Some Simple Spells

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Just some simple spells I have made for fun. Hope you like it.


Keywords:
Ninja, Night Elf, Weapon, Shuriken, Shadow
Contents

Simple Spells (Map)

Reviews
12th Dec 2015 IcemanBo: For too long time as NeedsFix. Rejected. 11:48, 22nd Jun 2011 Maker: Get rid of all the waits, they make the spells not MUI. You're also leaking a region in Twin Rising Dragon.

Moderator

M

Moderator

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

11:48, 22nd Jun 2011
Maker: Get rid of all the waits, they make the spells not MUI. You're also leaking a region in Twin Rising Dragon.
 
Post triggers . . .

I'ma download and look at em myself. I'll post them if you don't have them up soon.

Here they are:

  • Twin Rising Dragons
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Twin Rising Dragons
    • Actions
      • Set Unit[7] = (Casting unit)
      • Set Point[7] = (Position of Unit[7])
      • Set Integer[7] = (Level of Twin Rising Dragons for Unit[7])
      • Unit - Pause Unit[7]
      • Animation - Play Unit[7]'s spell one animation
      • Unit - Add Storm Crow Form to Unit[7]
      • Animation - Change Unit[7] flying height to 400.00 at 200.00
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Wait 0.15 seconds
          • Animation - Play Unit[7]'s spell one animation
          • Special Effect - Create a special effect attached to the origin of Unit[7] using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Set UnitGroup[7] = (Units within 600.00 of Point[7] 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 Unit[7])) Equal to True))))
          • Unit Group - Pick every unit in UnitGroup[7] and do (Actions)
            • Loop - Actions
              • Unit - Create 1 Dummy for (Owner of Unit[7]) at Point[7] facing Default building facing degrees
              • Set Created[7] = (Last created unit)
              • Unit - Turn collision for Created[7] Off
              • Unit - Add a 0.50 second Generic expiration timer to Created[7]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random integer number between 1 and 2) Equal to 1
                • Then - Actions
                  • Animation - Change Created[7]'s size to (175.00%, 175.00%, 175.00%) of its original size
                  • Unit - Add Kunai to Created[7]
                • Else - Actions
                  • Animation - Change Created[7]'s size to (60.00%, 60.00%, 60.00%) of its original size
                  • Unit - Add Shuriken to Created[7]
              • Animation - Change Created[7] flying height to (30.00 x (Random real number between 3.00 and 12.00)) at 0.00
              • Unit - Add Twin Rising Dragons (Dummy) to Created[7]
              • Unit - Set level of Twin Rising Dragons (Dummy) for Created[7] to Integer[7]
              • Unit - Order Created[7] to Orc Far Seer - Chain Lightning (Picked unit)
              • Custom script: set udg_Created[7] = null
          • For each (Integer B) from 1 to 20, do (Actions)
            • Loop - Actions
              • Set Point[8] = (Random point in (Region centered at Point[7] with size (50.00, 50.00)))
              • Unit - Create 1 Dummy for (Owner of Unit[7]) at Point[8] facing Default building facing degrees
              • Set Created[8] = (Last created unit)
              • Unit - Turn collision for Created[8] Off
              • Unit - Add a 0.50 second Generic expiration timer to Created[8]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random integer number between 1 and 2) Equal to 1
                • Then - Actions
                  • Animation - Change Created[8]'s size to (175.00%, 175.00%, 175.00%) of its original size
                  • Unit - Add Kunai to Created[8]
                • Else - Actions
                  • Animation - Change Created[8]'s size to (60.00%, 60.00%, 60.00%) of its original size
                  • Unit - Add Shuriken to Created[8]
              • Animation - Change Created[8] flying height to (30.00 x (Random real number between 3.00 and 12.00)) at 0.00
              • Set Point[9] = (Random point in (Region centered at Point[7] with size (600.00, 600.00)))
              • Unit - Add Wave(Dummy) to Created[8]
              • Unit - Order Created[8] to Undead Dreadlord - Carrion Swarm Point[9]
              • Custom script: set udg_Created[8] = null
      • Animation - Change Unit[7] flying height to 0.00 at 400.00
      • Unit - Remove Storm Crow Form from Unit[7]
      • Unit - Unpause Unit[7]
      • Set Integer[7] = 0
      • Custom script: set udg_Unit[7] = null
      • Custom script: call RemoveLocation(udg_Point[7])
      • Custom script: call RemoveLocation(udg_Point[8])
      • Custom script: call RemoveLocation(udg_Point[9])
