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Lightsworn Paladin Spellpack v 1.3

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

Moderator

M

Moderator

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]
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
Level 20
Joined
Aug 13, 2013
Messages
1,696
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..
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
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:

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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
 

Rheiko

Spell Reviewer
Level 25
Joined
Aug 27, 2013
Messages
4,121
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:
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