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Shock Spells Pack v3.50

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

First Version ===> I will maybe make more if people like these 4 shocks :p

These spells arent spells with super special Effects but i tried to make original and good spells..

Have Fun :p

Dark Shock
If targeted on an enemy unit : Blast an enemy unit with dark energy, dealing him damage and healing you. The damage has a 20% crit chance dealing bonus damage. If targeted on an allied unit : Heals an allied unit with dark energy, if targeted unit is an undead, the dark shock will heal more.
Level 1 - 75 damage, 25 bonus crit damage, 50 hit points healed, 100 hit points healed if casted on an undead.
Level 2 - 150 damage, 50 bonus crit damage, 100 hit points healed, 200 hit points healed if casted on an undead.
Level 3 - 225 damage, 75 bonus crit damage, 150 hit points healed, 300 hit points healed if casted on an undead.
  • Dark Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Shock
    • Actions
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- Don't change anything here --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set DS_Caster = (Triggering unit)
      • Set DS_Target = (Target unit of ability being cast)
      • Set DS_Target_Point = (Position of (Target unit of ability being cast))
      • Set DS_Casting_Point = (Position of DS_Caster)
      • Set DS_Level = (Level of Dark Shock for DS_Caster)
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- Here you can change the Damage done by changing the numbers. Remember that it will be multiplied by the level. --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set DS_Damage = (75.00 x (Real(DS_Level)))
      • Set DS_Heal = (50.00 x (Real(DS_Level)))
      • Set DS_Heal_Undead = (100.00 x (Real(DS_Level)))
      • Set DS_Crit_Damage = (100.00 x (Real(DS_Level)))
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- Here you can chane the Pourcentage of chance that it have to Crit --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set DS_Crit_Chance = 20
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- Don't change anything here except if you dont want it in Pourcentage. Example if you want it on 5 instead of on 100 change the DS_Crit_Pourcentage --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set DS_Crit_Pourcentage = 100
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- Here is the Special Effects. --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set DS_Special_Effect = Abilities\Spells\Other\HowlOfTerror\HowlCaster.mdl
      • Set DS_Crit_Special_Effect = Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- These are Yes/No options... --------
      • -------- DS_Undead : If you want that on the allied on undead it heals more than the normal, keep it at True. --------
      • -------- DS_Crit : If you want to have a chance to crit on the damage of the spell, keep it at True. --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set DS_Undead = True
      • Set DS_Crit = True
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- This is where the spell starts to do his effect --------
      • -------- Dont touch anything here --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DS_Crit Equal to True
        • Then - Actions
          • Set DS_Crit_Random = (Random integer number between 1 and DS_Crit_Pourcentage)
        • Else - Actions
          • Set DS_Crit_Random = 100
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of DS_Target) is an enemy of (Owner of DS_Caster)) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DS_Crit_Random Less than or equal to DS_Crit_Chance
            • Then - Actions
              • Floating Text - Create floating text that reads (String((Integer(DS_Crit_Damage)))) at DS_Target_Point with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 80.00%), and 0.00% transparency
              • Unit - Cause DS_Caster to damage DS_Target, dealing DS_Crit_Damage damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at DS_Target_Point using DS_Crit_Special_Effect
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at DS_Target_Point using DS_Special_Effect
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
              • Floating Text - Create floating text that reads (String((Integer(DS_Damage)))) at DS_Target_Point with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 80.00%), and 0.00% transparency
              • Unit - Cause DS_Caster to damage DS_Target, dealing DS_Damage damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at DS_Target_Point using DS_Special_Effect
              • Special Effect - Destroy (Last created special effect)
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
          • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Custom script: call RemoveLocation(udg_DS_Target_Point)
          • Floating Text - Create floating text that reads (String((Integer(DS_Heal)))) at DS_Casting_Point with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 80.00%), and 0.00% transparency
          • Unit - Set life of DS_Caster to ((Life of DS_Caster) + DS_Heal)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of DS_Target) is an ally of (Owner of DS_Caster)) Equal to True
              • (DS_Target is Undead) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DS_Undead Equal to True
                • Then - Actions
                  • Floating Text - Create floating text that reads (String((Integer(DS_Heal_Undead)))) at DS_Target_Point with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 80.00%), and 0.00% transparency
                  • Unit - Set life of DS_Target to ((Life of DS_Target) + DS_Heal_Undead)
                  • Special Effect - Create a special effect at DS_Target_Point using DS_Special_Effect
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
                  • Floating Text - Create floating text that reads (String((Integer(DS_Heal)))) at DS_Target_Point with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 80.00%), and 0.00% transparency
                  • Unit - Set life of DS_Target to ((Life of DS_Target) + DS_Heal)
                  • Special Effect - Create a special effect at DS_Target_Point using DS_Special_Effect
                  • Special Effect - Destroy (Last created special effect)
            • Else - Actions
              • Floating Text - Create floating text that reads (String((Integer(DS_Heal)))) at DS_Target_Point with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 80.00%), and 0.00% transparency
              • Unit - Set life of DS_Target to ((Life of DS_Target) + DS_Heal)
              • Special Effect - Create a special effect at DS_Target_Point using DS_Special_Effect
              • Special Effect - Destroy (Last created special effect)
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Custom script: call RemoveLocation(udg_DS_Target_Point)
      • Custom script: call RemoveLocation(udg_DS_Casting_Point)
Brain Shock
Burns the mana of the targeted unit, if targeted unit is a hero, the shocker will recieve mana equal to the intelligence of the hero. Will also silence every unit around the targeted unit (250 range AOE) for 4 seconds.
Level 1 - Burn 1 time intelligence of the shocker in mana.
Level 2 - Burn 2 times intelligence of the shocker in mana.
Level 3 - Burn 3 times intelligence of the shocker in mana.
