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Kawaii Spell Workshop

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

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  1. kenegeneget13

    kenegeneget13

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    yeah i know i just renaming it :)
    so whats the problem with that??
     
  2. GreeN!X

    GreeN!X

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    I'm just sayin' dude. No need to be mad. ^^
     
  3. Malhorne

    Malhorne

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    Ok I'll put the link if you know DotA's spells I don't :(
     
  4. kenegeneget13

    kenegeneget13

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    @Hera__ im not mad im just happy that you noticed :)
     
  5. Rheiko

    Rheiko

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    well, your way of replying hera's post sounds like you're mad at her
     
  6. kenegeneget13

    kenegeneget13

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    hehehe nothing to worry about im not mad or somthin
     
  7. Malhorne

    Malhorne

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    Stop arguing like this ^^'
     
  8. chobibo

    chobibo

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    Make it two, BunnyAng's item ability request sounds like the same as one of dota's items (i forgot the item name)
     
  9. pOke

    pOke

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    @chob
    It's magic wand

    @Edge
    That spell is quite simple, it kind of be a waste to even upload it.
    Just give your caster the roar ability that gives the armor and damage increase you want. Then on cast spawn a dummy have it cast a different roar that reduces the enemy units by your damage and armor factor. Don't forget to give the dummy an expiration time., set the level of the dummy's to the caster's, and remove the location.
     
  10. chronos_077

    chronos_077

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    note: this is a spell pack for the GUI team.

    Tracking Mine

    DDS: none
    Code Type: GUI
    Spell Type: Hero
    Target Type: Target Point
    Area of Effect: 250
    Number of Levels: 1
    Mana Cost: 0
    Cooldown: 5
    In-game Description: The Gnoll Bounty Hunter seeks his targets through a scent that he leaves on them, the best way to attach that scent to them without him getting near them is to put it in a trap. He sets a 250 AoE land mine that does not damage the target but attaches a buff, "Track", on it for 60 seconds and the unit that has this buff will be visible to the Gnoll Bounty Hunter until the buff is either removed or expired.
    How the spell works: Puts a land mine that adds a buff on all units that is inside it's AoE when it's triggered. The buff lasts for 60 seconds, the buff can only be removed by a certain skill or when 60 seconds is over. The land mine is invisible to the enemy but is visible to the caster, visibility radius is 150 AoE both night and day. The land mine lasts for 3 minutes. Maximum number of mines that can be placed is 20, but if, for example you placed 1 mine and you have 19 charges left and an enemy unit stepped on your planted mine your total number of charges will increase depending on how many mines were stepped on/triggered thus your 19 charges will be 20 again. The land mine has 0.95 seconds until it explodes/triggers.

    Desolating strike

    DDS: none
    Code Type: GUI
    Spell Type: Hero
    Target Type: Single Target
    Area of Effect:
    Number of Levels: 1
    Mana Cost: 0
    Cooldown: 5
    In-game Description: The Gnoll bounty hunter hacks and slash any unit it comes encounter with, dealing 3x his agility to the target unit. When the target unit has the ''Track buff'' the Gnoll deals extra 200 backstab damage.
    How the spell works: This spell is simple, It is a single target spell when used on an enemy the caster deals damage equal to 3x the caster's agility, but when the target has the "track" buff from the spell "Tracking mine" the caster deals 3x his agility + 200 bonus backstab damage and removes the "Track" buff from the target.


    Eliminate Target

    DDS: none
    Code Type: GUI
    Spell Type: Hero
    Target Type: Single Target
    Area of Effect:
    Number of Levels: 1
    Mana Cost: 0
    Cooldown: 10
    In-game Description: Gnoll bounty hunter cannot endure his thirst for blood and wants to finally eliminate his target. Deals 200 backstab damage and knocks back the target when the target's HP is above 35%, but if the target's HP is below or equal to 35% then the target will die immediately.

    How the spell works: Targets an enemy and deals 200 backstab damage when the HP of the target is above 35% but when the target's HP is below 35% the caster kills the target immediately.


