Units within 700.00 of Point matching (((Matching unit) is A structure) Equal to True))
      • Unit Group - Remove all units of Group from DSGroup
      • Custom script: call DestroyGroup(udg_Group)
      • Set Group = (Units within 700.00 of Point matching (((Matching unit) is Magic Immune) Equal to True))
      • Unit Group - Remove all units of Group from DSGroup
      • Custom script: call DestroyGroup(udg_Group)
      • Custom script: call RemoveLocation(udg_Point)
      • Unit Group - Pick every unit in DSGroup and do (Actions)
        • Loop - Actions
          • Set Real = (Life of (Picked unit))
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing DSDmg damage of attack type Spells and damage type Normal
          • Set Real2 = (Life of (Picked unit))
          • Set DSTotalDmg = ((Real - Real2) + DSTotalDmg)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DSTotalDmg Greater than 0.00
        • Then - Actions
          • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Set life of (Triggering unit) to ((DSConversion x DSTotalDmg) + (Life of (Triggering unit)))
        • Else - Actions
      • Custom script: call DestroyGroup(udg_DSGroup)

  • Flame Crash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to AAA Flame Crash
    • Actions
      • Set FCInstancesRunning = (FCInstancesRunning + 1)
      • Set FCIndex = (FCIndex + 1)
      • Set FCUnit[FCIndex] = (Triggering unit)
      • Set FCUnitStartingHeight[FCIndex] = (Default flying height of (Triggering unit))
      • Set FCHeight[FCIndex] = (Current flying height of (Triggering unit))
      • Set FCCharges[FCIndex] = 40
      • Set FCHeightPlus[FCIndex] = 60.00
      • Set FCDamage[FCIndex] = ((Real((Level of AAA Flame Crash for (Triggering unit)))) x 110.00)
      • Set FCNumberofShadowflames[FCIndex] = ((Level of AAA Flame Crash for (Triggering unit)) + 1)
      • Set FCBacktrack[FCIndex] = 0.00
      • Unit - Turn collision for (Triggering unit) Off
      • Animation - Change (Triggering unit)'s animation speed to 70.00% of its original speed
      • Trigger - Turn on FC Loop 0i03 sec <gen>
      • -------- Here is the trick --------
      • Unit - Add Storm Crow Form to (Triggering unit)
      • Unit - Remove Storm Crow Form from (Triggering unit)