  • Brain Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Brain Shock
    • Actions
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- Don't change anything here --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set BS_Caster = (Triggering unit)
      • Set BS_Casting_Point = (Position of BS_Caster)
      • Set BS_Target = (Target unit of ability being cast)
      • Set BS_Target_Point = (Position of BS_Target)
      • Set BS_Caster_Int = (Intelligence of BS_Caster (Include bonuses))
      • Set BS_Level = (Level of Brain Shock for BS_Caster)
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- Yes/No Option.. --------
      • -------- BS_Hero : this is if you want to make the caster get the Intel in mana if the target is a hero --------
      • -------- BS_Silence : This is if you want to have Silence AOE Effect --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set BS_Hero = True
      • Set BS_Silence = True
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- You can change the Special Effect Here... --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set BS_Special_Effect = Abilities\Spells\Undead\ReplenishMana\ReplenishManaCaster.mdl
      • Set BS_Special_Effect_2 = Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- You can change the Mana that is Burned here... for now its the Caster Intel.. x Level --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • Set BS_Mana = ((Real(BS_Caster_Int)) x (Real(BS_Level)))
      • -------- ------------------------------------------------------------------------------------------ --------
      • -------- From here.. Don't touch to anything --------
      • -------- ------------------------------------------------------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BS_Hero Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (BS_Target is A Hero) Equal to True
            • Then - Actions
              • Set BS_Target_Intelligence = (Intelligence of BS_Target (Include bonuses))
            • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BS_Silence Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of BS_Target using BS_Special_Effect
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect at BS_Target_Point using BS_Special_Effect_2
          • Special Effect - Destroy (Last created special effect)
          • Unit - Create 1 Dummy_Unit for (Owner of BS_Caster) at BS_Target_Point facing Default building facing degrees
          • Unit - Add Silence (DUMMY) to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Dark Ranger - Silence BS_Target_Point
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        • Else - Actions
      • Floating Text - Create floating text that reads (String((Integer(BS_Mana)))) at BS_Target_Point with Z offset 0.00, using font size 10.00, color (100.00%, 15.00%, 50.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Unit - Set mana of BS_Target to ((Mana of BS_Target) - BS_Mana)
      • Special Effect - Create a special effect attached to the origin of BS_Target using BS_Special_Effect
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at BS_Target_Point using BS_Special_Effect_2
      • Special Effect - Destroy (Last created special effect)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BS_Target is A Hero) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BS_Hero Equal to True
            • Then - Actions
              • Floating Text - Create floating text that reads (String(BS_Target_Intelligence)) at BS_Casting_Point with Z offset 0.00, using font size 10.00, color (100.00%, 15.00%, 50.00%), and 0.00% transparency
              • Unit - Set mana of BS_Caster to ((Mana of BS_Caster) + (Real(BS_Target_Intelligence)))
            • Else - Actions
        • Else - Actions
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Custom script: call RemoveLocation(udg_BS_Target_Point)
      • Custom script: call RemoveLocation(udg_BS_Casting_Point)
Water Shock
Blasts the targeted enemy unit with water, dealing damage and slowing every enemy unit around him with a glacial water (250 AOE range). If targeted unit is in water, it will deal bonus damage in 250 AOE.
Level 1 - 1 time intelligence in damage to the targeted unit, 20 bonus AOE damage, slow for 3 seconds.
Level 2 - 2 time intelligence in damage to the targeted unit, 40 bonus AOE damage, slow for 4 seconds.
Level 3 - 3 time intelligence in damage to the targeted unit, 60 bonus AOE damage, slow for 5 seconds.
  • Water Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Water Shock
    • Actions
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Dont change anything here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set WS_Caster = (Triggering unit)
      • Set WS_Target = (Target unit of ability being cast)
      • Set WS_Target_Point = (Position of WS_Target)
      • Set WS_Level = (Level of Water Shock for WS_Caster)
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the Attribute that is used for the damage --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set WS_Intelligence = (Intelligence of WS_Caster (Include bonuses))
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the Damage --------
      • -------- WS_Damage = Damage to the target.. i suggest u to not touch the the ((Real(WS_Intelligence) but you can change the number of time its multiplied --------
      • -------- WS_Damage_Aoe_Bonus = damage that will be dealt in AOE if the target unit is on water (If thw WS_Water_Bonus is On (True)) --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set WS_Damage = ((Real(WS_Intelligence)) x (Real(WS_Level)))
      • Set WS_Damage_Aoe_Bonus = (20.00 x (Real(WS_Level)))
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Yes/No Option.. you can change it if u dont want to make it do an AOE Damage when the target is on water (True = On, False = Off) --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set WS_Water_Bonus = True
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- This is the AOE range (of the WS_Damage_Aoe_Bonus) --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set WS_AOE = 250.00
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- This is the Special Effects --------
      • -------- WS_Special_Effect = Effect on the Target --------
      • -------- WS_Special_Effect_2 = Effect added when target is on water --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set WS_Special_Effect = Abilities\Spells\Other\Charm\CharmTarget.mdl
      • Set WS_Special_Effect_2 = Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- The Spell is Starting to do something --------
      • -------- Dont change anyting here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set WS_AOE_Group = (Units within WS_AOE of WS_Target_Point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of WS_Caster)) Equal to True))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • WS_Water_Bonus Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain pathing at WS_Target_Point of type Floatability is off) Equal to False
            • Then - Actions
              • Unit - Cause WS_Caster to damage WS_Target, dealing WS_Damage damage of attack type Spells and damage type Normal
              • Unit Group - Pick every unit in WS_AOE_Group and do (Actions)
                • Loop - Actions
                  • Unit - Cause WS_Caster to damage (Picked unit), dealing WS_Damage_Aoe_Bonus damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at WS_Target_Point using WS_Special_Effect
