Destination9747

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  • فکر کنم دایره دار ها می تونن بسازن یا باید به مدیران سایت بگیم
    bah bah koja booodi tamame moddat? :p barname darim social group bezanim ba ham ^^ ba hameye irania
    Happy Birthday! (Happy Birthday!)



    <span style="font-size: 12px">Here is a cake.</span>

    . . . ., ., ., .,. . . . .
    . . .__|__|__|__|__ . . .
    . . .|~~::~~~~::~~| . . .
    . . .|~!!~~~~~~!!~| . . .
    . . .|<(><)><(><)>| . . .
    . . .|}{}{}{}{}{}{| . . .
    _________________________

    <span style="font-size: 12px">Here is your present.</span>

    . . . . . . .\ &&& /. . . . . . .
    . . . . . . ./<span style="font-size: 15px">*&*</span>\. . . . . . .
    |~~~~~|~~~~|~~~~~|
    |~'0~0'~|~~~~|~'0~0'~|
    |~'0~0'~|~~~~|~'0~0'~|
    |~~~~~|~~~~|~~~~~|
    |~~~~~|~~~~|~~~~~|
    |~'0~0'~|~~~~|~'0~0'~|
    |~'0~0'~|~~~~|~'0~0'~|
    |~~~~~|~~~~|~~~~~|
    I am busy as fuck with some stupid school assigment!! I will get back to you
    Yes you can, but If I remember correctly the spell book inside another spell book won't show up, but the spells will.
    Hello. :)

    I dont really know dota, but you only want to create a text above a tavern when someone writes "-cm"?

    Have you checked the floating text actions? For example:
    Floating Text - Create floating text that reads TEXT above TAVERN with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency

    or
    Floating Text - Create floating text that reads TEXT at POINT with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
    not really, you can pick Button.mdx from random FSI in this site, then create your own letter as texture, but you have to learn about alpha channel first to do this..
    Have you updated triggers in description? Because you didnt change what BPower saidl.
    try this
    Custom script: set udg_FISH_Key = udg_FISH_Caster
    where FISH_Key is a handle variable

    or

    Custom script: set udg_FISH_Key = GetHandleId(udg_FISH_Caster)
    where FISH_Key is a integer variable
    not after the loop.. but in the loop itself. but remove leaks only if you are not using that variable anymore.. :)
    No manager :? You mean no mod? You just gotta be patient and wait a few weeks, don't worry. Moderators are usually busy :)
    Yea, looks better now. ;)

    Only thing I would change it the final explosion effect. This war stomp is overused, nearly in every spell.
    No problem. Just keep the good work up ok? Keep improving, because everyone has great potential, and in no time you will be more than amazing :)
    Looks okay, although I think there is abit too much red now, maybe add some highlights to the bones so they are not solid red?
    Happy Birthday!



    <span style="font-size: 12px">Here is a cake.</span>

    . . . . , . ., . ., . ,. . . . .
    . . .__|__|__|__|__ . . .
    . . .|~~::~~~::~~| . . .
    . . .|~!!~~~~~!!~| . . .
    . . .|<(><)><(><)>| . . .
    . . .|}{}{}{}{}{}{| . . .
    _____________________
    [stable]
    Death Stomp Cast
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Death Stomp
    Actions
    -------- -------------------- Settings -------------------- --------
    Set DeathStomp_Caster = (Triggering unit)
    Set DeathStomp_Angle = (Facing of DeathStomp_Caster)
    Set DeathStomp_Level = (Level of Death Stomp for DeathStomp_Caster)
    Set DeathStomp_PointDummy = (Position of DeathStomp_Caster)
    -------- -------------------- Orbs Releasing -------------------- --------
    For each (Integer A) from 1 to DeathStomp_Count[DeathStomp_Level], do (Actions)
    Loop - Actions
    -------- -------------------- Creating Dummies -------------------- --------
    Unit - Create 1 Dummy Mover for (Triggering player) at DeathStomp_PointDummy facing DeathStomp_Angle degrees
    Set DeathStomp_Dummy = (Last created unit)
    Set DeathStomp_DummyIndex = (Custom value of DeathStomp_Dummy)
    Set DeathStomp_CasterArray[DeathStomp_DummyIndex] = DeathStomp_Caster
    Set DeathStomp_Angle = (DeathStomp_Angle + (360.00 / (Real(DeathStomp_Count[DeathStomp_Level]))))
    Set DeathStomp_PointDummy = (DeathStomp_PointDummy offset by 500.00 towards DeathStomp_Angle degrees)
    Unit - Order DeathStomp_Dummy to Move To DeathStomp_PointDummy
    Unit - Add a 1.60 second Generic expiration timer to DeathStomp_Dummy
    Unit - Set level of Death Stomp - Missles for DeathStomp_Dummy to DeathStomp_Level
    Custom script: call RemoveLocation(udg_DeathStomp_PointDummy2)
    Custom script: call RemoveLocation(udg_DeathStomp_PointDummy)

    [/stable]

    And Death Stomp Stunning should be turned off when there are no dummies.
    The dummies cast an ability that deals damage. If a unit dies, the killing unit will be the dummy, not the caster.
    Set DeathStomp_PointDummy = ((Position of DeathStomp_Dummy) offset by 500.00 towards DeathStomp_Angle degrees)
    xD Make a gif image of it c: You will get more views, more rep and more comments :) And more feedback ^^

    It's cool!
    Qrgh xD make a gif image cuz I can't view it from that.. IPad shit. I'll see it when I get to my comp :)
    Unit indexer systems set custom values. If someone imports your spell into his map and also uses a unit indexer, the spell won't work correctly.

    Use some other indexing method than setting custom value, or use a hashtable.
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