  • FC Loop 0i03 sec
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Integr) from 1 to FCIndex, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • FCCharges[Integr] Greater than 0
            • Then - Actions
              • Set FCCharges[Integr] = (FCCharges[Integr] - 1)
              • Set FCHeight[Integr] = (FCHeight[Integr] + FCHeightPlus[Integr])
              • Animation - Change FCUnit[Integr] flying height to FCHeight[Integr] at 1000000000.00
              • Set FCHeightPlus[Integr] = (FCHeightPlus[Integr] - 3.00)
              • Set Point = (Position of FCUnit[Integr])
              • Set Point_Copy = (Point offset by FCBacktrack[Integr] towards (Facing of FCUnit[Integr]) degrees)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • FCHeightPlus[Integr] Greater than or equal to 0.00
                • Then - Actions
                  • Set FCBacktrack[Integr] = (FCBacktrack[Integr] - 1.00)
                • Else - Actions
                  • Set FCBacktrack[Integr] = 10.50
              • Unit - Move FCUnit[Integr] instantly to Point_Copy
              • Custom script: call RemoveLocation(udg_Point)
              • Custom script: call RemoveLocation(udg_Point_Copy)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • FCCharges[Integr] Equal to 0
                • Then - Actions
                  • Set FCInstancesRunning = (FCInstancesRunning - 1)
                  • Unit - Turn collision for FCUnit[Integr] On
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (FCUnit[Integr] is alive) Equal to True
                    • Then - Actions
                      • Animation - Change FCUnit[Integr] flying height to FCUnitStartingHeight[Integr] at 1000000000.00
                      • Set Point = (Position of FCUnit[Integr])
                      • Set Region = (Region centered at Point with size (175.00, 175.00))
                      • For each (Integer A) from 1 to FCNumberofShadowflames[Integr], do (Actions)
                        • Loop - Actions
                          • Set Point_Copy = (Random point in Region)
                          • Unit - Create 1 Shadowflame (Level 1) for (Owner of FCUnit[Integr]) at Point_Copy facing (Random angle) degrees
                          • Unit - Add a 30.00 second Generic expiration timer to (Last created unit)
                          • Custom script: call RemoveLocation(udg_Point_Copy)
                      • Environment - Create a 0.20 second Temporary crater deformation at Point with radius 225.00 and depth 64.00
                      • Animation - Change FCUnit[Integr]'s animation speed to 100.00% of its original speed
                      • Set Group = (Units within 225.00 of Point matching (((Matching unit) belongs to an enemy of (Owner of FCUnit[Integr])) Equal to True))
                      • Set Group2 = (Units within 225.00 of Point matching (((Matching unit) is A flying unit) Equal to True))
                      • Unit Group - Remove all units of Group2 from Group
                      • Unit Group - Pick every unit in Group and do (Actions)
                        • Loop - Actions
                          • Unit - Cause FCUnit[Integr] to damage (Picked unit), dealing FCDamage[Integr] damage of attack type Spells and damage type Normal
                      • Custom script: call RemoveLocation(udg_Point)
                      • Custom script: call RemoveRect(udg_Region)
                      • Custom script: call DestroyGroup(udg_Group)
                      • Custom script: call DestroyGroup(udg_Group2)
                    • Else - Actions
                • Else - Actions
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FCInstancesRunning Less than or equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Set FCIndex = 0
        • Else - Actions

  • PSF Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to AAA Parasitic Shadowfiend
    • Actions
      • Set PSFInstancesRunning = (PSFInstancesRunning + 1)
      • Set PSFIndex = (PSFIndex + 1)
      • Set PSFOwner[PSFIndex] = (Triggering unit)
      • Set PSFTarget[PSFIndex] = (Target unit of ability being cast)
      • Set PSFDmg[PSFIndex] = ((Real((Level of AAA Parasitic Shadowfiend for (Triggering unit)))) x 5.00)
      • Set Integer = ((Level of AAA Parasitic Shadowfiend for (Triggering unit)) x 3)
      • Set PSFCharges[PSFIndex] = (18 - Integer)
      • Set PSFNumberofSpawns[PSFIndex] = (Level of AAA Parasitic Shadowfiend for (Triggering unit))
      • Trigger - Turn on PSF Loop 1 sec <gen>

  • PSF Loop 1 sec
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Integer) from 0 to PSFIndex, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PSFCharges[Integer] Greater than 0
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (PSFTarget[Integer] is alive) Equal to True
                • Then - Actions
                  • Set PSFCharges[Integer] = (PSFCharges[Integer] - 1)
                  • Unit - Cause PSFOwner[Integer] to damage PSFTarget[Integer], dealing PSFDmg[Integer] damage of attack type Spells and damage type Normal
                  • Special Effect - Create a special effect attached to the chest of PSFTarget[Integer] 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
                      • PSFCharges[Integer] Equal to 0
                    • Then - Actions
                      • Set PSFInstancesRunning = (PSFInstancesRunning - 1)
                      • Set Point = (Position of PSFTarget[Integer])
                      • Unit - Create PSFNumberofSpawns[Integer] Parasitic Shadowfiend for (Owner of PSFOwner[Integer]) at Point facing Point
                      • Custom script: call RemoveLocation(udg_Point)
                    • Else - Actions
                • Else - Actions
                  • Set PSFCharges[Integer] = 0
                  • Set PSFInstancesRunning = (PSFInstancesRunning - 1)
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • PSFInstancesRunning Less than or equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Set PSFIndex = 0
        • Else - Actions

