Rheiko
Spell Reviewer
- Joined
- Aug 27, 2013
- Messages
- 4,264
I'll probably won't work on it >.>
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Because your moving it more than once, if you want it to move 1000 units towards point b then you should move it little by little until it reaches 1000.The AOE is 1000 which means diameter is 1032 with the collision but why traveling 1000 forward will make you reach far beyond the diameter length?
Events

Map initialization
Conditions
Actions

-------- Kill Trees? --------

Set HT_Condition[5] = True

-------- Distance of Diameter of Spawn --------

Set HT_Diameter[1] = 1000.00

Set HT_Diameter[2] = 1000.00

Set HT_Diameter[3] = 1000.00

-------- Damage per Second x7 --------

Set HT_Damage_PS[1] = 50.00

Set HT_Damage_PS[2] = 75.00

Set HT_Damage_PS[3] = 100.00

-------- Multiplication for Agility Damage --------

Set HT_Damage_Attri_Multiply[1] = 1.50

Set HT_Damage_Attri_Multiply[2] = 1.75

Set HT_Damage_Attri_Multiply[3] = 2.00

-------- Final Hit Damage --------

Set HT_Damage_Final[1] = 400.00

Set HT_Damage_Final[2] = 500.00

Set HT_Damage_Final[3] = 600.00

-------- Dummy INT --------

Set HT_Dummy_Int = 1

-------- Hashtable --------

Hashtable - Create a hashtable

Set HT_Hash = (Last created hashtable)
Events

Unit - A unit Starts the effect of an ability
Conditions

(Ability being cast) Equal to (==) Hassou Tobi
Actions

If (HT_Count Greater than or equal to (>=) 1000) then do (Set HT_Count = 0) else do (Set HT_Count = (HT_Count + 1))

If (Loop_1_Count Greater than or equal to (>=) 1000) then do (Set Loop_1_Count = 0) else do (Set Loop_1_Count = (Loop_1_Count + 1))

Set Loop_1[Loop_1_Count] = 0

Set HT_Caster[HT_Count] = (Triggering unit)

Set HT_Level = (Level of Hassou Tobi for HT_Caster[HT_Count])

Set HT_TempLoc[HT_Count] = (Target point of ability being cast)

Set HT_TempLoc3[HT_Count] = (Position of HT_Caster[HT_Count])

Set HT_Index = (HT_Index + 1)

Unit - Hide HT_Caster[HT_Count]

Unit - Turn collision for HT_Caster[HT_Count] Off


Do Multiple ActionsFor each (Integer Loop_1[Loop_1_Count]) from 1 to 8, do (Actions)



Loop - Actions




Set HT_TempLoc2[HT_Count] = (HT_TempLoc[HT_Count] offset by (HT_Diameter[HT_Level] / 2.00) towards (45.00 x (Real(Loop_1[Loop_1_Count]))) degrees)




Unit - Create 1 Dummy for (Owner of (Triggering unit)) at HT_TempLoc3[HT_Count] facing (Angle from HT_TempLoc2[HT_Count] to HT_TempLoc[HT_Count]) degrees




Unit - Add Effect (+2) to (Last created unit)




Unit - Move (Last created unit) instantly to HT_TempLoc2[HT_Count], facing (Angle from HT_TempLoc2[HT_Count] to HT_TempLoc[HT_Count]) degrees




Set HT_KeyId = (Key (Last created unit))




Set HT_Temp_Unit[Loop_1[Loop_1_Count]] = (Last created unit)




Unit Group - Add (Last created unit) to HT_Dummy_Group




Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 35.00% transparency




Custom script: call SetUnitAnimationByIndex( GetLastCreatedUnit(), 14)




Hashtable - Save HT_Level as 0 of HT_KeyId in HT_Hash




Hashtable - Save HT_Count as 1 of HT_KeyId in HT_Hash




Hashtable - Save 0.00 as 2 of HT_KeyId in HT_Hash




Custom script: call RemoveLocation(udg_HT_TempLoc2[udg_HT_Count])

Unit - Move HT_Caster[HT_Count] instantly to HT_TempLoc[HT_Count]

Custom script: call RemoveLocation(udg_HT_TempLoc[udg_HT_Count])

Custom script: call RemoveLocation(udg_HT_TempLoc3[udg_HT_Count])


Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




HT_Index Equal to (==) 1



Then - Actions




Trigger - Turn on Hassou Tobi Loops <gen>



Else - Actions
Events

Time - Every 0.03 seconds of game time
Actions

Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)


If - Conditions



(HT_Dummy_Group is empty) Equal to (==) False


Then - Actions



Custom script: set udg_HT_KeyId = GetHandleId(udg_HT_Temp_Unit[udg_HT_Dummy_Int])



Set HT_DistX = (Load 2 of HT_KeyId from HT_Hash)



Set HT_Level = (Load 0 of HT_KeyId from HT_Hash)



Set HT_TempLoc[HT_Count] = (Position of HT_Temp_Unit[HT_Dummy_Int])



Set HT_TempLoc2[HT_Count] = (HT_TempLoc[HT_Count] offset by HT_DistX towards (Facing of HT_Temp_Unit[HT_Dummy_Int]) degrees)



Set HT_TempLoc3[HT_Count] = (Position of HT_Caster[HT_Count])




Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






270.00 Greater than (>) HT_DistX





Then - Actions






Hashtable - Save (HT_DistX + 30.00) as 2 of HT_KeyId in HT_Hash






Unit - Move HT_Temp_Unit[HT_Dummy_Int] instantly to HT_TempLoc2[HT_Count]





Else - Actions






Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








HT_Dummy_Int Equal to (==) 8








HT_Dummy_Int Greater than (>) 7







Then - Actions








Set HT_Damage_Attri[HT_Count] = (HT_Damage_Attri_Multiply[HT_Level] x (Real((Agility of HT_Caster[HT_Count] (Include bonuses)))))








Set HT_Damage_Total_Final[HT_Count] = (HT_Damage_Final[HT_Level] + HT_Damage_Attri[HT_Count])








Set HT_TempGroup = (Units within 800.00 of HT_TempLoc3[HT_Count] matching ((((Matching unit) belongs to an ally of (Owner of HT_Caster[HT_Count])) Equal to (==) False) and (((Matching unit) is alive) Equal to (==) True)))








Unit Group - Pick every unit in HT_TempGroup and do (Actions)









Loop - Actions










Unit - Cause HT_Caster[HT_Count] to damage (Picked unit), dealing HT_Damage_Total_Final[HT_Count] damage of attack type Hero and damage type Normal








Unit - Create 1 Dummy for (Owner of HT_Caster[HT_Count]) at HT_TempLoc3[HT_Count] facing Default building facing (270.0) degrees








Unit - Add a 3.00 second Generic expiration timer to (Last created unit)








Unit - Turn collision for (Last created unit) Off








Animation - Change (Last created unit)'s size to (300.00%, 300.00%, 300.00%) of its original size








Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl








Special Effect - Destroy (Last created special effect)








Unit Group - Remove all units from HT_TempGroup








Custom script: call DestroyGroup(udg_HT_TempGroup)








Unit - Remove HT_Temp_Unit[HT_Dummy_Int] from the game








Unit Group - Remove all units from HT_Dummy_Group








Unit - Unhide HT_Caster[HT_Count]








Unit - Turn collision for HT_Caster[HT_Count] On








Selection - Select HT_Caster[HT_Count] for (Owner of HT_Caster[HT_Count])








Hashtable - Save 0.00 as 2 of HT_KeyId in HT_Hash








Set HT_Index = (HT_Index - 1)








Set HT_Dummy_Int = 1








Hashtable - Clear all child hashtables of child HT_KeyId in HT_Hash









Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)










If - Conditions











HT_Index Less than or equal to (<=) 0










Then - Actions











Trigger - Turn off (This trigger)










Else - Actions








Custom script: call RemoveLocation(udg_HT_TempLoc[udg_HT_Count])








Custom script: call RemoveLocation(udg_HT_TempLoc2[udg_HT_Count])








Custom script: call RemoveLocation(udg_HT_TempLoc3[udg_HT_Count])








Skip remaining actions







Else - Actions






Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








HT_Dummy_Int Less than or equal to (<=) 7








HT_Dummy_Int Less than (<) 8







Then - Actions








Set HT_Damage_Attri[HT_Count] = (HT_Damage_Attri_Multiply[HT_Level] x (Real((Agility of HT_Caster[HT_Count] (Include bonuses)))))








