# Santa_Claus, spells(2) 1.02v

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Hello! this is a spell that contain 2 spells made by me. This is my first spell pack ever.
I want to know what I did wrong , what I did good , what should I change , I tried to make them MUI but i think they aren't ^^ if they aren't, why? Im kinda noob , I wanted to put my code , but I don't know how ^^ and i don't even know if i can modify this description after.

Fire Cube:
level 1: Create a fire cube , after 5 seconds , it create a big explosion in the middle of the cube to do 10 x strengh
level 2: Create a fire cube , after 4 seconds , it create a big explosion in the middle of the cube to do 15 x strengh
level 3: Create a fire cube , after 3 seconds , it create a big explosion in the middle of the cube to do 20 x strengh

Trigger:

• FC init
• Events
• Unit - A unit Starts the effect of an ability
• Conditions
• (Ability being cast) Equal to Fire Cube
• Actions
• Set FCPolygonSides = 4
• Set FCTargetPoint = (Target point of ability being cast)
• Set FCTempPoint[1] = (Target point of ability being cast)
• Set FCTempPoint[2] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 225.00 degrees)
• Set FCTempPoint[3] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 315.00 degrees)
• Set FCTempPoint[5] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 225.00 degrees)
• Set FCTempPoint[6] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 315.00 degrees)
• Set FCTempPoint[7] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 45.00 degrees)
• Set FCTempPoint[8] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 135.00 degrees)
• Set FCNumberOfPoint = (Integer(((Distance between FCTempPoint[2] and FCTempPoint[3]) / 40.00)))
• Set FCCaster = (Triggering unit)
• If ((Level of Fire Cube for FCCaster) Equal to 1) then do (Set FCDamage = (10.00 x (Real((Strength of FCCaster (Include bonuses)))))) else do (Set FCExpTime = 5.00)
• If ((Level of Fire Cube for FCCaster) Equal to 2) then do (Set FCDamage = (15.00 x (Real((Strength of FCCaster (Include bonuses)))))) else do (Set FCExpTime = 4.00)
• If ((Level of Fire Cube for FCCaster) Equal to 3) then do (Set FCDamage = (20.00 x (Real((Strength of FCCaster (Include bonuses)))))) else do (Set FCExpTime = 3.00)
• For each (Integer B) from 1 to 10, do (Actions)
• Loop - Actions
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[5] facing FCTargetPoint
• Set FCDummy[9] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[9]
• Animation - Change FCDummy[9] flying height to (Real((60 x (Integer B)))) at 0.00
• Custom script: call RemoveLocation(udg_FCTempPoint[9])
• For each (Integer B) from 1 to 10, do (Actions)
• Loop - Actions
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[6] facing FCTargetPoint
• Set FCDummy[10] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[10]
• Animation - Change FCDummy[10] flying height to (Real((60 x (Integer B)))) at 0.00
• Custom script: call RemoveLocation(udg_FCTempPoint[10])
• For each (Integer B) from 1 to 10, do (Actions)
• Loop - Actions
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[7] facing FCTargetPoint
• Set FCDummy[11] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[11]
• Animation - Change FCDummy[11] flying height to (Real((60 x (Integer B)))) at 0.00
• Custom script: call RemoveLocation(udg_FCTempPoint[11])
• For each (Integer B) from 1 to 10, do (Actions)
• Loop - Actions
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[8] facing FCTargetPoint
• Set FCDummy[12] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[12]
• Animation - Change FCDummy[12] flying height to (Real((60 x (Integer B)))) at 0.00
• Custom script: call RemoveLocation(udg_FCTempPoint[12])
• For each (Integer A) from 1 to FCNumberOfPoint, do (Actions)
• Loop - Actions
• Set FCTempPoint[4] = (FCTempPoint[2] offset by ((Real((Integer A))) x ((Distance between FCTempPoint[2] and FCTempPoint[3]) / (Real(FCNumberOfPoint)))) towards (Angle from FCTempPoint[2] to FCTempPoint[3]) degrees)
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint
• Set FCDummy[1] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[1]
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint
• Set FCDummy[5] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[5]
• Animation - Change FCDummy[5] flying height to 600.00 at 0.00
• Custom script: call RemoveLocation(udg_FCTempPoint[4])
• Custom script: call RemoveLocation(udg_FCTempPoint[2])
