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Serenity Aura GUI

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Serenity Aura

Well this is my 1st time posting a spell & a map to test it. And it a very small one, no big deal (it's just complicated).

I was so bored with the fact that I had to use The Priestess Hero with Trueshot Aura all the time I play NightElf race to give bonus to my range units. So I come up with this alternate aura. I am a beginner in WC3 Trigger and I am no IT guy (I'm an Art guy actually) so there maybe some weaknesses in my creation (I know nothing of "leaks" also). But still I wanna share my product to you guys here because I think it's cool (it consumed so much of my time and my effort to create it so that I want it to be useful to others, too).



Descriptions:
Gives 30% chances of dealing 12/19/27 extra damage to nearby friendly non-Hero Ranged Attack Casters who still has 49+ mana points.

Gives 30% chances of casting an Entangling Root for 1 second on an enemy target to nearby friendly non-Hero Melee Attack Casters who still has 69+ mana points.

Gives nearby ally Heroes some chances to deflect 70% Magic & Pierce damage. And at night, there is a tiny chance that Spirits of the Night will come to take Ranged Attackers of ally Heroes (below 200hp) back to their hometown.

At night, all casters also has a tiny chance to regenerate 25mp when they casting a spell.


Showcase:
370018-866f024266994fe31412a45f4f86e880.webp



370019-481c71b9941de167f0ec3c6122c1e90a.png
370020-d6e9cef4e923a7e4d04ab0a269855e36.webp



Triggers:
  • SerenityLearn
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Serenity Aura
    • Actions
      • Set VariableSet SR_U_Caster = (Triggering unit)
      • Set VariableSet SR_A_Aura = Serenity Aura
      • Set VariableSet SR_A_Dam1 = Serenity (+12 Dam)
      • Set VariableSet SR_A_Dam2 = Serenity (+19 Dam)
      • Set VariableSet SR_A_Dam3 = Serenity (+27 Dam)
      • Set VariableSet SR_A_OrbM1 = Serenity (Orb M1)
      • Set VariableSet SR_A_OrbM2 = Serenity (Orb M2)
      • Set VariableSet SR_A_OrbM3 = Serenity (Orb M3)
      • Set VariableSet SR_A_Hero = Serenity (Deflect)
      • Set VariableSet SR_A_Root1 = Serenity (Roots 1s)
      • Set VariableSet SR_A_Root2 = Serenity (Roots 1.5s)
      • Set VariableSet SR_A_Root3 = Serenity (Roots 2s)
      • Set VariableSet SR_Buff = Serenity Aura
      • Set VariableSet SR_I_Level = (Level of SR_A_Aura for SR_U_Caster)

  • SerenityInsideRanged
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((Attacking unit) has buff SR_Buff) Equal to True
          • ((Attacking unit) is A Hero) Equal to False
          • (Mana of (Attacking unit)) Greater than or equal to 49.00
          • ((Attacking unit) is A ranged attacker) Equal to True
    • Actions
      • Set VariableSet SR_U_Ranged = (Attacking unit)
      • -------- LEVEL 1 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of SR_A_Aura for SR_U_Caster) Equal to 1
        • Then - Actions
          • Unit - Remove SR_A_Dam2 from SR_U_Ranged
          • Unit - Remove SR_A_Dam3 from SR_U_Ranged
          • Unit - Add SR_A_Dam1 to SR_U_Ranged
          • Unit - For SR_U_Ranged, Ability SR_A_Dam1, Hide ability: True
        • Else - Actions
      • -------- LEVEL 2 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of SR_A_Aura for SR_U_Caster) Equal to 2
        • Then - Actions
          • Unit - Remove SR_A_Dam1 from SR_U_Ranged
          • Unit - Remove SR_A_Dam3 from SR_U_Ranged
          • Unit - Add SR_A_Dam2 to SR_U_Ranged
          • Unit - For SR_U_Ranged, Ability SR_A_Dam2, Hide ability: True
        • Else - Actions
      • -------- LEVEL 3 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of SR_A_Aura for SR_U_Caster) Equal to 3
        • Then - Actions
          • Unit - Remove SR_A_Dam1 from SR_U_Ranged
          • Unit - Remove SR_A_Dam2 from SR_U_Ranged
          • Unit - Add SR_A_Dam3 to SR_U_Ranged
          • Unit - For SR_U_Ranged, Ability SR_A_Dam3, Hide ability: True
        • Else - Actions

