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Pain spellpack 1.2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
this is spellpack made by me
spells are from pain from naruto anime.
all spells are mui and leakless.


Bansho Tenin
First trigger
  • Bansho Tenin
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Bansho Tenin
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • G_Index Equal to 0
        • Then - Actions
          • Trigger - Turn on Bansho Tenin Loop <gen>
        • Else - Actions
      • Set G_Index = (G_Index + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • G_Index Greater than G_Index_Max
        • Then - Actions
          • Set G_Spell[G_Index] = G_Index
          • Set G_Index_Max = G_Index
        • Else - Actions
      • Set G_Mui = G_Spell[G_Index]
      • Set G_Basho[G_Mui] = (Triggering unit)
      • Set G_Basho_Target[G_Mui] = (Target unit of ability being cast)
      • Set G_Bansho_Point[G_Mui] = (Position of G_Basho[G_Mui])
      • Set G_String[G_Mui] = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • Set G_Speed[G_Mui] = 30.00
      • Set G_Bansho_Level[G_Mui] = (Level of Bansho Tenin for G_Basho[G_Mui])
      • Set G_Damage[G_Mui] = (25.00 x (Real(G_Bansho_Level[G_Mui])))
      • Unit - Pause G_Basho[G_Mui]
      • Unit - Pause G_Basho_Target[G_Mui]
      • Unit - Turn collision for G_Basho_Target[G_Mui] Off
Loop
  • Bansho Tenin Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer G_Loop) from 1 to G_Index, do (Actions)
        • Loop - Actions
          • Set G_Mui = G_Spell[G_Loop]
          • Set G_Bansho_Point1[G_Mui] = (Position of G_Basho_Target[G_Mui])
          • Set G_Bansho_Angle[G_Mui] = (Angle from G_Bansho_Point1[G_Mui] to G_Bansho_Point[G_Mui])
          • Set G_Point3[G_Mui] = (G_Bansho_Point1[G_Mui] offset by G_Speed[G_Mui] towards G_Bansho_Angle[G_Mui] degrees)
          • Unit - Make G_Basho_Target[G_Mui] face G_Basho[G_Mui] over 0.00 seconds
          • Unit - Move G_Basho_Target[G_Mui] instantly to G_Point3[G_Mui]
          • Set G_Point_Break[G_Mui] = (Distance between G_Bansho_Point1[G_Mui] and G_Bansho_Point[G_Mui])
          • Special Effect - Create a special effect at G_Bansho_Point1[G_Mui] using G_String[G_Mui]
          • Set G_Special_Effect[G_Mui] = (Last created special effect)
          • Special Effect - Destroy G_Special_Effect[G_Mui]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • G_Point_Break[G_Mui] Less than or equal to 130.00
            • Then - Actions
              • Unit - Cause G_Basho[G_Mui] to damage G_Basho_Target[G_Mui], dealing G_Damage[G_Mui] damage of attack type Spells and damage type Normal
              • Unit - Turn collision for G_Basho_Target[G_Mui] On
              • Unit - Unpause G_Basho[G_Mui]
              • Unit - Unpause G_Basho_Target[G_Mui]
              • Custom script: call RemoveLocation(udg_G_Bansho_Point[udg_G_Mui])
              • Set G_Spell[G_Loop] = G_Spell[G_Index]
              • Set G_Spell[G_Index] = G_Mui
              • Set G_Index = (G_Index - 1)
              • Set G_Loop = (G_Loop - 1)
            • Else - Actions
          • Custom script: call RemoveLocation(udg_G_Bansho_Point1[udg_G_Mui])
          • Custom script: call RemoveLocation(udg_G_Point3[udg_G_Mui])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • G_Index Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
Shinra Tensei
  • Shinra Tensei
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shinra Tensei
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • U_Index Equal to 0
        • Then - Actions
          • Trigger - Turn on Shinra Tensei Loop <gen>
        • Else - Actions
      • Set U_Index = (U_Index + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • U_Index Greater than U_Index_Max
        • Then - Actions
          • Set U_Spell[U_Index] = U_Index
          • Set U_Index_Max = U_Index
        • Else - Actions
      • Set U_Mui = U_Spell[U_Index]
      • Set U_Caster[U_Mui] = (Triggering unit)
      • Set U_Caster_Point[U_Mui] = (Position of U_Caster[U_Mui])
      • Set U_String1[U_Mui] = cronosphere.mdx
      • Set U_Speed[U_Mui] = 18.00
      • Set U_Last_Time[U_Mui] = 24
      • Special Effect - Create a special effect attached to the origin of U_Caster[U_Mui] using U_String1[U_Mui]
      • Set U_Special_Effect2[U_Mui] = (Last created special effect)
      • Set U_Damage_Group[U_Mui] = (Units within 700.00 of U_Caster_Point[U_Mui] matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of U_Caster[U_Mui])) Equal to True)))
      • Unit - Pause U_Caster[U_Mui]
      • Animation - Change U_Caster[U_Mui]'s animation speed to 250.00% of its original speed
      • Animation - Play U_Caster[U_Mui]'s Spell One animation
      • Unit Group - Pick every unit in U_Damage_Group[U_Mui] and do (Actions)
        • Loop - Actions
          • Set U_Target[U_Mui] = (Picked unit)
          • Unit - Cause U_Caster[U_Mui] to damage U_Target[U_Mui], dealing 200.00 damage of attack type Spells and damage type Normal
      • Custom script: call DestroyGroup(udg_U_Damage_Group[udg_U_Mui])
  • Shinra Tensei Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer U_Loop) from 1 to U_Index, do (Actions)
        • Loop - Actions
          • Set U_Mui = U_Spell[U_Loop]
          • Set U_Last_Time[U_Mui] = (U_Last_Time[U_Mui] - 2)
          • Set U_Group[U_Mui] = (Units within 700.00 of U_Caster_Point[U_Mui] matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of U_Caster[U_Mui])) Equal to True)))
