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Spell - Chain Frost v3.1b

Submitted by Dark_Dragon
This bundle is marked as approved. It works and satisfies the submission rules.
Chain Frost spell, contains:

Spell - Chain Frost
Spell - Dark Ritual(Trigger)
Item - Scepter
Other - Frost Hands



Changelog

Version 1.01 - Fixed a bug whit geting nearest unit and air missile rate at hight.

Version 1.02 - Now it does not effect invisuable and invulnerable units, added few more comments in code and added non-undead unit - (footman) for Dark Ritual.

Version 1.03 - Fixed bug that can cause less jumps, little slower spell so that missile is seen more often.

Version 1.04 - Fixed bug that causes first AI target to run, variables cleared and lol "2 x Do Nothing" action removed in else function + comments and welcome stuff.

Version 1.05 Final - Now points are stored in variables and cleared as ' variables ', also few new comments and minor additions.

Version 1.06 - Now maded in jass. So now people can take jass or GUI. Jass is better because the stuff is maded much better and if spell is casted more times (at same time) it will no leak in jass while in GUI it will but in jass I did not include the custom sound system. My advice to you is to use jass instead of GUI but its your choice.

Version 1.06b - Fixed a leak whit a GUI location when first target is attacking lich.

Version 1.07 - I dont think I will update this spell any more times but if I will to edit the graphics. This version totaly transforms this spell from pro style to ultimate total using natives as much as posible, coordinates coded functions DamageFactorEx adds new check for invulnerable units so the invulnerable unit cannot be effected, RawCode functions which allowes GUI-ers simply edit reading "readme", included special coded sounds + graphics which creates a little terrain deformation and more nova effect. There is also many more code fixes which whos never been detected. You can set in code do you want to use sounds or graphics. I think enough comments are writed to help users do what they want. If you have future questions email me at: <darkdragon_hr@yahoo.com>

Version 1.07b - Thanks a lot to jareph for finding a bug when one unit stays that missile is headed to mid of map. That did not happen every time to me but at last it did so bug where in that target is not null when is dead. So now is fixed + some more details code fixes. Again thanks a lot jareph.

Version 1.08 - Last update, spell is now fully MUI, optimized a bit + as sad the graphics are updated. If you dont like graphics you can easily disable them by using function UsingGraphics to false. Missile also now starts at last been height.

Version 1.09 - Heavy GUI fix (optimizations) + mass group leek fix. Jass many optimizations + first lag fix.

Version 1.1 - 1.24+ compatible (i suggest 1.24b "beta"+) since 1.24 bugs, game can crash.
Optimized the code heavy more then 2x less lines, and much better.
Spell is fully editable now...
Spell is recoded in vJass now.

Version 2.0
- Totally recoded in zinc
- Spell now uses mini library.


Version 3.0 - Chain Frost
- Optimized code
- Spell now ends when it deals its max damage/per cast rather than having finite jumps
- Max spell damage is level modifiable now
- Spell damage per jump is now trigger based, rather than 'frost nova' based
- Spell no longer uses 'frost nova' to deal damage but rather calls 'UnitChill' from DD Lib
- 'UnitChill' now allows for level modifiable duration of slow
- Frost Nova effect now shows propertly on air units, rather than on land
- Icy Particles now fall down to the ground when hitting air units, rather than dissapearing in mid air
- Ultimate spell deals raw damage now
- Minnor bug fixes and tweaked the constants a bit
- Spell is no longer 'Sleep' based ability, but rather 'Channel' based ability, meaning that casing CFrost on unit does not produce 'mini stun'
- New constant added for option to either pick trully random or nerby unit when jumping
- Used new feature on hive to add multi-images

Version 3.0b - Chain Frost
- Now added 'NovaHeroDamagePercentage(level)' function which can be modified to alter efficiency of damage dealing on heros and it is level adjustable. 100% means raw damage.


Version 3.1 - Chain Frost
- Modified for Warcraft 3 v1.30 using new DD Library.