    Blood Lust

    DDS: none
    Code Type: GUI
    Spell Type: Hero
    Target Type: Passive
    Area of Effect: 1000
    Number of Levels: 1
    Mana Cost: 0
    Cooldown:
    In-game Description: The Gnoll bounty hunter can smell blood at a distance and when he does his adrenaline pumps through his veins and gains 50% bonus speed but when an enemy unit is out of range he loses his bonus speed.

    How the spell works: When an enemy unit enters a 1000 AoE around the caster, the caster gains 50% bonus speed and when there's no enemy unit within 1000 AoE around the caster then the caster loses the 50% bonus speed.


    This is a Spell Pack, I hope it's ok with you guys. :))
     
    Last edited: Nov 25, 2013
  11. pOke

    pOke

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    Quote


    Should I be using Faerie Fire for the Track spell? It gives sight and is dispelled by Purge and I think (Dispel Magic/Devour Magic/Disenchant)?

    Is the tracking mine visible under True Sight?

    On the 3rd spell, How fast should it be knocked back? Destroy trees? How far back?

    On 4th spell, What kind of speed? Attack and Movement? Only 1?
     
    Last edited: Nov 27, 2013
  12. chobibo

    chobibo

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    Good luck pOke, keep 'em running!
     
  13. chronos_077

    chronos_077

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    1. Yes you should use faerie fire.
    2. Tracking mine is visible under true sight.
    3. it's up to you how fast, not too fast but not too slow, ok?, and yes it destroys trees. The KB distance is 300 units
    4. Movement speed, give is 75 bonus movespeed.

    anymore questions?
     
  14. pOke

    pOke

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    chronos request:

