- Joined
- Jun 9, 2012
- Messages
- 826
I have a lot of god damn homework to do but heck, I'll give it a shot BunnyAng.
No, no, nevermind. gotta do homework first.
Alright then i'll request another time.
I have a lot of god damn homework to do but heck, I'll give it a shot BunnyAng.
No, no, nevermind. gotta do homework first.
Pendant of Essence
DDS: GDD
Code Type: GUI
Spell Type: Item
Target Type: Instant
Area of Effect: 1200
Number of Levels: -
Mana Cost: -
Cooldown: 3
In-game Description: A magical pendant that collects the remnant of nearby magic produced by enemies. The very pendant then turns the remnant stored into positive restoring energy when needed. This pendant was also used in the previous War of the Magi due to its efficiency in mage wars.
Bonuses:
- + 15 hit points and mana points for each essence collected.
- + Maximum of 15 charges.
How the spell works: Whenever an enemy hero casts a spell within 1200 AoE, whoever who is the enemy of the hero and has this item (Pendant of Essence) will collect a charge. The charge has a limit of 15. When used, all charges will be used and each restore 15 hp and 15 mana. There is no cooldown to the collection of charges.
Mass Hex
DDS: N/A
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 300
Number of Levels: 4
Mana Cost: 100/120/130/140
Cooldown: 15
In-game Description: N/A
How the spell works: all the units on the target point will be hex for 1/2/3/4 seconds
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.
Draenei Realm
DDS: i dont know if needed
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: 0
Number of Levels: 3
Mana Cost: 300
Cooldown: 70
In-game Description: N/A
How the spell works: Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 70% damage and each of them will attack only its pair.
Draenei Realm
DDS: i dont know if needed
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: 0
Number of Levels: 3
Mana Cost: 300
Cooldown: 70
In-game Description: N/A
How the spell works: Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 70% damage and each of them will attack only its pair.
Make it two, BunnyAng's item ability request sounds like the same as one of dota's items (i forgot the item name)Someone here is renaming a lot of dota spells. :3
Tracking Mine
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 250
Number of Levels: 1
Mana Cost: 0
Cooldown: 5
In-game Description: The Gnoll Bounty Hunter seeks his targets through a scent that he leaves on them, the best way to attach that scent to them without him getting near them is to put it in a trap. He sets a 250 AoE land mine that does not damage the target but attaches a buff, "Track", on it for 60 seconds and the unit that has this buff will be visible to the Gnoll Bounty Hunter until the buff is either removed or expired.
How the spell works: Puts a land mine that adds a buff on all units that is inside it's AoE when it's triggered. The buff lasts for 60 seconds, the buff can only be removed by a certain skill or when 60 seconds is over. The land mine is invisible to the enemy but is visible to the caster, visibility radius is 150 AoE both night and day. The land mine lasts for 3 minutes. Maximum number of mines that can be placed is 20, but if, for example you placed 1 mine and you have 19 charges left and an enemy unit stepped on your planted mine your total number of charges will increase depending on how many mines were stepped on/triggered thus your 19 charges will be 20 again. The land mine has 0.95 seconds until it explodes/triggers.
Desolating strike
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect:
Number of Levels: 1
Mana Cost: 0
Cooldown: 5
In-game Description: The Gnoll bounty hunter hacks and slash any unit it comes encounter with, dealing 3x his agility to the target unit. When the target unit has the ''Track buff'' the Gnoll deals extra 200 backstab damage.
How the spell works: This spell is simple, It is a single target spell when used on an enemy the caster deals damage equal to 3x the caster's agility, but when the target has the "track" buff from the spell "Tracking mine" the caster deals 3x his agility + 200 bonus backstab damage and removes the "Track" buff from the target.
Eliminate Target
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect:
Number of Levels: 1
Mana Cost: 0
Cooldown: 10
In-game Description: Gnoll bounty hunter cannot endure his thirst for blood and wants to finally eliminate his target. Deals 200 backstab damage and knocks back the target when the target's HP is above 35%, but if the target's HP is below or equal to 35% then the target will die immediately.