  • SerenityInsideMelee
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((Attacking unit) has buff SR_Buff) Equal to True
          • ((Attacking unit) is A Hero) Equal to False
          • (Mana of (Attacking unit)) Greater than or equal to 69.00
          • ((Attacking unit) is A melee attacker) Equal to True
    • Actions
      • Set VariableSet SR_U_Melee = (Attacking unit)
      • -------- LEVEL 1 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of SR_A_Aura for SR_U_Caster) Equal to 1
        • Then - Actions
          • Unit - Remove SR_A_OrbM2 from SR_U_Melee
          • Unit - Remove SR_A_OrbM3 from SR_U_Melee
          • Unit - Remove SR_A_Root2 from SR_U_Melee
          • Unit - Remove SR_A_Root3 from SR_U_Melee
          • Unit - Add SR_A_OrbM1 to SR_U_Melee
          • Unit - For SR_U_Melee, Ability SR_A_Root1, Hide ability: True
        • Else - Actions
      • -------- LEVEL 2 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of SR_A_Aura for SR_U_Caster) Equal to 2
        • Then - Actions
          • Unit - Remove SR_A_OrbM1 from SR_U_Melee
          • Unit - Remove SR_A_OrbM3 from SR_U_Melee
          • Unit - Remove SR_A_Root1 from SR_U_Melee
          • Unit - Remove SR_A_Root3 from SR_U_Melee
          • Unit - Add SR_A_OrbM2 to SR_U_Melee
          • Unit - For SR_U_Melee, Ability SR_A_Root2, Hide ability: True
        • Else - Actions
      • -------- LEVEL 3 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of SR_A_Aura for SR_U_Caster) Equal to 3
        • Then - Actions
          • Unit - Remove SR_A_OrbM1 from SR_U_Melee
          • Unit - Remove SR_A_OrbM2 from SR_U_Melee
          • Unit - Remove SR_A_Root1 from SR_U_Melee
          • Unit - Remove SR_A_Root2 from SR_U_Melee
          • Unit - Add SR_A_OrbM3 to SR_U_Melee
          • Unit - For SR_U_Melee, Ability SR_A_Root3, Hide ability: True
        • Else - Actions

  • SerenityInsideHero
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((Attacked unit) has buff SR_Buff) Equal to True
          • ((Attacked unit) is A Hero) Equal to True
    • Actions
      • Set VariableSet SR_U_Hero = (Attacked unit)
      • Unit - Add SR_A_Hero to SR_U_Hero
      • Unit - For SR_U_Hero, Ability SR_A_Hero, Hide ability: True

  • SerenityEffectOnHero
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((In-game time of day) Greater than or equal to 18.00) or ((In-game time of day) Less than 6.00)
          • ((Attacked unit) has buff SR_Buff) Equal to True
          • ((Attacked unit) is A Hero) Equal to True
          • ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
    • Actions
      • Set VariableSet SR_Ally = (Attacked unit)
      • Set VariableSet SR_Enemy = (Attacking unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of SR_Ally) Less than or equal to 200.00
          • ((Unit-type of SR_Enemy) is A ranged attacker) Equal to True
          • (SR_Enemy is dead) Equal to False
          • (SR_Enemy is Magic Immune) Equal to False
          • (SR_Enemy is A Hero) Equal to False
          • (SR_Enemy is A structure) Equal to False
          • (Random integer number between 1 and 10) Less than or equal to 1
        • Then - Actions
          • Special Effect - Create a special effect at (Position of SR_Enemy) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Move SR_Enemy instantly to ((Owner of SR_Enemy) start location)
          • Wait 0.10 game-time seconds
          • Special Effect - Create a special effect at (Position of SR_Enemy) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions

  • SerenityBonusOnCast
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((In-game time of day) Greater than or equal to 18.00) or ((In-game time of day) Less than 6.00)
          • ((Triggering unit) has buff SR_Buff) Equal to True
          • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 100) Less than or equal to 5
        • Then - Actions
          • Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 25.00)
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions

  • SerenityOutside
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) has buff SR_Buff) Equal to False
        • Then - Actions
          • Unit - Remove SR_A_Dam1 from (Attacking unit)
          • Unit - Remove SR_A_Dam2 from (Attacking unit)
          • Unit - Remove SR_A_Dam3 from (Attacking unit)
          • Unit - Remove SR_A_OrbM1 from (Attacking unit)
          • Unit - Remove SR_A_OrbM2 from (Attacking unit)
          • Unit - Remove SR_A_OrbM3 from (Attacking unit)
          • Unit - Remove SR_A_Root1 from (Attacking unit)
          • Unit - Remove SR_A_Root2 from (Attacking unit)
          • Unit - Remove SR_A_Root3 from (Attacking unit)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacked unit) is A Hero) Equal to True
          • ((Attacked unit) has buff SR_Buff) Equal to False
        • Then - Actions
          • Unit - Remove SR_A_Hero from (Attacked unit)
        • Else - Actions

  • SerenityNotEnoughMana
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • And - All (Conditions) are true
        • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) is A ranged attacker) Equal to True
          • ((Attacking unit) has buff SR_Buff) Equal to True
          • (Mana of (Attacking unit)) Less than 49.00
        • Then - Actions
          • Unit - Remove SR_A_Dam1 from (Attacking unit)
          • Unit - Remove SR_A_Dam2 from (Attacking unit)
          • Unit - Remove SR_A_Dam3 from (Attacking unit)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) is A melee attacker) Equal to True
          • ((Attacking unit) has buff SR_Buff) Equal to True
          • (Mana of (Attacking unit)) Less than 69.00
        • Then - Actions
          • Unit - Remove SR_A_OrbM1 from (Attacking unit)
          • Unit - Remove SR_A_OrbM2 from (Attacking unit)
          • Unit - Remove SR_A_OrbM3 from (Attacking unit)
          • Unit - Remove SR_A_Root1 from (Attacking unit)
          • Unit - Remove SR_A_Root2 from (Attacking unit)
          • Unit - Remove SR_A_Root3 from (Attacking unit)
        • Else - Actions

About the below trigger alone, I don't know why it's not working on Critical Strike Ability. I made it because I want to mimic the graphic of Critical Strike's Damage Multiplier on casting.
  • SerenityTextOnCast
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to SR_A_Dam1
          • (Ability being cast) Equal to SR_A_Dam2
          • (Ability being cast) Equal to SR_A_Dam3
    • Actions
      • Floating Text - Create floating text that reads ! above (Casting unit) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
      • Set VariableSet SR_Text = (Last created floating text)
      • Floating Text - Change SR_Text: Disable permanence
      • Floating Text - Set the velocity of SR_Text to 64.00 towards 90.00 degrees
      • Floating Text - Change the fading age of SR_Text to 1.00 seconds
      • Floating Text - Change the lifespan of SR_Text to 1.50 seconds
Previews
Contents

Serenity Aura GUI (Map)

At first, I intended to make the Aura only affects ally Casters with Magic Attack Attack Type (to sort out Casters like Druids of the Claw and their Bear form, DragonHawk Riders and Druids of the Talon in the Crow form) because I prefer the Damage Multiplier property of Critical Strike Ability than the Bonus Damage of it, but the GUI condition is not working. So I have to change to the whole new idea that involves all type of casters.
 
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