Version 3.1b - Chain Frost
- Fixed desync sound bug







Code
Code (vJASS):

//巸ڮ铨࿢SH.scrollpos=0
//TESH.alwaysfold=0
// ====================================================================================
//                              Spell: Chain Frost
//                      Autor: Dark Dragon (Spell from DotA)
//
//                                 Installation:
//
// 1) Make sure you have opened the JNGP editor
// 2) Copy from object editor: Chain Frost ('CFro'), Chain Frost (Upgraded) ('CFru'), Chain Frost Upgrade (Scepter) and "Unit Chill" and match its rawcode in "DD Library"
// 3)       Triggers: This trigger "Chain Frost" and "DD Library"
// 4) Paste all of that in your map, save map, give abilities to your units and enjoy!
// 5) Please do note that bellow you can edit spell constants to change spell style to your own needs.
//
// Credits:
//          ('Hey its X' and 'Chriz' - FrostEffect.mdx)
// ====================================================================================



//! zinc
library ChainFrost requires DDLib
{


 // -------------------------------------------------------------------
 //                      EDITABLE GLOBALS
 // -------------------------------------------------------------------
 private {
   
  // *** Main spell rawcode ***
  // Default: 'CFro'
  constant integer   CHAIN_FROST    = 'CFro';
 
  // *** Main spell updated rawcode, if you dont use upgraded, then just change 'CFru' to 0 ***
  // Default: 'CFru'
  constant integer   CHAIN_FROST_UPGRADED = 'CFru';
       
        // *** Frost nova for chain frost rawcode / NOTE: Now modify in DD Library DD_CHILL rawcode ***
  // Default: 'A000'
  //constant integer   FROST_NOVA             = 'CfFn';
       
        // *** Frost nova dummy order / NOTE: no longer in use ***
  // Default: "frostnova"
  //constant string   FROST_NOVA_ORDER        = "frostnova";
 
  // *** Missile effect path ***
  // Default: "Abilities\\Weapons\\FrostWyrmMissile\\FrostWyrmMissile.mdl"
  constant string   MISSILE_PATH   = "Abilities\\Weapons\\FrostWyrmMissile\\FrostWyrmMissile.mdl";
 
  // *** Nova effect path ***
  // Default: "Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl"
  constant string   FROST_PATH    = "Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl";
 
        // *** Missile speed ***
  // Default: 600.
  constant real   MISSILE_SPEED   = 600.;
       
        // *** Missile size ***
  // Default: 1.4
  constant real   MISSILE_SCALE   = 1.4;
       
        // *** Missile height offset, that is the min z of missile ***
  // Default: 80.
  constant real   MISSILE_Z_OFFSET  = 80.;
       
  // *** Jumps to nerby units first or any within aoe range
  // Default: true
  constant boolean   CF_AOE_PICK_NERBY_UNIT  = true;
 
        // *** Use custom sound ***
  // Default: true
  constant boolean  USE_CSOUND     = true;
       
        // *** Custom sound path ***
  // Default: "Abilities\\Spells\\Other\\BreathOfFrost\\BreathOfFrost1.wav"
  constant string   SOUND_PATH          = "Abilities\\Spells\\Other\\BreathOfFrost\\BreathOfFrost1.wav";
       
  // *** Use custom graphic ***
  // Default: true
  constant boolean  USE_CGRAPHIC   = true;
       
        // *** Custom nova remenant effect path ***
  // Default: "SpecialEffects\\FrostEffect.mdx"
  constant string   NOVA_PATH          = "SpecialEffects\\FrostEffect.mdx";
       
        // *** Nova effect lifespan in seconds ***
        // Default: 6.
        constant real           NOVA_LIFESPAN           = 6.;
       
        // *** Nova percentage size ***
        // Default: 1.25
        constant real           NOVA_SCALE              = 1.25;
       
        // *** Nova decay time in seconds ***
        // Default: .4
        constant real           NOVA_DECAY_TIME         = .4;
       
        // *** Custom graphic effect path ***
  // Default: "Abilities\\Weapons\\ZigguratFrostMissile\\ZigguratFrostMissile.mdl"
 
  constant string   GRAPHIC_EFFECT_PATH  = "Abilities\\Weapons\\ZigguratFrostMissile\\ZigguratFrostMissile.mdl";
 
       
        // *** Particles of graphic count ***
        // Default: 8
        constant integer        PARTICLE_COUNT          = 10;
       
        // *** Particles travel distance ***
        // Default: 180.
        constant real           PARTICLE_MIN_RADIUS     = 100.;
  // Default: 300.
        constant real           PARTICLE_MAX_RADIUS     = 300.;
       
        // *** Particle start height offset, that is the min z of particle ***
  // Default: 10.
  constant real   PARTICLE_MIN_HEIGHT  = 10.;
       
        // *** Particles travel height, MIN_HEIGHT + MAX_HEIGHT is overall max height ***
        // Default: 180.
        constant real           PARTICLE_MAX_HEIGHT     = 180.;
       
       
        // *** Particles lifespan in seconds ***
        // Default: .8
        constant real           PARTICLE_LIFESPAN       = 1.2;
       
        // *** Particles percentage size ***
        // Default: .9
        constant real           PARTICLE_SCALE          = .8;
       
