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RPG Paladin v1.1 Spellpack

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RPG Paladin Spellpack
IMPORT GUIDE :
1. Enable "Tick the Automatically create unknown variables ..." located at File>Preference>General
2. Import GUI Spell System, Damage Engine (use link for Reforged), and Stun Snippet along with its requirements to your map
3. Copy Bastion buff, 5 abilities in the test map, and RPG Paladin unit from the Object Editor to your map in the exact order.
4. Copy the RPGPaladin Folder in the Trigger Editor
5. Configure each Config trigger according to the comments provided, especially the abilities must match with the object editor abilities

NOTE: Despite being a Spell Pack, you can independently pick an ability folder if you are only interested in some of the abilities. Regarding step 2, here are the required import for each ability:
1. Holy Light: GUI Spell System
2. Smite: GUI Spell System, Stun Snippet + Requirements
3. Divine Infusion: Damage Engine
4. Bastion: GUI Spell System
If you don't use that ability, you do not need to import their requirements. This is important especially for Smite due to Stun Snippet (as of this writing) ridiculous requirements if Timed Special Effect is not used anywhere else on your map.
SPELL PACK INFORMATION :
Visit Original Idea Thread

  • Holy Light
Description: Heals the target. Deals Holy damage to undead.
Cost: 80
Range: 600
Target: Single
Formula: (4*Paladin's intelligence + 2*Paladin's strength)*Base Power
Element: Holy (Divine)
Effect: None
Cast Time: 2 Seconds
Duration: Instant
Base Power: 80%

  • Smite
Description: Smashes an enemy with the Paladin's hammer.
Cost: 15
Range: Melee
Target: Single
Formula: 1.2*Paladin's Strength*Base Power (Total damage is doubled against undead)
Element: Physical (Normal)
Effect: 40% Chance of Stun
Cast Time: Instant
Duration: 2 Seconds
Base Power: 160%

  • Divine Infusion
Description: The Paladin's weapon is infused with Holy Power.
Cost: 0
Range: Melee
Target: Single
Formula: 1*Paladin's Intelligence*Base Power (Damage is 1.5x against undead)
Element: Holy (Divine)
Effect: Basic Attacks deal increased damage based on Paladin's Intelligence
Cast Time: Passive
Duration: Permanent
Base Power: 115%

  • Bastion
Description: The Paladin channels his holy power to create a Holy field.
Cost: 160
Range: 400
Target: Area of Effect (500)
Formula: None
Element: None
Effect: Grants 25 armor to Allies within.
Cast Time: 4 Seconds
Duration: 15 Seconds
Base Power: None

MEDIA SHOWCASE :
CHANGELOG :
Version 1.1:
- Added a triggered check for Holy Light Living-Undead detection
- Changed the Spell__Time calculation for Holy Light
Version 1.0:
- Released


CREDIT :
- LordHatchet for Original Idea
- Bribe for GUI Spell System, Damage Engine
Contents

RPG Paladin v1.1 (Map)

Reviews
Wrda
A spellpack related to the "good side of the force", normally effective against undead units. Works properly. Approved
@LordHatchet95 this is the rework utilizing some of the key resources in Spell Section, allowing for multiple paladins without issue.
Forgot to ask... what version of Warcraft 3 were you using? because... For some reason unknown to even N'zoth, I can't even test the map because "It's not available, or its damaged"

I can open and edit the map, though, but still...

1706885272652.png
 
Forgot to ask... what version of Warcraft 3 were you using? because... For some reason unknown to even N'zoth, I can't even test the map because "It's not available, or its damaged"

I can open and edit the map, though, but still...

View attachment 460539
Patch 1.31, far below current Reforged (last Classic patch). I suspect it is because I modified Damage Engine to be compatible with this patch (it is a minor edit, but it overrides a Reforged only native). I'll wrap a Reforged variation of this map tomorrow or so.

Alternatively, you can save the map in Reforged (make sure Jasshelper is enabler first), then when the error show, it will highlight a Blz function. You need to go to Damage Engine folder, find this function, delete this Blz line (total of 3 lines until the endfunction 2 lines below) from Damage Engine and then resave the map.
 

Wrda

Spell Reviewer
Level 28
Joined
Nov 18, 2012
Messages
1,993
Holy light is allowed to cast on enemy units that aren't undead, and it deals no damage, despite the effect appearing. If I understood it well, you want it to be cast on allies or enemy undead units, correct? If so, this looks an unintentional bug.
Besides, the spell's behavior acts with a delay of 1sec after the channeling ends, is this intentional?
Smite is also very similar, just with a delay of 0.6sec.
I don't remember if these things were present or not before, they're not major issues, but I wanted to clear things out before approving again.
 
Holy light is allowed to cast on enemy units that aren't undead, and it deals no damage, despite the effect appearing. If I understood it well, you want it to be cast on allies or enemy undead units, correct? If so, this looks an unintentional bug.
Besides, the spell's behavior acts with a delay of 1sec after the channeling ends, is this intentional?
Smite is also very similar, just with a delay of 0.6sec.
I don't remember if these things were present or not before, they're not major issues, but I wanted to clear things out before approving again.
These are intentional, the delay is part of the spell and I recall the tooltip do mention them. In regards to Holy Light, unless I use Holy Light as base spell, I cannot find a combination of target allowed that can be restricted to Allied Living + Undead Enemies
 

Wrda

Spell Reviewer
Level 28
Joined
Nov 18, 2012
Messages
1,993
These are intentional, the delay is part of the spell and I recall the tooltip do mention them.
They indeed mention the cast time, Holy Light as an example is 2sec. However, there's the additional delay after that, which in this case is the Spell__Time variable. That's what confused me.
In regards to Holy Light, unless I use Holy Light as base spell, I cannot find a combination of target allowed that can be restricted to Allied Living + Undead Enemies
In that case, you should make a cancel trigger. It looks like "Unit - A unit Begins channeling an ability" combined with a 0sec wait, then reseting ability's cooldown and unit mana, should do it. This is basically the only case where a wait should be allowed.
 
They indeed mention the cast time, Holy Light as an example is 2sec. However, there's the additional delay after that, which in this case is the Spell__Time variable. That's what confused me.
Glad somebody noticed the Spell__Time shenanigans. It has been quite a pain whenever I use this particular system. I'll make some adjustment.

In that case, you should make a cancel trigger. It looks like "Unit - A unit Begins channeling an ability" combined with a 0sec wait, then reseting ability's cooldown and unit mana, should do it. This is basically the only case where a wait should be allowed.
I don't think the wait is truly necessary, but I might be misremembering. Well, if it is needed, glad I received the permission.

I'll put this into my logs. Probably sometime later this week if not next week.
 
Version 1.1 released

Channel and Spell System being weird when trying to make a cancel ability, so I had to make some weird workarounds. Regardless, the issue is resolved. There's a flicker of mana reduction when the spell fails, but I think it is negligible since it is so fast it barely registers.
 
Last edited:
A spellpack related to the "good side of the force", normally effective against undead units. Works properly.

Approved
In a future I could upload the polar opposite (the dark side of the force), which instead of using holy light or blessings, it dedicates to weaponize corpses and throw curses... In fact I have a "draft" of a necromancer done, though its very basic...

In order to do it better than the mentioned draft, I'll have to learn how to better make spell packs c': though that upload will happen in a very very VERY distant future ooooo :eek:2 (mainly due to irl stuff)
 
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