    Trigs
    • Tracking Mine Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- Delay between trigger and track applied --------
        • Set TM_DelayExplosion = 0.95
        • -------- How many mines can a player have? --------
        • Set TM_MaxMineCount = 20
        • -------- How long should mines last? --------
        • Set TM_TimedLife = 180.00
        • -------- How close does a unit need to come to explode/be tracked? --------
        • Set TM_MineSearchAoE = 250.00
    • Tracking Mine Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Tracking Mine
      • Actions
        • Set TempPlayer = (Triggering player)
        • Set TempGroup = (Units owned by TempPlayer)
        • Set TempInteger = 0
        • 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 alive) Equal to True
                • (Unit-type of TempUnit) Equal to Tracking Mine
              • Then - Actions
                • Set TempInteger = (TempInteger + 1)
              • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • TempInteger Less than TM_MaxMineCount
          • Then - Actions
            • Set TM_MaxIndex = (TM_MaxIndex + 1)
            • Set TM_Caster[TM_MaxIndex] = (Triggering unit)
            • Set TempLoc = (Target point of ability being cast)
            • Set TM_ShouldExplode[TM_MaxIndex] = False
            • Unit - Create 1 Tracking Mine for TempPlayer at TempLoc facing Default building facing degrees
            • Set TM_Mine[TM_MaxIndex] = (Last created unit)
            • Unit - Add a TM_TimedLife second Generic expiration timer to TM_Mine[TM_MaxIndex]
            • Set TM_ExplosionTimer[TM_MaxIndex] = TM_DelayExplosion
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • TM_MaxIndex Equal to 1
              • Then - Actions
                • Trigger - Turn on Tracking Mine Loop <gen>
              • Else - Actions
            • Custom script: call RemoveLocation(udg_TempLoc)
          • Else - Actions
            • Set TempForce = (Player group(TempPlayer))
            • Game - Display to TempForce the text: Already 20 mines pl...
            • Custom script: call DestroyForce(udg_TempForce)
        • Custom script: call DestroyGroup(udg_TempGroup)
    • Tracking Mine Loop
      • Events
        • Time - Every 0.05 seconds of game time
      • Conditions
      • Actions
        • For each (Integer TM_CurrentIndex) from 1 to TM_MaxIndex, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • TM_ShouldExplode[TM_CurrentIndex] Equal to True
              • Then - Actions
                • Set TM_ExplosionTimer[TM_CurrentIndex] = (TM_ExplosionTimer[TM_CurrentIndex] - 0.05)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • TM_ExplosionTimer[TM_CurrentIndex] Less than or equal to 0.00
                  • Then - Actions
                    • Set TempLoc = (Position of TM_Mine[TM_CurrentIndex])
                    • Unit - Create 1 Dummy for (Owner of TM_Caster[TM_CurrentIndex]) at TempLoc facing Default building facing degrees
                    • Set TempUnit = (Last created unit)
                    • Unit - Add Track to TempUnit
                    • Unit - Add a 1.00 second Generic expiration timer to TempUnit
                    • Set TempGroup = (Units within TM_MineSearchAoE of TempLoc)
                    • Unit Group - Pick every unit in TempGroup and do (Actions)
                      • Loop - Actions
                        • Set TempUnit2 = (Picked unit)
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (TempUnit2 is alive) Equal to True
                            • (TempUnit2 belongs to an enemy of (Owner of TM_Caster[TM_CurrentIndex])) Equal to True
                          • Then - Actions
                            • Unit - Order TempUnit to Night Elf Druid Of The Talon - Faerie Fire TempUnit2
                          • Else - Actions
                    • Unit - Kill TM_Mine[TM_CurrentIndex]
                    • Custom script: call RemoveLocation(udg_TempLoc)
                    • Custom script: call DestroyGroup(udg_TempGroup)
                    • Set TM_Caster[TM_CurrentIndex] = TM_Caster[TM_MaxIndex]
                    • Set TM_Mine[TM_CurrentIndex] = TM_Mine[TM_MaxIndex]
                    • Set TM_ExplosionTimer[TM_CurrentIndex] = TM_ExplosionTimer[TM_MaxIndex]
                    • Set TM_ShouldExplode[TM_CurrentIndex] = TM_ShouldExplode[TM_MaxIndex]
                    • Set TM_CurrentIndex = (TM_CurrentIndex - 1)
                    • Set TM_MaxIndex = (TM_MaxIndex - 1)
                  • Else - Actions
              • Else - Actions
                • Set TempLoc = (Position of TM_Mine[TM_CurrentIndex])
                • Set TempGroup = (Units within TM_MineSearchAoE of TempLoc)
                • 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 alive) Equal to True
                        • (TempUnit belongs to an enemy of (Owner of TM_Caster[TM_CurrentIndex])) Equal to True
