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Mr_Bean's Spell Workshop

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Level 10
Joined
Jun 9, 2012
Messages
826
Venom Fiend Spellpack

EliTe, could i ask a spellpack here? It's a little complex though.

Okay here's the request. It has 4 spells. Should be easy right?

Name: [1] Exhume Cloud
Target Type: Target area
Levels: 4
Spell Type: Hero

Description: Breathes out a cloud of toxic gas that travels at 500 movement speed towards the target area of 350 within a 900 casting range. When it reaches the area, it slows all enemies inside by 18 / 30 / 42 / 54% and gives a Stacking Poison buff on target for 3 seconds (default). The cloud lasts for 3 / 4 / 5 / 6 seconds after it reaches the target area.

Extra: - Enemies who have lower armor than caster inside take two Stacking Poison instead.
- A second before the cloud expires, the cloud solidifies, knocking out all enemies out of the cloud.
- No damage.
- http://www.hiveworkshop.com/forums/icons-541/btnnoxiousfumes-209911/ will be used as icon.
- 18 / 16 / 14 / 12 seconds cooldown.
- 90 manacost

vJASS or GUI - True
MUI - True


Name: [2] Twin Poison
Target Type: No target
Levels: 4
Spell Type: Hero

Description: On activation, the next attack of caster would fire off two balls of poison, dealing 20 / 40 / 60 / 80 bonus attack damage in magical damage and adding two Stacking Poison buffs for a 5 / 7 / 9 / 12 seconds. If the attacked unit is killed, caster gains double gold bounty.

Extra: - Leveling Twin Poison increases the duration of all Stacking Poison buffs from other abilities as well to 5 / 7 / 9 / 12 seconds.
- It's a double attack.
- http://www.hiveworkshop.com/forums/icons-541/btnviper-196004/ will be used as icon.
- 10 / 8.5 / 7 / 6 seconds cooldown.
- 50 manacost
- http://www.hiveworkshop.com/forums/icons-541/btnacid2-138183/ will be used as icon.

vJASS or GUI - True
MUI - True


Name: [3] Plague Winds
Target Type: Point target
Levels: 4
Spell Type: Hero

Description: Caster flaps his wings (frost wyrm skin), sending a gush of poisonous winds which deal 85 / 170 / 255 / 340 magical damage to all enemy units and halve their armor for 1.5 seconds.

Extra: - 350 aoe wide.
- 1200 range.
- 16 / 14.5 / 13 / 12 seconds cooldown.
- 600 movements speed.
- 100 manacost.

vJASS or GUI - True
MUI - True

Name: [4] Venom Strike
Target Type: Point target
Levels: 3
Spell Type: Hero

Description: An enemy with a Stacking Poison buff receives 10% more damage from caster per buff. Additionally, casting this ability makes caster form into a poisonous projectile which rushes into the enemy unit, dealing damage based on (the number of Stacking Poison buffs* 25 / 50 / 75) in it. After this ability has been casted, the amount of Stacking Poison buffs given is doubled for 4 / 8 / 12 seconds.

Extra: - 900 range.
- 21 seconds cooldown.
- Charges at maximum movement speed.
- 125 / 150 / 175 manacost.

vJASS or GUI - True
MUI - True

The spellpack synergizes and depends on each other so it might be complicated. I'll leave this for Elite or Mr. Bean, whoever's interested.
 
Last edited:
Oh - and Hera_, I've been thinking about your third spell. Maybe slow would suffice? And could you please elaborate? I don't really get if it's like an active cleaving attack or something. Also, main code of the first two is done, just some troubleshooting left. :cgrin:

@BunnyAng, Only saw this now, will work on it after I finish Hera_'s. :cgrin:
 
Level 6
Joined
May 29, 2012
Messages
295
Hey im not sure what happened to Orthane but this is the third time a have had to change workshops. Please can you do this for me?
Name: Hell Froze Over
Casting Type: Ground(like war stomp)
Targets Allowed: Organic, Enemy, Non-structure, ground.

