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Counter Helix [KE] - Work for all characters

Submitted by ArOn
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
This skill is of the Dota Axe, but in this case it works for any character (all characters not have the animation and blademaster spin effect is why it already includes all), you can not abuse other effect or the damage has an invisible cooldown few seconds.

Credits to: JetFangInferno for visual effect

Keywords:
knight,footmen,koleshy,engine
Contents

Counter Helix for All Character [KE] (Map)

Reviews
Moderator
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Counter Helix | Reviewed by Maker | 28th Apr 2013 NEEDS FIX [IMG] The spell is MUI [IMG] Don't remove the buff [tr] [IMG] You don't need...
  1. 12th Dec 2015
    IcemanBo: Too long as NeedsFix. Rejected.

    Counter Helix | Reviewed by Maker | 28th Apr 2013
    NEEDS FIX

    [​IMG]
    • The spell is MUI
    [​IMG]
    • Don't remove the buff
    [​IMG]
    • You don't need arrays for the group and location
    • The learn icon is the passive version
    • There are no proper tooltips
    • The groups, locations and special effects
      could be nulled after destroying them, but it is not required

     
  2. zv27

    zv27

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    post trigger
     
  3. UndeadImmortal

    UndeadImmortal

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    Counter Helix KE
    • Counter Helix KE
      • Events
        • Unit - A unit Is attacked
      • Conditions
        • ((Attacked unit) has buff Counter Helix [KE]) Equal to True
        • ((Attacked unit) is an illusion) Equal to False
        • (Random percentage) Less than or equal to (30.00 x (Real((Level of Counter Helix [KE] for (Attacked unit)))))
      • Actions
        • Set CounterHelixKE_M_Index = (CounterHelixKE_M_Index + 1)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • CounterHelixKE_M_Index Equal to 1
          • Then - Actions
            • Trigger - Turn on Counter Helix KE Check <gen>
          • Else - Actions
        • Set CounterHelixKE_Check[CounterHelixKE_M_Index] = 0
        • Set CounterHelixKE_Caster[CounterHelixKE_M_Index] = (Attacked unit)
        • Unit - Remove Counter Helix [KE] buff from CounterHelixKE_Caster[CounterHelixKE_M_Index]
        • Set CounterHelixKE_Caster_Point[CounterHelixKE_M_Index] = (Position of CounterHelixKE_Caster[CounterHelixKE_M_Index])
        • Special Effect - Create a special effect at CounterHelixKE_Caster_Point[CounterHelixKE_M_Index] using Textures\ExplosiveTornado.mdx
        • Set CounterHelixKE_Effect[CounterHelixKE_M_Index] = (Last created special effect)
        • Set CounterHelixKE_AoEDmg[CounterHelixKE_M_Index] = (Units within 350.00 of CounterHelixKE_Caster_Point[CounterHelixKE_M_Index] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching uni
        • Unit Group - Pick every unit in CounterHelixKE_AoEDmg[CounterHelixKE_M_Index] and do (Actions)
          • Loop - Actions
            • Set CounterHelixKE_PickPoint = (Position of (Picked unit))
            • Unit - Cause CounterHelixKE_Caster[CounterHelixKE_M_Index] to damage (Picked unit), dealing (400.00 x (Real((Level of Counter Helix [KE] for CounterHelixKE_Caster[CounterHelixKE_M_Index])))) damage of attack type Spells and damage type Normal
            • Special Effect - Create a special effect at CounterHelixKE_PickPoint using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
            • Special Effect - Destroy (Last created special effect)
            • Custom script: call RemoveLocation(udg_CounterHelixKE_PickPoint)
        • Custom script: call DestroyGroup(udg_CounterHelixKE_AoEDmg[udg_CounterHelixKE_M_Index])
        • Custom script: call RemoveLocation(udg_CounterHelixKE_Caster_Point[udg_CounterHelixKE_M_Index])

    Counter Helix KE Check
    • Counter Helix KE Check
      • Events
        • Time - Every 0.03 seconds of game time
      • Conditions
      • Actions
        • For each (Integer CounterHelixKE_C_Index) from 1 to CounterHelixKE_M_Index, do (Actions)
          • Loop - Actions
            • Set CounterHelixKE_Check[CounterHelixKE_C_Index] = (CounterHelixKE_Check[CounterHelixKE_C_Index] + 1)
            • Unit - Remove Counter Helix [KE] buff from CounterHelixKE_Caster[CounterHelixKE_C_Index]
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • CounterHelixKE_Check[CounterHelixKE_C_Index] Equal to 50
              • Then - Actions
                • Special Effect - Destroy CounterHelixKE_Effect[CounterHelixKE_C_Index]
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • CounterHelixKE_Check[CounterHelixKE_C_Index] Equal to 200
              • Then - Actions
                • Set CounterHelixKE_Check[CounterHelixKE_C_Index] = CounterHelixKE_Check[CounterHelixKE_M_Index]
                • Set CounterHelixKE_Effect[CounterHelixKE_C_Index] = CounterHelixKE_Effect[CounterHelixKE_M_Index]
                • Set CounterHelixKE_Caster[CounterHelixKE_C_Index] = CounterHelixKE_Caster[CounterHelixKE_M_Index]
                • Set CounterHelixKE_C_Index = (CounterHelixKE_C_Index - 1)
                • Set CounterHelixKE_M_Index = (CounterHelixKE_M_Index - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • CounterHelixKE_M_Index Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
              • Else - Actions
     
  4. McQvaBlood

    McQvaBlood

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    It's well executed. Perhaps the following can be considered:

    - On Counter Helix KE you use a given real (30) for Helix chance. I advise you move such constants into another trigger and simply add an array to them so the spell's fixed values - damage, area of effect, proc chance - can be changed quickly and they can be recalled as Helix_Damage[Level of Helix_Ability for (Attacked Unit)] The same should be done every time you use a constant that a user would like to change.
    Then, once it's ready, you simply run it on map initialization.
    - Counter Helix does physical damage in DotA.
    - Use Timers instead of periodically running triggers, it's so much cleaner.
     
  5. gorillabull

    gorillabull

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    very good coding and originality
     
  6. defskull

    defskull

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    Originality ?
    Counter Helix from DotA lol.
     
  7. McQvaBlood

    McQvaBlood

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    Was probably sarcasm.
     
  8. ArOn

    ArOn

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    this is not 100% like dota
    i put remove buff for use as an unseen cooldown.
     
  9. Wrda

    Wrda

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    Must be an interesting spell.
     
  10. ArOn

    ArOn

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    idk why says this: The learn icon is the passive version
    if you download this can change the icon you want ._.

    this only is example and the tooltips is easy for import
    I think it is not necessary!
     
  11. zv27

    zv27

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    At this very moment I'm looking at the original and I can tell you that this version more complicated than the original

    Absolutely unnecessary periodic trigger for such a simple spell
     
  12. Marcos_M

    Marcos_M

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    It has a periodic trigger because this has an unseen cooldown, this is a greate way to balance
     
  13. McQvaBlood

    McQvaBlood

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    I never really understood why it needs a chance to work AND a cooldown.
    Blizzard's pseudo-random distribution handles proccing quite well. (And it's not all that hard to mimic.)
     
  14. Marcos_M

    Marcos_M

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    That its because you never get 3 spins in a row against an Axe :S

    :truestory: