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Kawaii Spell Workshop

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Level 8
Joined
Apr 17, 2013
Messages
381
Flame Strike

DDS: N/A
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 350
Number of Levels: 4
Mana Cost: 100
Cooldown: 9
In-game Description: Conjures a pillar of flame which deals 100/180/280/370 Damage and slowing their movement speed by 10%/15%/20%/25%
How the spell works: It's like lina inverse's "Light Strike Array" but the difference is it does not do stun but do slow...:) :ogre_icwydt:
 
Level 4
Joined
Oct 23, 2013
Messages
92
hmm how to learn abilities to a hero from a spell book

try making a dummy "Roar" or any ability that has no target then trigger it that when that ability is used it gives the desired spell to the triggering unit but it needs a lot of triggers for a single hero or unit.
 
Level 13
Joined
Mar 24, 2013
Messages
1,105
Flame Strike

DDS: N/A
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 350
Number of Levels: 4
Mana Cost: 100
Cooldown: 9
In-game Description: Conjures a pillar of flame which deals 100/180/280/370 Damage and slowing their movement speed by 10%/15%/20%/25%
How the spell works: It's like lina inverse's "Light Strike Array" but the difference is it does not do stun but do slow...:) :ogre_icwydt:
@Malhorne can u do my req?

I wanna help out the almighty Mal so...

I can do/did this one, but I have a question-

Should this slow units that are invis or just damage them, or neither? Lina's damages and stuns invisible units.

If it should slow invisible units, does anyone in here know the most effective way to have a single dummy cast on unallied invisible units? Currently I do this, but I'm worried that might cause bad things, although you never actually see the unit.
  • Then - Actions
    • Unit - Cause TempUnit to damage TempUnit2, dealing FS_DamageBase[TempInteger] damage of attack type FS_AttackType and damage type FS_DamageType
    • Unit - Grant shared vision of TempUnit2 to TempPlayer
    • Unit - Order TempUnit3 to Human Sorceress - Slow TempUnit2
    • Unit - Deny shared vision of TempUnit2 to TempPlayer
  • Flame Strike Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Should this ability destroy trees? --------
      • Set FS_DestroyTrees = True
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FS_DestroyTrees Equal to True
        • Then - Actions
          • Custom script: set udg_FS_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
          • Custom script: call UnitAddAbility(udg_FS_TreeDestroyer, 'Aloc')
          • Unit - Hide FS_TreeDestroyer
        • Else - Actions
      • -------- AoE --------
      • Set FS_DamageAoE = 350.00
      • -------- Trees Destroy AoE --------
      • Set FS_TreeDestructionAoE = 350.00
      • -------- Damage per Level --------
      • Set FS_DamageBase[1] = 100.00
      • Set FS_DamageBase[2] = 180.00
      • Set FS_DamageBase[3] = 280.00
      • Set FS_DamageBase[4] = 370.00
      • -------- Type of Damage --------
      • Set FS_AttackType = Spells
      • Set FS_DamageType = Universal
      • -------- Be sure to set the duration of the Slow in the object editor. --------
  • Flame Strike Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Flame Strike
    • Actions
      • Set TempUnit = (Triggering unit)
      • Set TempPlayer = (Triggering player)
      • Set TempLoc = (Target point of ability being cast)
      • Set TempInteger = (Level of Flame Strike for TempUnit)
      • Set TempGroup = (Units within FS_DamageAoE of TempLoc)
      • Unit - Create 1 FS Dummy (SPX) for TempPlayer at TempLoc facing Default building facing degrees
      • Set TempUnit2 = (Last created unit)
      • Animation - Play TempUnit2's birth animation
      • Unit - Add a 2.00 second Generic expiration timer to TempUnit2
      • Unit - Create 1 Dummy for TempPlayer at TempLoc facing Default building facing degrees
      • Set TempUnit3 = (Last created unit)
      • Unit - Add FS Slow to TempUnit3
      • Unit - Set level of FS Slow for TempUnit3 to TempInteger
      • Unit - Add a 2.00 second Generic expiration timer to TempUnit3
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Set TempUnit2 = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TempUnit2 is alive) Equal to True
              • (TempUnit2 belongs to an enemy of TempPlayer) Equal to True
              • (TempUnit2 is A structure) Equal to False
              • (TempUnit2 is Magic Immune) Equal to False
            • Then - Actions
              • Unit - Cause TempUnit to damage TempUnit2, dealing FS_DamageBase[TempInteger] damage of attack type FS_AttackType and damage type FS_DamageType
              • Unit - Grant shared vision of TempUnit2 to TempPlayer
              • Unit - Order TempUnit3 to Human Sorceress - Slow TempUnit2
              • Unit - Deny shared vision of TempUnit2 to TempPlayer
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FS_DestroyTrees Equal to True
        • Then - Actions
          • Destructible - Pick every destructible within FS_TreeDestructionAoE of TempLoc and do (Actions)
            • Loop - Actions
              • Set TempDestructible = (Picked destructible)
              • Unit - Order FS_TreeDestroyer to Harvest TempDestructible
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current order of FS_TreeDestroyer) Equal to (Order(harvest))
                • Then - Actions
                  • Destructible - Kill TempDestructible
                • Else - Actions
              • Unit - Order FS_TreeDestroyer to Stop
        • Else - Actions
      • Custom script: call DestroyGroup(udg_TempGroup)
      • Custom script: call RemoveLocation(udg_TempLoc)
 