• Custom script: call RemoveLocation(udg_FCTempPoint[3])
• Set FCTempPoint[2] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 315.00 degrees)
• Set FCTempPoint[3] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 45.00 degrees)
• For each (Integer A) from 1 to FCNumberOfPoint, do (Actions)
• Loop - Actions
• Set FCTempPoint[4] = (FCTempPoint[2] offset by ((Real((Integer A))) x ((Distance between FCTempPoint[2] and FCTempPoint[3]) / (Real(FCNumberOfPoint)))) towards (Angle from FCTempPoint[2] to FCTempPoint[3]) degrees)
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint
• Set FCDummy[2] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[2]
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint
• Set FCDummy[6] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[6]
• Animation - Change FCDummy[6] flying height to 600.00 at 0.00
• Custom script: call RemoveLocation(udg_FCTempPoint[4])
• Custom script: call RemoveLocation(udg_FCTempPoint[2])
• Custom script: call RemoveLocation(udg_FCTempPoint[3])
• Set FCTempPoint[2] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 45.00 degrees)
• Set FCTempPoint[3] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 135.00 degrees)
• For each (Integer A) from 1 to FCNumberOfPoint, do (Actions)
• Loop - Actions
• Set FCTempPoint[4] = (FCTempPoint[2] offset by ((Real((Integer A))) x ((Distance between FCTempPoint[2] and FCTempPoint[3]) / (Real(FCNumberOfPoint)))) towards (Angle from FCTempPoint[2] to FCTempPoint[3]) degrees)
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint
• Set FCDummy[3] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[3]
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint
• Set FCDummy[7] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[7]
• Animation - Change FCDummy[7] flying height to 600.00 at 0.00
• Custom script: call RemoveLocation(udg_FCTempPoint[4])
• Custom script: call RemoveLocation(udg_FCTempPoint[2])
• Custom script: call RemoveLocation(udg_FCTempPoint[3])
• Set FCTempPoint[2] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 135.00 degrees)
• Set FCTempPoint[3] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 225.00 degrees)
• For each (Integer A) from 1 to FCNumberOfPoint, do (Actions)
• Loop - Actions
• Set FCTempPoint[4] = (FCTempPoint[2] offset by ((Real((Integer A))) x ((Distance between FCTempPoint[2] and FCTempPoint[3]) / (Real(FCNumberOfPoint)))) towards (Angle from FCTempPoint[2] to FCTempPoint[3]) degrees)
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint
• Set FCDummy[4] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[4]
• Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint
• Set FCDummy[8] = (Last created unit)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[8]
• Animation - Change FCDummy[8] flying height to 600.00 at 0.00
• Custom script: call RemoveLocation(udg_FCTempPoint[4])
• Unit - Create 1 Fire Cube Dummy [DamageLoc] for (Owner of FCCaster) at FCTargetPoint facing FCTargetPoint
• Set FCDummy[14] = (Last created unit)
• Trigger - Add to FC death <gen> the event (Unit - FCDummy[14] Dies)
• Unit - Add a FCExpTime second Generic expiration timer to FCDummy[14]
• Custom script: call RemoveLocation(udg_FCTempPoint[2])
• Custom script: call RemoveLocation(udg_FCTempPoint[3])
• Custom script: call RemoveLocation(udg_FCTargetPoint)
• FC death
• Events
• Conditions
• Actions
• Set FCDummy[15] = (Dying unit)
• Set FCTempPoint[1] = (Position of FCDummy[15])
• For each (Integer A) from 1 to 10, do (Actions)
• Loop - Actions
• Unit - Create 1 Fire Cube Dummy [Damage] for (Owner of FCCaster) at FCTempPoint[1] facing FCTempPoint[1]
• Unit - Add a 1.00 second Generic expiration timer to FCDummy[13]
• Set FCDummy[13] = (Last created unit)
• Animation - Change FCDummy[13] flying height to (Real((120 x (Integer A)))) at 0.00
• Set FCGroup = (Units within 300.00 of FCTempPoint[1] matching ((((Picked unit) is A structure) Not equal to True) and ((((Picked unit) is Magic Immune) Not equal to True) and (((Picked unit) belongs to an enemy of (Owner of FCCaster)) Equal to True))))
• Unit Group - Pick every unit in FCGroup and do (Actions)
• Loop - Actions
• Set FCTarget = (Picked unit)
• Unit - Cause FCCaster to damage FCTarget, dealing FCDamage damage of attack type Spells and damage type Normal
• Custom script: call DestroyGroup(udg_FCGroup)
• Custom script: call RemoveLocation(udg_FCTempPoint[1])