      • Custom script: call DestroyGroup(udg_UnitGroup[7])
  • Shuriken Learn
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Detonate Shuriken
    • Actions
      • Set Unit[10] = (Learning Hero)
      • Set Integer[10] = (Level of Detonate Shuriken for Unit[10])
      • Unit - Add Multi Shuriken to Unit[10]
      • Unit - Set level of Multi Shuriken for Unit[10] to Integer[10]
      • Set Integer[10] = 0
      • Custom script: set udg_Unit[11] = null
  • Shuriken
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shuriken
    • Actions
      • Set Unit[11] = (Casting unit)
      • Set Point[11] = (Position of Unit[11])
      • Set Point[12] = (Target point of ability being cast)
      • Set Integer[11] = (Level of Shuriken for Unit[11])
      • Set Integer[12] = (Level of Detonate Shuriken for Unit[11])
      • Set Integer[13] = (Level of Multi Shuriken for Unit[11])
      • Unit - Create 1 Dummy (Shuriken) for (Owner of Unit[11]) at Point[11] facing Default building facing degrees
      • Set Created[11] = (Last created unit)
      • Unit - Turn collision for Created[11] Off
      • Unit - Add a 5.00 second Generic expiration timer to Created[11]
      • Set Point[13] = (Position of Created[11])
      • Set Real[11] = (Distance between Point[12] and Point[11])
      • Set UnitGroup[11] = (Units within 0.00 of Point[11])
      • Unit Group - Remove all units from UnitGroup[11]
      • Trigger - Turn on Shuriken Loop <gen>
      • Trigger - Turn on Shuriken Detonate <gen>
      • Trigger - Turn on Shuriken Multi <gen>
  • Shuriken Loop
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Created[11] is alive) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Real[11] Greater than or equal to 30.00
            • Then - Actions
              • Set Point[13] = (Position of Created[11])
              • Set Real[11] = (Distance between Point[13] and Point[12])
              • Set Real[12] = (Angle from Point[13] to Point[12])
              • Set Point[14] = (Point[13] offset by 10.00 towards (Real[12] - 45.00) degrees)
              • Unit - Move Created[11] instantly to Point[14]
              • Set UnitGroup[12] = (Units within 150.00 of Point[13] 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 Unit[11])) Equal to True) and (((Matching unit) is in Unit
              • Unit Group - Pick every unit in UnitGroup[12] and do (Actions)
                • Loop - Actions
                  • Unit - Cause Unit[11] to damage (Picked unit), dealing ((Real(Integer[11])) x 70.00) damage of attack type Spells and damage type Normal
                  • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit Group - Add (Picked unit) to UnitGroup[11]
            • Else - Actions
              • Unit - Kill Created[11]
        • Else - Actions
          • Wait 0.01 seconds
          • Set Integer[11] = 0
          • Set Integer[12] = 0
          • Set Integer[13] = 0
          • Set Real[11] = 0.00
          • Set Real[12] = 0.00
          • Custom script: set udg_Unit[11] = null
          • Custom script: set udg_Created[11] = null
          • Custom script: call RemoveLocation(udg_Point[11])
          • Custom script: call RemoveLocation(udg_Point[12])
          • Custom script: call RemoveLocation(udg_Point[13])
          • Custom script: call RemoveLocation(udg_Point[14])
          • Custom script: call RemoveLocation(udg_Point[15])
          • Custom script: call DestroyGroup(udg_UnitGroup[11])
          • Custom script: call DestroyGroup(udg_UnitGroup[12])
          • Trigger - Turn off Shuriken Loop <gen>
          • Trigger - Turn off Shuriken Detonate <gen>
          • Trigger - Turn off Shuriken Multi <gen>
  • Shuriken Detonate
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Ability being cast) Equal to Detonate Shuriken ) and ((Casting unit) Equal to Unit[11])
    • Actions
      • Trigger - Turn off Shuriken Multi <gen>
      • Unit - Kill Created[11]
      • Unit - Create 1 Dummy (Instance) for (Owner of Unit[11]) at Point[13] facing Default building facing degrees
      • Set Created[12] = (Last created unit)
      • Unit - Turn collision for Created[12] Off
      • Unit - Add a 1.00 second Generic expiration timer to Created[12]
      • Unit - Add Detonate Shuriken (Dummy) to Created[12]
      • Unit - Set level of Detonate Shuriken (Dummy) for Created[12] to Integer[12]
      • Unit - Order Created[12] to Orc Tauren Chieftain - War Stomp
      • Custom script: set udg_Created[12] = null
  • Shuriken Multi
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Ability being cast) Equal to Multi Shuriken ) and ((Casting unit) Equal to Unit[11])
    • Actions
      • Trigger - Turn off Shuriken Detonate <gen>
      • Unit - Kill Created[11]