Attachments

  • Flame Strike.w3x
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Level 8
Joined
Apr 17, 2013
Messages
381
here's another

Spell Steal

DDS: N/A
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect: 0
Number of Levels: 3
Mana Cost: 25
Cooldown: 25
In-game Description: Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.|n|n|cffffcc00Level 1|r - 3 minutes. |n|n|cffffcc00Level 2|r - 4 minutes. |n|n|cffffcc00Level 3|r - 5 minutes.

How the spell works: Steals the last spell target hero used
if he have the stolen ability in cooldown and steal it again it will not destroy the cooldown.
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
At the link of daffa, yes it will work just register the ability and the hero.
At the light strike array, actually icefrog doesn't do a trigger in such kind of that spell because he just use an inferno ability of dreadlord and use a dummy that act as a model of flame strike and spawned.
 
Level 13
Joined
Mar 29, 2012
Messages
530
Off-topic (sorry :D): srry guys...can't help for a moment...
i've been busy with calisthenics, and now i have selected and putted in the main team
i heard our president will come to see this massive calisthenics...and there are some school stuff need to be done!
 
Level 13
Joined
Mar 24, 2013
Messages
1,105
Hell Stinger

DDS: None
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect: 0/0/0
Number of Levels: 3
Mana Cost: 100/150/200
Cooldown: 10/10/10
In-game Description: The hero rushes towards the target with super fast speed and slashes the target and has the chance to stun.
How the spell works:
Level 1 - 100 damage, 10% chance to stun for 3 seconds.
Level 2 - 150 damage, 20% chance to stun for 3 seconds.
Level 3 - 200 damage, 25% chance to stun for 3 seconds.

Here is the Hell Stinger Ability, I think it should be to your liking, I wasn't sure if you wanted it to destroy trees so just set the Boolean accordingly.