  // *** Custom graphic aftereffect path ***
  // Default: "Abilities\\Spells\\Undead\\FrostArmor\\FrostArmorDamage.mdl"
  constant string   GRAPHIC_AFTEREFFECT_PATH   = "Abilities\\Spells\\Undead\\FrostArmor\\FrostArmorDamage.mdl";
 
  // *** every x seconds play animation
  // Default: .6
  constant real   GRAPHIC_AFTEREFFECT_ANIMTIME  = .6;
 
  // *** how many seconds does aftereffect last?
  // Default: 4.2
  constant real   GRAPHIC_AFTEREFFECT_DURATION  = 4.2;
 
        // *** Make sure missile is created at caster position, if in debug mode it tells you to enable this, you should ***
        // Default: false
        constant boolean        CHECK_MISSILE_POSITION  = false;
 
 
       
  // *** Level data ***
        // * Jump range
        function JumpRange(integer level) -> real {
            real jrange[];
           
            // ----------------------
            // The range the spell uses to pick next target
            // Default: 500., 550., 550., 600.
            jrange[1] = 500.;
            jrange[2] = 550.;
            jrange[3] = 550.;
            jrange[4] = 600.;
            // ----------------------
           
            return jrange[level];
        }
       
        // * Max Damage per jump
        function NovaDamage(integer level) -> real {
            real dmg[];
           
            // ----------------------
            // Max damage per jump
            // Default: 250, 360, 475, 600
            dmg[1] = 250.;
            dmg[2] = 360.;
            dmg[3] = 475.;
            dmg[4] = 600.;
            // ----------------------
           
            return dmg[level];
        }
 
  // * Nova hero damage percentage alternation, heros will receive percentage of NovaDamage(level)
  function NovaHeroDamagePercentage(integer level) -> real {
   real hero_dmg_perc[];
 
   hero_dmg_perc[1] = 77.;
   hero_dmg_perc[2] = 79.;
   hero_dmg_perc[3] = 81.;
   hero_dmg_perc[4] = 81.;
 
   return hero_dmg_perc[level];
  }
       
  // * Energy contained in nova/max damge spell can deal per cast
  function CFMaxDamage(integer level) -> real {
   real mdmg[];
 
   // ----------------------
            // Max damage per jump
            // Default: 1500, 2520, 3325, 4800
   mdmg[1] = 6. * 250.;
   mdmg[2] = 7. * 360.;
   mdmg[3] = 7. * 475.;
   mdmg[4] = 8. * 600.;
 
   return mdmg[level];
  }
 
  // * Frost / slow duration in seconds
  function FrostSlowDuration(integer level) -> real {
   real dur[];
 
   // ----------------------
            // Duration of freezing effect
            // Default: 8, 9, 10, 10
   dur[1] = 8.;
   dur[2] = 9.;
   dur[3] = 10.;
   dur[4] = 10.;
 
   return dur[level];
  }
 
        // *** this is filter for choosing next unit to jump on
        function JumpUnitFilter() -> code {
            return function() -> boolean {
                cfdata cf = DDMemUnitData();                                            // data access from filterd spell instance
                return (!IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE)       &&
                        !IsUnitType(GetFilterUnit(), UNIT_TYPE_MECHANICAL)      &&
                        !IsUnitType(GetFilterUnit(), UNIT_TYPE_ANCIENT)         &&
                        !IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE)    &&
      !IsUnitType(GetFilterUnit(), UNIT_TYPE_DEAD)            &&
                        IsUnitVisible(GetFilterUnit(), cf.owner)                &&
                        IsUnitEnemy(GetFilterUnit(), cf.owner)                  &&
                        !DDIsUnitWard(GetFilterUnit())                          &&
      BlzIsUnitSelectable(GetFilterUnit())     &&
                        !BlzIsUnitInvulnerable(GetFilterUnit())                 &&
                        (cf.target != GetFilterUnit()));                                // (cf.target is current target, so choose next target should not be same unit)
                    };
        }
 }
   
   
    //===================================================================================
 //     DO NOT EDIT BELOW IF YOU DONT KNOW JASS
 //===================================================================================
 
    // *** custom types ***
    //type iceparticles           extends         effect[PARTICLE_COUNT];
 struct iceparticles {
  effect e[PARTICLE_COUNT];
  real dx[PARTICLE_COUNT], dy[PARTICLE_COUNT];
 
  method operator [](integer index) -> effect {
   return this.e[index];
  }
 
  method operator []=(integer index, effect e) {
   this.e[index] = e;
  }
 }
   
 
    // ----------------------------------------------
    // *** Chain frost data struct ***
   
    struct cfdata {
        unit caster, target, ltarget /*,dummy*/;
        integer lvl;
        real aoe, mx_dmg;
        player owner;
        ddeffect missile;
 