                      • Then - Actions
                        • Set TM_ShouldExplode[TM_CurrentIndex] = True
                      • Else - Actions
                • Custom script: call RemoveLocation(udg_TempLoc)
    • Desolating Strike Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- When unit has Track buff, how much extra damage --------
        • Set DS_BonusDamage = 200
        • -------- Types --------
        • Set DS_AttackType = Spells
        • Set DS_DamageType = Universal
    • Desolating Stike Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Desolating Strike
      • Actions
        • Set TempUnit = (Triggering unit)
        • Set TempUnit2 = (Target unit of ability being cast)
        • Set TempInteger = ((Agility of TempUnit (Include bonuses)) x 3)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (TempUnit2 has buff Track ) Equal to True
          • Then - Actions
            • Set TempInteger = (TempInteger + 200)
            • Unit - Remove Track buff from TempUnit2
          • Else - Actions
        • Set TempReal = (Real(TempInteger))
        • Unit - Cause TempUnit to damage TempUnit2, dealing TempReal damage of attack type DS_AttackType and damage type DS_DamageType
        • Floating Text - Create floating text that reads ((String(TempReal)) + !) above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        • Set TempFT = (Last created floating text)
        • Floating Text - Set the velocity of TempFT to 64.00 towards 90.00 degrees
        • Floating Text - Change TempFT: Disable permanence
        • Floating Text - Change the lifespan of TempFT to 2.50 seconds
    • Eliminate Target Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- How Fast is the unit knocked back --------
        • Set ET_Speed = 600.00
        • -------- How Far should the unit be knocked --------
        • Set ET_TotalDistance = 800.00
        • -------- Regular Damage done when not an instant kill --------
        • Set ET_Damage = 200.00
        • -------- How big of an AoE should Trees be destroyed when unit is knocked back --------
        • Set ET_TreeDestructionAoE = 125.00
        • -------- Types --------
        • Set ET_AttackType = Spells
        • Set ET_DamageType = Universal
        • -------- Slide Effect (Shows the unit is being knockbacked) --------
        • Set ET_SlideEffect = Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
        • -------- In % what should be an Instant kill --------
        • Set ET_InstantKillThreshold = 35.00
        • -------- Leave below. --------
        • Set ET_SpeedInterval = (ET_Speed x 0.03)
        • Custom script: set udg_ET_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
        • Custom script: call UnitAddAbility(udg_ET_TreeDestroyer, 'Aloc')
        • Unit - Hide ET_TreeDestroyer
        • Set ET_Distance = (ET_TotalDistance / ET_SpeedInterval)
    • Eliminate Target Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Eliminate Target
      • Actions
        • Set TempUnit = (Triggering unit)
        • Set TempUnit2 = (Target unit of ability being cast)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Percentage life of TempUnit2) Less than or equal to ET_InstantKillThreshold
          • Then - Actions
            • Unit - Remove All buffs from TempUnit2
            • Unit - Cause TempUnit to damage TempUnit2, dealing 1000000000.00 damage of attack type Chaos and damage type Universal
          • Else - Actions
            • Set ET_MaxIndex = (ET_MaxIndex + 1)
            • Set ET_Caster[ET_MaxIndex] = TempUnit
            • Set ET_Target[ET_MaxIndex] = TempUnit2
            • Set TempLoc = (Position of TempUnit)
            • Set TempLoc2 = (Position of TempUnit2)
            • Unit - Cause TempUnit to damage TempUnit2, dealing ET_Damage damage of attack type ET_AttackType and damage type ET_DamageType
            • Set ET_Counter[ET_MaxIndex] = ET_Distance
            • Custom script: call SetUnitPropWindow(udg_ET_Target[udg_ET_CurrentIndex], 0)
            • Set ET_Angle[ET_MaxIndex] = (Angle from TempLoc to TempLoc2)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ET_MaxIndex Equal to 1
              • Then - Actions
                • Trigger - Turn on Eliminate Target Loop <gen>
              • Else - Actions
            • Custom script: call RemoveLocation(udg_TempLoc)
            • Custom script: call RemoveLocation(udg_TempLoc2)
    • Eliminate Target Loop
      • Events
        • Time - Every 0.03 seconds of game time
      • Conditions
      • Actions
        • For each (Integer ET_CurrentIndex) from 1 to ET_MaxIndex, do (Actions)
          • Loop - Actions
            • Set ET_Counter[ET_CurrentIndex] = (ET_Counter[ET_CurrentIndex] - 1.00)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ET_Counter[ET_CurrentIndex] Greater than or equal to 0.00
              • Then - Actions
                • Set TempLoc = (Position of ET_Target[ET_CurrentIndex])
