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Kawaii Spell Workshop

Discussion in 'Requests' started by Malhorne, Oct 17, 2013.

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  1. BunnyAng

    BunnyAng

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    Alright then i'll request another time.
     
  2. Malhorne

    Malhorne

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    You can do it now but I don't assure that the spell will be taken now ^^'
     
  3. deathismyfriend

    deathismyfriend

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    Not bad Malhorne looks like you put together a nice little spell workshop. Good luck
     
  4. Malhorne

    Malhorne

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    Thanks death !
    But we're a bit busy but it's good atm.
     
  5. deathismyfriend

    deathismyfriend

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    No problem and nice lol. Good luck.
     
  6. Malhorne

    Malhorne

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  7. BunnyAng

    BunnyAng

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    Ok thanks Mal. Here the item request.

    Pendant of Essence

    DDS: GDD
    Code Type: GUI
    Spell Type: Item
    Target Type: Instant
    Area of Effect: 1200
    Number of Levels: -
    Mana Cost: -
    Cooldown: 3
    In-game Description: A magical pendant that collects the remnant of nearby magic produced by enemies. The very pendant then turns the remnant stored into positive restoring energy when needed. This pendant was also used in the previous War of the Magi due to its efficiency in mage wars.

    Bonuses:
    - + 15 hit points and mana points for each essence collected.
    - + Maximum of 15 charges.
    How the spell works: Whenever an enemy hero casts a spell within 1200 AoE, whoever who is the enemy of the hero and has this item (Pendant of Essence) will collect a charge. The charge has a limit of 15. When used, all charges will be used and each restore 15 hp and 15 mana. There is no cooldown to the collection of charges.
     
  8. pOke

    pOke

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    I'll do these. 1st one should be simple, On the 2nd one, it should take the unit .4 seconds to get there no matter the distance? Should the unit be able to cast things while being pulled? (Aka should they be silenced/stunned?)
     
  9. kenegeneget13

    kenegeneget13

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    it will just suck all units within 400 AOE of target point to the center of the target point
     
  10. pOke

    pOke

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    Sounds good, I should have it done later today, going to sleep now lol.
     
  11. kenegeneget13

    kenegeneget13

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    is it finished?
     
  12. pOke

    pOke

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    My bad, got busy and didn't upload.

    Here it is!