 
  //static     sound       CastSnd         = null;
  //static  constant real  CONST_SPEED  = DD_INTERVAL*PARTICLE_RADIUS/PARTICLE_LIFESPAN;
        //static cfdata               Temp            = p_null;
        //static unit                 ChainNexus[];
        //static integer              CNN             = 0;
       
        static method create(unit c, unit t, integer lvl) -> cfdata {
            cfdata this = allocate();
           
            caster = c;
            target = t;
   //dummy = null;
            owner = GetOwningPlayer(caster);
            this.lvl = lvl;
            missile = p_null;
            mx_dmg = CFMaxDamage(lvl);
            aoe = JumpRange(lvl);
            //ltarget = null;
           
            return this;
        }
     
     // --------------------------------------------------------------------------------------------------------------
  // *** Parabolic particle motion
  static method ParticleZ(integer mxtick, integer tick) -> real {
   return ( (-PARTICLE_MAX_HEIGHT/Pw_2(.5*mxtick)) * Pw_2(tick-(mxtick*.5)) + PARTICLE_MAX_HEIGHT );
  }
 
  // --------------------------------------------------------------------------------------------------------------
  // *** load custom particles at given target position
  static method CreateParticleDispersion(unit target) {
   iceparticles ip = iceparticles.create();
   integer i;
   real x = GetUnitX(target), y = GetUnitY(target);
   real spd, rad;
 
   // *** create missiles
   for(i=0; i < PARTICLE_COUNT; i+=1) {
    ip[i] = AddSpecialEffect(GRAPHIC_EFFECT_PATH, x, y);
    BlzSetSpecialEffectRoll(ip[i], i*2.*bj_PI/PARTICLE_COUNT);
    BlzSetSpecialEffectScale(ip[i], PARTICLE_SCALE);
    BlzSetSpecialEffectZ(ip[i], DDGetUnitZ(target) + PARTICLE_MIN_HEIGHT);
    spd = DD_INTERVAL*DDGetRndReal(PARTICLE_MIN_RADIUS, PARTICLE_MAX_RADIUS)/PARTICLE_LIFESPAN;
    rad = i*2.*bj_PI/PARTICLE_COUNT;
    ip.dx[i] = spd * Cos(rad);
    ip.dy[i] = spd * Sin(rad);
    //ip[i] = xeffect.create(GRAPHIC_EFFECT_PATH, x, y, i*360./PARTICLE_COUNT, PARTICLE_SCALE);
    //ip[i].Z = GetUnitFlyHeight(target) + PARTICLE_MIN_HEIGHT;
   }
 
   // *** start loop
   DDStartTim(DD_INTERVAL, true, ip, function() {
    integer i, tick = DDTimTick(), mxtick = R2I(PARTICLE_LIFESPAN/DD_INTERVAL);
    iceparticles ip = DDTimData();
    boolean in_air = true;
    real x, y;
   
    // *** movement ***
    for(i=0; i < PARTICLE_COUNT; i+=1) {
     if (in_air) {
      //rad = i*2.*bj_PI/PARTICLE_COUNT;
      BlzSetSpecialEffectPosition(ip[i], BlzGetLocalSpecialEffectX(ip[i]) + ip.dx[i],
                 BlzGetLocalSpecialEffectY(ip[i]) + ip.dy[i],
                 BlzGetLocalSpecialEffectZ(ip[i]) + /*wz-DDEffectTerrZ(ip[i]) +*/ ParticleZ(mxtick, tick) - ParticleZ(mxtick, tick-1));
      /*ip[i].X += (PARTICLE_RADIUS/PARTICLE_LIFESPAN)*DD_INTERVAL * Cos(i*2.*bj_PI/PARTICLE_COUNT);
      ip[i].Y += (PARTICLE_RADIUS/PARTICLE_LIFESPAN)*DD_INTERVAL * Sin(i*2.*bj_PI/PARTICLE_COUNT);
      ip[i].Z += wz-ip[i].WZ + ParticleZ(mxtick, tick) - ParticleZ(mxtick, tick-1);*/

      if (BlzGetLocalSpecialEffectZ(ip[i])-DDEffectTerrZ(ip[i]) < 10.) {
       in_air = false;
       i = -01;
      }
     } else {
      x = BlzGetLocalSpecialEffectX(ip[i]);
      y = BlzGetLocalSpecialEffectY(ip[i]);
      DestroyEffect(ip[i]);
      ip[i] = AddSpecialEffect(GRAPHIC_AFTEREFFECT_PATH, x, y);
      BlzSetSpecialEffectScale(ip[i], PARTICLE_SCALE);
     }
    }
   