                • Special Effect - Create a special effect at TempLoc using ET_SlideEffect
                • Special Effect - Destroy (Last created special effect)
                • Set TempLoc2 = (TempLoc offset by ET_SpeedInterval towards ET_Angle[ET_CurrentIndex] degrees)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • ((Playable map area) contains TempLoc2) Equal to True
                    • (Terrain pathing at TempLoc2 of type Flyability is off) Equal to False
                  • Then - Actions
                    • Custom script: call SetUnitX(udg_ET_Target[udg_ET_CurrentIndex], GetUnitX(udg_ET_Target[udg_ET_CurrentIndex]) + udg_ET_SpeedInterval * Cos(bj_DEGTORAD * udg_ET_Angle[udg_ET_CurrentIndex]))
                    • Custom script: call SetUnitY(udg_ET_Target[udg_ET_CurrentIndex], GetUnitY(udg_ET_Target[udg_ET_CurrentIndex]) + udg_ET_SpeedInterval * Sin(bj_DEGTORAD * udg_ET_Angle[udg_ET_CurrentIndex]))
                  • Else - Actions
                • Destructible - Pick every destructible within ET_TreeDestructionAoE of TempLoc and do (Actions)
                  • Loop - Actions
                    • Set TempDestructible = (Picked destructible)
                    • Unit - Order ET_TreeDestroyer to Harvest TempDestructible
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Current order of ET_TreeDestroyer) Equal to (Order(harvest))
                      • Then - Actions
                        • Destructible - Kill TempDestructible
                      • Else - Actions
                    • Unit - Order ET_TreeDestroyer to Stop
                • Custom script: call RemoveLocation(udg_TempLoc)
                • Custom script: call RemoveLocation(udg_TempLoc2)
              • Else - Actions
                • Custom script: call SetUnitPropWindow(udg_ET_Target[udg_ET_CurrentIndex], 1)
                • Set ET_Angle[ET_CurrentIndex] = ET_Angle[ET_MaxIndex]
                • Set ET_Caster[ET_CurrentIndex] = ET_Caster[ET_MaxIndex]
                • Set ET_Counter[ET_CurrentIndex] = ET_Counter[ET_MaxIndex]
                • Set ET_Target[ET_CurrentIndex] = ET_Target[ET_MaxIndex]
                • Set ET_CurrentIndex = (ET_CurrentIndex - 1)
                • Set ET_MaxIndex = (ET_MaxIndex - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • ET_MaxIndex Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
    • Blood Lust Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- How big of an AoE is the Bounty Hunter "smelling" lol --------
        • Set BL_EnemyNearAoE = 1000.00
    • Blood Lust
      • Events
        • Unit - A unit Learns a skill
      • Conditions
        • (Learned Hero Skill) Equal to Blood Lust
      • Actions
        • Set BL_MaxIndex = (BL_MaxIndex + 1)
        • Set BL_Caster[BL_MaxIndex] = (Triggering unit)
        • Set BL_HasBonus[BL_MaxIndex] = False
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • BL_MaxIndex Equal to 1
          • Then - Actions
            • Trigger - Turn on Blood Lust Loop <gen>
          • Else - Actions
    • Blood Lust Loop
      • Events
        • Time - Every 0.25 seconds of game time
      • Conditions
      • Actions
        • For each (Integer BL_CurrentIndex) from 1 to BL_MaxIndex, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (BL_Caster[BL_CurrentIndex] is alive) Equal to True
              • Then - Actions
                • Set TempLoc = (Position of BL_Caster[BL_CurrentIndex])
                • Set TempGroup = (Units within BL_EnemyNearAoE of TempLoc matching ((((Matching unit) belongs to an enemy of (Owner of BL_Caster[BL_CurrentIndex])) Equal to True) and (((Matching unit) is alive) Equal to True)))
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Number of units in TempGroup) Greater than 0
                  • Then - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • BL_HasBonus[BL_CurrentIndex] Equal to False
                      • Then - Actions
                        • Unit - Set BL_Caster[BL_CurrentIndex] movement speed to ((Current movement speed of BL_Caster[BL_CurrentIndex]) + 75.00)
                        • Set BL_HasBonus[BL_CurrentIndex] = True
                        • Unit - Add Blood Lust SPX to BL_Caster[BL_MaxIndex]
                      • Else - Actions
                  • Else - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • BL_HasBonus[BL_CurrentIndex] Equal to True
                      • Then - Actions
                        • Unit - Set BL_Caster[BL_CurrentIndex] movement speed to ((Current movement speed of BL_Caster[BL_CurrentIndex]) - 75.00)
                        • Set BL_HasBonus[BL_CurrentIndex] = False
                        • Unit - Remove Blood Lust SPX from BL_Caster[BL_CurrentIndex]
                      • Else - Actions
                • Custom script: call RemoveLocation(udg_TempLoc)
                • Custom script: call DestroyGroup(udg_TempGroup)
              • Else - Actions



