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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Kael'thas Spellpack v1.0.0

Submitted by JAKEZINC
This bundle is marked as pending. It has not been reviewed by a staff member yet.
[​IMG]

"Vengeance is all I have left." - The Blood Mage

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[​IMG]

It contains: 5 hero abilities (shown), 5 mastered abilities, 2 unit abilities (shown), 1 standard ability.
[​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]


- Credits -
General Frank
THE_END
Mythic
hemmedo
AGD
Flux
Spellbound
Cokemonkey
TriggerHappy
Bribe
Nestharus
BePower
MyPad
Vexorian
KenichiYagyu
(If you don't see your name on this credit list, just reply on this resource)

- Notes -
How To Import A Spell/System
Contents

KAEL'THAS SPELLPACK (Map)

  1. JAKEZINC

    JAKEZINC

    Joined:
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    Finally, it's now deployed.

    I apologize for the delay, this should've been released a week ago
    if the development wasn't halted that time due to my inactivity.
    An inactivity due to "busy"ness in real-life as obligation strikes.
    However, I wouldn't let it be pending for too long so here it is!

    The concept is inspired from HotS but redesigned by hemmedo and myself
    to match the Warcraft's complexity in any ways. Some of the models were also
    made by Mythic as requested by hemmedo. Special thanks to both of them.

    Of course, permission is already granted to freely extract the custom models ;)

    By the way, I've prioritized to release this first than
    the Archimonde's overhaul update so that I can just easily focus updating these
    resources on my next return(s) as I'm strictly budgeting my time nowadays.

    There are features/extras that aren't implemented on the spellpack yet
    as I've decided to crop them for releasing on upcoming updates instead.
    Like; the mastered version of Fel Infusion which makes it stackable,
    another mastered version of Summon Al'ar which is called Infinity Dive,
    empowered version of Pyroblast & Summon Al'ar, and so much more...

    There are minor things that I'm aware of to investigate
    and "hopefully" to resolve these problems in the future;

    Dive Bomb - as you could've not easily noticed, the diver unit which
    holds the phoenix model to do the dive instead does not change the team color
    of the model itself. It stays in red for whatever reason. I've sort into
    various methods but only found a convoluted + limited way to correct this by
    using another unit that literally must contain the model itself via OE.
    However, this will not let me to use the pitch animation as only dummy.mdx have it.
    Unless I use another two different units that have those pitch angles preset in OE
    which is doable but not convenient. Or copy the pitch animations of the dummy.mdx
    to the phoenix model itself but I don't think I have to sort into much of that.
    I've remembered that I've achieved something like this years ago in my other resource
    so I think the problem lies elsewhere. I must investigate furthermore.

    Gravity Lapse (Polymorph) - ghost ability doesn't work on polymorphed units,
    it would render them unwalkable as they don't take abilities. I tried re-adding it at the times
    they transform but it does nothing. I don't think it's fixable but I'll see to it.

    My to-do list for now:
    Archimonde Spellpack v1.1.0 (on-going)
    Jaina Spellpack v1.2.0
    Kael'thas Spellpack v1.1.0
    Cenarius Spellpack v1.0.0 or Sylvanas Spellpack v1.0.0

    Thanks in advance for your considerations!

    EDIT:

    I forgot to mention these dependencies:
    I've revised RiseAndFall, Knockback3D, IsDestructableTree for functionalities & bug fixes.
    I'll acknowledge the changes made to their threads soon.
     
    Last edited: Jun 24, 2020
  2. Henry_Cast

    Henry_Cast

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    As Arthas said: Finally!

    I wonder if this and its other spells can be used on an altered melee map, in my opinion I like the visual effect each spell offers. :infl_thumbs_up:
     
  3. Jan12345

    Jan12345

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    yes it can, but u need to copy a lot, and change variables too, if you edited the melee map before
     
  4. Jan12345

    Jan12345

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    i cant get your kael custom hero and jaina cusom hero in one map because u use once, ZLibery and High Libary, do you mind fixing this? useing for both Zlibery?
     
  5. JAKEZINC

    JAKEZINC

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    Yeah, but for now Archimonde is not yet compatible to co-exist with these new spellpacks (Jaina & Kael'thas)
    As it have the old dependencies that should be up to date, and that update will be featured on his v1.1.0
    which I consider an overhaul update because there are lots of things that need to rework here and there to make them work with each other.

    For now, I guarantee that Jaina & Kael'thas spellpacks can co-exist in one map.
    I recommend to patiently wait for Archimonde v1.1.0 to make him compatible with them.