    // *** done? ***
    if (!in_air) {
     DDStartTim(GRAPHIC_AFTEREFFECT_ANIMTIME, true, ip, function() {
      iceparticles ip = DDTimData();
      integer i;
     
      if (DDTimTick() == GRAPHIC_AFTEREFFECT_DURATION/GRAPHIC_AFTEREFFECT_ANIMTIME) {
       for(i=00; i < PARTICLE_COUNT; i+=01) {
        DestroyEffect(ip[i]);
        ip[i] = null;
       }
       ip.destroy();
       DDQuitTim();
       return;
      }
     
      for(i=00; i < PARTICLE_COUNT; i+=01)
       BlzPlaySpecialEffect(ip[i], ANIM_TYPE_BIRTH);
     });
     DDQuitTim();
    }
   
   });
  }
 
  // --------------------------------------------------------------------------------------------------------------
  // *** creates nova effect ***
  static method CreateNovaEffect(unit target) {
   if (!IsUnitType(target, UNIT_TYPE_FLYING))
    ddeffect.create(NOVA_PATH, GetUnitX(target), GetUnitY(target), GetRandomReal(0., 2.*bj_PI), NOVA_SCALE).destroyx(NOVA_LIFESPAN);
  }
   
        method NewMissile(unit c) {
            missile = ddeffect.createZ(MISSILE_PATH,
            GetUnitX(c), GetUnitY(c), DDGetUnitZ(c) + MISSILE_Z_OFFSET,
            Atan2(-GetUnitY(c)+GetUnitY(target), -GetUnitX(c)+GetUnitX(target)),
            MISSILE_SCALE);
        }
 
        method MissileHit() {
   real dmg = RMinBJ(NovaDamage(lvl), mx_dmg);
   /*
   dummy = DDLoadDummy();
 
            SetUnitOwner(dummy, owner, false);
            SetUnitX(dummy, GetUnitX(target) - 5. * Cos( DmyRad() ));
            SetUnitY(dummy, GetUnitY(target) - 5. * Sin( DmyRad() ));
            UnitAddAbility(dummy, FROST_NOVA);
   */

            missile.destroy();
            missile = p_null;
           
            DDUnitShareVisionTimed(target, owner, 1.); // make sure dummy can cast spell
            //if (IssueTargetOrder(dummy, FROST_NOVA_ORDER, target)) {
            if ( DDUnitChill(owner, target, FrostSlowDuration(lvl)) ) {
    static if (USE_CGRAPHIC) {
     CreateNovaEffect(target);
     CreateParticleDispersion(target);
    }
   
    // *** Main effect
    DestroyEffect( AddSpecialEffectTarget(FROST_PATH, target, "origin") );
   
    // *** Main damage
    if (!IsUnitType(target, UNIT_TYPE_HERO)) {
     if (GetWidgetLife(target) > dmg)
      SetWidgetLife(target, GetWidgetLife(target)-dmg);
     else {
      dmg = GetWidgetLife(target);
      UnitDamageTarget(caster, target, 32767., true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD, WEAPON_TYPE_WHOKNOWS);
     }
    } else {
     if (GetWidgetLife(target) > dmg*NovaHeroDamagePercentage(lvl)/100.)
      SetWidgetLife(target, GetWidgetLife(target)-dmg*NovaHeroDamagePercentage(lvl)/100.);
     else {
      dmg = GetWidgetLife(target)*100./NovaHeroDamagePercentage(lvl);
      UnitDamageTarget(caster, target, 32767., true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD, WEAPON_TYPE_WHOKNOWS);
     }
    }
    mx_dmg -= dmg;
   }
 
   // -------------------------------------------------------------------------------------------------
   // *** fill nexus with new targets ***
   ltarget = target;
   static if (CF_AOE_PICK_NERBY_UNIT) {
    // *** get new target in nerby range
    DDGroupFillMemArea(GetUnitX(target), GetUnitY(target), aoe*.4, this, JumpUnitFilter());
   
    if (DDMemUnitN() > 00)
     target = DDMemUnit(DDGetRndInt(0, DDMemUnitN()-1));
    else {
     // *** get new target in far range
     DDGroupFillMemArea(GetUnitX(target), GetUnitY(target), aoe, this, JumpUnitFilter());
     target = DDMemUnit(DDGetRndInt(0, DDMemUnitN()-1));
    }
            } else {
    // *** get new target in far range
    DDGroupFillMemArea(GetUnitX(target), GetUnitY(target), aoe*.4, this, JumpUnitFilter());
    target = DDMemUnit(DDGetRndInt(0, DDMemUnitN()-1));
   }
 