    Let me know if you have a question or problem. Also the Blood Lust never deindexes because well.. I figured that the unit will just be respawned at some point...if that is not the case and you plan to remove that unit from the game/suspend Blood Lust, let me know and I will revise it to remove the index of units who are no longer in the game.
     

    Attached Files:

  15. chronos_077

    chronos_077

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    Resources:
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    Resources:
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    Wow, I'm impressed! :D Thanks alot pOke!!! keep em runnin'!! +rep
     
  16. pOke

    pOke

    Joined:
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    "Haunting image"-- is this an image of the casting hero? the enemy hero? Who?

    Also should you be able to "Reality" to the illusion as Spec can?

    3 levels...what changes per level?
     
  17. BunnyAng

    BunnyAng

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    Resources:
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    The caster's image is the image created. This is from Spectre's spellpack in DotA. So far i know her duration of the images last longer for each level.
     
  18. pOke

    pOke

    Joined:
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    Thanks Bunny, here's your Item Request btw

    Trigs
    • Collect Essence Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- If an enemy cannot see you cast a spell, they do not get charges --------
        • Set PoE_BlockedFoggedUnits = True
        • -------- Effect when a spell is cast near --------
        • Set PoE_Effect = Abilities\Spells\Undead\ReplenishMana\SpiritTouchTarget.mdl
        • Set PoE_Effect2 = Abilities\Spells\Items\AIre\AIreTarget.mdl
        • -------- attachment point --------
        • Set PoE_AttachmentPoint = chest
        • -------- How big of an AoE --------
        • Set CollectionRange = 1200.00
        • -------- Abilities that do not give Essence --------
        • Set NonCollectingAbilities[1] = Pendant of Essence
    • Collect Essence
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
      • Actions
        • -------- If you have a LOT of abilites that do not give Essence, you should save Ability being cast into a variable, but I am assuming you wont. --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Ability being cast) Not equal to NonCollectingAbilities[1]
          • Then - Actions
            • Set TempUnit = (Triggering unit)
            • Set TempBoolean = False
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (TempUnit is A Hero) Equal to True
              • Then - Actions
                • Set TempPoint = (Position of TempUnit)
                • Set TempGroup = (Units within CollectionRange of TempPoint)
                • Unit Group - Pick every unit in TempGroup and do (Actions)
                  • Loop - Actions
                    • Set TempUnit2 = (Picked unit)
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • PoE_BlockedFoggedUnits Equal to True
                      • Then - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (TempUnit is fogged to (Owner of TempUnit2)) Equal to True
                          • Then - Actions
                          • Else - Actions
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • (TempUnit belongs to an enemy of (Owner of TempUnit2)) Equal to True
                              • Then - Actions
                                • For each (Integer TempInteger) from 1 to 6, do (Actions)
                                  • Loop - Actions
                                    • Set TempItem = (Item carried by TempUnit2 in slot TempInteger)
                                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      • If - Conditions
                                        • (Item-type of TempItem) Equal to Pendant of Essence
                                      • Then - Actions
                                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          • If - Conditions
                                            • (Charges remaining in TempItem) Less than 15
                                          • Then - Actions
                                            • Item - Set charges remaining in TempItem to ((Charges remaining in TempItem) + 1)
                                            • Set TempBoolean = True
                                          • Else - Actions
                                      • Else - Actions
                                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  • If - Conditions
                                    • TempBoolean Equal to True
                                  • Then - Actions
                                    • Special Effect - Create a special effect attached to the PoE_AttachmentPoint of TempUnit2 using PoE_Effect
                                    • Special Effect - Destroy (Last created special effect)
                                    • Set TempBoolean = False
                                  • Else - Actions
                              • Else - Actions
                      • Else - Actions
                • Custom script: call RemoveLocation(udg_TempPoint)
                • Custom script: call DestroyGroup(udg_TempGroup)
              • Else - Actions
          • Else - Actions
    • Pendant of Essence Heal
      • Events
        • Unit - A unit Uses an item
      • Conditions
      • Actions
        • Set TempItem = (Item being manipulated)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Item-type of TempItem) Equal to Pendant of Essence
          • Then - Actions
            • Set TempUnit = (Triggering unit)
            • -------- When you use the item it loses 1 charge, this is so we get the amount of charges it should had --------
            • Set TempInteger = ((Charges remaining in TempItem) + 1)
            • Set TempReal = ((Real(TempInteger)) x 15.00)
            • Unit - Set life of TempUnit to ((Life of TempUnit) + TempReal)
            • Unit - Set mana of TempUnit to ((Mana of TempUnit) + TempReal)
            • Item - Set charges remaining in TempItem to 0
            • Special Effect - Create a special effect attached to the PoE_AttachmentPoint of TempUnit using PoE_Effect2
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions


    I tried to test it a lot but let me know if you have a problem or question!

    Edit: I forgot to put the cooldown on the item, just go to the ability and put it there sorry :p
     

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  19. BunnyAng

    BunnyAng

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    Oh thanks poke. I'll have a look at it at once.
     
  20. kenegeneget13

    kenegeneget13

    Joined:
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    yes, add reality and it change the duration of the image from 2/3/4 seconds per level :ogre_haosis:
     
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