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at WS_Target_Point using WS_Special_Effect_2
              • Special Effect - Destroy (Last created special effect)
              • Floating Text - Create floating text that reads (String((Integer((WS_Damage + WS_Damage_Aoe_Bonus))))) at WS_Target_Point with Z offset 0.00, using font size 10.00, color (10.00%, 10.00%, 100.00%), and 0.00% transparency
            • Else - Actions
              • Unit - Cause WS_Caster to damage WS_Target, dealing WS_Damage damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at WS_Target_Point using WS_Special_Effect
              • Special Effect - Destroy (Last created special effect)
              • Floating Text - Create floating text that reads (String((Integer(WS_Damage)))) at WS_Target_Point with Z offset 0.00, using font size 10.00, color (10.00%, 10.00%, 100.00%), and 0.00% transparency
        • Else - Actions
          • Floating Text - Create floating text that reads (String((Integer(WS_Damage)))) at WS_Target_Point with Z offset 0.00, using font size 10.00, color (10.00%, 10.00%, 100.00%), and 0.00% transparency
          • Unit - Cause WS_Caster to damage WS_Target, dealing WS_Damage damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect at WS_Target_Point using WS_Special_Effect
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_WS_Target_Point)
      • Custom script: call DestroyGroup(udg_WS_AOE_Group)
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Custom script: call DestroyGroup(udg_WS_AOE_Group)
Lightning Shock
Shocks the targeted unit dealing him damage, if targeted unit is affected by the Water Shock Slow he will recieve bonus damage and will have a 50% chance to be stunned for 2 seconds.
Level 1 - 50 damage, 75 damage if affected by the Water Shock Slow.
Level 2 - 100 damage, 150 damage if affected by the Water Shock Slow.
Level 3 - 150 damage, 225 damage if affected by the Water Shock Slow.
  • Lightning Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lightning Shock
    • Actions
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Don't change anything here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set LS_Caster = (Triggering unit)
      • Set LS_Target = (Target unit of ability being cast)
      • Set LS_Target_Point = (Position of LS_Target)
      • Set LS_Level = (Level of Lightning Shock for LS_Caster)
      • Set LS_Roll = (Random integer number between 1 and 100)
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the damage --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set LS_Damage = (50.00 x (Real(LS_Level)))
      • -------- This is the bonus.. the 25 x Level (level 3 = 75) + Normal Damage --------
      • Set LS_Damage_WS_with_LS = ((25.00 x (Real(LS_Level))) + LS_Damage)
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- The LS_Stunning_Chance is the pourcentage of chance to stun the target if the target is affect by the slow of the Water shock --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set LS_Stunning_Chance = 50
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Yes/No options.. If you turn off the LS_Bonus_Water, the LS_Stunning will also be Off.. --------
      • -------- The LS_Bonus_Water is making the ability make bonus things if the unit is affected by the Water Shock Slow --------
      • -------- If you turn of the LS_Stunning, there wont be any chance to stun if the units is affected by the Water shock slow --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set LS_Bonus_Water = True
      • Set LS_Stunning = True
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the special effect --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set LS_Special_Effect = Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
      • Set LS_Special_Effect_2 = Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- The spell is starting to do something --------
      • -------- Don't change anything here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • LS_Bonus_Water Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (LS_Target has buff Water Shock Slow ) Equal to True
            • Then - Actions
              • Floating Text - Create floating text that reads (String((Integer(LS_Damage_WS_with_LS)))) at LS_Target_Point with Z offset 0.00, using font size 10.00, color (30.00%, 40.00%, 30.00%), and 0.00% transparency
              • Unit - Cause LS_Caster to damage LS_Target, dealing LS_Damage_WS_with_LS damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at LS_Target_Point using LS_Special_Effect
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at LS_Target_Point using LS_Special_Effect_2
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • LS_Stunning Equal to True
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • LS_Roll Less than or equal to LS_Stunning_Chance
                    • Then - Actions
                      • Unit - Create 1 Dummy_Unit for (Owner of LS_Caster) at LS_Target_Point facing Default building facing degrees
                      • Unit - Add Lightning_Stun (DUMMY) to (Last created unit)
                      • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt LS_Target
                      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                    • Else - Actions
                • Else - Actions
            • Else - Actions
              • Floating Text - Create floating text that reads (String((Integer(LS_Damage)))) at LS_Target_Point with Z offset 0.00, using font size 10.00, color (30.00%, 40.00%, 30.00%), and 0.00% transparency
              • Unit - Cause LS_Caster to damage LS_Target, dealing LS_Damage damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at LS_Target_Point using LS_Special_Effect
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at LS_Target_Point using LS_Special_Effect_2
              • Special Effect - Destroy (Last created special effect)
        • Else - Actions
          • Floating Text - Create floating text that reads (String((Integer(LS_Damage)))) at LS_Target_Point with Z offset 0.00, using font size 10.00, color (30.00%, 40.00%, 30.00%), and 0.00% transparency
          • Unit - Cause LS_Caster to damage LS_Target, dealing LS_Damage damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect at LS_Target_Point using LS_Special_Effect
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect at LS_Target_Point using LS_Special_Effect_2
          • Special Effect - Destroy (Last created special effect)
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Custom script: call RemoveLocation(udg_LS_Target_Point)
Holy Shock
A holy shock that heal a friendly living unit. If the life of the targeted unit is between 70% and 100%, he will be healed of 7%, 14%, 21% of his max life, if the life of the targeted unit is between 20% and 70%, he will be healed of 7%, 14%, 21% of his max life + the intelligence of the Shocker, if the targeted unit is under 20%, he will be healed of 7%, 14%, 21% of his max life + 4% hp for each unit in 300 AOE. Note : Cannot target undeads.
  • Holy Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Holy Shock
    • Actions
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Don't change anything here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set HS_Caster = (Triggering unit)
