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Super Spell Pack v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Super Spell Pack v1.0

  • Settings
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- ----------------------------- --------
      • Hashtable - Create a hashtable
      • Set WE_Hashtable = (Last created hashtable)
      • -------- ----------------------------- --------
      • -------- Energy Bolt --------
      • -------- ----------------------------- --------
      • Set WE_Spell = Energy Bolt
      • Set WE_Dummy_Spell = Stun
      • -------- ----------------------------- --------
      • Set WE_Speed = 25.00
      • Set WE_Damage[1] = 50.00
      • Set WE_Damage[2] = 100.00
      • Set WE_Damage[3] = 150.00
      • -------- ----------------------------- --------
      • Set WE_Bonus_Chance[1] = 10.00
      • Set WE_Bonus_Chance[2] = 15.00
      • Set WE_Bonus_Chance[3] = 20.00
      • -------- ----------------------------- --------
      • Set WE_Bonus_Damage[1] = 20.00
      • Set WE_Bonus_Damage[2] = 40.00
      • Set WE_Bonus_Damage[3] = 60.00
      • -------- ----------------------------- --------
      • Set WE_Range[1] = 100.00
      • Set WE_Range[1] = 120.00
      • Set WE_Range[1] = 130.00
      • -------- ----------------------------- --------
      • Set WE_All = True
      • Set WE_Heros = False
      • -------- ----------------------------- --------
      • Set WE_Show_Damage = True
      • Set WE_Damage_Color = |cffff0000
      • -------- ----------------------------- --------
      • Set WE_Effect_Move = Abilities\Spells\Items\AIma\AImaTarget.mdl
      • Set WE_Effect_Hit = Abilities\Spells\Items\SpellShieldAmulet\SpellShieldCaster.mdl
      • Set WE_Effect_Explode = <Empty String>
      • -------- ----------------------------- --------
      • -------- Holy Energy --------
      • -------- ----------------------------- --------
      • Set WH_Spell = Holy Energy
      • -------- ----------------------------- --------
      • Set WH_Chance[1] = 10.00
      • Set WH_Chance[2] = 15.00
      • Set WH_Chance[3] = 20.00
      • -------- ----------------------------- --------
      • Set WH_Heal[1] = 50.00
      • Set WH_Heal[2] = 100.00
      • Set WH_Heal[3] = 150.00
      • -------- ----------------------------- --------
      • Set WH_AoE[1] = 100.00
      • Set WH_AoE[2] = 150.00
      • Set WH_AoE[3] = 200.00
      • -------- ----------------------------- --------
      • Set WH_Show_Heal = True
      • Set WH_Heal_Color = |cff32cd32
      • -------- ----------------------------- --------
      • Set WH_Effect_Place = overhead
      • Set WH_Effect_Place_Friend = overhead
      • Set WH_Effect_Self = Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
      • Set WH_Effect_Friend = Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
      • -------- ----------------------------- --------

Energy Bolt

Creates a bolt made from pure energy, The energy bolt travels to the targeted location and explodes and stuns all nearby enemies for a few seconds. Has a chance to also deal bonus damage to nearby enemies.

Level 1 - 100 AoE, 50 Damage, 10% Chance and 20 Bonus Damage.
Level 2 - 120 AoE, 50 Damage, 15% Chance and 40 Bonus Damage.
Level 3 - 130 AoE, 150 Damage, 20% Chance and 60 Bonus Damage.