            /*
            DDStartTim(1., false, New_pUnit(dummy), function() {
                p_unit pu = DDTimData();
                UnitRemoveAbility(pu[00], FROST_NOVA);
                DDRecycleDummy(pu[00]);
    pu.destroy();
    DDQuitTim();
            });*/

        }
       
        method MissileMove() -> boolean {
            real rad    = Atan2(GetUnitY(target)-missile.Y, GetUnitX(target)-missile.X);
            real dist   = SquareRoot( DDHypot(GetUnitX(target)-missile.X, GetUnitY(target)-missile.Y) );
            real dz     = DDGetUnitZ(target) - missile.Z + MISSILE_Z_OFFSET;
           
   missile.PositionZ(missile.X + MISSILE_SPEED*DD_INTERVAL*Cos(rad),
         missile.Y + MISSILE_SPEED*DD_INTERVAL*Sin(rad),
         missile.Z + ((dz/dist) * MISSILE_SPEED*DD_INTERVAL));
            /*missile.X += MISSILE_SPEED*DD_INTERVAL*Cos(rad);
            missile.Y += MISSILE_SPEED*DD_INTERVAL*Sin(rad);
            missile.Z += (dz/dist) * (MISSILE_SPEED*DD_INTERVAL);*/

            missile.Facing = rad;
           
            //BJDebugMsg(R2S(rad*bj_RADTODEG));
            return dist <= 3.*MISSILE_SPEED*DD_INTERVAL;
        }
    }
   
    // =================================================================
 // =================================================================
 function onInit() {
        trigger t = CreateTrigger();
       
  TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_CAST);
        TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT);
        TriggerAddCondition(t, Condition(function() -> boolean {
   unit u = GetTriggerUnit(), v = GetSpellTargetUnit();
            integer abillvl;
            cfdata cf;
           
            // ----------------------------------------------------------------
            // *** condition ****
            if (GetSpellAbilityId() !=  CHAIN_FROST && GetSpellAbilityId() !=  CHAIN_FROST_UPGRADED)
                return false;
            // ----------------------------------------------------------------
            if (GetTriggerEventId() == EVENT_PLAYER_UNIT_SPELL_CAST) {
    if (IsUnitType(v, UNIT_TYPE_MAGIC_IMMUNE)) {
     IssuePointOrder(u, "move",
         GetUnitX(u)+20.*Cos(GetUnitFacing(u)*bj_DEGTORAD),
         GetUnitY(u)+20.*Sin(GetUnitFacing(u)*bj_DEGTORAD));
     DisplayErrorMsgPlayer(GetOwningPlayer(u), bj_QUEUE_DELAY_HINT, "Can't cast on magic immune units!");
    }
    u = null; v = null;
    return false;
   }
   // ----------------------------------------------------------------
 
            abillvl = GetUnitAbilityLevel(u, GetSpellAbilityId());
            if (GetSpellAbilityId() ==  CHAIN_FROST_UPGRADED) abillvl += 1;
           
            // *** store data ***
            cf = cfdata.create(u, v, abillvl);
            cf.NewMissile(cf.caster);
            debug if (!IsUnitInRangeXY(cf.caster, cf.missile.X, cf.missile.Y, 100.) && !CHECK_MISSILE_POSITION)
                BJDebugMsg("|cffff0000Error:|rChain Frost missile not created at caster position, please enable \"CHECK_MISSILE_POSITION\".");
            //UnitShareVision(cf.target, cf.owner, true);
           
            if (USE_CSOUND)
    DDGenericSound(SOUND_PATH, 100., GetUnitX(cf.caster), GetUnitY(cf.caster), 3500., 1.);
           
            // *** init timer and start periodic spell actions ***
            DDStartTim(DD_INTERVAL, true, cf, function() {
                cfdata cf = DDTimData();
   
    static if (CHECK_MISSILE_POSITION) {
     if (DDTimTick() == 01)
      cf.missile.PositionZ(GetUnitX(cf.caster), GetUnitY(cf.caster), MISSILE_Z_OFFSET);
    }
   
    // *** move missile and check if reached target ***
    if (cf.MissileMove()) {
     // *** hit the target ***
     cf.MissileHit();
   
     // *** end spell ***
     if (cf.target == null || cf.mx_dmg < 0.1) {
      //UnitShareVision(cf.ltarget, cf.owner, false);
      cf.destroy();
      DDQuitTim();
      return;
     }
   
     // *** new missile ***
     if (cf.missile == p_null && cf.mx_dmg > 0.) {
      cf.NewMissile(cf.ltarget);
      //UnitShareVision(cf.ltarget, cf.owner, false);
      //UnitShareVision(cf.target, cf.owner, true);
     }
    }
   