      • Set HS_Target = (Target unit of ability being cast)
      • Set HS_Target_Point = (Position of HS_Target)
      • Set HS_Level = (Level of Holy Shock for HS_Caster)
      • Set HS_HP_Pourcentage = (Percentage life of HS_Target)
      • Set HS_Group = (Units within HS_AOE_Group of HS_Target_Point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) Not equal to HS_Caster) and (((Owner of (Matching unit)) is an ally of (Owner of HS
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the Pourcentage of life that will be healed --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set HS_Healing_Pourcentage = (7 x HS_Level)
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the pourcentage that will be healed for each unit in HS_Group (this will be added to the HS_Healing_Pourcentage if the target is under 20% hp) --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set HS_Healing_Pourcentage_20 = (4 x (Number of units in HS_Group))
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the Attribute that will be used to heal the unit (this will only be added to the heal if the life of the targeted unit is between 20% and 70%) --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set HS_Attribute = (Intelligence of HS_Caster (Include bonuses))
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the AOE of the group (for the effect when the unit is under 20% hp) --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set HS_AOE_Group = 300.00
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the special effects used.. --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set HS_Special_Effect = Abilities\Spells\Orc\HealingWave\HealingWaveTarget.mdl
      • Set HS_Special_Effect_2 = Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
      • Set HS_Special_Effect_3 = Abilities\Spells\Other\Levelup\LevelupCaster.mdl
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here starts that spell.. --------
      • -------- Don't change anything from here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_HP_Pourcentage Greater than or equal to 70.00
        • Then - Actions
          • Floating Text - Create floating text that reads (String(((HS_Healing_Pourcentage x (Integer((Max life of HS_Target)))) / 100))) at HS_Target_Point with Z offset 0.00, using font size 10.00, color (60.00%, 80.00%, 10.00%), and 0.00% transparency
          • Unit - Set life of HS_Target to ((Percentage life of HS_Target) + (Real(HS_Healing_Pourcentage)))%
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • HS_HP_Pourcentage Greater than 20.00
                  • HS_HP_Pourcentage Less than or equal to 70.00
            • Then - Actions
              • Floating Text - Create floating text that reads (String((((HS_Healing_Pourcentage x (Integer((Max life of HS_Target)))) / 100) + HS_Attribute))) at HS_Target_Point with Z offset 0.00, using font size 10.00, color (60.00%, 80.00%, 10.00%), and 0.00% transparency
              • Special Effect - Create a special effect at HS_Target_Point using HS_Special_Effect_2
              • Special Effect - Destroy (Last created special effect)
              • Unit - Set life of HS_Target to ((Percentage life of HS_Target) + (Real(HS_Healing_Pourcentage)))%
              • Unit - Set life of HS_Target to ((Life of HS_Target) + (Real(HS_Attribute)))
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • HS_HP_Pourcentage Less than or equal to 20.00
                • Then - Actions
                  • Floating Text - Create floating text that reads (String((Integer((Real((((HS_Healing_Pourcentage x (Integer((Max life of HS_Target)))) / 100) + ((HS_Healing_Pourcentage_20 x (Integer((Max life of HS_Target)))) / 100)))))))) at HS_Target_Point with Z offset 0.00, using font size 10.00, color (60.00%, 80.00%, 10.00%), and 0.00% transparency
                  • Special Effect - Create a special effect at HS_Target_Point using HS_Special_Effect_3
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Set life of HS_Target to ((Percentage life of HS_Target) + ((Real(HS_Healing_Pourcentage)) + (Real(HS_Healing_Pourcentage_20))))%
                • Else - Actions
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Custom script: call RemoveLocation(udg_LS_Target_Point)
      • Special Effect - Create a special effect at HS_Target_Point using HS_Special_Effect
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_HS_Target_Point)
      • Custom script: call DestroyGroup(udg_HS_Group)
Nature Shock
Shock an enemy unit with nature element, dealing damage to the targeted unit. Has a 50% chance to root the targeted unit for 3 seconds.
Level 1 - 80 damage.
Level 2 - 160 damage.
Level 3 - 240 damage.
  • Nature Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Nature Shock
    • Actions
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Don't change anything here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set NS_Caster = (Triggering unit)
      • Set NS_Target = (Target unit of ability being cast)
      • Set NS_Target_Point = (Position of NS_Target)
      • Set NS_Level = (Level of Nature Shock for NS_Caster)
      • Set NS_Roll = (Random integer number between 1 and 100)
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the damage --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set NS_Damage = (80.00 x (Real(NS_Level)))
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the chance to root --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set NS_Rooting_Chance = 50
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the special Effect --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set NS_Special_Effect = Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- The spell starts to do something --------
      • -------- Don't change anyting from here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • NS_Roll Less than or equal to NS_Rooting_Chance
        • Then - Actions
          • Unit - Create 1 Dummy_Unit for (Owner of NS_Caster) at NS_Target_Point facing Default building facing degrees
          • Unit - Add Roots (DUMMY) to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots NS_Target
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        • Else - Actions
      • Special Effect - Create a special effect at NS_Target_Point using NS_Special_Effect
      • Special Effect - Destroy (Last created special effect)
      • Unit - Cause NS_Caster to damage NS_Target, dealing NS_Damage damage of attack type Spells and damage type Normal
      • Floating Text - Create floating text that reads (String((Integer(NS_Damage)))) at NS_Target_Point with Z offset 0.00, using font size 10.00, color (10.00%, 80.00%, 10.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Custom script: call RemoveLocation(udg_NS_Target_Point)
Fire Shock
Shock an enemy unit with fire element, dealing him damage. Has a 50% chance to create an explosion on the enemy unit, dealing AOE damage in 250 range. If targeted unit is affected by the Nature Shock Roots, he will recieve bonus damage. NOTE: Cannot be casted if the targeted unit is in water.
Level 1 - 60 damage, 20 AOE damage, 20 bonus damage.
Level 2 - 120 damage, 40 AOE damage, 40 bonus damage.
Level 3 - 180 damage, 60 AOE damage, 60 bonus damage.
  • Fire Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Shock
    • Actions