How the spell works: Targets an enemy and deals 200 backstab damage when the HP of the target is above 35% but when the target's HP is below 35% the caster kills the target immediately.
Blood Lust
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Passive
Area of Effect: 1000
Number of Levels: 1
Mana Cost: 0
Cooldown:
In-game Description: The Gnoll bounty hunter can smell blood at a distance and when he does his adrenaline pumps through his veins and gains 50% bonus speed but when an enemy unit is out of range he loses his bonus speed.
How the spell works: When an enemy unit enters a 1000 AoE around the caster, the caster gains 50% bonus speed and when there's no enemy unit within 1000 AoE around the caster then the caster loses the 50% bonus speed.
note: this is a spell pack for the GUI team.
Tracking Mine
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 250
Number of Levels: 1
Mana Cost: 0
Cooldown: 5
In-game Description: The Gnoll Bounty Hunter seeks his targets through a scent that he leaves on them, the best way to attach that scent to them without him getting near them is to put it in a trap. He sets a 250 AoE land mine that does not damage the target but attaches a buff, "Track", on it for 60 seconds and the unit that has this buff will be visible to the Gnoll Bounty Hunter until the buff is either removed or expired.
How the spell works: Puts a land mine that adds a buff on all units that is inside it's AoE when it's triggered. The buff lasts for 60 seconds, the buff can only be removed by a certain skill or when 60 seconds is over. The land mine is invisible to the enemy but is visible to the caster, visibility radius is 150 AoE both night and day. The land mine lasts for 3 minutes. Maximum number of mines that can be placed is 20, but if, for example you placed 1 mine and you have 19 charges left and an enemy unit stepped on your planted mine your total number of charges will increase depending on how many mines were stepped on/triggered thus your 19 charges will be 20 again. The land mine has 0.95 seconds until it explodes/triggers.
Desolating strike
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect:
Number of Levels: 1
Mana Cost: 0
Cooldown: 5
In-game Description: The Gnoll bounty hunter hacks and slash any unit it comes encounter with, dealing 3x his agility to the target unit. When the target unit has the ''Track buff'' the Gnoll deals extra 200 backstab damage.
How the spell works: This spell is simple, It is a single target spell when used on an enemy the caster deals damage equal to 3x the caster's agility, but when the target has the "track" buff from the spell "Tracking mine" the caster deals 3x his agility + 200 bonus backstab damage and removes the "Track" buff from the target.
Eliminate Target
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect:
Number of Levels: 1
Mana Cost: 0
Cooldown: 10
In-game Description: Gnoll bounty hunter cannot endure his thirst for blood and wants to finally eliminate his target. Deals 200 backstab damage and knocks back the target when the target's HP is above 35%, but if the target's HP is below or equal to 35% then the target will die immediately.
How the spell works: Targets an enemy and deals 200 backstab damage when the HP of the target is above 35% but when the target's HP is below 35% the caster kills the target immediately.
This is a Spell Pack, I hope it's ok with you guys. )Blood Lust
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Passive
Area of Effect: 1000
Number of Levels: 1
Mana Cost: 0
Cooldown:
In-game Description: The Gnoll bounty hunter can smell blood at a distance and when he does his adrenaline pumps through his veins and gains 50% bonus speed but when an enemy unit is out of range he loses his bonus speed.
How the spell works: When an enemy unit enters a 1000 AoE around the caster, the caster gains 50% bonus speed and when there's no enemy unit within 1000 AoE around the caster then the caster loses the 50% bonus speed.
1. Yes you should use faerie fire.Should I be using Faerie Fire for the Track spell? It gives sight and is dispelled by Purge and I think (Dispel Magic/Devour Magic/Disenchant)?
Is the tracking mine visible under True Sight?
On the 3rd spell, How fast should it be knocked back? Destroy trees? How far back?
On 4th spell, What kind of speed? Attack and Movement? Only 1?