[]Description:[/]
The hero channels ice energies throughout his body and freezes the volcanic rock underneath him. As he channels (2-3 seconds) 8 ice pillars start rising out of the ground to form an octagon around him at a 500 AoE. When the ice pillars are out of the ground (2-3 seconds) they start to move towards the caster at 220 movement speed. As they move they drag all enemy units in a 500 AoE towards the player. When the ice pillars reach the middle they explode and all enemy units within a 150 AoE take Int*(spell level+casters damage) all units from 150AoE toll the 500 AoE take 50% of that damage.

Execution:
>Cast
>frozen pillars rise out of the ground at 500 AoE forming an octagon around the caster
>Drags units towards the caster
>uninterubtable

Addition Info:
>Cast Range 0
>Cast Time 0
>Customisable ice nova effects when the explosion happens. Also Customisable ice pillar
R graphics

Other:
MUI > Yes
GUI > Yes
Hero Spell > Yes
 
Level 8
Joined
Nov 30, 2012
Messages
255
can i request

Ice Wall
Description:Creates a impassible barrier made out of ice, that will melt after the duration
Level 1: Lasts 2 seconds
Level 2: Lasts 3 seconds
Level 3: Lasts 4 seconds
Level 4: Lasts 5 seconds

Shivering Curse
Description:Lays a curse on a target unit that will slow its movement speed by 30% and freezes it after the duration of the slow is over.
Level 1: Lasts 1.5 seconds
Level 2: Lasts 2 seconds
Level 3: Lasts 3 seconds
Level 4: Lasts 4 seconds

Frost Fire
Description:Release a jumping frost fire that will slow down the movement speed and attack speed by 30% of all affected unit and they will take damage per second. Lasts 5 seconds
Level 1: 30 dps, jumps 3 times
Level 2: 40 dps, jumps 4 times
Level 3: 50 dps, jumps 5 times
Level 4: 60 dps, jumps 6 times

Sub Zero
Description:Channels all of his powers to a single spell that will release energy pulse that will deal damage and slow all of the affected unit by 40%
Level 1: Emits 6 pulses, 110 damage each pulse
Level 2: Emits 8 pulses, 130 damage each pulse
Level 3: Emits 10 pulses, 160 damage each pulse

Additional info: Channeling for 2 seconds
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
Okay, will fix it quickly.

EDIT: Please replace the content of the "Shadow Possession" trigger with this:

JASS:
scope ShadowPossession

    // =====
    // START OF CONFIGURABLES
    // =====

    globals
    
        public  constant integer SPELL_ID       = 'A000'    // "Shadow Possession" hero ability.
        private constant integer SHADOW_ID      = 'e001'    // "Shadow" unit.
        
        private constant integer MANA_DRAIN     = 5         // How much mana is drained while the shadow/caster is moving.
        private constant real    POSSESSION_DUR = 10.0      // Duration of possession.
        private constant real    BREAK_DISTANCE = 1000.0    // Possession ends if distance between caster and target is greater than this in the first few seconds.
        private constant real    EFFECT_DIST    = 50.0      // Distance between each shadow effect.
        private constant real    SHADOW_SPEED   = 450       // How fast the shadow travels.
        
        // Effect created on caster while possession is active:
        private constant string  POSSESS_CAST   = "Abilities\\Spells\\Undead\\Possession\\PossessionCaster.mdl"
        // Effect created on target while possession is active:
        private constant string  POSSESS_TARG   = "Abilities\\Spells\\Undead\\Possession\\PossessionTarget.mdl"
        // Attachment point of POSSESS_CAST on caster:
        private constant string  CASTER_ATTACH  = "overhead"
        // Attachment point of POSSESS_TARG on target:
        private constant string  TARGET_ATTACH  = "overhead"
        
    endglobals
    
    /**
     * When the shadow travels this much distance, mana is drained.
     */
    private function GetDistancePerMana takes integer level returns real
        // Level 1 -> 50
        // Level 2 -> 100
        // Level 3 -> 150
        return 50.0 * level
    endfunction
    