          • Unit Group - Pick every unit in U_Group[U_Mui] and do (Actions)
            • Loop - Actions
              • Set U_Picket_Unit[U_Mui] = (Picked unit)
              • Set U_Target_Point[U_Mui] = (Position of U_Picket_Unit[U_Mui])
              • Set U_Angle[U_Mui] = (Angle from U_Caster_Point[U_Mui] to U_Target_Point[U_Mui])
              • Set U_Move_Point[U_Mui] = (U_Target_Point[U_Mui] offset by U_Speed[U_Mui] towards U_Angle[U_Mui] degrees)
              • Unit - Move U_Picket_Unit[U_Mui] instantly to U_Move_Point[U_Mui]
              • Custom script: call RemoveLocation(udg_U_Target_Point[udg_U_Mui])
              • Custom script: call RemoveLocation(udg_U_Move_Point[udg_U_Mui])
          • Custom script: call DestroyGroup(udg_U_Group[udg_U_Mui])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • U_Last_Time[U_Mui] Equal to 0
            • Then - Actions
              • Special Effect - Destroy U_Special_Effect2[U_Mui]
              • Unit - Unpause U_Caster[U_Mui]
              • Animation - Change U_Caster[U_Mui]'s animation speed to 100.00% of its original speed
              • Custom script: call RemoveLocation(udg_U_Caster_Point[udg_U_Mui])
              • Set U_Spell[U_Loop] = U_Spell[U_Index]
              • Set U_Spell[U_Index] = U_Mui
              • Set U_Index = (U_Index - 1)
              • Set U_Loop = (U_Loop - 1)
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • U_Index Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
  • Chibacu Tensei
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chibacu Tensei
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • H_Index Equal to 0
        • Then - Actions
          • Trigger - Turn on Chibacu Tensei Loop <gen>
        • Else - Actions
      • Set H_Index = (H_Index + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • H_Index Greater than H_Index_Max
        • Then - Actions
          • Set H_Spell[H_Index] = H_Index
          • Set H_Index_Max = H_Index
        • Else - Actions
      • Set H_Mui = H_Spell[H_Index]
      • Set H_Chibacu[H_Mui] = (Triggering unit)
      • Set H_Cast_Point[H_Mui] = (Target point of ability being cast)
      • Set H_Ability[H_Mui] = Crow Form
      • Unit - Create 1 Big Ball for (Owner of H_Chibacu[H_Mui]) at H_Cast_Point[H_Mui] facing Default building facing degrees
      • Set H_BigStone[H_Mui] = (Last created unit)
      • Set H_Stone_Size[H_Mui] = 0
      • Set H_Spell_Last[H_Mui] = 70
      • Set H_Speed1[H_Mui] = 30.00
      • Set H_Speed2[H_Mui] = 10.00
      • Set H_Knockback_Time[H_Mui] = 10
  • Chibacu Tensei Loop
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • For each (Integer H_Loop) from 1 to H_Index, do (Actions)
        • Loop - Actions
          • Set H_Mui = H_Spell[H_Loop]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • H_Spell_Last[H_Mui] Greater than 0
            • Then - Actions
              • Set H_Spell_Last[H_Mui] = (H_Spell_Last[H_Mui] - 1)
              • For each (Integer A) from 1 to 4, do (Actions)
                • Loop - Actions
                  • Set H_RandomNumber[H_Mui] = (Random real number between 1.00 and 800.00)
                  • Set H_Angle[H_Mui] = (Random real number between 1.00 and 360.00)
                  • Set H_Stones_Create[H_Mui] = (H_Cast_Point[H_Mui] offset by H_RandomNumber[H_Mui] towards H_Angle[H_Mui] degrees)
                  • Unit - Create 1 Small Ball for (Owner of H_Chibacu[H_Mui]) at H_Stones_Create[H_Mui] facing H_Cast_Point[H_Mui]
                  • Set H_Small_Stone[H_Mui] = (Last created unit)
                  • Animation - Change H_Small_Stone[H_Mui] flying height to 700.00 at 800.00
                  • Unit - Order H_Small_Stone[H_Mui] to Move To H_Cast_Point[H_Mui]
                  • Custom script: call RemoveLocation(udg_H_Stones_Create[udg_H_Mui])
              • Set H_Stone_Size[H_Mui] = (H_Stone_Size[H_Mui] + 21)
              • Animation - Change H_BigStone[H_Mui]'s size to ((Real(H_Stone_Size[H_Mui]))%, (Real(H_Stone_Size[H_Mui]))%, (Real(H_Stone_Size[H_Mui]))%) of its original size
              • Set H_PickUpGroup[H_Mui] = (Units within 600.00 of H_Cast_Point[H_Mui] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of H_Chibacu[H_Mui])) Equal to True))))
              • Unit Group - Pick every unit in H_PickUpGroup[H_Mui] and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) is in H_KnockBackGroup[H_Mui]) Equal to False
                    • Then - Actions
                      • Set H_Picked_Unit[H_Mui] = (Picked unit)
                      • Unit - Pause H_Picked_Unit[H_Mui]
                      • Unit Group - Add H_Picked_Unit[H_Mui] to H_KnockBackGroup[H_Mui]
                      • Unit - Add H_Ability[H_Mui] to H_Picked_Unit[H_Mui]
                      • Unit - Turn collision for H_Picked_Unit[H_Mui] Off
                      • Animation - Change H_Picked_Unit[H_Mui] flying height to 700.00 at 500.00
                    • Else - Actions
                  • Set H_Pickedunit2[H_Mui] = (Picked unit)
                  • Set H_Picked_Point[H_Mui] = (Position of H_Pickedunit2[H_Mui])
                  • Set H_Move[H_Mui] = (H_Picked_Point[H_Mui] offset by H_Speed2[H_Mui] towards (Angle from H_Picked_Point[H_Mui] to H_Cast_Point[H_Mui]) degrees)
                  • Unit - Move H_Pickedunit2[H_Mui] instantly to H_Move[H_Mui]
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Distance between H_Picked_Point[H_Mui] and H_Cast_Point[H_Mui]) Less than or equal to 100.00