            });
           
   u = null; v = null;
            return false;
        }));
       
    }

}

//! endzinc

// ============================================================================================
// NOTE: This lua script is for old version of spell, I recommend to just copy and paste abilities and dummy to your map

// Change me from /* to // and then back to /* after saving and reopening the map
    // |
    // ˇ
      /*
     
// Credits: PurgeandFire for lua tutorial
//! externalblock extension=lua ObjectMerger $FILENAME$
     //! i -- ===================================================
   
     //! i CHAIN_FROST_DAMAGE_ID                = "CfFn"
     //! i FREEZING_FIELD_ABIL_ID               = "FFld"
     //! i FREEZING_FIELD_IMPROVED_ABIL_ID      = "FFdu" -- Set this value to "nil" if not using upgrader
  //! i CHAIN_FROST_ABIL_ID     = "CFro"
  //! i CHAIN_FROST_IMPROVED_ABIL_ID   = "CFru" -- Set this value to "nil" if not using upgrader or if not using chain frost spell
  //! i AGHANIM_SCEPTER_ABIL_ID    = "Aghs"
   
     //! i -- ===================================================
   
     //! i setobjecttype("abilities")
     //! i createobject("AUfn", CHAIN_FROST_DAMAGE_ID)
     //! i makechange(current,"anam", "Chain Frost Chill")
     //! i makechange(current,"alev", "1")
     //! i makechange(current,"aher", false)
   
     // i local i = 0
     // i local dmg = { "250.", "360.", "475.", "600." }
     // i for i=1, 4 do
        // i local si = tostring(i)
        //! i makechange(current,"Ufn1",si,"0.")
        //! i makechange(current,"Ufn2",si,0.)
        //! i makechange(current,"aare",si,"0.")
        //! i makechange(current,"ahdu",si,"10.")
        //! i makechange(current,"adur",si,"10.")
        //! i makechange(current,"amcs",si,"0")
        //! i makechange(current,"aran",si,"99999.")
     // i end
   
   
     //! i createobject("AUsl", CHAIN_FROST_ABIL_ID)
     //! i makechange(current,"anam", "Chain Frost")
     //! i makechange(current,"alev", "3")
     //! i makechange(current,"abpx", "3")
     //! i makechange(current,"arpx", "3")
     //! i makechange(current,"arhk", "C")
     //! i makechange(current,"ahky", "C")
     //! i makechange(current,"aart", "ReplaceableTextures\\CommandButtons\\BTNBreathofFrost.blp")
     //! i makechange(current,"arar", "ReplaceableTextures\\CommandButtons\\BTNBreathofFrost.blp")
     //! i makechange(current,"aret", "Learn |cffffcc00C|rhain Frost - [|cffffcc00Level ".. string.char(37) .."d|r]")
     //! i makechange(current,"arut", "Sends a breath of frost that jumps n times through nearby enemys dealing damage and slowing them for 10 seconds. |n|n|cFF0054A6Level 1|r - Each jump deals 250 damage, 6 jumps.|n|cFF0054A6Level 2|r - Each jump deals 360 damage, 7 jumps.|n|cFF0054A6Level 3|r - Each jump deals 475 damage, 7 jumps.")
   
     //! i local i = 0
     //! i local manacost = { "200", "325", "500" }
     //! i for i=1, 3 do
        //! i local si = tostring(i)
        //! i makechange(current,"Usl1",si,".01")
        //! i makechange(current,"aran",si,"750.")
  //! i makechange(current,"abuf",si,nil)
        //! i makechange(current,"acdn",si,tostring(22.5-2.5*i))
  //! i makechange(current,"ahdu",si,".01")
        //! i makechange(current,"adur",si,".01")
        //! i makechange(current,"amcs",si, manacost[i])
  //! i makechange(current,"atp1",si,"|cffffcc00C|rhain Frost - [|cffffcc00Level "..si.."|r]")
 
     //! i end
   
     //! i makechange(current,"aub1","1", "Sends a breath of frost that jumps 6 times through nearby enemys dealing 250 damage and slowing for 10 seconds.")
     //! i makechange(current,"aub1","2", "Sends a breath of frost that jumps 7 times through nearby enemys dealing 360 damage and slowing for 10 seconds.")
     //! i makechange(current,"aub1","3", "Sends a breath of frost that jumps 7 times through nearby enemys dealing 475 damage and slowing for 10 seconds.")