    /**
     * If the distance between the caster and target exceeds BREAK_DISTANCE
     * within this amount of time, the possession ends.
     */
    private function GetCheckTime takes integer level returns real
        // Level 1 -> 2
        // Level 2 -> 3
        // Level 3 -> 4
        return 1.0 + level
    endfunction
    
    // =====
    // END OF CONFIGURABLES
    // =====
    
    globals
        private constant real INCREMENT = SHADOW_SPEED * XE_ANIMATION_PERIOD
    endglobals
    
    private struct Possession
        unit    source
        unit    target
        group   shadows
        effect  sFx
        effect  tFx
        real    lastX
        real    lastY
        real    manaDrain
        real    time      = POSSESSION_DUR
        boolean check     = true
        real    checkTime
        
        private method destroy takes nothing returns nothing
            for source in shadows
                call RemoveUnit(source)
            endfor
            call ReleaseGroup(shadows)
            call UnitStopMimickingOrders(target)
            call IssueImmediateOrder(target, "stop")
            call DestroyEffect(sFx)
            call DestroyEffect(tFx)
            set target = null
            set sFx = null
            set tFx = null
        endmethod
        
        private method getDistance takes nothing returns real
            local real dx = GetUnitX(source) - lastX
            local real dy = GetUnitY(source) - lastY
            return SquareRoot((dx * dx) + (dy * dy))
        endmethod
        
        private method getTargetDistance takes nothing returns real
            local real dx = GetUnitX(source) - GetUnitX(target)
            local real dy = GetUnitY(source) - GetUnitY(target)
            return SquareRoot((dx * dx) + (dy * dy))
        endmethod
        
        private method periodic takes nothing returns nothing
            local real dist
            local real cost
            local real mana
            
            // If still checking distance between caster and target:
            if (check) then
                set checkTime = checkTime - T32_PERIOD
                // If they exceed maximum distance, stop spell:
                if (getTargetDistance() > BREAK_DISTANCE) then
                    call stopPeriodic()
                    call destroy()
                    return
                // Otherwise if the time is up, remember this:
                elseif (checkTime <= 0.0) then
                    set check = false
                endif
            endif
            
            set dist = getDistance()
            
            // If the caster has moved:
            if (dist > 0.0) then
                set lastX = GetUnitX(source)
                set lastY = GetUnitY(source)
                set cost = dist * manaDrain
                set mana = GetUnitState(source, UNIT_STATE_MANA)
                
                // If the caster has enough mana:
                if (cost <= mana) then
                    // Drain mana:
                    call SetUnitState(source, UNIT_STATE_MANA, mana - cost)
                // Otherwise, cancel possession:
                else
                    call stopPeriodic()
                    call destroy()
                endif
            endif
            
            // Cancel possession if time is up:
            set time = time - T32_PERIOD
            
            if (time <= 0.0) then
                call stopPeriodic()
                call destroy()
            endif
        endmethod
        
        implement T32x
        
        static method create takes unit s, unit t, group g returns thistype
            local thistype this = allocate()
        
            set source = s
            set target = t
            set shadows = g
            set lastX = GetUnitX(source)
            set lastY = GetUnitY(source)
            set checkTime = GetCheckTime(GetUnitAbilityLevel(source, SPELL_ID))
            set manaDrain = MANA_DRAIN / GetDistancePerMana(GetUnitAbilityLevel(source, SPELL_ID))
            set sFx = AddSpecialEffectTarget(POSSESS_CAST, source, CASTER_ATTACH)
            set tFx = AddSpecialEffectTarget(POSSESS_TARG, target, TARGET_ATTACH)
            call UnitMimicOrders(target, source)
            call startPeriodic()
            
            return this
        endmethod
    
    endstruct
    
    private struct SpellData extends xemissile
        unit    caster
        integer level
        boolean remove   = true
        real    manaDist
        real    curDist  = 0.0
        real    effDist  = 0.0
        group   shadows
    