Wow, I'm impressed! Thanks alot pOke!!! keep em runnin'!! +repchronos request:
- Tracking Mine Config
- Events
- Map initialization
- Conditions
- Actions
- -------- Delay between trigger and track applied --------
- Set TM_DelayExplosion = 0.95
- -------- How many mines can a player have? --------
- Set TM_MaxMineCount = 20
- -------- How long should mines last? --------
- Set TM_TimedLife = 180.00
- -------- How close does a unit need to come to explode/be tracked? --------
- Set TM_MineSearchAoE = 250.00
- Tracking Mine Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Tracking Mine
- Actions
- Set TempPlayer = (Triggering player)
- Set TempGroup = (Units owned by TempPlayer)
- Set TempInteger = 0
- Unit Group - Pick every unit in TempGroup and do (Actions)
- Loop - Actions
- Set TempUnit = (Picked unit)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (TempUnit is alive) Equal to True
- (Unit-type of TempUnit) Equal to Tracking Mine
- Then - Actions
- Set TempInteger = (TempInteger + 1)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempInteger Less than TM_MaxMineCount
- Then - Actions
- Set TM_MaxIndex = (TM_MaxIndex + 1)
- Set TM_Caster[TM_MaxIndex] = (Triggering unit)
- Set TempLoc = (Target point of ability being cast)
- Set TM_ShouldExplode[TM_MaxIndex] = False
- Unit - Create 1 Tracking Mine for TempPlayer at TempLoc facing Default building facing degrees
- Set TM_Mine[TM_MaxIndex] = (Last created unit)
- Unit - Add a TM_TimedLife second Generic expiration timer to TM_Mine[TM_MaxIndex]
- Set TM_ExplosionTimer[TM_MaxIndex] = TM_DelayExplosion
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TM_MaxIndex Equal to 1
- Then - Actions
- Trigger - Turn on Tracking Mine Loop <gen>
- Else - Actions
- Custom script: call RemoveLocation(udg_TempLoc)
- Else - Actions
- Set TempForce = (Player group(TempPlayer))
- Game - Display to TempForce the text: Already 20 mines pl...
- Custom script: call DestroyForce(udg_TempForce)
- Custom script: call DestroyGroup(udg_TempGroup)
- Tracking Mine Loop
- Events
- Time - Every 0.05 seconds of game time
- Conditions
- Actions
- For each (Integer TM_CurrentIndex) from 1 to TM_MaxIndex, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TM_ShouldExplode[TM_CurrentIndex] Equal to True
- Then - Actions
- Set TM_ExplosionTimer[TM_CurrentIndex] = (TM_ExplosionTimer[TM_CurrentIndex] - 0.05)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TM_ExplosionTimer[TM_CurrentIndex] Less than or equal to 0.00
- Then - Actions
- Set TempLoc = (Position of TM_Mine[TM_CurrentIndex])
- Unit - Create 1 Dummy for (Owner of TM_Caster[TM_CurrentIndex]) at TempLoc facing Default building facing degrees
- Set TempUnit = (Last created unit)
- Unit - Add Track to TempUnit
- Unit - Add a 1.00 second Generic expiration timer to TempUnit
- Set TempGroup = (Units within TM_MineSearchAoE of TempLoc)
- 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 (Owner of TM_Caster[TM_CurrentIndex])) Equal to True
- Then - Actions
- Unit - Order TempUnit to Night Elf Druid Of The Talon - Faerie Fire TempUnit2
- Else - Actions
- Unit - Kill TM_Mine[TM_CurrentIndex]
- Custom script: call RemoveLocation(udg_TempLoc)
- Custom script: call DestroyGroup(udg_TempGroup)
- Set TM_Caster[TM_CurrentIndex] = TM_Caster[TM_MaxIndex]
- Set TM_Mine[TM_CurrentIndex] = TM_Mine[TM_MaxIndex]
- Set TM_ExplosionTimer[TM_CurrentIndex] = TM_ExplosionTimer[TM_MaxIndex]
- Set TM_ShouldExplode[TM_CurrentIndex] = TM_ShouldExplode[TM_MaxIndex]
- Set TM_CurrentIndex = (TM_CurrentIndex - 1)
- Set TM_MaxIndex = (TM_MaxIndex - 1)
- Else - Actions
- Else - Actions