  • HS Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- How fast should they move to the target? --------
      • Set HS_Speed = 800.00
      • Set HS_SpeedInterval = (HS_Speed x 0.03)
      • -------- Should it destroy trees along the way? --------
      • Set HS_DestroyTrees = True
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_DestroyTrees Equal to True
        • Then - Actions
          • Custom script: set udg_HS_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
          • Custom script: call UnitAddAbility(udg_HS_TreeDestroyer, 'Aloc')
          • Unit - Hide HS_TreeDestroyer
        • Else - Actions
      • -------- In how big of an AoE should it destroy trees? --------
      • Set HS_TreeDestructionAoE = 125.00
      • -------- Damage Per Level --------
      • Set HS_DamageBase[1] = 100.00
      • Set HS_DamageBase[2] = 150.00
      • Set HS_DamageBase[3] = 200.00
      • -------- Stun Chance in % --------
      • Set HS_StunChance[1] = 10
      • Set HS_StunChance[2] = 20
      • Set HS_StunChance[3] = 25
      • -------- Types --------
      • Set HS_AttackType = Spells
      • Set HS_DamageType = Universal
      • -------- Slide Effect --------
      • Set HS_SlideEffect = Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
      • -------- Damage Effect --------
      • Set HS_DamageEffect = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • -------- How close should the caster get to the target before it "ends" --------
      • Set HS_Threshold = 100.00
  • HS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Hell Stinger
    • Actions
      • Set HS_MaxIndex = (HS_MaxIndex + 1)
      • Set HS_Caster[HS_MaxIndex] = (Triggering unit)
      • Set HS_Target[HS_MaxIndex] = (Target unit of ability being cast)
      • Set HS_Damage[HS_MaxIndex] = HS_DamageBase[(Level of Hell Stinger for HS_Caster[HS_MaxIndex])]
      • Set HS_Stun[HS_MaxIndex] = HS_StunChance[(Level of Hell Stinger for HS_Caster[HS_MaxIndex])]
      • Custom script: call SetUnitPropWindow(udg_HS_Caster[udg_HS_MaxIndex], 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_MaxIndex Equal to 1
        • Then - Actions
          • Trigger - Turn on HS Loop <gen>
        • Else - Actions
  • HS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer HS_CurrentIndex) from 1 to HS_MaxIndex, do (Actions)
        • Loop - Actions
          • Set TempLoc = (Position of HS_Caster[HS_CurrentIndex])
          • Set TempLoc2 = (Position of HS_Target[HS_CurrentIndex])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between TempLoc and TempLoc2) Greater than HS_Threshold
            • Then - Actions
              • Special Effect - Create a special effect at TempLoc using HS_SlideEffect
              • Special Effect - Destroy (Last created special effect)
              • Set TempReal = (Angle from TempLoc to TempLoc2)
              • Custom script: call SetUnitX(udg_HS_Caster[udg_HS_CurrentIndex], GetUnitX(udg_HS_Caster[udg_HS_CurrentIndex]) + udg_HS_SpeedInterval * Cos(bj_DEGTORAD * udg_TempReal))
              • Custom script: call SetUnitY(udg_HS_Caster[udg_HS_CurrentIndex], GetUnitY(udg_HS_Caster[udg_HS_CurrentIndex]) + udg_HS_SpeedInterval * Sin(bj_DEGTORAD * udg_TempReal))
              • Animation - Play HS_Caster[HS_CurrentIndex]'s walk animation
              • Unit - Make HS_Caster[HS_CurrentIndex] face TempReal over 0.00 seconds
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HS_DestroyTrees Equal to True
                • Then - Actions
                  • Destructible - Pick every destructible within HS_TreeDestructionAoE of TempLoc and do (Actions)
                    • Loop - Actions
                      • Set TempDestructible = (Picked destructible)
                      • Unit - Order HS_TreeDestroyer to Harvest TempDestructible
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Current order of HS_TreeDestroyer) Equal to (Order(harvest))
                        • Then - Actions
                          • Destructible - Kill TempDestructible
                        • Else - Actions
                      • Unit - Order HS_TreeDestroyer to Stop
                • Else - Actions
            • Else - Actions
              • Set TempInteger = (Random integer number between 1 and 100)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HS_Stun[HS_CurrentIndex] Greater than or equal to TempInteger
                • Then - Actions
                  • Unit - Create 1 Dummy for (Owner of HS_Caster[HS_CurrentIndex]) at TempLoc2 facing Default building facing degrees
                  • Set TempUnit = (Last created unit)
                  • Unit - Add Stun to TempUnit
                  • Unit - Order TempUnit to Human Mountain King - Storm Bolt HS_Target[HS_CurrentIndex]
                  • Unit - Add a 2.00 second Generic expiration timer to TempUnit
                • Else - Actions
              • Unit - Order HS_Caster[HS_CurrentIndex] to Attack HS_Target[HS_CurrentIndex]
              • Special Effect - Create a special effect attached to the chest of HS_Target[HS_CurrentIndex] using HS_DamageEffect
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause HS_Caster[HS_CurrentIndex] to damage HS_Target[HS_CurrentIndex], dealing HS_Damage[HS_CurrentIndex] damage of attack type HS_AttackType and damage type HS_DamageType
              • Custom script: call QueueUnitAnimation(udg_HS_Caster[udg_HS_CurrentIndex], "stand")
              • Custom script: call SetUnitPropWindow(udg_HS_Caster[udg_HS_MaxIndex], 1)
              • Set HS_Caster[HS_CurrentIndex] = HS_Caster[HS_MaxIndex]
              • Set HS_Target[HS_CurrentIndex] = HS_Target[HS_MaxIndex]
              • Set HS_Damage[HS_CurrentIndex] = HS_Damage[HS_MaxIndex]
              • Set HS_Stun[HS_CurrentIndex] = HS_Stun[HS_MaxIndex]
              • Set HS_CurrentIndex = (HS_CurrentIndex - 1)
              • Set HS_MaxIndex = (HS_MaxIndex - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HS_MaxIndex Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
          • Custom script: call RemoveLocation(udg_TempLoc)
          • Custom script: call RemoveLocation(udg_TempLoc2)
 