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Don't change anything here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FS_Caster = (Triggering unit)
      • Set FS_Target = (Target unit of ability being cast)
      • Set FS_Target_Point = (Position of FS_Target)
      • Set FS_Level = (Level of Fire Shock for FS_Caster)
      • Set FS_Roll = (Random integer number between 1 and 100)
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Yes/No option.. Change it if you dont want to make it has a chance to make AOE Explosion Damage --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FS_Explosion = True
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- This is the Chance in pourcentage to make an explosion --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FS_Explosion_Chance = 50
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- The AOE range of the explosion --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FS_AOE = 250.00
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the damage --------
      • -------- FS_damage = normal damage, FS_AOE_Damage = AOE Explosion bonus damage, FS_Nature_Bonus_Damage = TOTAL damage made when the unit is affected by the Nature Shock roots --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FS_Damage = (60.00 x (Real(FS_Level)))
      • Set FS_AOE_Damage = (20.00 x (Real(FS_Level)))
      • Set FS_Nature_Bonus_Damage = (80.00 x (Real(FS_Level)))
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- here you can change the Special Effects --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FS_Special_Effect = Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
      • Set FS_Explosion_Special_Effect = Abilities\Spells\Other\Doom\DoomDeath.mdl
      • Set FS_Explosion_Special_Effect_2 = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- The Spell is now starting to do something --------
      • -------- Don't change anything from here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FS_Group = (Units within FS_AOE of FS_Target_Point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of FS_Caster)) Equal to True))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain pathing at FS_Target_Point of type Floatability is off) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • FS_Explosion Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • FS_Roll Less than or equal to FS_Explosion_Chance
                • Then - Actions
                  • Unit Group - Pick every unit in FS_Group and do (Actions)
                    • Loop - Actions
                      • Unit - Cause FS_Caster to damage (Picked unit), dealing FS_AOE_Damage damage of attack type Spells and damage type Normal
                  • Special Effect - Create a special effect at FS_Target_Point using FS_Explosion_Special_Effect
                  • Special Effect - Destroy (Last created special effect)
                  • Special Effect - Create a special effect at FS_Target_Point using FS_Explosion_Special_Effect_2
                  • Special Effect - Destroy (Last created special effect)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (FS_Target has buff Nature Shock Roots ) Equal to True
                    • Then - Actions
                      • Floating Text - Create floating text that reads (String((Integer((FS_Nature_Bonus_Damage + FS_AOE_Damage))))) at FS_Target_Point with Z offset 0.00, using font size 10.00, color (80.00%, 10.00%, 10.00%), and 0.00% transparency
                      • Unit - Cause FS_Caster to damage FS_Target, dealing FS_Nature_Bonus_Damage damage of attack type Spells and damage type Normal
                    • Else - Actions
                      • Floating Text - Create floating text that reads (String((Integer((FS_Damage + FS_AOE_Damage))))) at FS_Target_Point with Z offset 0.00, using font size 10.00, color (80.00%, 10.00%, 10.00%), and 0.00% transparency
                      • Unit - Cause FS_Caster to damage FS_Target, dealing FS_Damage damage of attack type Spells and damage type Normal
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (FS_Target has buff Nature Shock Roots ) Equal to True
                    • Then - Actions
                      • Floating Text - Create floating text that reads (String((Integer(FS_Nature_Bonus_Damage)))) at FS_Target_Point with Z offset 0.00, using font size 10.00, color (80.00%, 10.00%, 10.00%), and 0.00% transparency
                      • Unit - Cause FS_Caster to damage FS_Target, dealing FS_Nature_Bonus_Damage damage of attack type Spells and damage type Normal
                    • Else - Actions
                      • Floating Text - Create floating text that reads (String((Integer(FS_Damage)))) at FS_Target_Point with Z offset 0.00, using font size 10.00, color (80.00%, 10.00%, 10.00%), and 0.00% transparency
                      • Unit - Cause FS_Caster to damage FS_Target, dealing FS_Damage damage of attack type Spells and damage type Normal
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (FS_Target has buff Nature Shock Roots ) Equal to True
                • Then - Actions
                  • Floating Text - Create floating text that reads (String((Integer(FS_Nature_Bonus_Damage)))) at FS_Target_Point with Z offset 0.00, using font size 10.00, color (80.00%, 10.00%, 10.00%), and 0.00% transparency
                  • Unit - Cause FS_Caster to damage FS_Target, dealing FS_Nature_Bonus_Damage damage of attack type Spells and damage type Normal
                • Else - Actions
                  • Floating Text - Create floating text that reads (String((Integer(FS_Damage)))) at FS_Target_Point with Z offset 0.00, using font size 10.00, color (80.00%, 10.00%, 10.00%), and 0.00% transparency
                  • Unit - Cause FS_Caster to damage FS_Target, dealing FS_Damage damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect at FS_Target_Point using FS_Special_Effect
          • Special Effect - Destroy (Last created special effect)
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
          • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        • Else - Actions
          • Unit - Order FS_Caster to Stop
      • Custom script: call RemoveLocation(udg_FS_Target_Point)
      • Custom script: call DestroyGroup(udg_FS_Group)
Magnetical Shock
Blast targeted unit with a magnetical magic. If targeted on an enemy unit, it will deal damage and will pull every units to him. If targeted on a friendly unit, it will knockback units around. Also doing 1 AOE damage every 0.03 second for 1 second. (Only Knockbacking or Pulling Enemy Units)
Level 1 - 25 damage.
Level 2 - 50 damage.
Level 3 - 75 damage
  • Magnetical Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Magnetical Shock
    • Actions
      • Set Temp_Unit_1 = (Triggering unit)
      • Set Temp_Targeted_Unit = (Target unit of ability being cast)
      • -------- -------------------------------------------------------------------------------- --------
      • Set Temp_Loc_1 = (Position of (Target unit of ability being cast))
      • -------- -------------------------------------------------------------------------------- --------
      • -------- Special Effects --------
      • -------- -------------------------------------------------------------------------------- --------