Set HT_Damage_Total_PS[HT_Count] = (HT_Damage_PS[HT_Level] + HT_Damage_Attri[HT_Count])








Set HT_TempGroup = (Units within 800.00 of HT_TempLoc3[HT_Count] matching ((((Matching unit) belongs to an ally of (Owner of HT_Caster[HT_Count])) Equal to (==) False) and (((Matching unit) is alive) Equal to (==) True)))








Unit Group - Pick every unit in HT_TempGroup and do (Actions)









Loop - Actions










Unit - Cause HT_Caster[HT_Count] to damage (Picked unit), dealing HT_Damage_Total_PS[HT_Count] damage of attack type Hero and damage type Normal








Unit - Create 1 Dummy for (Owner of HT_Caster[HT_Count]) at HT_TempLoc3[HT_Count] facing Default building facing (270.0) degrees








Unit - Add a 3.00 second Generic expiration timer to (Last created unit)








Unit - Turn collision for (Last created unit) Off








Animation - Change (Last created unit)'s size to (300.00%, 300.00%, 300.00%) of its original size








Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl








Special Effect - Destroy (Last created special effect)








Unit Group - Remove all units from HT_TempGroup








Custom script: call DestroyGroup(udg_HT_TempGroup)








Unit - Remove HT_Temp_Unit[HT_Dummy_Int] from the game








Hashtable - Save 0.00 as 2 of HT_KeyId in HT_Hash








Set HT_Dummy_Int = (HT_Dummy_Int + 1)








Custom script: call SetUnitAnimationByIndex( udg_HT_Temp_Unit[udg_HT_Dummy_Int], 7)







Else - Actions



Custom script: call RemoveLocation(udg_HT_TempLoc[udg_HT_Count])



Custom script: call RemoveLocation(udg_HT_TempLoc2[udg_HT_Count])



Custom script: call RemoveLocation(udg_HT_TempLoc3[udg_HT_Count])


Else - Actions
No its not, this is my spell. I post it here because I'm trying to discover a mystery. XD BTW, Can i take your request but I'll finish it 2morrow? But pls follow the format given already by Malhorne :3what template? is this spell allready made?
Use our template bro
@xAerox -> 0.0312500s period![]()
Yes that's why there is a duration so you create a spellbook with this spell inside.
And you timed it![]()