        private method onDestroy takes nothing returns nothing
            // Remove shadows if caster ran out of mana:
            if (remove) then
                for caster in shadows
                    call RemoveUnit(caster)
                endfor
                call ReleaseGroup(shadows)
            else
                set caster = null
            endif
        endmethod
    
        private method onHit takes nothing returns nothing
            call Possession.create(caster, targetUnit, shadows)
            set remove = false
        endmethod
    
        private method loopControl takes nothing returns nothing
            local real mana
            local real ang
            local unit temp
            
            set curDist = curDist + INCREMENT
            set effDist = effDist + INCREMENT
            
            if (effDist >= EFFECT_DIST) then
                set effDist = effDist - EFFECT_DIST
                set ang = Atan2(GetUnitY(targetUnit) - y, GetUnitX(targetUnit) - x)
                set temp = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), SHADOW_ID, x, y, Rad2Deg(ang))
                call GroupAddUnit(shadows, temp)
            endif
            
            // Time to drain mana:
            if (curDist >= manaDist) then
                set mana = GetUnitState(caster, UNIT_STATE_MANA)
                // Caster has enough mana:
                if (mana >= MANA_DRAIN) then
                    call SetUnitState(caster, UNIT_STATE_MANA, mana - MANA_DRAIN)
                    set curDist = curDist - manaDist
                // Not enough mana:
                else
                    call terminate()
                endif
            endif
        endmethod
    
        private static method create takes nothing returns thistype
            local unit c = GetTriggerUnit()
            local thistype this = allocate(GetUnitX(c), GetUnitY(c), 0.0, 0.0, 0.0, 0.0)
            
            set caster = c
            set targetUnit = GetSpellTargetUnit()
            set shadows = NewGroup()
            set level = GetUnitAbilityLevel(caster, SPELL_ID)
            set manaDist = GetDistancePerMana(level)
            call launch(SHADOW_SPEED, 0.0)
            
            return this
        endmethod
    
        private static method onInit takes nothing returns nothing
            call RegisterSpellEffectEvent(SPELL_ID, function thistype.create)
            call Preload(POSSESS_CAST)
            call Preload(POSSESS_TARG)
        endmethod
    
    endstruct

endscope
 
Level 10
Joined
Jun 9, 2012
Messages
826
Flesh Abomination Spellpack

Alright thanks. Okay, here goes.

Name: [1] Cleaver
Target Type: Target point
Levels: 4
Spell Type: Hero

Description: The Flesh Abomination hurls his cleaver on the target point, dealing magical damage to all units nearby unit and slowing the closest unit for a short duration. If Blood Ritual is active, this ability deals the portion of the health lost as bonus damage.

Increases per level: - Base Magical Damage: 75/125/175/225
- Cooldown: 14/12/10/8
- Manacost: 100/110/120/130

Range: 900

Extra: - http://www.hiveworkshop.com/forums/...chips-148053/?prev=search=cleaver&d=list&r=20 this will be used as the missile for the cleaver and if possible, add a chain connecting the cleaver to the Flesh Abomination and again if possible, let it retract back (just for cool effects).
- If Blood Ritual is active when this ability is casted, bonus damage is added to the cleaver damage based on amount of missing hp the Abomination has (If the Flesh Abomination loses say 50 HP casting this ability while having Blood Ritual on, 50 damage is added).
- Slows down the first target by 30% (movement speed) for 3.5 seconds.
- http://www.hiveworkshop.com/forums/icons-541/btncrblood-105324/ will be used as icon.

vJASS or GUI - True
MUI - True


Name: [2] Flesh Pound
Target Type: No Target
Levels: 4
Spell Type: Hero

Description: The Flesh Abomination stiffs himself up and adds a Pound effect to his next attack. His next attack would deal more damage than usual and lowers the affected units armor by 1. However, the Flesh Abomination may not attack for a short duration after. If Blood Ritual is active, the Flesh Abomination gets a reduced attack damage instead for the same duration.