      • Special Effect - Create a special effect at Temp_Loc_1 using Units\NightElf\Wisp\WispExplode.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the overhead of Temp_Targeted_Unit using Abilities\Spells\Orc\StasisTrap\StasisTotemTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- -------------------------------------------------------------------------------- --------
      • -------- This is the initial damage of the spell (Targeted unit Only) --------
      • -------- -------------------------------------------------------------------------------- --------
      • Set Temp_Real_1 = (25.00 x (Real((Level of Magnetical Shock for Temp_Unit_1))))
      • -------- -------------------------------------------------------------------------------- --------
      • -------- This is the damage over time of the spell --------
      • -------- -------------------------------------------------------------------------------- --------
      • Set Temp_Real_2 = 1.00
      • -------- -------------------------------------------------------------------------------- --------
      • -------- Deal initilal damage to the target --------
      • -------- -------------------------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of Temp_Targeted_Unit) is an enemy of (Owner of Temp_Unit_1)) Equal to True
        • Then - Actions
          • Unit - Cause Temp_Unit_1 to damage Temp_Targeted_Unit, dealing Temp_Real_1 damage of attack type Hero and damage type Magic
          • Floating Text - Create floating text that reads (String((Integer(Temp_Real_1)))) at Temp_Loc_1 with Z offset 0.00, using font size 10.00, color (70.00%, 80.00%, 70.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
          • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        • Else - Actions
      • -------- -------------------------------------------------------------------------------- --------
      • -------- Pick all desired units near the caster --------
      • -------- -------------------------------------------------------------------------------- --------
      • Set Temp_Group_1 = (Units within 300.00 of Temp_Loc_1 matching ((((Owner of (Matching unit)) is an enemy of (Owner of Temp_Unit_1)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equ
      • Unit Group - Pick every unit in Temp_Group_1 and do (Actions)
        • Loop - Actions
          • Set Temp_Unit_2 = (Picked unit)
          • Set Temp_Loc_2 = (Position of Temp_Unit_2)
          • -------- -------------------------------------------------------------------------------- --------
          • -------- Calculate angle of knockback --------
          • -------- Temp_Loc_1 to Temp_Loc_2 = From caster to target = push --------
          • -------- Temp_Loc_2 to Temp_Loc_1 = From target to caster = pull --------
          • -------- -------------------------------------------------------------------------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of Temp_Targeted_Unit) is an enemy of (Owner of Temp_Unit_1)) Equal to True
            • Then - Actions
              • Set Temp_Real_3 = (Angle from Temp_Loc_2 to Temp_Loc_1)
            • Else - Actions
              • Set Temp_Real_3 = (Angle from Temp_Loc_1 to Temp_Loc_2)
          • -------- -------------------------------------------------------------------------------- --------
          • -------- Creates additional effect on units that are knocked back --------
          • -------- -------------------------------------------------------------------------------- --------
          • -------- -------------------------------------------------------------------------------- --------
          • -------- Add picked unit to knockback group --------
          • -------- -------------------------------------------------------------------------------- --------
          • Unit Group - Add Temp_Unit_2 to Knockback_Group
          • -------- -------------------------------------------------------------------------------- --------
          • -------- You don't need to save dmg or caster if you don't want to do any damage --------
          • -------- You don't need to save effet if you don't add effect --------
          • -------- The other values are mandatory --------
          • -------- -------------------------------------------------------------------------------- --------
          • Hashtable - Save 0.00 as (Key loop) of (Key (Picked unit)) in Knockback_Hash
          • Hashtable - Save 0.00 as (Key offset) of (Key (Picked unit)) in Knockback_Hash
          • Hashtable - Save Temp_Real_2 as (Key dmg) of (Key (Picked unit)) in Knockback_Hash
          • Hashtable - Save Temp_Real_3 as (Key angle) of (Key (Picked unit)) in Knockback_Hash
          • Hashtable - Save Handle OfTemp_Unit_1 as (Key caster) of (Key (Picked unit)) in Knockback_Hash
          • -------- -------------------------------------------------------------------------------- --------
          • Custom script: call RemoveLocation(udg_Temp_Loc_2)
      • -------- -------------------------------------------------------------------------------- --------
      • Trigger - Turn on Magnetical Shock Knockback <gen>
      • -------- -------------------------------------------------------------------------------- --------
      • Custom script: call DestroyGroup(udg_Temp_Group_1)
      • Custom script: call RemoveLocation(udg_Temp_Loc_1)
  • Magnetical Shock Knockback Initialize
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Knockback_Hash = (Last created hashtable)
      • -------- -------------------------------------------------------------------------------- --------
      • -------- -------------------------------------------------------------------------------- --------
      • -------- How long the knockback lasts in seconds --------
      • -------- -------------------------------------------------------------------------------- --------
      • Set Knockback_Time = 1.00
      • -------- -------------------------------------------------------------------------------- --------
      • -------- Initial speed of the knockback --------
      • -------- -------------------------------------------------------------------------------- --------
      • Set Knockback_Speed = 30.00
      • -------- -------------------------------------------------------------------------------- --------
      • -------- Does the spell do damage over time --------
      • -------- -------------------------------------------------------------------------------- --------
      • Set Knockback_DoT = True
      • -------- -------------------------------------------------------------------------------- --------
      • -------- Do units rotate while knocked back --------
      • -------- -------------------------------------------------------------------------------- --------
      • Set Knockback_Rotate = True
      • -------- -------------------------------------------------------------------------------- --------
      • -------- -------------------------------------------------------------------------------- --------
  • Magnetical Shock Knockback
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Knockback_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Unit_1 = (Picked unit)
          • Set Temp_Real_1 = (Load (Key loop) of (Key (Picked unit)) from Knockback_Hash)
          • -------- -------------------------------------------------------------------------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Temp_Real_1 Less than or equal to (Knockback_Time x (1.00 / 0.03))
            • Then - Actions
