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- Sep 14, 2012
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Ok I'll link you a tutorial that explains it made by one of our member : https://www.hiveworkshop.com/forums...83/single-target-spell-multiple-units-242153/
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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...![]()






phantom menace can be made by wind walk isn't it?
hmm how to learn abilities to a hero from a spell book
@Malhorne can u do my req?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...![]()
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)
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.
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.
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)
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.
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)
thanks for the help mister poke.I replied to your post in the WEHZ. ^
no need for sorry, as long as the post is a useful informationOff-topic (sorry): 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...
Explosive BlinkDDS: 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.
BunnyAng, indonesia.. same with me but at different location
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
