Warcraft III resources & community, 2003–2006 · archived

Spellpack Unlimited [Update 3]

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Submitted by Nantuko_HuskJASS Enhanced1,118 downloads75 KB
Screenshot
Screenshot
Contains 5 spells



Chain Attack

Tsounami [Reworked version of one of my old spells]

Frozen Strike

Ground Split

PowerBolt
File Name
Spellpack Unlimited.w3x
Author
Nantuko_Husk
Download

Comments

13
Ok, here what i've experienced. When i attack a group of troll with chain attack activated, the archmage throws the lightning and it goes well. It chain to nearby troll.

Then i keep attacking, the lightning is showed up, BUT it doesn't do chain, it just attack primary target. I think it was bug, but after several second, suddenly, there are troll die nearby the primary target. So, i assume that it just doesn't display the lightning, but it actually do the damage.
yes some typos on the site. but the spells are okay.

Woah! i didnt knew chain attack was buggy! i never experienced that. :?

i will try to reproduce it.

thanks
You write like this:

local location pproj = PolarProjectionBJ(GetUnitLoc(u),5,a) 
local location loc = GetUnitLoc(u)


But i think it should be like this:

local location loc = GetUnitLoc(u)
local location pproj = PolarProjectionBJ(loc,5,a)  


Frozen Strike i think it's lil bit laggy. Chain attack seems weird. When i attack a group of enemy, it do chain for the first time, later it just deals the chain damage without dsplaying the lightning effect.

Why don't you just give orb of slow ability when it activated, but with modification on slow ability, change it with chain lightning ability. Seems easier isn't it?
Nice spells.
They should take loads of time.
good work
here we go again!

[UPDATE 3]

Chain Attack.
*now when the hero attacks some target that shouldn't be affected by ChainAttack, it shows his regular missile. no more turns off the ability by itself.
*fixed bug that when there was no other valid unit near the primary attacked showed both the missile and the lightning.

Ground Split
*Changed way it damages.
*Doesnt knock back,but burns units in a very smooth way.
*Got rid of some leaks.(there shouldn't be leaks anymore)


Tsounami,Frozen Strike,PowerBolt
*Fixed some leaks


PS: All those leaks wouldn't have been fixed without Vexorian's help!
Yes, it would fix things. Can you do something other than "knockback" spells please? One of these days I gotta start making spells again to give people new ideas :P
omg! i love you vexorian! :D . everytime i learn something from you! you simply rock 8) ,anyway


would this fix the leaks?



local location pproj = PolarProjectionBJ(GetUnitLoc(u),5,a)
local location loc = GetUnitLoc(u)


call SetUnitPositionLoc(u,pproj)   

if naturekiller() then  
call EnumDestructablesInCircleBJ(150,loc,function killeract)
endif

call RemoveLocation(pproj)
set pproj = null
call RemoveLocation(loc)
set loc = null

It is not nice to look at a map full with JASS enhanced spells that leak horribly.

For example:


    call SetUnitPositionLoc(u,PolarProjectionBJ(GetUnitLoc(u),5,a))
    
    if naturekiller() then
    call EnumDestructablesInCircleBJ(150,GetUnitLoc(u),function killeract)


Setting things to null only fixes variable leaks, it won't fix the leaks of the objects themselves, GetUnitLoc() and PolarProjectionBJ for example create new point objects that have to be removed.

[UPDATE]

Now has 2 bonus spells

Ground Split - The hero puts his blades on the ground and moves with a fast speed to the target point and knocks back and damages nearby enemies.

Power Bolt - Throws a hammer at the target point which stuns and damages enemies caught by it.

Fixes.
Fixed huge amount of leaks in tsounami (i had forgotten to "nullify" everything :oops: ) now it should be okay.
-Fixed leaks in chain attack
I should make one,indeed.
So here is what my next snippet will be

How would you do that??? Timers that updates the units' position or what? I ment that Blizzard has not made that function and it is needed.


so what should we use,chain of an ability? it is worse since is slower cause of the time the dummy unit takes to cast plus that with those innacuurate TriggerSleeps we can do few things,just with timers.

I don't understand what you mean :?. I mean that simulated chain spells should use missiles. They doesn't need to be attached to a units for a time so thay won't stay or hit the ground. They just home to their target.


Jass knock back,simply the best

He he agreed but I know nothing about timers yet. But some weeks ago when I learnd JASS I understood imideatly that I would never make a GUI spell again. Insted I update my GUI spells.
*laugs at GUI*
Not your fault, since there is no AddAttachedLightning function which is very very annoying


I should make one,indeed.
So here is what my next snippet will be.



That is why simulated chain effects never should use lightning effects.


so what should we use,chain of an ability? it is worse since is slower cause of the time the dummy unit takes to cast plus that with those innacuurate TriggerSleeps we can do few things,just with timers.


Tsounami looks very good when it pushes enemies back.


Jass knock back,simply the best
*laugs at GUI*

Why is it named "Unlimited"?


because was supposed to have more spells.


Also thank you for your positive comment. :)

EDIT: Forgot to mention that the spells are Multi unit instanceable.
The Chain Attack is very imoressive put it does not look good if the targets are moveing since the lightning effect will stay on the ground. Not your fault, since there is no AddAttachedLightning function which is very very annoying. That is why simulated chain effects never should use lightning effects.

Tsounami looks very good when it pushes enemies back.

Why is it named "Unlimited"?
Here is a little description about the spells.

Tsounami : a wave of water that knocks back and damages enemy units

Chain Attack : Allows the hero to attack multiple units by activating the spell(it's a buff spell)

Frozen Strike : A frost spell that knocks back the target several times,each time into different directions.

Enjoy :)


EDIT:

[UPDATED]

*Fixed Bugs with Chain attack that
-Allowed to attack buildings,when it was the heros attack target.(caused lot of lag)
-Allowed to attack magic immunes when it was the heros attack target.
-Allowed to hit allies when they were the heros attack target.
-Now when the hero goes to attack a non-valid (for the spell) target,the spell is disabled automatically,and the hero attacks using his normal attack.