              • Set Temp_Loc_1 = (Position of Temp_Unit_1)
              • -------- -------------------------------------------------------------------------------- --------
              • Set Temp_Real_2 = (Load (Key angle) of (Key (Picked unit)) from Knockback_Hash)
              • -------- -------------------------------------------------------------------------------- --------
              • Set Temp_Real_3 = (Knockback_Speed x (Power(0.90, Temp_Real_1)))
              • -------- -------------------------------------------------------------------------------- --------
              • Set Temp_Real_4 = (X of Temp_Loc_1)
              • Set Temp_Real_5 = (Y of Temp_Loc_1)
              • -------- -------------------------------------------------------------------------------- --------
              • Set Temp_Real_4 = ((X of Temp_Loc_1) + (Temp_Real_3 x (Cos(Temp_Real_2))))
              • Set Temp_Real_5 = ((Y of Temp_Loc_1) + (Temp_Real_3 x (Sin(Temp_Real_2))))
              • -------- -------------------------------------------------------------------------------- --------
              • Set Temp_Loc_2 = (Point(Temp_Real_4, Temp_Real_5))
              • -------- -------------------------------------------------------------------------------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Terrain pathing at Temp_Loc_2 of type Walkability is off) Equal to False
                • Then - Actions
                  • Custom script: call SetUnitX(udg_Temp_Unit_1, udg_Temp_Real_4)
                  • Custom script: call SetUnitY(udg_Temp_Unit_1, udg_Temp_Real_5)
                • Else - Actions
              • -------- -------------------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Knockback_Rotate Equal to True
                  • (Random integer number between 1 and 4) Equal to 1
                • Then - Actions
                  • Unit - Make Temp_Unit_1 face ((Facing of Temp_Unit_1) - 180.00) over 0.00 seconds
                • Else - Actions
              • -------- -------------------------------------------------------------------------------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Knockback_DoT Equal to True
                • Then - Actions
                  • Set Temp_Unit_2 = (Load (Key caster) of (Key (Picked unit)) in Knockback_Hash)
                  • Set Temp_Real_2 = (Load (Key dmg) of (Key (Picked unit)) from Knockback_Hash)
                  • Unit - Cause Temp_Unit_2 to damage Temp_Unit_1, dealing Temp_Real_2 damage of attack type Spells and damage type Normal
                • Else - Actions
              • -------- -------------------------------------------------------------------------------- --------
              • Hashtable - Save (Temp_Real_1 + 1.00) as (Key loop) of (Key (Picked unit)) in Knockback_Hash
              • -------- -------------------------------------------------------------------------------- --------
              • Custom script: call RemoveLocation(udg_Temp_Loc_1)
              • Custom script: call RemoveLocation(udg_Temp_Loc_2)
            • Else - Actions
              • -------- -------------------------------------------------------------------------------- --------
              • Unit Group - Remove Temp_Unit_1 from Knockback_Group
              • -------- -------------------------------------------------------------------------------- --------
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Knockback_Hash
              • -------- -------------------------------------------------------------------------------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in Knockback_Group) Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
Frost Shock
Blasts an enemy unit with frost. Dealing damage to the targeted unit slowing movement and attack speed of unit in 100 AOE range. Also project Ice 4 ice shards. Each shard deal damage in a line. |nLasts 3 seconds.
Level 1 - 60 damage (target), Slowing attack and movement speed by 25%, 30 damage (shards).
Level 2 - 120 damage (target), Slowing attack and movement speed by 30%, 50 damage (shards).
Level 3 - 180 damage (target), Slowing attack and movement speed by 40%, 70 damage (shards).
  • Frost Shock
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Frost Shock
    • Actions
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Don't change anything here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FR_Caster = (Triggering unit)
      • Set FR_Target = (Target unit of ability being cast)
      • Set FR_Target_Point = (Position of FR_Target)
      • Set FR_Level = (Level of (Ability being cast) for FR_Caster)
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the Damage --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FR_Damage = (50.00 x (Real(FR_Level)))
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Yes/No Option --------
      • -------- If you keep it this, it will create a Frost explosion, projecting frost missiles --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FR_Frost_Explosion = True
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Number of frost missiles projected (If : FR_Frost_Explosion = True) --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FR_Missile_Count = 4
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Here you can change the special effect --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FR_Special_Effect = Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Spell execution is starting here --------
      • -------- Don't change anything from here --------
      • -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Unit - Cause FR_Caster to damage FR_Target, dealing FR_Damage damage of attack type Spells and damage type Normal
      • Special Effect - Create a special effect at FR_Target_Point using FR_Special_Effect
      • Special Effect - Destroy (Last created special effect)
      • Floating Text - Create floating text that reads (String((Integer(FR_Damage)))) at FR_Target_Point with Z offset 0.00, using font size 10.00, color (10.00%, 10.00%, 80.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 40.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FR_Frost_Explosion Equal to True
        • Then - Actions
          • For each (Integer FR) from 1 to FR_Missile_Count, do (Actions)
            • Loop - Actions
              • Set FR_Dummy_Point = (FR_Target_Point offset by 50.00 towards ((Facing of FR_Target) + ((360.00 / (Real(FR_Missile_Count))) x (Real(FR)))) degrees)
              • Set FR_Order_Point = (FR_Target_Point offset by 100.00 towards ((Facing of FR_Target) + ((360.00 / (Real(FR_Missile_Count))) x (Real(FR)))) degrees)
              • Unit - Create 1 Dummy_Unit for (Owner of FR_Caster) at FR_Dummy_Point facing Default building facing degrees
              • Unit - Add Missile (Frost Shock) to (Last created unit)
              • Unit - Set level of Missile (Frost Shock) for (Last created unit) to FR_Level
              • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm FR_Order_Point
              • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
              • Custom script: call RemoveLocation(udg_FR_Dummy_Point)
              • Custom script: call RemoveLocation(udg_FR_Order_Point)
        • Else - Actions
New in this Version.. Text is now ### instead of ###.000, rly rly better special effects to make it more interesting, and fixed a bug.. (0.01)