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set Point[15] = (Point[13] offset by (Random real number between 200.00 and 400.00) towards (60.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Dummy for (Owner of Unit[11]) at Point[13] facing Default building facing degrees
          • Set Created[13] = (Last created unit)
          • Unit - Turn collision for Created[13] Off
          • Animation - Change Created[13]'s size to (60.00%, 60.00%, 60.00%) of its original size
          • Unit - Add a 1.00 second Generic expiration timer to Created[13]
          • Unit - Add Shuriken 2 to Created[13]
          • Unit - Add Wave(Dummy) to Created[13]
          • Unit - Order Created[13] to Undead Dreadlord - Carrion Swarm Point[15]
          • Custom script: set udg_Created[13] = null
      • Unit - Create 1 Dummy for (Owner of Unit[11]) at Point[13] facing Default building facing degrees
      • Set Created[14] = (Last created unit)
      • Unit - Turn collision for Created[14] Off
      • Animation - Change Created[14]'s size to (50.00%, 50.00%, 50.00%) of its original size
      • Unit - Add a 1.00 second Generic expiration timer to Created[14]
      • Unit - Add Multi Shuriken (Dummy) to Created[14]
      • Unit - Set level of Multi Shuriken (Dummy) for Created[14] to Integer[13]
      • Unit - Order Created[14] to Night Elf Warden - Fan Of Knives
      • Custom script: set udg_Created[14] = null
  • Illusion Strike
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set Unit[16] = (Attacking unit)
      • Set Point[16] = (Position of Unit[16])
      • Set Integer[16] = (Level of Illusion Strike for Unit[16])
      • Set Unit[17] = (Attacked unit)
      • Set Point[17] = (Position of (Attacked unit))
      • Set Integer[17] = (Agility of Unit[16] (Include bonuses))
      • Set Integer[18] = (Integer[17] / 4)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer[16] Greater than 0
          • (Random integer number between 1 and 100) Less than or equal to 20
        • Then - Actions
          • For each (Integer A) from 1 to Integer[16], do (Actions)
            • Loop - Actions
              • Set Point[18] = (Random point in (Region centered at Point[16] with size (150.00, 150.00)))
              • Set Real[16] = (Angle from Point[18] to Point[17])
              • Unit - Create 1 Dummy(TenTen) for (Owner of Unit[16]) at Point[18] facing Real[16] degrees
              • Set Created[16] = (Last created unit)
              • Animation - Change Created[16]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
              • Unit - Turn collision for Created[16] Off
              • Unit - Add a 1.00 second Generic expiration timer to Created[16]
              • Unit - Add Damage to Created[16]
              • Unit - Set level of Damage for Created[16] to Integer[18]
              • Unit - Order Created[16] to Attack Once Unit[17]
              • Custom script: set udg_Created[16] = null
          • Set Integer[16] = 0
          • Set Integer[17] = 0
          • Set Integer[18] = 0
          • Set Real[16] = 0.00
          • Custom script: set udg_Unit[16] = null
          • Custom script: set udg_Unit[17] = null
          • Custom script: call RemoveLocation(udg_Point[16])
          • Custom script: call RemoveLocation(udg_Point[17])
          • Custom script: call RemoveLocation(udg_Point[18])
          • Trigger - Turn off (This trigger)
          • Wait 1.00 seconds
          • Trigger - Turn on (This trigger)
        • Else - Actions
      • Set Integer[16] = 0
      • Set Integer[17] = 0
      • Set Integer[18] = 0
      • Custom script: set udg_Unit[16] = null
      • Custom script: set udg_Unit[17] = null
      • Custom script: call RemoveLocation(udg_Point[16])
      • Custom script: call RemoveLocation(udg_Point[17])
  • Dummy Hide
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Dummy(TenTen)
    • Actions
      • Set Created[17] = (Dying unit)
      • Unit - Hide Created[17]
      • Custom script: set udg_Created[17] = null
  • Shuriken Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (((Shuriken Detonate <gen> is on) Equal to False) and ((Ability being cast) Equal to Detonate Shuriken )) or (((Shuriken Multi <gen> is on) Equal to False) and ((Ability being cast) Equal to Multi Shuriken ))
    • Actions
      • Set Unit[18] = (Casting unit)
      • Set Real[18] = (Mana of Unit[18])
      • Set Real[19] = ((Max mana of Unit[18]) - 75.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Real[18] Less than Real[19]
        • Then - Actions
          • Unit - Set mana of Unit[18] to (Real[18] + 75.00)
        • Else - Actions
          • Wait 0.01 seconds
          • Unit - Set mana of Unit[18] to (Real[18] + 75.00)
      • Set Real[18] = 0.00
      • Set Real[19] = 0.00
      • Custom script: set udg_Created[18] = null
Heres the next grouping