  • PSF 2 Attack Event
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Parasitic Shadowfiend
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacked unit) is in PSF2Group) Equal to False
        • Then - Actions
          • Set PSFIndex_Copy = (PSFIndex_Copy + 1)
          • Unit Group - Add (Attacked unit) to PSF2Group
          • Set PSF2Target[PSFIndex_Copy] = (Attacked unit)
          • Set PSF2Charges[PSFIndex_Copy] = 10
          • Set PSF2OwnerPlayer[PSFIndex_Copy] = (Owner of (Attacking unit))
          • Trigger - Turn on PSF2 Loop 1 sec <gen>
        • Else - Actions

  • PSF2 Loop 1 sec
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Integer_Copy) from 0 to PSFIndex_Copy, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PSF2Charges[Integer_Copy] Greater than 0
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (PSF2Target[Integer_Copy] is alive) Equal to True
                • Then - Actions
                  • Set PSF2Charges[Integer_Copy] = (PSF2Charges[Integer_Copy] - 1)
                  • Special Effect - Create a special effect attached to the chest of PSF2Target[Integer_Copy] 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
                      • PSF2Charges[Integer_Copy] Equal to 0
                    • Then - Actions
                      • Unit Group - Remove PSF2Target[Integer_Copy] from PSF2Group
                      • Set Point = (Position of PSF2Target[Integer_Copy])
                      • Unit - Create 2 Parasitic Shadowfiend for PSF2OwnerPlayer[Integer_Copy] at Point facing Point
                      • Custom script: call RemoveLocation(udg_Point)
                    • Else - Actions
                • Else - Actions
                  • Set PSF2Charges[Integer_Copy] = 0
                  • Unit Group - Remove PSF2Target[Integer_Copy] from PSF2Group
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in PSF2Group) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Set PSFIndex_Copy = 0
        • Else - Actions





Keywords:
GUI, WoW, Illidan, Black Temple, Lord, Warcraft, Outland, Burning, Crusade
Contents

WoW Illidan spell pack (Map)

Reviews
Moderator
17:09, 10th Feb 2011 Bribe:
  1. 17:09, 10th Feb 2011
    Bribe:
     
  2. Prince.Zero

    Prince.Zero

    Joined:
    Jun 6, 2010
    Messages:
    217
    Resources:
    3
    Spells:
    3
    Resources:
    3
    Uhm, post triggers?
     
  3. Darkzealot_128

    Darkzealot_128

    Joined:
    Jun 29, 2010
    Messages:
    737
    Resources:
    2
    Tutorials:
    2
    Resources:
    2
    Looks MUI and leakless, thats good. Lets just wait for someone to comment on effects though.
     
  4. Vengeancekael

    Vengeancekael

    Joined:
    Aug 11, 2009
    Messages:
    5,746
    Resources:
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    1
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    1
    StarCraft II Resources:
    1
    Resources:
    16
    Put the triggers in hidden tags, like this
    PHP:
    [hidden=X]Triggers[/hidden]
     
  5. Prince.Zero

    Prince.Zero

    Joined:
    Jun 6, 2010
    Messages:
    217
    Resources:
    3
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    Resources:
    3
    Looks good, the eye candy isn't bad too.
    Due to originallity i'll rate 3.5 and give you some rep for the hard work ;)
    I'll vote for approval
     
  6. BotLoot

    BotLoot

    Joined:
    Jul 11, 2010
    Messages:
    80
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    Pending

    Sorry, but why its so long pending?
     
  7. light bolt30

    light bolt30

    Joined:
    Jan 31, 2009
    Messages:
    1,847
    Resources:
    1
    Maps:
    1
    Resources:
    1
    PM a moderator to take a look at this to give it a approval or rejected rating.
     
  8. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,058
    Resources:
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    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    For GUI this is about as good as it gets, I just advise adding a lot of comments to the work you did so if you ever need to update it, you can follow along with your original thinking.