  • Energy Bolt
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to WE_Spell
        • Then - Actions
          • Set WE_Caster = (Triggering unit)
          • Set WE_Cast = (Position of WE_Caster)
          • Set WE_Target = (Target point of ability being cast)
          • Set WE_Rect = (Region centered at WE_Target with size (50.00, 50.00))
          • Set WE_Angle = (Angle from WE_Cast to WE_Target)
          • Set WE_Create = (WE_Cast offset by 100.00 towards WE_Angle degrees)
          • -------- ----------------------------------- --------
          • Unit - Create 1 Energy_Bolt_Missle for (Owner of WE_Caster) at WE_Create facing WE_Angle degrees
          • -------- ----------------------------------- --------
          • Set WE_Handle = (Last created unit)
          • Hashtable - Save Handle OfWE_Cast as (Key Cast) of (Key WE_Handle) in WE_Hashtable
          • Hashtable - Save Handle OfWE_Caster as (Key Caster) of (Key WE_Handle) in WE_Hashtable
          • Hashtable - Save Handle OfWE_Target as (Key Target) of (Key WE_Handle) in WE_Hashtable
          • Hashtable - Save Handle OfWE_Rect as (Key Rect) of (Key WE_Handle) in WE_Hashtable
          • Hashtable - Save WE_Angle as (Key Angle) of (Key WE_Handle) in WE_Hashtable
          • Unit Group - Add (Last created unit) to WE_Dummy
          • Trigger - Turn on Energy Bolt Loop <gen>
          • Set WE_Caster = No unit
          • Custom script: call RemoveLocation(udg_WE_Cast)
          • Custom script: call RemoveLocation(udg_WE_Target)
          • Custom script: call RemoveLocation(udg_WE_Create)
        • Else - Actions
  • Energy Bolt Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in WE_Dummy and do (Actions)
        • Loop - Actions
          • Set WE_Handle = (Picked unit)
          • Set WE_DummyPick = (Picked unit)
          • Set WE_Caster = (Load (Key Caster) of (Key WE_Handle) in WE_Hashtable)
          • Set WE_Cast = (Load (Key Cast) of (Key WE_Handle) in WE_Hashtable)
          • Set WE_Target = (Load (Key Target) of (Key WE_Handle) in WE_Hashtable)
          • Set WE_Angle = (Load (Key Angle) of (Key WE_Handle) from WE_Hashtable)
          • Set WE_Rect = (Load (Key Rect) of (Key WE_Handle) in WE_Hashtable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (WE_Rect contains WE_DummyPick) Equal to False
                • Then - Actions
                  • Set WE_Picked = (Position of WE_DummyPick)
                  • Set WE_Move = (WE_Picked offset by WE_Speed towards WE_Angle degrees)
                  • Unit - Move WE_DummyPick instantly to WE_Move
                  • Special Effect - Create a special effect at (Position of WE_DummyPick) using WE_Effect_Move
                  • Special Effect - Destroy (Last created special effect)
                  • Custom script: call RemoveLocation(udg_WE_Picked)
                  • Custom script: call RemoveLocation(udg_WE_Move)
                • Else - Actions
                  • Unit - Kill WE_DummyPick
                  • Special Effect - Create a special effect at (Position of WE_DummyPick) using WE_Effect_Explode
                  • Special Effect - Destroy (Last created special effect)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • WE_All Equal to True
                    • Then - Actions
                      • Set WE_Loc = (Position of WE_DummyPick)
                      • Custom script: set bj_wantDestroyGroup = true
                      • Unit Group - Pick every unit in (Units within 100.00 of WE_Loc matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of WE_DummyPick)) Equal to True))) and do (Actions)
                        • Loop - Actions
                          • Set WE_Loc2 = (Position of (Picked unit))
                          • -------- ----------------------------------- --------
                          • Unit - Create 1 Dummy for (Owner of WE_DummyPick) at WE_Loc2 facing Default building facing degrees
                          • -------- ----------------------------------- --------
                          • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                          • Unit - Add WE_Dummy_Spell to (Last created unit)
                          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                          • Set WE_Int = (Random real number between 1.00 and 100.00)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • WE_Int Less than or equal to WE_Bonus_Chance[(Level of WE_Spell for WE_Caster)]
                            • Then - Actions
                              • Unit - Cause (Last created unit) to damage (Picked unit), dealing (WE_Damage[(Level of WE_Spell for WE_Caster)] + WE_Bonus_Damage[(Level of WE_Spell for WE_Caster)]) damage of attack type Spells and damage type Normal
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • WE_Show_Damage Equal to True
                                • Then - Actions
                                  • Set WE_Damage_Unit = (Last created unit)
                                  • Set WE_Damage_Text = ((Integer(WE_Damage[(Level of WE_Spell for WE_Caster)])) + (Integer(WE_Bonus_Damage[(Level of WE_Spell for WE_Caster)])))
                                  • Floating Text - Create floating text that reads (WE_Damage_Color + ((String(WE_Damage_Text)) + |r)) above WE_Damage_Unit with Z offset 0.00, using font size 7.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                  • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
                                  • Floating Text - Change (Last created floating text): Disable permanence
                                  • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                                  • Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
                                  • Set WE_Damage_Unit = No unit
                                • Else - Actions
                            • Else - Actions
                              • Unit - Cause (Last created unit) to damage (Picked unit), dealing WE_Damage[(Level of WE_Spell for WE_Caster)] damage of attack type Spells and damage type Normal
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • WE_Show_Damage Equal to True