who wana make my spell?
For the template : https://www.hiveworkshop.com/forums/2432917-post1.html
And someone will take it .
Whose request is Hassou Tobi!!??
How much is the AOE then? 400 too?I have a item spell request. (GUI) / (MUI)
Name: Bomb
AoE Damage 400
Effects Flame strike (Gona do the same effects as flame strike)
1. You drop the bomb on the ground and after 3 second it blow the ground.
2. Timer on 3 seconds. Gona show red little text 3.2.1 then the explosion will be there.
3. You will see the bomb be there on the ground then disapair when explosion comes.
4. The spell should be planted under your hero when click the item.
5. Should only damage enemy units. Not your self or friends.
Can you do it?
No problem dude, just wait for another GUI guy to help.I post it here to ask for help about the range and AOE thing :3 Sry about that..
Even with your "info" above, no one still has a single clue what this ability does.
Please be specific.
I'm going to try and help people understand it by asking you the necessary questions.
The player clicks a point within 1000 range, and the caster moves at 1500 movement to the point? ("3x scroll of speed", scroll of speed iirc gives max movement so 522x3?)
The caster gains 100% evasion?
The caster pushes/damages everyone(ally and enemy?) (You originally say air units but then change to all units then back to air, which is it?)
When you say it cannot be controlled by player (owner of the caster) but is in control of player, does that mean...it just cannot cast anything or attack but will still turn to face where its ordered to move?
How close do enemy units need to be to be knocked back. How far should they be knocked back, how fast should they be knocked back. Should the knock back destroy trees, should it stop on unwalkable terrain. Should units being knocked back be stunned. Should the damage be done in 1 burst shot or over the knock back duration.
This is most of the questions but please tell us explicit what you want, it makes it much easier for everyone. No one wants to waste time guessing what it is you want and you don't want to have to spend time guessing how to fix it to how you want.
I have a item spell request. (GUI) / (MUI)
Name: Bomb
AoE Damage 400
Effects Flame strike (Gona do the same effects as flame strike)
1. You drop the bomb on the ground and after 3 second it blow the ground.
2. Timer on 3 seconds. Gona show red little text 3.2.1 then the explosion will be there.
3. You will see the bomb be there on the ground then disapair when explosion comes.
4. The spell should be planted under your hero when click the item.
5. Should only damage enemy units. Not your self or friends.
Can you do it?
No problem dude, just wait for another GUI guy to help.
Heavyl StrikeDDS: NES
Code Type: GUI
Spell Type: Hero/Unit
Target Type: Passive
Area of Effect: 0
Number of Levels: 5
Range: Hero Attack range
Duration: 0
Mana Cost: 0
Cooldown: 2
Chance: 15%
In-game Description: The unit has a chance to strike a powerful hit.
How the spell works: 15% Do 2/3/4/5/6 Str + Unit Base Damage
Heavyl StrikeDDS: NES
Code Type: GUI
Spell Type: Hero/Unit
Target Type: Passive
Area of Effect: 0
Number of Levels: 5
Range: Hero Attack range
Duration: 0
Mana Cost: 0
Cooldown: 2
Chance: 15%
In-game Description: The unit has a chance to strike a powerful hit.
How the spell works: 15% Do 2/3/4/5/6 Str + Unit Base Damage
just call it range![]()
Heavyl StrikeDDS: NES
Code Type: GUI
Spell Type: Hero/Unit
Target Type: Passive
Area of Effect: 0
Number of Levels: 5
Range: Hero Attack range
Duration: 0
Mana Cost: 0
Cooldown: 2
Chance: 15%
In-game Description: The unit has a chance to strike a powerful hit.
How the spell works: 15% Do 2/3/4/5/6 Str + Unit Base Damage
Anyone taking this? If not, I could TRY to do this one.
The caster will gain 2/3/4/5/6 Str or 2/3/4/5/6 Str was use to damage the enemy? Or 2/3/4/5/6 * Str?
Will the bonus attack stack with the normal or just deal the bonus damage?
Null Field
DDS: N/A
Code Type: GUI
Spell Type: Unit
Target Type: Target Point
Area of Effect: 625
Number of Levels: 1
Range: 900
Duration: 10
Mana Cost: 0
Cooldown: 13
In-game Description: Creates a Null Field across a target area. any units who enter the field take 70 damage per second and have their armor reduced by 7.
How the spell works: Creates a Null Field across a target area. any units who enter the field take 70 damage per second and have their armor reduced by 7.
Caster will do 2/3/4/5/6 str + caster damage. to enemy.
Damage = Caster Str X ( 1 + caster level ) + Caster Damage.
The damage will stacked with the normal ( it can critical hit )
Btw, what every dds is fine. :V i'm done with terrain + unit. now is item. trigger come last.
also. i need a version that it not stacked with normal ( just bonus damage ) to make for int unit.
If you're using DDS why are you asking for GUI spell oO ?
Anyway Nes DDS is hard to use xD
Forgot one more thing. i need the damage show on the target.
Caster will do 2/3/4/5/6 str + caster damage. to enemy.
Damage = Caster Str X ( 1 + caster level ) + Caster Damage.
The damage will stacked with the normal ( it can critical hit )
Btw, what every dds is fine. :V i'm done with terrain + unit. now is item. trigger come last.
also. i need a version that it not stacked with normal ( just bonus damage ) to make for int unit.
Null Field
DDS: N/A
Code Type: GUI
Spell Type: Unit
Target Type: Target Point
Area of Effect: 625
Number of Levels: 1
Range: 900
Duration: 10
Mana Cost: 0
Cooldown: 13
In-game Description: Creates a Null Field across a target area. any units who enter the field take 70 damage per second and have their armor reduced by 7.
How the spell works: Creates a Null Field across a target area. any units who enter the field take 70 damage per second and have their armor reduced by 7.
this is realy good workshop! I got my spell less then 1 day. keep up the good work!
Can you send me the link of LFH DDS? ^^" Would it be find to use different DDS? @_@Creator updated his box.
You can use what DDS you want (I recommend looking_for_help's one)
@xAerox use this
https://www.hiveworkshop.com/forums/models-530/cloudoffog-50164/?prev=t%3D8%26r%3D20%26d%3Dlist%26page%3D22
fzbx4e's model