Increases per level: - Bonus Damage Scale: 25/50/75/100% increased
- Attack Disabled Timer: 5/4/3/2 seconds
- Manacost: 75/85/95/105
-Cooldown: 22/20/18/15

Range: 0

Extra: - I'll let you set a special effect on his arm when he casts this ability.
- If Blood Ritual is active, the Flesh Abomination's damage is reduced by 50% instead after he attacks following the Attack Disabled Timer.
- Lowers armor of target by 1 when attacked for 6 seconds.
- http://www.hiveworkshop.com/forums/icons-541/btnabilitywarriorbloodfrenzy-108565/ will be used as icon.

vJASS or GUI - True
MUI - True


Name: [3] Blood Ritual
Target Type: Passive
Levels: 4
Spell Type: Hero

Description: If the mana of the Flesh Abomination is less than 20% of its total mana, health is deducted instead. Additionally, the Flesh Abomination gains bonus attack damage for a portion of its missing hp.

Increases per level: - Bonus Attack Damage: 25/50/75/100% of missing hp
- Health Deduction: 25/50/75/100% of his spell manacost or item manacost will deduct his hit points instead of mana.
- Manacost: -
-Cooldown: -

Range: 0

Extra: - The Health Deduction begins below 20% maximum mana.
- If Blood Ritual is active, the Flesh Abomination's should have some sort of effect to indicate his status (perhaps recolouring him red will do?).
- http://www.hiveworkshop.com/forums/icons-541/btnbloodcursev2-169953/ will be used as icon.

vJASS or GUI - True
MUI - True

Name: [4] Agony
Target Type: On/Off Target
Levels: 3
Spell Type: Hero

Description: Upon activation, the Flesh Abomination continuously depletes his health every 3 seconds and uses Blood Ritual instead. Additionally, the bonuses from the ability are doubled and gains bonus movement speed for each percent of health missing. This ability also passively increases the Flesh Abominations health regeneration.

Increases per level: - Bonus Movement Speed: 0.5/1/1.5% increased for every missing hit points
- Health Depletion: 105/70/35 hp lost every 3 seconds
- HP regen: 1/2/3% of maximum hit points
- Manacost: -
- Cooldown: 4/3/2 seconds

Range: 0

Extra: - Activates Blood Ritual in this mode.
- http://www.hiveworkshop.com/forums/models-530/plaguecloud-64940/?prev=search=blood&d=list&r=20 will be used as the buff.
- http://www.hiveworkshop.com/forums/icons-541/btnability_racial_bloodrage-55482/ will be used as icon.
- All bonuses from other abilities will be doubled (slow, duration, damage multiplier, etc)
- Bonus HP regeneration is disabled when attacked for 6 seconds.

vJASS or GUI - True
MUI - True

If you have any questions regarding the spell PM me. Thanks in advance.
 
Level 13
Joined
Aug 4, 2012
Messages
1,022
Hesoyham

Type:
Active
Target
Ground

Description:
Collect all water from underground or nearby water. Then release it into a ball that bursh away enemy on your sight!!

Effect:
Channel for 2 second, then release it with direction of targeted ground. Damaging unit for 200 damage ( Pure ) Within 240 range from the ball, pull for 400 range. After it reach the end / Final destination, it will splash and damaging unit on 400 area for 400 damage ( Pure ) And pull for 400 range. The ball has 1000 Range, moving with 500 Speed.

Manacost: 200 Mana
Cooldown: 40 Second
Casting Range: 1000 Range


Concept ( UPDATED ):
Xxrj7SZ.gif
 
Last edited:
Level 12
Joined
May 12, 2012
Messages
631
Since this is the best and surviving spell request workshop in hive I would like to take my requests here

I would like to request a remake of a LoL champion's spells into warcraft, because I'm planning to recreate the hero in warcraft

Spell Name: Mace of Spades
Coded in: vJass
Number of Levels: 5
Health Cost: 25/32/39/46/53
Cooldown: 8/7/6/5/4 seconds
Cast Type: Active
Target Type: Instant
Description: Mordekaiser enhances his next attack. He swings his mace with such force that it echoes out, striking up to 3 additional nearby targets.
If the target is alone, the ability deals 65% more damage.