Attachments

  • Hell Stinger.w3x
    25.1 KB · Views: 166
Level 8
Joined
Apr 17, 2013
Messages
381
Sink

DDS: N/A
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 400
Number of Levels: 4
Mana Cost: 100/110/120/130
Cooldown: 15
In-game Description: Creates an abyss upon a chosen parameter, pulling in and damaging foes in the area.

How the spell works: it suck all enemy units on 400 AOE of the target area,Drags units over 0.4 seconds before dealing damage.
 
Level 4
Joined
Oct 23, 2013
Messages
92
Here is the Hell Stinger Ability, I think it should be to your liking, I wasn't sure if you wanted it to destroy trees so just set the Boolean accordingly.

  • HS Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- How fast should they move to the target? --------
      • Set HS_Speed = 800.00
      • Set HS_SpeedInterval = (HS_Speed x 0.03)
      • -------- Should it destroy trees along the way? --------
      • Set HS_DestroyTrees = True
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_DestroyTrees Equal to True
        • Then - Actions
          • Custom script: set udg_HS_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
          • Custom script: call UnitAddAbility(udg_HS_TreeDestroyer, 'Aloc')
          • Unit - Hide HS_TreeDestroyer
        • Else - Actions
      • -------- In how big of an AoE should it destroy trees? --------
      • Set HS_TreeDestructionAoE = 125.00
      • -------- Damage Per Level --------
      • Set HS_DamageBase[1] = 100.00
      • Set HS_DamageBase[2] = 150.00
      • Set HS_DamageBase[3] = 200.00
      • -------- Stun Chance in % --------
      • Set HS_StunChance[1] = 10
      • Set HS_StunChance[2] = 20
      • Set HS_StunChance[3] = 25
      • -------- Types --------
      • Set HS_AttackType = Spells
      • Set HS_DamageType = Universal
      • -------- Slide Effect --------
      • Set HS_SlideEffect = Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
      • -------- Damage Effect --------
      • Set HS_DamageEffect = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • -------- How close should the caster get to the target before it "ends" --------
      • Set HS_Threshold = 100.00
  • HS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Hell Stinger
    • Actions
      • Set HS_MaxIndex = (HS_MaxIndex + 1)
      • Set HS_Caster[HS_MaxIndex] = (Triggering unit)
      • Set HS_Target[HS_MaxIndex] = (Target unit of ability being cast)
      • Set HS_Damage[HS_MaxIndex] = HS_DamageBase[(Level of Hell Stinger for HS_Caster[HS_MaxIndex])]
      • Set HS_Stun[HS_MaxIndex] = HS_StunChance[(Level of Hell Stinger for HS_Caster[HS_MaxIndex])]
      • Custom script: call SetUnitPropWindow(udg_HS_Caster[udg_HS_MaxIndex], 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HS_MaxIndex Equal to 1
        • Then - Actions
          • Trigger - Turn on HS Loop <gen>
        • Else - Actions
  • HS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer HS_CurrentIndex) from 1 to HS_MaxIndex, do (Actions)
        • Loop - Actions
          • Set TempLoc = (Position of HS_Caster[HS_CurrentIndex])
          • Set TempLoc2 = (Position of HS_Target[HS_CurrentIndex])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between TempLoc and TempLoc2) Greater than HS_Threshold
            • Then - Actions
              • Special Effect - Create a special effect at TempLoc using HS_SlideEffect
              • Special Effect - Destroy (Last created special effect)
              • Set TempReal = (Angle from TempLoc to TempLoc2)
              • Custom script: call SetUnitX(udg_HS_Caster[udg_HS_CurrentIndex], GetUnitX(udg_HS_Caster[udg_HS_CurrentIndex]) + udg_HS_SpeedInterval * Cos(bj_DEGTORAD * udg_TempReal))
              • Custom script: call SetUnitY(udg_HS_Caster[udg_HS_CurrentIndex], GetUnitY(udg_HS_Caster[udg_HS_CurrentIndex]) + udg_HS_SpeedInterval * Sin(bj_DEGTORAD * udg_TempReal))
              • Animation - Play HS_Caster[HS_CurrentIndex]'s walk animation
              • Unit - Make HS_Caster[HS_CurrentIndex] face TempReal over 0.00 seconds
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HS_DestroyTrees Equal to True
                • Then - Actions
                  • Destructible - Pick every destructible within HS_TreeDestructionAoE of TempLoc and do (Actions)
                    • Loop - Actions
                      • Set TempDestructible = (Picked destructible)
                      • Unit - Order HS_TreeDestroyer to Harvest TempDestructible
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Current order of HS_TreeDestroyer) Equal to (Order(harvest))
                        • Then - Actions
                          • Destructible - Kill TempDestructible
                        • Else - Actions
                      • Unit - Order HS_TreeDestroyer to Stop
                • Else - Actions
            • Else - Actions
              • Set TempInteger = (Random integer number between 1 and 100)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HS_Stun[HS_CurrentIndex] Greater than or equal to TempInteger
                • Then - Actions
                  • Unit - Create 1 Dummy for (Owner of HS_Caster[HS_CurrentIndex]) at TempLoc2 facing Default building facing degrees
                  • Set TempUnit = (Last created unit)
                  • Unit - Add Stun to TempUnit
                  • Unit - Order TempUnit to Human Mountain King - Storm Bolt HS_Target[HS_CurrentIndex]
                  • Unit - Add a 2.00 second Generic expiration timer to TempUnit
                • Else - Actions
              • Unit - Order HS_Caster[HS_CurrentIndex] to Attack HS_Target[HS_CurrentIndex]
              • Special Effect - Create a special effect attached to the chest of HS_Target[HS_CurrentIndex] using HS_DamageEffect
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause HS_Caster[HS_CurrentIndex] to damage HS_Target[HS_CurrentIndex], dealing HS_Damage[HS_CurrentIndex] damage of attack type HS_AttackType and damage type HS_DamageType
              • Custom script: call QueueUnitAnimation(udg_HS_Caster[udg_HS_CurrentIndex], "stand")
              • Custom script: call SetUnitPropWindow(udg_HS_Caster[udg_HS_MaxIndex], 1)
              • Set HS_Caster[HS_CurrentIndex] = HS_Caster[HS_MaxIndex]
              • Set HS_Target[HS_CurrentIndex] = HS_Target[HS_MaxIndex]
              • Set HS_Damage[HS_CurrentIndex] = HS_Damage[HS_MaxIndex]
              • Set HS_Stun[HS_CurrentIndex] = HS_Stun[HS_MaxIndex]
              • Set HS_CurrentIndex = (HS_CurrentIndex - 1)
              • Set HS_MaxIndex = (HS_MaxIndex - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HS_MaxIndex Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
          • Custom script: call RemoveLocation(udg_TempLoc)
          • Custom script: call RemoveLocation(udg_TempLoc2)