New in this Version : Added a new shock (Holy Shock) Changed some special effect and fixed a bug :p (1.00)

New in this Version : fixed holy light special effects (1.01)

New in this Version : added Fire and Nature Shock (2.00)

New in this Version : changed the description of the nature shock (the old one was saying something that wasnt true) (2.01)

New in this version : removed the ''him'' of the water shock description (2.02)

New in this version : added the Magnetical Shock (3.00)

New in this Version : added Frost Shock, fixed Hotkey bug with Magnetical Shock, Fixed heal of Holy Light when unit is under 20% hp (3.50)


Thx to Maker for the making of the Magnetical Shock, more info in World Edit :p


Keywords:
Shock Spells Pack, Dark, Brain, Lightning, Thunder, Storm, Water, Ice, Holy, Heal, Fire, Flamme, Nature, Poison, Magnetic, Frost.
Contents

Shock Spells Pack (Map)

Reviews
12:16, 16th Jun 2010 Hanky: There are two leaks. One in the trigger FrostShock and the other leak is in the trigger BrainShock. When you have fixed those two leaks message me or one of the other spell moderators.

Moderator

M

Moderator

12:16, 16th Jun 2010
Hanky:
There are two leaks. One in the trigger FrostShock and the other leak is in the trigger BrainShock. When you have fixed those two leaks message me or one of the other spell moderators.
 
Ok, Checking.

I see your stile of triggering is similar to my :D

And triggering seems to be fine.

Checking ingame...

yeah, toolipips could be a bit better, thou they are still ok, you can get enough info from it.

Spells really lacks special effects :/

When floating text is show it's like 300.0000 simply convert value to integer and back to real so you'll get rid of those .0000

Else the spells seem to be original and well done.
 
Level 12
Joined
Jun 28, 2008
Messages
688
At least making some quick lightning effects wouldn't hurt. Also, when the Water Shock procs the extra AoE damage you could have an additional effect, like Naga Building Death. Same for when Dark Shock criticals. I know the floating text shows that it criticals, but still it would be nice to have an extra effect so the player doesn't have to read text in the midst of battle. =P
 
Level 31
Joined
Sep 11, 2009
Messages
1,812
ok.. new version :p added a new spell... added the effect u said me to add :p .. and fixed some little things

Oops.. forgot to make do better special effects when the unit is at low hp for the holy shock.. going to update

Note : the holy shock can be rly good and rly bad (depends on the unit that u casted it)

EDIT: in the making of a Nature and a Fire Shock

New Version. Added Nature and Fire Shock to it :p

New Version.
 
Last edited:
Level 2
Joined
Jul 29, 2009
Messages
15
In Holy Shock, when i tried to copy it to a different map alone there was a line:
Custom script: call RemoveLocation(udg_LS_Target_Point)
I think this is for Lightning Shock... is it supposed to be there?
 
Level 2
Joined
Jul 29, 2009
Messages
15
But if you only use Holy Shock in a map then that will disable the trigger because you wouldnt have variables for Lightning Shock
 
Level 2
Joined
Jul 29, 2009
Messages
15
Well I already removed that line, I was just making sure it wouldnt cause leaks, other then that, I really like all these spells! Nice Job on them kola ^^
 
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