DEALS: 80/110/140/170/200 to multiple enemy units (3)
DEALS: 132/182/231/281/330 to single enemy



Spell Name: Creeping Death
Coded in: vJASS
Number of Levels: 5
Health Cost: 26/32/38/44/50
Cooldown: 20/18/16/14/12 seconds
Range: 750 (from the caster)
Cast Type: Active
Target Type: Unit (Allied Unit only)
Description: Mordekaiser creates a protective cloud of metal shards to surround an ally unit or himself for 6 seconds, increasing the target's armor and damaging enemies within 250 range.

DAMAGE PER SECOND: 24/38/52/66/80
ARMOR BONUS: 10/15/20/25/30
I'll take care of the metal shards model, just use any model you want atm



Spell Name: Siphon of Destruction
Coded in: vJASS
Number of Levels: 5
Health Cost: 24/36/48/60/72
Cooldown: 6 seconds
Range: 700 (from the caster)
Cast Type: Active
Target Type: Point
Description: Mordekaiser afflicts all enemies in front of him, dealing damage.

DEALS: 70/115/160/205/250
I'll take care of the model, just use any model you want atm



Name: Children of the Grave
Coded in: vJASS
Number of Levels: 3
No Cost
Cooldown: 120/105/90 seconds
Range: 850 (from the caster)
Cast Type: Active
Target Type: Unit (Enemy heroes only [hostile included])
Description: Mordekaiser deals damage to a target enemy hero and curses it for 10 seconds, dealing additional damage over time. The damage is equal to a percentage of the target's maximum health. Mordekaiser heals himself for the damage done.
If the target dies while under the effect of the curse, their soul is enslaved as a controllable ghost and will follow Mordekaiser for 30 seconds. The Ghost cannot use any active skills or items and deals magic damage with its basic attacks.

INITIAL DAMAGE: 12%/15%/ 17% of the target's total HP
DAMAGE PER SECOND: 1.2%/1.5%/1.7% of the target's total HP
LEASH RANGE: 1125
If the target exceeds the Leash Range the ghost will be teleported to the hero


I know this is a very difficult spell request to make so just take all the time you need (just don't forget it :ogre_icwydt:)

If you have any questions or things that can't be done just message me and maybe we can find an alternative way for it
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
@Mr_Bean I don't have one... is that required?

For some of the spells it will be. Don't worry, I will include Weep's GUI Friendly DDS.

uhmm can all the units just recieve the damage at the same time? if not then carrion swarm is alright :thumbs_up:

Oh, you want them to all be damaged instantly? No problem, I can code that.
 
Level 13
Joined
Aug 4, 2012
Messages
1,022

Restart

Type:
Active
Target
Ally
Self

Description:
Restart your life if you die. If you don't die, then nothing.

Effect:
If you die ( You can't die while affected with this, it keep your hp to 1 ( Just like Shallow Grave on DotA ) Within the duration, you will regain back your life ( Reset the HP and Mana to full, removing all kind buff ). But, if you not dying ( Or NOT reach 1 hp ( Just like I mention ) ) You'v got nothing. Last 2/3/4 Second

Manacost: 400 Mana
Cooldown: 60 Second
Casting Range: 800/1000/1200 Range


Concept:
NG8HXcx.gif
 
Level 14
Joined
Dec 24, 2008
Messages
2,131
Hey, it looks fair enough to me, only that if you could somehow lift the lightning at the beginning vertically would be great, but if that's not possible then maybe make it lift higher than it already is and it would be good enough to me. Thanks in advance!
 