so you can set it up to not destroy trees? that's good.
 
Level 22
Joined
Aug 27, 2013
Messages
3,973
Off-topic (sorry :D): srry guys...can't help for a moment...
i've been busy with calisthenics, and now i have selected and putted in the main team
i heard our president will come to see this massive calisthenics...and there are some school stuff need to be done!
no need for sorry, as long as the post is a useful information

what? our president? come to your school? what the...
 
Level 4
Joined
Apr 2, 2013
Messages
51
A simple request for the GUI team.

Explosive Blink
DDS: looking_for_help's DDS
Code Type: GUI
Spell Type: Hero
Target Type: Unit/Target Point
Area of Effect: 300
Number of Levels: 12
Mana Cost: 0
Cooldown: 0
In-game Description: None yet
How the spell works: A blink spell modified that it will create an explosion at the position of the hero and the target point. Each explosion will only occur when the hero starts the effect of the ability and when he reaches the target point while each explosion deals 150 AoE damage.
 
Level 22
Joined
Sep 24, 2005
Messages
4,821
Explosive Blink

Almighty Malhorne! a spell has been created!
 

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  • Explosive Blink.w3x
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Level 22
Joined
Sep 24, 2005
Messages
4,821
no problem
122581-albums6867-picture76343.jpg
 
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