Ifrit's Power:
Level 1: Call Ifrit's power to create an explosion at the target point that do 150 damage
Level 2: Call Ifrit's power to create an explosion at the target point that do 300 damage
Level 3: Call Ifrit's power to create an explosion at the target point that do 450 damage

Trigger:

• IP Init
• Events
• Unit - A unit Starts the effect of an ability
• Conditions
• (Ability being cast) Equal to Ifrit's Power
• Actions
• Set IPCaster = (Triggering unit)
• Set IPCasterPoint = (Position of IPCaster)
• If ((Level of Ifrit's Power for IPCaster) Equal to 1) then do (Set IPDamage = 150.00) else do (Do nothing)
• If ((Level of Ifrit's Power for IPCaster) Equal to 2) then do (Set IPDamage = 300.00) else do (Do nothing)
• If ((Level of Ifrit's Power for IPCaster) Equal to 3) then do (Set IPDamage = 450.00) else do (Do nothing)
• Set IPTargetPoint = (Target point of ability being cast)
• Unit - Create 1 Ifrit's Power Dummy [Spiral] for (Owner of IPCaster) at (IPCasterPoint offset by 200.00 towards 0.00 degrees) facing IPCasterPoint
• Set IPDummy[1] = (Last created unit)
• Unit - Add a 3.00 second Generic expiration timer to IPDummy[1]
• Set IPSpiral = 0.00
• Set IPFlyingHeight = 0.00
• Custom script: call RemoveLocation(udg_IPCasterPoint)
• IP Spiral Flying
• Events
• Time - Every 0.03 seconds of game time
• Conditions
• Actions
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• (Unit-type of IPDummy[1]) Equal to Ifrit's Power Dummy [Spiral]
• Then - Actions
• Set IPCasterPoint = (Position of IPCaster)
• Unit - Move IPDummy[1] instantly to (IPCasterPoint offset by 200.00 towards IPSpiral degrees)
• Animation - Change IPDummy[1] flying height to IPFlyingHeight at 0.00
• Set IPSpiral = (IPSpiral + 9.00)
• Set IPFlyingHeight = ((Current flying height of IPDummy[1]) + 9.00)
• Custom script: call RemoveLocation(udg_IPCasterPoint)
• Else - Actions
• IP Damage
• Events
• Unit - A unit Dies
• Conditions
• (Unit-type of (Triggering unit)) Equal to Ifrit's Power Dummy [Spiral]
• Actions
• Unit - Create 1 Ifrit's Power Dummy [Damage] for (Owner of IPCaster) at IPTargetPoint facing IPTargetPoint
• Set IPDummy[2] = (Last created unit)
• Unit - Add a 0.40 second Generic expiration timer to IPDummy[2]
• Custom script: call RemoveLocation(udg_IPCasterPoint)
• Custom script: call DestroyGroup(udg_IPGroup)
• IP Damage Timing
• Events
• Unit - A unit Dies
• Conditions
• (Unit-type of (Triggering unit)) Equal to Ifrit's Power Dummy [Damage]
• Actions
• Set IPGroup = (Units within 300.00 of IPTargetPoint matching ((((Picked unit) is A structure) Not equal to True) and ((((Picked unit) is Magic Immune) Not equal to True) and (((Picked unit) belongs to an enemy of (Owner of IPCaster)) Equal to True))))
• Unit Group - Pick every unit in IPGroup and do (Actions)
• Loop - Actions
• Unit - Cause IPCaster to damage IPTarget, dealing IPDamage damage of attack type Spells and damage type Normal
• Set IPTarget = (Picked unit)
• Custom script: call RemoveLocation(udg_IPTargetPoint)

Changelog:
-1.01v: Add Codes, modified Ifrit's power to timing damage
-1.02v: Fire cube is now MUI , bah I think.

Keywords:
Fire, Ifrit, Cube, Fire cube, Power, Santa.
Contents

# Random Spells (Map)

Reviews
10:57, 15th Jun 2010 Hanky: I found some things that have to be improved: - there are some locations leaks, fix them - instead of if-then-else for every ability level use a formula - your spells have to be MUI or at least MPI - add some more...

M

#### Moderator

10:57, 15th Jun 2010
Hanky:
I found some things that have to be improved:
- there are some locations leaks, fix them
- instead of if-then-else for every ability level use a formula
- your spells have to be MUI or at least MPI

That's all I found for now. After you have fixed those stuff message me or one of the other spell moderators.

#### kola

Level 33
Lol if you want to modify the the description you need to update the spell..

You first want to put it in a box... so you click on the button that is written
''Wrap
tags around selected text''

To put the codes, you need to click on the little button that is written
''Wrap
• tags around selected text'' and you copy and paste the codes in... (for GUI)
• And its not in MUI... i'm a bit too lazy to explain why and how to change things... but u can go on a tut... or u can check other spells people make...
• Oh and.. the effects are superb dude..

Level 15
At first, I thought this pack was about Santa Claus, I am now upset it is not

Anyways, the effect of that cube is awesome! Good job on that.
The second spell needs a bit more spice. That fire moving upwards needs some more detail and that explosion coming down as well.

#### redscores

Level 21
Not MUI, rejected. Read the Rules.

#### Demongrip

Level 6
Althought it isn`t mui the effects are nicely done-vote for approval since they are some spells in THW that are approved regardless of not being MUI

#### jupi9999

Level 4
like it i love all holy spells 5/5 from me

Level 4
no holy =/

#### kola

Level 33
i know how to get a 5/5 rly fast... i just need to call my spell HOLY SPELL!!!

lol..

#### Santa_Claus.

Level 3
Maybe he's just color blind and he tought it was holy ^^

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