    //! i if (CHAIN_FROST_IMPROVED_ABIL_ID ~= nil) then
   //! i createobject("AUsl", CHAIN_FROST_IMPROVED_ABIL_ID)
   //! i makechange(current,"anam", "Chain Frost")
         //! i makechange(current,"ansf", " ( Upgraded )")
   //! i makechange(current,"alev", "3")
   //! i makechange(current,"abpx", "3")
   //! i makechange(current,"arpx", "3")
   //! i makechange(current,"arhk", "C")
   //! i makechange(current,"ahky", "C")
   //! i makechange(current,"aart", "ReplaceableTextures\\CommandButtons\\BTNBreathofFrost.blp")
   //! i makechange(current,"arar", "ReplaceableTextures\\CommandButtons\\BTNBreathofFrost.blp")
   //! i makechange(current,"aret", "Learn |cffffcc00C|rhain Frost - [|cffffcc00Level ".. string.char(37) .."d|r]")
   //! i makechange(current,"arut", "Sends a breath of frost that jumps n times through nearby enemys dealing damage and slowing them for 10 seconds. |n|n|cFF0054A6Level 1|r - Each jump deals 360 damage, 7 jumps.|n|cFF0054A6Level 2|r - Each jump deals 475 damage, 7 jumps.|n|cFF0054A6Level 3|r - Each jump deals 600 damage, 8 jumps.")
 
   //! i local i = 0
   //! i local manacost = { "200", "325", "500" }
   //! i for i=1, 3 do
   //! i local si = tostring(i)
   //! i makechange(current,"Usl1",si,".01")
   //! i makechange(current,"aran",si,"750.")
   //! i makechange(current,"abuf",si,nil)
   //! i makechange(current,"acdn",si,tostring(22.5-2.5*i))
   //! i makechange(current,"ahdu",si,".01")
   //! i makechange(current,"adur",si,".01")
   //! i makechange(current,"amcs",si, manacost[i])
   //! i makechange(current,"atp1",si,"|cffffcc00C|rhain Frost - [|cffffcc00Level "..si.."|r]")
 
   //! i end
 
   //! i makechange(current,"aub1","1", "Sends a breath of frost that jumps 7 times through nearby enemys dealing 360 damage and slowing for 10 seconds.")
   //! i makechange(current,"aub1","2", "Sends a breath of frost that jumps 7 times through nearby enemys dealing 475 damage and slowing for 10 seconds.")
   //! i makechange(current,"aub1","3", "Sends a breath of frost that jumps 8 times through nearby enemys dealing 600 damage and slowing for 10 seconds.")
 //! i end
 
  //! i if (FREEZING_FIELD_IMPROVED_ABIL_ID ~= nil or CHAIN_FROST_IMPROVED_ABIL_ID ~= nil) then
  //! i createobject("ANeg", AGHANIM_SCEPTER_ABIL_ID)
  //! i makechange(current,"aart", "ReplaceableTextures\\CommandButtons\\BTNINV_Wand_05.blp")
        //! i makechange(current,"Neg4","1", CHAIN_FROST_ABIL_ID..","..CHAIN_FROST_IMPROVED_ABIL_ID)
  //! i if (FREEZING_FIELD_IMPROVED_ABIL_ID ~= nil) then
   //! i makechange(current,"Neg3","1", FREEZING_FIELD_ABIL_ID..","..FREEZING_FIELD_IMPROVED_ABIL_ID)
  //! i else
   //! i makechange(current,"Neg3","1", nil)
  //! i end
  //! i makechange(current,"Neg5","1", nil)
  //! i makechange(current,"Neg6","1", nil)
  //! i makechange(current,"Neg1","1", "0.")
  //! i makechange(current,"Neg2","1", "0.")
  //! i makechange(current,"aher", false)
  //! i makechange(current,"abuf","1", nil)
  //! i makechange(current,"alev", "1")
  //! i makechange(current,"arac", "nightelf")
  //! i makechange(current,"anam", "CF & FF Upgrader")
  //! i end
   
//! endexternalblock

       */

    // ^
    // |
// Change me from */ to // and then back to */ after saving and reopening the map
// ============================================================================================
 


Installation instructions in zinc trigger Chain Frost at top, if you still have some questions, feel free to ask.

~Dark Dragon



Keywords:
Chain Frost, Ice, Lich, Dota, Cold, Missile, Frost, Death, Nova
Contents

Spell - Chain Frost (Map)

Reviews
Moderator
PurplePoot: Enough of the leaks are fixed (1 left, 17 fixed), so (approved). I advise you try to fix the last one, but it's your choice.
  1. RubyRose

    RubyRose

    Joined:
    Oct 14, 2017
    Messages:
    1
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    Hey Guys im kinda new for editing stuff cna someone teach how to import a spell please