• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Lightsworn Paladin Spellpack v 1.3

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Like
Reactions: Mortimm
Lightsworn Spellpack:
Purification

Purifies self; heals self and damages nearby enemies.

Level 1 - 200 hit points heal/damage
Level 2 - 350 hit points heal/damage
Level 3 - 400 hit points heal/damage

Cooldown:10 seconds

Divine Shield

An impenetrable shield surrounds the Paladin, protecting him from all damage and spells for a set amount of time.

Level 1 - Lasts 15 seconds, 90 manacost
Level 2 - Lasts 15 seconds, 80 manacost
Level 3 - Lasts 15 seconds, 70 manacost

Cooldown: 35 seconds

Light Wave

A wave of force that ripples out from the Hero, causing damage units in a line.

Level 1 - 90 damage
Level 2 - 160 damage
Level 3 - 240 damage

Cooldown: 8 seconds

Revealing Light

Takes a flash damages enemies within the area of effect,

Level 1 - 300 damage
Level 2 - 380 damage
Level 3 - 430 damage

Cooldown: 45 seconds

Keywords:
Light, easy, spellpack, paladin
Contents

Ruman's Map version 1 (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Lightsworn Paladin Spellpack | Reviewed by Maker | 21st Sept 2013 NEEDS FIX You need to learn how to clear the leaks correctly. You could post a thread in Triggers and...
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.


Lightsworn Paladin Spellpack | Reviewed by Maker | 21st Sept 2013
NEEDS FIX


126248-albums6177-picture66522.png


  • You need to learn how to clear the leaks correctly.
    You could post a thread in Triggers and Scripts forum to improve your code
  • Light Wave is not multi unit instanceable (MUI)
126248-albums6177-picture66524.png
[tr]
 
Code of his Spell

Anyway here is the code of HIS spell.
  • Purification
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Purification
    • Actions
      • Set Purify_Caster = (Casting unit)
      • Set Purify_Heal[1] = 150.00
      • Set Purify_Heal[2] = 180.00
      • Set Purify_Heal[3] = 200.00
      • Set Purify_UnitGroup = (Units within 300.00 of (Position of Purify_Caster))
      • Unit Group - Pick every unit in Purify_UnitGroup and do (Actions)
        • Loop - Actions
          • Set Purify_Picked = (Picked unit)
          • Unit - Create 1 Purification for (Owner of Purify_Caster) at (Position of Purify_Caster) facing Default building facing degrees
          • Set Purify_Dummy = (Last created unit)
          • Unit - Set level of Heal (Dummy) for Purify_Dummy to 1
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Purify_Picked belongs to an enemy of (Owner of Purify_Caster)) Equal to True
              • (Level of Purification for Purify_Caster) Equal to 1
            • Then - Actions
              • Unit - Cause Purify_Caster to damage Purify_Picked, dealing Purify_Heal[1] damage of attack type Spells and damage type Normal
              • Unit - Order Purify_Dummy to Human Paladin - Holy Light Purify_Caster
              • Unit - Add a 0.50 second Generic expiration timer to Purify_Dummy
              • Custom script: call DestroyGroup(udg_Purify_UnitGroup)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Purify_Picked belongs to an enemy of (Owner of Purify_Caster)) Equal to True
              • (Level of Purification for Purify_Caster) Equal to 2
            • Then - Actions
              • Unit - Set level of Heal (Dummy) for Purify_Dummy to 2
              • Unit - Cause Purify_Caster to damage Purify_Picked, dealing Purify_Heal[2] damage of attack type Spells and damage type Normal
              • Unit - Order Purify_Dummy to Human Paladin - Holy Light Purify_Caster
              • Unit - Add a 0.50 second Generic expiration timer to Purify_Dummy
              • Custom script: call DestroyGroup(udg_Purify_UnitGroup)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Purify_Picked belongs to an enemy of (Owner of Purify_Caster)) Equal to True
              • (Level of Purification for Purify_Caster) Equal to 2
            • Then - Actions
              • Unit - Set level of Heal (Dummy) for Purify_Dummy to 3
              • Unit - Cause Purify_Caster to damage Purify_Picked, dealing Purify_Heal[3] damage of attack type Spells and damage type Normal
              • Unit - Order Purify_Dummy to Human Paladin - Holy Light Purify_Caster
              • Unit - Add a 0.50 second Generic expiration timer to Purify_Dummy
              • Custom script: call DestroyGroup(udg_Purify_UnitGroup)
            • Else - Actions