  • Shadow Strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Poison Strike
    • Actions
      • Set Unit[1] = (Casting unit)
      • Set Point[1] = (Position of Unit[1])
      • Set Integer[1] = (Level of Poison Strike for Unit[1])
      • Set UnitGroup[1] = (Units within (300.00 + (50.00 x (Real(Integer[1])))) of Point[1] 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 Unit[1])) Equal to True))))
      • Unit Group - Pick every unit in UnitGroup[1] and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of Unit[1]) at Point[1] facing Default building facing degrees
          • Set Created[1] = (Last created unit)
          • Unit - Turn collision for Created[1] Off
          • Unit - Add a 0.50 second Generic expiration timer to Created[1]
          • Unit - Add Shadow Strike (Trigger) to Created[1]
          • Unit - Set level of Shadow Strike (Trigger) for Created[1] to Integer[1]
          • Unit - Order Created[1] to Night Elf Warden - Shadow Strike (Picked unit)
          • Custom script: set udg_Created[1] = null
      • Set Integer[1] = 0
      • Custom script: set udg_Unit[1] = null
      • Custom script: call RemoveLocation(udg_Point[1])
      • Custom script: call DestroyGroup(udg_UnitGroup[1])
  • Shadow Walk
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shadow Walk
    • Actions
      • Set Unit[2] = (Casting unit)
      • Set Integer[2] = (Level of Shadow Walk for Unit[2])
      • Unit - Add Shadow Walk (Dummy) to Unit[2]
      • Unit - Set level of Shadow Walk (Dummy) for Unit[2] to Integer[2]
      • Wait 0.01 seconds
      • Unit - Order Unit[2] to Orc Blademaster - Wind Walk
      • Unit - Remove Shadow Walk (Dummy) from Unit[2]
      • Set Integer[2] = 0
      • Custom script: set udg_Unit[2] = null
  • Speed Bonus
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set Unit[3] = (Attacking unit)
      • Set Point[3] = (Position of Unit[3])
      • Set Integer[3] = (Level of Shadow Raze for Unit[3])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer[3] Greater than 0
          • (Random integer number between 1 and 100) Less than or equal to 20
        • Then - Actions
          • Unit - Create 1 Dummy for (Owner of Unit[3]) at Point[3] facing Default building facing degrees
          • Set Created[3] = (Last created unit)
          • Unit - Turn collision for Created[3] Off
          • Unit - Add a 0.50 second Generic expiration timer to Created[3]
          • Unit - Add Speed (Dummy) to Created[3]
          • Unit - Set level of Speed (Dummy) for Created[3] to Integer[3]
          • Unit - Order Created[3] to Undead Necromancer - Unholy Frenzy Unit[3]
          • Custom script: set udg_Created[3] = null
        • Else - Actions
      • Set Integer[3] = 0
      • Custom script: set udg_Unit[3] = null
      • Custom script: call RemoveLocation(udg_Point[3])
  • IronRaven
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Iron Raven
    • Actions
      • Set Unit[4] = (Casting unit)
      • Set Point[4] = (Position of Unit[4])
      • Set Unit[5] = (Target unit of ability being cast)
      • Set Integer[4] = (Level of Iron Raven for Unit[4])
      • Wait 0.01 game-time seconds
      • Unit - Pause Unit[4]
      • Special Effect - Create a special effect attached to the chest of Unit[4] using Abilities\Spells\Human\Invisibility\InvisibilityTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change Unit[4]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 40.00% transparency
      • Animation - Change Unit[4]'s animation speed to 200.00% of its original speed
      • Special Effect - Create a special effect attached to the weapon of Unit[4] using Abilities\Spells\NightElf\SpiritOfVengeance\SpiritOfVengeanceBirthMissile.mdl
      • Set SpecialEffect[1] = (Last created special effect)
      • Special Effect - Create a special effect attached to the weapon of Unit[4] using Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
      • Set SpecialEffect[2] = (Last created special effect)
      • Special Effect - Create a special effect attached to the head of Unit[4] using Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
      • Set SpecialEffect[3] = (Last created special effect)
      • Special Effect - Create a special effect attached to the chest of Unit[4] using Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
      • Set SpecialEffect[4] = (Last created special effect)
      • Special Effect - Create a special effect attached to the origin of Unit[4] using Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
      • Set SpecialEffect[5] = (Last created special effect)
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Wait 0.20 seconds
          • Animation - Play Unit[4]'s slam animation
          • Set Point[5] = (Position of Unit[5])
          • Set Point[6] = (Random point in (Region centered at Point[5] with size (70.00, 70.00)))
          • Unit - Make Unit[4] face Unit[5] over 0.00 seconds
          • Unit - Move Unit[4] instantly to Point[6], facing Point[5]
          • Special Effect - Create a special effect attached to the origin of Unit[4] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Set UnitGroup[4] = (Units within 150.00 of Point[6] 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 Unit[4])) Equal to True))))
          • Unit Group - Pick every unit in UnitGroup[4] and do (Actions)
            • Loop - Actions
              • Unit - Cause Unit[4] to damage (Picked unit), dealing (60.00 x (Real(Integer[4]))) damage of attack type Chaos and damage type Universal
              • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
              • Special Effect - Destroy (Last created special effect)
      • Unit - Unpause Unit[4]
      • Unit - Move Unit[4] instantly to Point[4], facing Point[5]
      • Animation - Change Unit[4]'s animation speed to 100.00% of its original speed
      • Animation - Change Unit[4]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Unit - Create 1 Dummy for (Owner of Unit[4]) at Point[4] facing Default building facing degrees
      • Set Created[4] = (Last created unit)
      • Unit - Turn collision for Created[4] Off
      • Unit - Add a 0.50 second Generic expiration timer to Created[4]
      • Unit - Add Invisibility (Iron Raven) to Created[4]
      • Unit - Order Created[4] to Human Sorceress - Invisibility Unit[4]
      • Set Integer[4] = 0
      • Wait 0.20 seconds
      • Special Effect - Destroy SpecialEffect[1]
      • Special Effect - Destroy SpecialEffect[2]
      • Special Effect - Destroy SpecialEffect[3]
      • Special Effect - Destroy SpecialEffect[4]
      • Special Effect - Destroy SpecialEffect[5]
      • Custom script: set udg_Unit[4] = null
      • Custom script: set udg_Unit[5] = null
      • Custom script: set udg_Created[4] = null
      • Custom script: call RemoveLocation(udg_Point[4])
      • Custom script: call RemoveLocation(udg_Point[5])
      • Custom script: call RemoveLocation(udg_Point[6])
      • Custom script: call DestroyGroup(udg_UnitGroup[4])
Sooooo. These are not good . . . Not MUI, have waits, and the function for destroying the leak is in a different trigger on at least 1 of them. But hey, for a first spell pack it's all right
 
This looks like a map. But ketsuno is right, imported material is looked down upon with spells. ESPECIALLY when it isn't even part of the spell. I don't really know about terrain though. Spell maps should provide an adequate testing grounds so all the spells abilities can be seen in effect on units. I'd say that this map is fine for that.

I booted up the map and here's what I got. All the spells work fine, when they aren't used at the same time. Dropping the waits would make almost all of these if not all of them MUI. Shuriken fires way too fast, it just disappears really really fast. I have a hard to using the other shuriken related abilities, especially when the cooldown is hella long on the demo map. Your loop for the shuriken is just awkward. You might want to seek some help on making it better.

  • ((Ability being cast) Equal to Detonate Shuriken ) and ((Casting unit) Equal to Unit[11])
That lines is going to fuck you over as soon as someone else casts shuriken. Only the second caster will be able to activate detonate shuriken.

I really liked iron raven and twin rising dragons. Iron raven is basically omnislash, you described it as it yourself, but it looks cool. Twin rising dragons is just an area of effect spell, but again it looks cool when your guy does it. Btw after the spell is cast, the caster just keeps spinning along the ground until issued another order.

These spells have some promise, and the addition of a mini-game is nice, but I would reject these. Too many bugs, and the waits make it not MUI
 
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