- Joined
- Mar 27, 2008
- Messages
- 8,035
You can even use all abilities from Object Editor ;pIs it necessary that all of my skills are triggered?
With a change here and there, of course.
You can even use all abilities from Object Editor ;pIs it necessary that all of my skills are triggered?
i think i should drop out... creating an ability that lets a hero "live" on timer after death seems to be beyond my triggering knowledge.. and helping me is not allowed =_=
hey can I use my requested spellshahahaha
All spells must have been made after the start of this contest; no previous work is allowed.
Uhmmm,Pharaoh can i ask?
Can i use my own spell(resource) and add it to my Hero?
Ok, quick (if a bit foolish) question: is it safe to assume we can use models that are hosted here if we credit the creator?
Ok,thank you,but the only resource allowed in the spells section are the systems right?
is mui allowed :?: lol
It does not increase your score, it is an OBLIGATORY.Of course. It increases your score in coding.
Can i still join? If so, I'm in.
Orcnet, you should join too!
You are allowed to use sub-spells, as long as the total count equals to 1 (one) and the sub-spell itself is not more powerful than the root spell.
I'v also read that the hero can also have a signature spell that is not overpowering the main spells and has no ranks or level ups , so I will do such too.
By the way I'v tested your hero. One thing was bugging me and it was that there is no range indicator for the falling icy balls spell and also it would be nice to create some tiny effect probably stealthed that appears when you cast the first time so you dont forget where is the start of the ice wall/balls (w/e) and to figure out what the range to spread it is.
My idea was that you create a dummy unit with the model of any of the cast circles (e.g. when you cast a aoe spell - the circle that appears to select area) and center the dummy at the first cast of the spell. Size it so that the borders of the circle is the range where the player can cast the second spell and create a wall.
The dummy unit should probably have some sort of invisibility so its not seen by enemies.
GetLocalPlayer
works perfectly). The marker effect is unnecessary though, as in the most cases you just click twice (you should, as you can't move anymore before the second cast), it would only show a death animation. It's also not hard to keep in mind where it was.
Preview:
Backstory:
While some frown upon their use of necromancy, the Death Speakers know that the time for squeamishness is past. Whether drawing strength from the enemies they slay or raising fallen allies outright from the dead, they employ any means necessary in order to ensure their people's survival. Still, rumors abound that the priestesses are not all they seem, and that some dark bargain has been struck in order to grant them their uncanny powers...
Abilities:
![]() Ghoul Minions The Death Speaker summons 2/3/4 Ghoul Minions to aid her for 60 seconds. If you've learned Blood Runes, Ghouls have a chance to drop healing runes when they die. ![]() Blood Runes - autocast Adds bonus damage to the Death Speaker's attacks. If the target dies while under the effect of Blood Runes, it has a chance to drop a rune that heals 75/150/300 hit points to nearby friendly units. ![]() Revive Troll - no target Raises a nearby troll corpse from the dead. The troll will revive with 50/80/100% of its hit points. ![]() Ultimate: Sacrifice Invokes the powers of life and death. Using this spell kills the Death Speaker instantly, but summons a brutally powerful creature to fight her enemies. Lasts 30 seconds. |
GetLocalPlayer works perfectly
GetLocalPlayer
properly local string s=""
if GetLocalPlayer()==this.owner then
set s="MyEffectModel.mdl"
endif
set this.sfx=AddSpecialEffectTarget(s,this.caster,"origin")