    But yeah, I'd love to see my spellpacks in one map, probably it would be chaotic.

    Just go to Pyroblast code and simply erase GetTerrainHeight in one of the requirements.
    I forgot to note there that you have to do that if you already have GetTerrainZ(X,Y) function in your map.
    I've changed its name due to I've mistakenly thought that ZLibrary works the same as mine
    in terms of difference, GetTerrainHeight is lightweight but limited and not a problem though as you can just use the other library.
    I'll replace Archimonde & Jaina using this library soon.
     
  6. feber13

    feber13

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    very good, some skills similar to Heroes of the storm would be good
     
  7. JAKEZINC

    JAKEZINC

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    Thanks, there's more to come. especially in Al'ar's kit...
    Honestly, this spellpack is not that entirely finished yet for my taste.
    I've just released its initial version so that I can just update it
    whenever I have my available time to editor. Just stay tuned. ;)
     
  8. Henry_Cast

    Henry_Cast

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    I think I will follow your advice (about Archimond), although the temptation to have them on an altered melee map is great xd. :grin:
     
  9. Jan12345

    Jan12345

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    alright nice, y i had sometimes libery problems, a while ago even i had a bug because of liberys and need to find it in my triggers. Also if you dont mind it helps if you use specific unit ids like X551 or M337 or something A001 and A002 are always the first it creats automaticcly so it makes it very hard to copy your stuff.
     
  10. JAKEZINC

    JAKEZINC

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    I apologize for the inconvenience when it comes to merging the spellpacks but having a conflicted dependencies.
    As time to time, whenever I create a new spellpack, library this and that will surely get updated or outdated that
    would surely require an adaptation to my other spellpacks that also uses the library.

    Although it's cumbersome, I'll ensure that all of them will have their "finalized" dependencies in the future.

    Regarding specific object ids, I don't think it's possible without taking advantage to lua object generation script.
    Even though using Grimoire from JNGP to create my own set of ids (which I always do because of the Buff system),
    these ids would be surely organized by the editor on your map when import and I have nothing to do with it ;_;
     
  11. Jan12345

    Jan12345

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    i mean, man you did good Spellpacks, now do something else with your time
     
    Last edited: Jun 25, 2020
  12. Devalut

    Devalut

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    Masterful models I wonder who did those~
    *Cough* @Mythic *Cough*
     
  13. SinisterLuffy

    SinisterLuffy

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    Regarding object ids conflict, why not provide those Lua object generation scripts to the user? One can get JNGP working again on the latest patch.
     
  14. JAKEZINC

    JAKEZINC

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    Yeah, salute to his work with almost all of the models used for the abilities.
    Except for the gravity lapse/nether banish models which I've hooked
    from chaosrealm made by KenichiYagyu & made a fel variety + fixes myself.

    The spellpack wouldn't look cool without those.

    Although, I can just use the standard models which the game have
    but that wouldn't be enough to make it standout than these. :)

    EDIT:

    The problem is I can't get ObjectMerger to work on my end.
    Everytime a map compiles containing these lua scripts throw
    an error message that makes me avoid the use of them.

    Even using JNGP it still throws as I think MPQ -> CASC made it.
     
    Last edited: Jun 26, 2020
  15. Devalut

    Devalut

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    Just doing a elbow nudge to muh boy
     
  16. hemmedo

    hemmedo

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    For everyones acknowledgment, @Mythic crafted 90% of those effects(even the new Phoenix model) specifically for this spellpack, on my directions. He deserves a huge shout out here.

    He might officially release all of those effects at some point.
     
  17. Bribe

    Bribe

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    JASS:
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    Resources:
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    Really nice eye candy with this one.
     
  18. tulee

    tulee

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    Can't wait to see the Cenarius spellpack. Great job.
     
  19. JAKEZINC

    JAKEZINC

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    Thanks for the compliments.

    I've finished investigating these things at the moment,

    Luckily, about dive bomb's unit model team color can be easily fixed, which is another discovery info for my profile.

    Regarding polymorph's walkability, it's a bad news. It's unfixable without coding the whole polymorph thing.
    I've tried lots of ways I could think of to cover this up somehow but it just seems that it's already hardcoded.
    And yes, I can't sort into coding a custom polymorph ability just to make this thing achievable, it's not that game-breaking by the way. :p

    With that being said, there are things I would like to mention but I guess I'll just include those in a changelog for the upcoming update.
     
    Last edited: Jun 29, 2020