Level 1
Joined
Jun 9, 2013
Messages
4
Spell pack request

Spell Name: Needle of Death
Coded in: vJASS
Number of Levels: 4
Mana Cost: 90
C. Range: 1300
Cooldown: 12 seconds
Cast Type: active
Target Type: unit
Description: Hanzo use this skill to make the enemy could not escape
1 - slows Ms by 20% for 2 second and Reduces` enemies strength by 6 for 3 sec
2 - slows Ms by 30% for 2.5 second and Reduces` enemies strength by 7 for 3 sec
3 - slows Ms by 40% for 3 second and Reduces` enemies strength by 8 for 3 sec
4 - slows Ms by 50% for 4 second and Reduces` enemies strength by 10 for 3 sec

Spell Name: Shadow Leap
Coded in: vJASS
Number of Levels: 4
Aoe : 50
Mana Cost: 75
C. Range : 600/700/800/900
Cooldown: 12/9/7/5 seconds
Cast Type: active
Target Type: Point
Description: Hanzo tried to Attack while jump(Blink), 900 Range, an enemy that elapsed be exposed to damage, dealing critical Damage
1 - 1.5x crit
2 - 1.75x crit
3 - 2x crit
4 - 2.5x crit

Spell Name: Hide in Darkness
Coded in: vJASS
Number of Levels: 4
Mana Cost: -
C. Range : -
Cooldown: -
Cast Type: -
Target Type: -
Description: if Hanzo not move for 5/4/3/2 seconds Hanzo will be invisible and + HP regen, and staying in position, if Hanzo move will be seen again

1 - 5 second fade time, + 5 HP and mana regeneration per seccond
2 - 4 second fade time, + 7 HP and mana regeneration per second
3 - 3 second fade time, + 8 HP and mana regeneration per second
4 - 2 second fade time, + 9 HP and mana regeneration per second

Spell Name: Sight of Assassin
Coded in: vJASS
Number of Levels: 3
Duration : 5/6/7
Mana Cost: 100
Aoe : 500/600/700
C. Range : -
Cooldown: 35 seconds
Cast Type: active
Target Type: instant
Description: add 20/30/40 damage, reduce enemy armor by 5/6/7 armor in 500/600/700 aoe and true sight
 
Last edited:
Level 13
Joined
Aug 4, 2012
Messages
1,022
Spell pack request

Spell Name: Needle of Death
Coded in: vJASS
Number of Levels: 4
Mana Cost: 90
Cooldown: 12 seconds
Cast Type: active
Target Type: unit
Description: Hanzo use this skill to make the enemy could not escape
1 - slows Ms by 20% for 2 second and Reduces` enemies strength by 6
2 - slows Ms by 30% for 2.5 second and Reduces` enemies strength by 7
3 - slows Ms by 40% for 3 second and Reduces` enemies strength by 8
4 - slows Ms by 50% for 4 second and Reduces` enemies strength by 10
c range: 1300

Spell pack request

Spell Name: Shadow Leap
Coded in: vJASS
Number of Levels: 4
Mana Cost: 75
Cooldown: 12/9/7/5 seconds
Cast Type: active
Target Type: Point
Description: Hanzo tried to Attack while jump(Blink), 900 Range, an enemy that elapsed be exposed to damage, dealing critical Damage
1 - 1.5x crit
2 - 1.75x crit
3 - 2x crit
4 - 2.5x crit

Spell Name: Hide in Darkness
Coded in: vJASS
Number of Levels: 4
Mana Cost: -
Cooldown: -
Cast Type: -
Target Type: -
Description: if Hanzo not move for 5/4/3/2 seconds Hanzo will be invisible and + HP regen, and staying in position, if Hanzo move will be seen again

1 - 5 second fade time, + 5 HP and mana regeneration per seccond
2 - 4 second fade time, + 7 HP and mana regeneration per second
3 - 3 second fade time, + 8 HP and mana regeneration per second
4 - 2 second fade time, + 9 HP and mana regeneration per second

Spell Name: Sight of Assassin
Coded in: vJASS
Number of Levels: 3
Mana Cost: 100
Cooldown: 35 seconds
Cast Type: active
Target Type: instant
Description: add 20/30/40 damage, reduce enemy armor by 5/10/15 armor in 500/600/700 aoe and trus sight

Heey dude, do you want me to make you the spell concept??
 
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