                                • Then - Actions
                                  • Set WE_Damage_Unit = (Last created unit)
                                  • Set WE_Damage_Text = (Integer(WE_Damage[(Level of WE_Spell for WE_Caster)]))
                                  • Floating Text - Create floating text that reads (WE_Damage_Color + ((String(WE_Damage_Text)) + |r)) above WE_Damage_Unit with Z offset 0.00, using font size 7.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                  • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
                                  • Floating Text - Change (Last created floating text): Disable permanence
                                  • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                                  • Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
                                  • Set WE_Damage_Unit = No unit
                                • Else - Actions
                          • Special Effect - Create a special effect at WE_Loc2 using WE_Effect_Hit
                          • Special Effect - Destroy (Last created special effect)
                          • Custom script: call RemoveLocation(udg_WE_Loc2)
                      • Custom script: call RemoveLocation(udg_WE_Loc)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • WE_Heros Equal to True
                        • Then - Actions
                          • Set WE_Loc = (Position of WE_DummyPick)
                          • Custom script: set bj_wantDestroyGroup = true
                          • Unit Group - Pick every unit in (Units within 100.00 of WE_Loc matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of WE_DummyPick)) Equal to True)))) and do (Actions)
                            • Loop - Actions
                              • Set WE_Loc2 = (Position of (Picked unit))
                              • -------- ----------------------------------- --------
                              • Unit - Create 1 Dummy for (Owner of WE_DummyPick) at WE_Loc2 facing Default building facing degrees
                              • -------- ----------------------------------- --------
                              • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                              • Unit - Add WE_Dummy_Spell to (Last created unit)
                              • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • WE_Int Less than or equal to WE_Bonus_Chance[(Level of WE_Spell for WE_Caster)]
                                • Then - Actions
                                  • Unit - Cause (Last created unit) to damage (Picked unit), dealing (WE_Damage[(Level of WE_Spell for WE_Caster)] + WE_Bonus_Damage[(Level of WE_Spell for WE_Caster)]) damage of attack type Spells and damage type Normal
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • WE_Show_Damage Equal to True
                                    • Then - Actions
                                      • Set WE_Damage_Unit = (Last created unit)
                                      • Set WE_Damage_Text = ((Integer(WE_Damage[(Level of WE_Spell for WE_Caster)])) + (Integer(WE_Bonus_Damage[(Level of WE_Spell for WE_Caster)])))
                                      • Floating Text - Create floating text that reads (WE_Damage_Color + ((String(WE_Damage_Text)) + |r)) above WE_Damage_Unit with Z offset 0.00, using font size 7.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                      • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
                                      • Floating Text - Change (Last created floating text): Disable permanence
                                      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                                      • Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
                                      • Set WE_Damage_Unit = No unit
                                    • Else - Actions
                                • Else - Actions
                                  • Unit - Cause (Last created unit) to damage (Picked unit), dealing WE_Damage[(Level of WE_Spell for WE_Caster)] damage of attack type Spells and damage type Normal
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • WE_Show_Damage Equal to True
                                    • Then - Actions
                                      • Set WE_Damage_Unit = (Last created unit)
                                      • Set WE_Damage_Text = (Integer(WE_Damage[(Level of WE_Spell for WE_Caster)]))
                                      • Floating Text - Create floating text that reads (WE_Damage_Color + ((String(WE_Damage_Text)) + |r)) above WE_Damage_Unit with Z offset 0.00, using font size 7.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                      • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
                                      • Floating Text - Change (Last created floating text): Disable permanence
                                      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                                      • Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
                                      • Set WE_Damage_Unit = No unit
                                    • Else - Actions
                              • Special Effect - Create a special effect at WE_Loc2 using WE_Effect_Hit
                              • Special Effect - Destroy (Last created special effect)
                              • Custom script: call RemoveLocation(udg_WE_Loc2)
                          • Custom script: call RemoveLocation(udg_WE_Loc)
                        • Else - Actions
            • Else - Actions
              • Hashtable - Clear all child hashtables of child (Key WE_Handle) in WE_Hashtable
              • Set WE_DummyPick = No unit
              • Custom script: call RemoveLocation(udg_WE_Target)
              • Custom script: call RemoveLocation(udg_WE_Cast)
              • Custom script: call RemoveLocation(udg_WE_Create)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (WE_Dummy is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions

Holy Energy

Has a chance to change energy to holy energy which heals all nearby friendly units. Everytime a spell is cast.

Level 1 - 10% Chance, 50 Heal, 100 AoE.
Level 2 - 15% Chance, 100 Heal, 150 AoE.
Level 3 - 20% Chance, 150 Heal, 200 AoE.

  • Holy Energy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Level of WH_Spell for (Triggering unit)) Greater than 0
    • Actions
      • Set WH_Caster = (Triggering unit)
      • Set WH_Int = (Random real number between 1.00 and 100.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • WH_Int Less than or equal to WH_Chance[(Level of WH_Spell for (Triggering unit))]
        • Then - Actions
          • Special Effect - Create a special effect attached to the WH_Effect_Place of WH_Caster using WH_Effect_Self
          • Special Effect - Destroy (Last created special effect)
          • Unit - Set life of WE_Caster to ((Life of WE_Caster) + WH_Heal[(Level of WH_Spell for WE_Caster)])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • WH_Show_Heal Equal to True
            • Then - Actions
              • Set WH_Heal_Unit = WH_Caster
              • Set WH_Heal_Text = (Integer(WH_Heal[(Level of WH_Spell for WH_Caster)]))
              • Floating Text - Create floating text that reads (WH_Heal_Color + ((String(WH_Heal_Text)) + |r)) above WH_Heal_Unit with Z offset 0.00, using font size 7.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
              • Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
              • Set WH_Heal_Unit = No unit
            • Else - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within WH_AoE[(Level of WH_Spell for WH_Caster)] of (Position of WH_Caster) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of WH_Caster)) Equal to True))) and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect attached to the WH_Effect_Friend of (Picked unit) using WH_Effect_Friend
              • Special Effect - Destroy (Last created special effect)
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + WH_Heal[(Level of WH_Spell for WE_Caster)])
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • WH_Show_Heal Equal to True
                • Then - Actions
                  • Set WH_Heal_Unit = (Picked unit)
                  • Set WH_Heal_Text = (Integer(WH_Heal[(Level of WH_Spell for WH_Caster)]))
                  • Floating Text - Create floating text that reads (WH_Heal_Color + ((String(WH_Heal_Text)) + |r)) above WH_Heal_Unit with Z offset 0.00, using font size 7.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                  • Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
                  • Set WH_Heal_Unit = No unit
                • Else - Actions
        • Else - Actions
      • Set WH_Caster = No unit

Log

v1.0 First upload.
Keywords:
Super Spell Pack x3GlikE
Contents

Super Spell Pack v1.0 (Map)

Reviews
12th Dec 2015 IcemanBo: For long time as NeedsFix. Rejected. 11:33, 3rd Jun 2011 Maker: The handle should be an integer. You don't have to null globals, like you set WE_caster = null. Store the ability level inot the hashtable, and load the...

Moderator

M

Moderator

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

11:33, 3rd Jun 2011
Maker:
The handle should be an integer.
You don't have to null globals, like you set WE_caster = null.
Store the ability level inot the hashtable, and load the value and use it here:
  • Set WE_Damage_Text = ((Integer(WE_Damage[(Level of WE_Spell for WE_Caster)]))...
Leak:
  • Special Effect - Create a special effect at (Position of WE_DummyPick) using WE_Effect_Move
The dummies do not need invulnerability ability, they have locust.
 
Level 7
Joined
Apr 1, 2010
Messages
289
cool spells, but you might want change
  • Set WE_Handle = (Picked unit)
  • Set WE_Caster = (Load (Key Caster) of (Key WE_Handle) in WE_Hashtable)
you should change WE_Handle to an Integer

  • Custom script: Set udg_WE_HandleInt = key(udg_WE_DummyPick)
and use it instead of (key WE_Handle) it will improve performance.
  • CondEnergy Bolt
  • Events
  • Unit - A unit Starts the effect of an ability
  • Conditions
  • Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Ability being cast) Equal to WE_Spell
  • Then - Actions
you should get rid of the if then else, because you don't need it.

love the holy energy spell.
 
That has two syntax errors. JASS is case-sensitive, so it must be "set" not "Set" and there is no "key" function (unless someone defines it, but that's not going to happen in most maps), the function is GetHandleId.

  • Custom script: set udg_WE_HandleInt = GetHandleId(udg_WE_DummyPick)
The custom script doesn't change much of the efficiency as it saves one function call: GetHandleId vs GetHandleIdBJ (which is a wrapper function for GetHandleId). I don't advise doing such custom script in a GUI map because at that point you might as well be coding the whole thing in JASS.

This is why I have much higher standards from JASS scripts than I do GUI triggers, because you just can't get the same results out of GUI as you can by editing the script directly.
 
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