- Set TempLoc = (Position of TM_Mine[TM_CurrentIndex])
- Set TempGroup = (Units within TM_MineSearchAoE of TempLoc)
- Unit Group - Pick every unit in TempGroup and do (Actions)
- Loop - Actions
- Set TempUnit = (Picked unit)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (TempUnit is alive) Equal to True
- (TempUnit belongs to an enemy of (Owner of TM_Caster[TM_CurrentIndex])) Equal to True
- Then - Actions
- Set TM_ShouldExplode[TM_CurrentIndex] = True
- Else - Actions
- Custom script: call RemoveLocation(udg_TempLoc)
- Desolating Strike Config
- Events
- Map initialization
- Conditions
- Actions
- -------- When unit has Track buff, how much extra damage --------
- Set DS_BonusDamage = 200
- -------- Types --------
- Set DS_AttackType = Spells
- Set DS_DamageType = Universal
- Desolating Stike Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Desolating Strike
- Actions
- Set TempUnit = (Triggering unit)
- Set TempUnit2 = (Target unit of ability being cast)
- Set TempInteger = ((Agility of TempUnit (Include bonuses)) x 3)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (TempUnit2 has buff Track ) Equal to True
- Then - Actions
- Set TempInteger = (TempInteger + 200)
- Unit - Remove Track buff from TempUnit2
- Else - Actions
- Set TempReal = (Real(TempInteger))
- Unit - Cause TempUnit to damage TempUnit2, dealing TempReal damage of attack type DS_AttackType and damage type DS_DamageType
- Floating Text - Create floating text that reads ((String(TempReal)) + !) above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Set TempFT = (Last created floating text)
- Floating Text - Set the velocity of TempFT to 64.00 towards 90.00 degrees
- Floating Text - Change TempFT: Disable permanence
- Floating Text - Change the lifespan of TempFT to 2.50 seconds
- Eliminate Target Config
- Events
- Map initialization
- Conditions
- Actions
- -------- How Fast is the unit knocked back --------
- Set ET_Speed = 600.00
- -------- How Far should the unit be knocked --------
- Set ET_TotalDistance = 800.00
- -------- Regular Damage done when not an instant kill --------
- Set ET_Damage = 200.00
- -------- How big of an AoE should Trees be destroyed when unit is knocked back --------
- Set ET_TreeDestructionAoE = 125.00
- -------- Types --------
- Set ET_AttackType = Spells
- Set ET_DamageType = Universal
- -------- Slide Effect (Shows the unit is being knockbacked) --------
- Set ET_SlideEffect = Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
- -------- In % what should be an Instant kill --------
- Set ET_InstantKillThreshold = 35.00
- -------- Leave below. --------
- Set ET_SpeedInterval = (ET_Speed x 0.03)
- Custom script: set udg_ET_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
- Custom script: call UnitAddAbility(udg_ET_TreeDestroyer, 'Aloc')
- Unit - Hide ET_TreeDestroyer
- Set ET_Distance = (ET_TotalDistance / ET_SpeedInterval)
- Eliminate Target Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Eliminate Target
- Actions
- Set TempUnit = (Triggering unit)
- Set TempUnit2 = (Target unit of ability being cast)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Percentage life of TempUnit2) Less than or equal to ET_InstantKillThreshold
- Then - Actions
- Unit - Remove All buffs from TempUnit2
- Unit - Cause TempUnit to damage TempUnit2, dealing 1000000000.00 damage of attack type Chaos and damage type Universal
- Else - Actions
- Set ET_MaxIndex = (ET_MaxIndex + 1)
- Set ET_Caster[ET_MaxIndex] = TempUnit
- Set ET_Target[ET_MaxIndex] = TempUnit2
- Set TempLoc = (Position of TempUnit)
- Set TempLoc2 = (Position of TempUnit2)