    Trigs
    • Sink Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • Set Sink_PullEffect = Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
        • -------- AoE --------
        • Set Sink_AoE = 400.00
        • -------- Damage Per Level --------
        • Set SinkDamageBase[1] = 50.00
        • Set SinkDamageBase[2] = 75.00
        • Set SinkDamageBase[3] = 100.00
        • Set SinkDamageBase[4] = 150.00
        • -------- Types --------
        • Set Sink_AttackType = Spells
        • Set Sink_DamageType = Universal
        • -------- How Close should they before the spell "ends" --------
        • Set Sink_Threshold = 50.00
        • -------- Speed of pull --------
        • Set Sink_Speed = 800.00
        • -------- Dont Change below --------
        • Set Sink_SpeedInterval = (Sink_Speed x 0.03)
    • Sink Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Sink
      • Actions
        • Set TempPoint = (Target point of ability being cast)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Playable map area) contains TempPoint) Equal to True
          • Then - Actions
            • Set Sink_MaxIndex = (Sink_MaxIndex + 1)
            • Set Sink_Caster[Sink_MaxIndex] = (Triggering unit)
            • Set Sink_Point[Sink_MaxIndex] = (Target point of ability being cast)
            • Set SinkDamage[Sink_MaxIndex] = SinkDamageBase[(Level of Sink for Sink_Caster[Sink_MaxIndex])]
            • Unit - Create 1 Abyss for (Owner of Sink_Caster[Sink_MaxIndex]) at TempPoint facing Default building facing degrees
            • Set Sink_Dummy[Sink_MaxIndex] = (Last created unit)
            • Set TempGroup = (Units within Sink_AoE of TempPoint)
            • Custom script: set udg_Sink_Group[udg_Sink_MaxIndex] = CreateGroup()
            • Unit Group - Pick every unit in TempGroup and do (Actions)
              • Loop - Actions
                • Set TempUnit = (Picked unit)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (TempUnit is A structure) Equal to False
                    • (TempUnit is alive) Equal to True
                    • (TempUnit belongs to an enemy of (Owner of Sink_Caster[Sink_MaxIndex])) Equal to True
                  • Then - Actions
                    • Unit Group - Add TempUnit to Sink_Group[Sink_MaxIndex]
                    • Custom script: call SetUnitPropWindow(udg_TempUnit, 0)
                  • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Sink_MaxIndex Equal to 1
              • Then - Actions
                • Trigger - Turn on Sink Loop <gen>
              • Else - Actions
            • Custom script: call DestroyGroup(udg_TempGroup)
          • Else - Actions
        • Custom script: call RemoveLocation(udg_TempPoint)
    • Sink Loop
      • Events
        • Time - Every 0.03 seconds of game time
      • Conditions
      • Actions
        • For each (Integer Sink_CurrentIndex) from 1 to Sink_MaxIndex, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Sink_Group[Sink_CurrentIndex] is empty) Equal to False
              • Then - Actions
                • Custom script: call QueueUnitAnimation(udg_Sink_Dummy[udg_Sink_CurrentIndex], "birth")
                • Unit Group - Pick every unit in Sink_Group[Sink_CurrentIndex] and do (Actions)
                  • Loop - Actions
                    • Set TempUnit = (Picked unit)
                    • Set TempPoint = (Position of TempUnit)
                    • Set TempInteger = (Random integer number between 1 and 2)
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • TempInteger Equal to 1
                      • Then - Actions
                        • Special Effect - Create a special effect at TempPoint using Sink_PullEffect
                        • Special Effect - Destroy (Last created special effect)
                      • Else - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Distance between Sink_Point[Sink_CurrentIndex] and TempPoint) Greater than or equal to Sink_Threshold
                      • Then - Actions
                        • Set TempReal = (Angle from Sink_Point[Sink_CurrentIndex] to TempPoint)
                        • Custom script: call SetUnitX(udg_TempUnit, GetUnitX(udg_TempUnit) - udg_Sink_SpeedInterval * Cos(bj_DEGTORAD * udg_TempReal))
                        • Custom script: call SetUnitY(udg_TempUnit, GetUnitY(udg_TempUnit) - udg_Sink_SpeedInterval * Sin(bj_DEGTORAD * udg_TempReal))
                      • Else - Actions
                        • Custom script: call SetUnitPropWindow(udg_TempUnit, 1)
                        • Unit - Cause Sink_Dummy[Sink_CurrentIndex] to damage TempUnit, dealing SinkDamage[Sink_CurrentIndex] damage of attack type Sink_AttackType and damage type Sink_DamageType
                        • Unit Group - Remove TempUnit from Sink_Group[Sink_CurrentIndex]
                    • Custom script: call RemoveLocation(udg_TempPoint)
              • Else - Actions
                • Unit - Kill Sink_Dummy[Sink_CurrentIndex]
                • Custom script: call DestroyGroup(udg_Sink_Group[udg_Sink_CurrentIndex])
                • Custom script: call RemoveLocation(udg_Sink_Point[udg_Sink_CurrentIndex])
                • Set Sink_Caster[Sink_CurrentIndex] = Sink_Caster[Sink_MaxIndex]
                • Set Sink_Dummy[Sink_CurrentIndex] = Sink_Dummy[Sink_MaxIndex]
                • Set Sink_Group[Sink_CurrentIndex] = Sink_Group[Sink_MaxIndex]
                • Set Sink_Point[Sink_CurrentIndex] = Sink_Point[Sink_MaxIndex]
                • Set Sink_CurrentIndex = (Sink_CurrentIndex - 1)
                • Set Sink_MaxIndex = (Sink_MaxIndex - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Sink_MaxIndex Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
    • Mass Hex
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Mass Hex
      • Actions
        • Set TempPoint = (Target point of ability being cast)
        • Set TempUnit = (Triggering unit)
        • Set TempGroup = (Units within 300.00 of TempPoint)
        • Unit - Create 1 Dummy for (Owner of TempUnit) at TempPoint facing Default building facing degrees
        • Set TempUnit2 = (Last created unit)
        • Unit - Add a 1.00 second Generic expiration timer to TempUnit2
        • Unit - Add Hex to TempUnit2
        • Unit - Set level of Hex for TempUnit2 to (Level of Mass Hex for TempUnit)
        • Unit Group - Pick every unit in TempGroup and do (Actions)
          • Loop - Actions
            • Set TempUnit3 = (Picked unit)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (TempUnit3 is A structure) Equal to False
                • (TempUnit3 is alive) Equal to True
                • (TempUnit3 belongs to an enemy of (Owner of TempUnit)) Equal to True
              • Then - Actions
                • Unit - Order TempUnit2 to Orc Shadow Hunter - Hex TempUnit3
              • Else - Actions
        • Custom script: call DestroyGroup(udg_TempGroup)
        • Custom script: call RemoveLocation(udg_TempPoint)
     

    Attached Files:

  13. kenegeneget13

    kenegeneget13

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  14. Edge45

    Edge45

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  15. Malhorne

    Malhorne

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    Ok I'll rewrite the moosy PHP :)
     
  16. kenegeneget13

    kenegeneget13

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    Draenei Realm

    DDS: i dont know if needed
    Code Type: GUI
    Spell Type: Hero
    Target Type: Instant
    Area of Effect: 0
    Number of Levels: 3
    Mana Cost: 300
    Cooldown: 70
    In-game Description: N/A
    How the spell works: Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 70% damage and each of them will attack only its pair.
     
  17. Malhorne

    Malhorne

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    Correct your box by giving us the name of the spell.
    What do you mean by only its pair ?
     
  18. kenegeneget13

    kenegeneget13

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    it will attack the hero beside him
     
  19. Malhorne

    Malhorne

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    What do you mean by beside xD ?
     
  20. GreeN!X

    GreeN!X

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    Someone here is renaming a lot of dota spells. :3

    @Malhorne, read the ultimate skill. http://www.playdota.com/heroes/spectre
     
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