  • Light Wave
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lightwave
    • Actions
      • Set Light_Caster = (Casting unit)
      • Set Light_Damage = (120.00 x (Real((Level of Lightwave for Light_Caster))))
      • Unit - Create 1 Light Wave for (Owner of Light_Caster) at (Position of Light_Caster) facing (Facing of Light_Caster) degrees
      • Set Light_Dummy = (Last created unit)
      • Set Light_Timer = 0.00
      • Set Light_Life = (Life of Light_Caster)
      • Trigger - Turn on Light Wave move <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Lightwave for Light_Caster) Equal to 2
        • Then - Actions
          • Set Light_Damage = (Light_Damage - 40.00)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Lightwave for Light_Caster) Equal to 3
            • Then - Actions
              • Set Light_Damage = (Light_Damage - 60.00)
            • Else - Actions
  • Light Wave move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set Light_Point[1] = (Position of Light_Dummy)
      • Set Light_Point[2] = (Light_Point[1] offset by 40.00 towards (Facing of Light_Dummy) degrees)
      • Unit - Move Light_Dummy instantly to Light_Point[2]
      • Set Light_Timer = (Light_Timer + 25.00)
      • Unit - Cause Light_Caster to damage circular area after 0.00 seconds of radius 50.00 at Light_Point[2], dealing Light_Damage damage of attack type Spells and damage type Normal
      • Unit - Set life of Light_Caster to Light_Life%
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Light_Timer Greater than or equal to 1000.00
        • Then - Actions
          • Custom script: call RemoveLocation(udg_Light_Point[1])
          • Custom script: call RemoveLocation(udg_Light_Point[2])
          • Set Light_Timer = 0.00
          • Unit - Kill Light_Dummy
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Light_Point[1])
      • Custom script: call RemoveLocation(udg_Light_Point[2])

  • Revealing Light
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Revealing Light
    • Actions
      • Set R_Caster = (Casting unit)
      • Set R_Damage[1] = 300.00
      • Set R_Damage[2] = 380.00
      • Set R_Damage[3] = 430.00
      • Set R_Point = (Target point of ability being cast)
      • Set R_UnitGroup = (Units within 500.00 of R_Point)
      • Unit - Create 1 Radiance for (Owner of R_Caster) at R_Point facing 0.00 degrees
      • Set R_dummy = (Last created unit)
      • Unit - Order R_dummy to Human Mountain King - Thunder Clap
      • Unit - Add a 4.00 second Generic expiration timer to R_dummy
      • Unit Group - Pick every unit in R_UnitGroup and do (Actions)
        • Loop - Actions
          • Set R_Picked = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (R_Picked belongs to an enemy of (Owner of R_Caster)) Equal to True
              • (Level of Revealing Light for R_Caster) Equal to 1
            • Then - Actions
              • Unit - Cause R_Caster to damage R_Picked, dealing R_Damage[1] damage of attack type Spells and damage type Normal
              • Custom script: call RemoveLocation(udg_R_Point)
              • Custom script: call DestroyGroup(udg_R_UnitGroup)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (R_Picked belongs to an enemy of (Owner of R_Caster)) Equal to True
              • (Level of Revealing Light for R_Caster) Equal to 2
            • Then - Actions
              • Unit - Cause R_Caster to damage R_Picked, dealing R_Damage[2] damage of attack type Spells and damage type Normal
              • Custom script: call RemoveLocation(udg_R_Point)
              • Custom script: call DestroyGroup(udg_R_UnitGroup)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (R_Picked belongs to an enemy of (Owner of R_Caster)) Equal to True
              • (Level of Revealing Light for R_Caster) Equal to 3
            • Then - Actions
              • Unit - Cause R_Caster to damage R_Picked, dealing R_Damage[3] damage of attack type Spells and damage type Normal
              • Custom script: call RemoveLocation(udg_R_Point)
              • Custom script: call DestroyGroup(udg_R_UnitGroup)
            • Else - Actions
 
Last edited:
Spell still NOT MUI.

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Level of Purification for Purify_Caster) Equal to 2
    • Then - Actions
      • Unit - Set level of Heal (Dummy) for Purify_Dummy to 2
    • Else - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Level of Purification for Purify_Caster) Equal to 3
    • Then - Actions
      • Unit - Set level of Heal (Dummy) for Purify_Dummy to 3
    • Else - Actions
Fix it like this:
  • Unit - Set level of Heal (Dummy) for Purify_Dummy to (Level of Purification for Purify_Caster)
How easily post triggers

Anyway, i love your terrain, so cool..
 
v 2 Review

Review

Suggestions

Rating

Judgement

My Words

  • Set Purify_Caster = (Casting unit)
Change this to Triggering Unit not Casting Unit
  • Custom script: call RemoveLocation(udg_Purify_Point)
This should be in another place
  • Unit - Set level of Heal (Dummy) for Purify_Dummy to 2
Those 2 If Then Else Should be removed and all of those i just said should be like that:
  • Unit Group - Pick every unit in Purify_UnitGroup and do (Actions)
    • Loop - Actions
      • Set Purify_Picked = (Picked unit)
      • Set Purify_Point = (Position of Purify_Caster)
      • Unit - Create 1 Purification for (Owner of Purify_Caster) at Purify_Point facing Default building facing degrees
      • Set Purify_Dummy = (Last created unit)
      • Unit - Set level of Heal (Dummy) for Purify_Dummy to (Level of Purification for Purify_Caster)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Purify_Picked belongs to an enemy of (Owner of Purify_Caster)) Equal to True
        • Then - Actions
          • Unit - Cause Purify_Caster to damage Purify_Picked, dealing Purify_Heal[1] damage of attack type Spells and damage type Normal
          • Unit - Order Purify_Dummy to Human Paladin - Holy Light Purify_Caster
          • Unit - Add a 0.50 second Generic expiration timer to Purify_Dummy
          • Custom script: call DestroyGroup(udg_Purify_UnitGroup)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Purify_Point)
Light Wave is not MUI at all and does not DAMAGE units
For a reason i don't understand, revealing light does not "always" damage units

Those are pretty basic spells, practice more so i can see you make greater spells, good luck
None
Purification: 3/5
Light Wave: 1/5
Revealing Light: 2/5
TOTAL:
225233-albums6523-picture74069.jpg
225233-albums6523-picture74105.jpg
If You want me to review an Update of This Spell, Please Notifiy me this by VM or PM
 
Last edited:

[COLOR="White"

[COLOR="White"

[COLOR="White"

[COLOR="White"

[COLOR="White"

Review[/COLOR]]
  • Set Purify_Caster = (Casting unit)
Change this to Triggering Unit not Casting Unit
  • Custom script: call RemoveLocation(udg_Purify_Point)
This should be in another place
  • Unit - Set level of Heal (Dummy) for Purify_Dummy to 2
Those 2 If Then Else Should be removed and all of those i just said should be like that:
  • Unit Group - Pick every unit in Purify_UnitGroup and do (Actions)
    • Loop - Actions
      • Set Purify_Picked = (Picked unit)
      • Set Purify_Point = (Position of Purify_Caster)
      • Unit - Create 1 Purification for (Owner of Purify_Caster) at Purify_Point facing Default building facing degrees
      • Set Purify_Dummy = (Last created unit)
      • Unit - Set level of Heal (Dummy) for Purify_Dummy to (Level of Purification for Purify_Caster)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Purify_Picked belongs to an enemy of (Owner of Purify_Caster)) Equal to True
        • Then - Actions
          • Unit - Cause Purify_Caster to damage Purify_Picked, dealing Purify_Heal[1] damage of attack type Spells and damage type Normal
          • Unit - Order Purify_Dummy to Human Paladin - Holy Light Purify_Caster
          • Unit - Add a 0.50 second Generic expiration timer to Purify_Dummy
          • Custom script: call DestroyGroup(udg_Purify_UnitGroup)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Purify_Point)
Light Wave is not MUI at all and does not DAMAGE units
For a reason i don't understand, revealing light does not "always" damage units

Those are pretty basic spells, practice more so i can see you make greater spells, good luck
Suggestions[/COLOR]]None
Rating[/COLOR]]
Purification: 3/5
Light Wave: 1/5
Revealing Light: 2/5
TOTAL:
225233-albums6523-picture74069.jpg
Judgement[/COLOR]]
225233-albums6523-picture74105.jpg
My Words[/COLOR]]If You want me to review an Update of This Spell, Please Notifiy me this by VM or PM

Hmm, so colorful
 
do this

[trigger]Stupid
Events
Unit - A unit dies
Conditions
Actions
Set TempPoint = Position of (Triggering unit)
Hero - Revive Rheiko at TempPoint
[/trigger]

it will change into this
  • Stupid
  • Events
    • Unit - A unit dies
  • Conditions
  • Actions
    • Set TempPoint = Position of (Triggering unit)
    • Hero - Revive Rheiko at TempPoint
 
Last edited:
Back
Top