- Unit - Cause TempUnit to damage TempUnit2, dealing ET_Damage damage of attack type ET_AttackType and damage type ET_DamageType
- Set ET_Counter[ET_MaxIndex] = ET_Distance
- Custom script: call SetUnitPropWindow(udg_ET_Target[udg_ET_CurrentIndex], 0)
- Set ET_Angle[ET_MaxIndex] = (Angle from TempLoc to TempLoc2)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ET_MaxIndex Equal to 1
- Then - Actions
- Trigger - Turn on Eliminate Target Loop <gen>
- Else - Actions
- Custom script: call RemoveLocation(udg_TempLoc)
- Custom script: call RemoveLocation(udg_TempLoc2)
- Eliminate Target Loop
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- For each (Integer ET_CurrentIndex) from 1 to ET_MaxIndex, do (Actions)
- Loop - Actions
- Set ET_Counter[ET_CurrentIndex] = (ET_Counter[ET_CurrentIndex] - 1.00)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ET_Counter[ET_CurrentIndex] Greater than or equal to 0.00
- Then - Actions
- Set TempLoc = (Position of ET_Target[ET_CurrentIndex])
- Special Effect - Create a special effect at TempLoc using ET_SlideEffect
- Special Effect - Destroy (Last created special effect)
- Set TempLoc2 = (TempLoc offset by ET_SpeedInterval towards ET_Angle[ET_CurrentIndex] degrees)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Playable map area) contains TempLoc2) Equal to True
- (Terrain pathing at TempLoc2 of type Flyability is off) Equal to False
- Then - Actions
- Custom script: call SetUnitX(udg_ET_Target[udg_ET_CurrentIndex], GetUnitX(udg_ET_Target[udg_ET_CurrentIndex]) + udg_ET_SpeedInterval * Cos(bj_DEGTORAD * udg_ET_Angle[udg_ET_CurrentIndex]))
- Custom script: call SetUnitY(udg_ET_Target[udg_ET_CurrentIndex], GetUnitY(udg_ET_Target[udg_ET_CurrentIndex]) + udg_ET_SpeedInterval * Sin(bj_DEGTORAD * udg_ET_Angle[udg_ET_CurrentIndex]))
- Else - Actions
- Destructible - Pick every destructible within ET_TreeDestructionAoE of TempLoc and do (Actions)
- Loop - Actions
- Set TempDestructible = (Picked destructible)
- Unit - Order ET_TreeDestroyer to Harvest TempDestructible
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current order of ET_TreeDestroyer) Equal to (Order(harvest))
- Then - Actions
- Destructible - Kill TempDestructible
- Else - Actions
- Unit - Order ET_TreeDestroyer to Stop
- Custom script: call RemoveLocation(udg_TempLoc)
- Custom script: call RemoveLocation(udg_TempLoc2)
- Else - Actions
- Custom script: call SetUnitPropWindow(udg_ET_Target[udg_ET_CurrentIndex], 1)
- Set ET_Angle[ET_CurrentIndex] = ET_Angle[ET_MaxIndex]
- Set ET_Caster[ET_CurrentIndex] = ET_Caster[ET_MaxIndex]
- Set ET_Counter[ET_CurrentIndex] = ET_Counter[ET_MaxIndex]
- Set ET_Target[ET_CurrentIndex] = ET_Target[ET_MaxIndex]
- Set ET_CurrentIndex = (ET_CurrentIndex - 1)
- Set ET_MaxIndex = (ET_MaxIndex - 1)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ET_MaxIndex Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Blood Lust Config
- Events
- Map initialization
- Conditions
- Actions
- -------- How big of an AoE is the Bounty Hunter "smelling" lol --------
- Set BL_EnemyNearAoE = 1000.00
- Blood Lust
- Events
- Unit - A unit Learns a skill
- Conditions
- (Learned Hero Skill) Equal to Blood Lust
- Actions
- Set BL_MaxIndex = (BL_MaxIndex + 1)
- Set BL_Caster[BL_MaxIndex] = (Triggering unit)
- Set BL_HasBonus[BL_MaxIndex] = False
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- BL_MaxIndex Equal to 1
- Then - Actions
- Trigger - Turn on Blood Lust Loop <gen>
- Else - Actions
- Blood Lust Loop
- Events
- Time - Every 0.25 seconds of game time
- Conditions
- Actions
- For each (Integer BL_CurrentIndex) from 1 to BL_MaxIndex, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (BL_Caster[BL_CurrentIndex] is alive) Equal to True