                    • Then - Actions
                      • Unit - Hide H_Pickedunit2[H_Mui]
                    • Else - Actions
                  • Custom script: call RemoveLocation(udg_H_Picked_Point[udg_H_Mui])
                  • Custom script: call RemoveLocation(udg_H_Move[udg_H_Mui])
              • Custom script: call DestroyGroup(udg_H_PickUpGroup[udg_H_Mui])
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • H_Knockback_Time[H_Mui] Greater than 0
                • Then - Actions
                  • Set H_Knockback_Time[H_Mui] = (H_Knockback_Time[H_Mui] - 1)
                  • Unit Group - Pick every unit in H_KnockBackGroup[H_Mui] and do (Actions)
                    • Loop - Actions
                      • Set H_Pickedunit2[H_Mui] = (Picked unit)
                      • Unit - Unhide H_Pickedunit2[H_Mui]
                      • Set H_Point1[H_Mui] = (Position of H_Pickedunit2[H_Mui])
                      • Set H_Point2[H_Mui] = (H_Point1[H_Mui] offset by H_Speed1[H_Mui] towards (Angle from H_Cast_Point[H_Mui] to H_Point1[H_Mui]) degrees)
                      • Unit - Move H_Pickedunit2[H_Mui] instantly to H_Point2[H_Mui]
                      • Custom script: call RemoveLocation(udg_H_Point1[udg_H_Mui])
                      • Custom script: call RemoveLocation(udg_H_Point2[udg_H_Mui])
                • Else - Actions
                  • Unit - Kill H_BigStone[H_Mui]
                  • Set H_StonesRemove[H_Mui] = (Units of type Small Ball)
                  • Unit Group - Pick every unit in H_StonesRemove[H_Mui] and do (Actions)
                    • Loop - Actions
                      • Set H_Small_Stone[H_Mui] = (Picked unit)
                      • Unit - Remove H_Small_Stone[H_Mui] from the game
                  • Unit Group - Pick every unit in H_KnockBackGroup[H_Mui] and do (Actions)
                    • Loop - Actions
                      • Set H_unit[H_Mui] = (Picked unit)
                      • Animation - Change H_unit[H_Mui] flying height to 0.00 at 1000.00
                      • Unit - Remove H_Ability[H_Mui] from H_unit[H_Mui]
                      • Unit - Unpause H_unit[H_Mui]
                      • Unit - Turn collision for H_unit[H_Mui] On
                      • Unit - Cause H_Chibacu[H_Mui] to damage H_unit[H_Mui], dealing 100.00 damage of attack type Spells and damage type Normal
                  • Unit Group - Remove all units from H_KnockBackGroup[H_Mui]
                  • Custom script: call RemoveLocation(udg_H_Cast_Point[udg_H_Mui])
                  • Custom script: call DestroyGroup(udg_H_StonesRemove[udg_H_Mui])
                  • Set H_Spell[H_Loop] = H_Spell[H_Index]
                  • Set H_Spell[H_Index] = H_Mui
                  • Set H_Index = (H_Index - 1)
                  • Set H_Loop = (H_Loop - 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • H_Index Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
  • Rinengan
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacked unit) has buff Rinnegan ) Equal to True
      • (Random integer number between 1 and 100) Less than or equal to 30
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • B_Index Equal to 0
        • Then - Actions
          • Trigger - Turn on Rinnegan Loop <gen>
        • Else - Actions
      • Set B_Index = (B_Index + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • B_Index Greater than B_Index_Max
        • Then - Actions
          • Set B_Spell[B_Index] = B_Index
          • Set B_Index_Max = B_Index
        • Else - Actions
      • Set B_Mui = B_Spell[B_Index]
      • Set B_Pain[B_Mui] = (Attacked unit)
      • Set B_Target[B_Mui] = (Attacking unit)
      • Set B_Knockback[B_Mui] = 25.00
      • Set B_Point1[B_Mui] = (Position of B_Pain[B_Mui])
      • Set B_Timer[B_Mui] = 10
      • Unit - Turn collision for B_Target[B_Mui] Off
      • Set B_String[B_Mui] = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
  • Rinnegan Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer B_Loop) from 1 to B_Index, do (Actions)
        • Loop - Actions
          • Set B_Mui = B_Spell[B_Loop]
          • Set B_Timer[B_Mui] = (B_Timer[B_Mui] - 2)
          • Set B_Point2[B_Mui] = (Position of B_Target[B_Mui])
          • Set B_Angle[B_Mui] = (Angle from B_Point1[B_Mui] to B_Point2[B_Mui])
          • Set B_Move[B_Mui] = (B_Point2[B_Mui] offset by B_Knockback[B_Mui] towards B_Angle[B_Mui] degrees)
          • Special Effect - Create a special effect at B_Point2[B_Mui] using B_String[B_Mui]
          • Set B_SpecialEffect[B_Mui] = (Last created special effect)
          • Special Effect - Destroy B_SpecialEffect[B_Mui]
          • Unit - Move B_Target[B_Mui] instantly to B_Move[B_Mui]
          • Custom script: call RemoveLocation(udg_B_Point2[udg_B_Mui])
          • Custom script: call RemoveLocation(udg_B_Move[udg_B_Mui])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • B_Timer[B_Mui] Equal to 0
            • Then - Actions
              • Unit - Turn collision for B_Target[B_Mui] On
              • Custom script: call RemoveLocation(udg_B_Point1[udg_B_Mui])
              • Set B_Spell[B_Loop] = B_Spell[B_Index]
              • Set B_Spell[B_Index] = B_Mui
              • Set B_Index = (B_Index - 1)
              • Set B_Loop = (B_Loop - 1)
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • B_Index Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions


Keywords:
naruto,pain,shinra tensei,chibacu tensei,rinnegan,bansho tenin,
Contents

Pain Spell Pack by straja (Map)

Reviews
12th Dec 2015 IcemanBo: For long time as NeedsFix. Rejected. 11:40, 30th May 2011 Maker: Abilities should support levels. Currently all your abilities only have one level. Also make the spells more easily configurable. I will moderate more...

Moderator

M

Moderator

12th Dec 2015
IcemanBo: For long time as NeedsFix. Rejected.

11:40, 30th May 2011
Maker: Abilities should support levels. Currently all your abilities only have one level. Also make the spells more easily configurable.

I will moderate more thoroughly when these changes are made.
 
Level 3
Joined
Aug 21, 2009
Messages
73
Testing...
Okey...
theese spells could have been worked more on for example the warstomp spell causes lagg and make those who not have good computers lag the 1 ability is a pretty basic spell. i think it is to much blood effects if there was 3-4 ppl playing this it would help slowing down the not so fast computers. now to the mby only really good ablity the earth ball that drags evry one into it is really fancy and well made doesn't cause lagg at all, and it's really cool to use :) idk if the flash hit's evry one or only the caster. It does a bit low damage too if u compare it with the warstomp.
 
Many bugs... After casting second spell sometimes, you get paused for the rest of game... When enemies attacks you they get knocked back... doesn't it needs to be when you attack them.

that's the effect of the spell...

balance out some more, and add more configurable things...
 
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