- Then - Actions
- Set TempLoc = (Position of BL_Caster[BL_CurrentIndex])
- Set TempGroup = (Units within BL_EnemyNearAoE of TempLoc matching ((((Matching unit) belongs to an enemy of (Owner of BL_Caster[BL_CurrentIndex])) Equal to True) and (((Matching unit) is alive) Equal to True)))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in TempGroup) Greater than 0
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- BL_HasBonus[BL_CurrentIndex] Equal to False
- Then - Actions
- Unit - Set BL_Caster[BL_CurrentIndex] movement speed to ((Current movement speed of BL_Caster[BL_CurrentIndex]) + 75.00)
- Set BL_HasBonus[BL_CurrentIndex] = True
- Unit - Add Blood Lust SPX to BL_Caster[BL_MaxIndex]
- Else - Actions
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- BL_HasBonus[BL_CurrentIndex] Equal to True
- Then - Actions
- Unit - Set BL_Caster[BL_CurrentIndex] movement speed to ((Current movement speed of BL_Caster[BL_CurrentIndex]) - 75.00)
- Set BL_HasBonus[BL_CurrentIndex] = False
- Unit - Remove Blood Lust SPX from BL_Caster[BL_CurrentIndex]
- Else - Actions
- Custom script: call RemoveLocation(udg_TempLoc)
- Custom script: call DestroyGroup(udg_TempGroup)
- Else - Actions
Let me know if you have a question or problem. Also the Blood Lust never deindexes because well.. I figured that the unit will just be respawned at some point...if that is not the case and you plan to remove that unit from the game/suspend Blood Lust, let me know and I will revise it to remove the index of units who are no longer in the game.
Draenei Realm
DDS: i dont know if needed
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: 0
Number of Levels: 3
Mana Cost: 300
Cooldown: 70
In-game Description: N/A
How the spell works: Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 70% damage and each of them will attack only its pair.
"Haunting image"-- is this an image of the casting hero? the enemy hero? Who?
Also should you be able to "Reality" to the illusion as Spec can?
3 levels...what changes per level?
"Haunting image"-- is this an image of the casting hero? the enemy hero? Who?
Also should you be able to "Reality" to the illusion as Spec can?
3 levels...what changes per level?
Tidal Aura
Code Type: GUI/Jass
Spell Type: Hero
Target Type: Passive
Area of Effect: 300
Number of Levels: 4
Mana Cost: 0
Cooldown: 0
In-game Description: The powers of the tides saps the energies of his opponents. Nearby opponents will lose 0.2%/0.4%/0.6%/0.8% of their max hp per second.
How the spell works: Nearby enemies within a 300 AoE will lose hp at an interval of 0.05 second but deals the exact damage at 1 second.
Swamp Slash
Code Type: GUI/Jass
Spell Type: Hero
Target Type: Passive
Area of Effect: 0
Number of Levels: 4
Mana Cost: 0
Cooldown: 0
In-game Description: Each attack inflicts the wrath of the swamp. An attack reduces your targets armor by 2/4/6/8 for 10 seconds.
How the spell works: Reduces attacked unit's armor by 2/4/6/8 on an attack and lasts for 10 seconds.
Natural Being
Code Type: GUI/Jass
Spell Type: Hero
Target Type: Passive
Area of Effect: 900
Number of Levels: 4
Mana Cost: 0
Cooldown: 0
In-game Description: The murloc's natural being allows him to turn invisible, has max movespeed, nearby units lose 5 mana for every 30/20/10 damage taken and regenerates 4% of his current hp every second.
How the spell works: Turns invisible, grants max movespeed, nearby enemies lose 5 mana for every 30/20/10 damage and regenerates 4% of his current hp every second. Casting unit cannot be seen by truesight, fairie fire or any other truesight effects.