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- Jun 17, 2010
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is it ok if a Reqest a few spells?
Assassinate - the assiasin goes steath (wind walk) and on attack the assasin is given 400% attack speed for x amount of attacks. after 15 seconds the 400% atk speed bonus is lost evan if all attacks havent been used.
Disable - gives a x% chance that an attack will add x bonus damage and will silance the atked unit for 3 seconds
for disable is it possible to not use the event unit is attack as for it can be abussed by clicking stop
Holy Beam - heals a unit by x and damages nearby units by 1/4 of the heal
also GUI PLZ
= spell i already done











okay i'm sorry for the last req
now this is easy spell
Fourious Claw
Description:
Each successful blow delivered by Ancient Beast Make his enemies feels their wounds deeper.
this spell have 4 Levels
the damage must be when the unit attacking not before the unit attacking then stopped and the damage still delivered, i want it to exactly in the same time at the unti attacking
each level damage is (Spell level*5)+10
You said that "make his enemies feels their wounds DEEPER meaning... the damage is like Ursa Warrior's Fury Swipe ?
For each successive attack, it builds up damage per hit
Or you just want your normal calculation?
(Spell Level * 5) + 10 ? (I can do this one, but the successive attack... I cannot)
EDIT:
Okay, I've uploaded the spell ;D
Im just gonna say that im not on the hive every day so it may take a while before i respond to things. So if you think im an ungratefull idiot cuz i havnt thanked or anything I promise that will just be because i havnt been online for awhile. (My english is pretty good i think but it aint perfect
so sorry for the gramma errors
)
EF Start

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Energy Field

Actions


Set EF_Loc[1] = (Position of (Triggering unit))


For each (Integer EF_Loop_Integer) from 1 to 12, do (Actions)



Loop - Actions




Set EF_Angle[1] = (EF_Angle[1] + 30.00)




Set EF_Loc[2] = (EF_Loc[1] offset by 475.00 towards EF_Angle[1] degrees)




Unit - Create 1 Electric Ball for (Owner of (Triggering unit)) at EF_Loc[2] facing Default building facing degrees




Set EF_Ball[EF_Loop_Integer] = (Last created unit)




Hashtable - Save Handle OfEF_Ball[EF_Loop_Integer] as EF_Loop_Integer of (Key (Triggering unit)) in EF_Hashtable




Custom script: call RemoveLocation (udg_EF_Loc[2])


Custom script: call RemoveLocation (udg_EF_Loc[1])


Hashtable - Save 0 as (Key time) of (Key (Triggering unit)) in EF_Hashtable


Unit Group - Add (Triggering unit) to EF_Groups[1]


Trigger - Turn on EF Loop 1 <gen>
EF Loop 1

Events


Time - Every 0.04 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in EF_Groups[1] and do (Actions)



Loop - Actions




Set EF_Count = (Load (Key time) of (Key (Picked unit)) from EF_Hashtable)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






EF_Count Equal to 13





Then - Actions






Custom script: call DestroyGroup (udg_EF_Groups[2])






Hashtable - Clear all child hashtables of child (Key (Picked unit)) in EF_Hashtable






Unit Group - Remove (Picked unit) from EF_Groups[1]






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(EF_Groups[1] is empty) Equal to True







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions





Else - Actions






Set EF_Count = (EF_Count + 1)






Hashtable - Save EF_Count as (Key time) of (Key (Picked unit)) in EF_Hashtable






For each (Integer EF_Loopie) from 1 to 12, do (Actions)







Loop - Actions








Set EF_Ball[EF_Loopie] = (Load EF_Loopie of (Key (Picked unit)) in EF_Hashtable)








Set EF_Loc[3] = (Position of EF_Ball[EF_Loopie])








Set EF_Groups[3] = (Units within 25.00 of EF_Loc[3] matching ((((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is Magic








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(EF_Groups[3] is empty) Equal to True









Then - Actions









Else - Actions










Unit Group - Pick every unit in EF_Groups[3] and do (Actions)











Loop - Actions












Set EF_Loc[4] = (Position of (Picked unit))












Set EF_Angle[2] = (Angle from EF_Loc[3] to EF_Loc[4])












Hashtable - Save EF_Angle[2] as (Key kbangle) of (Key (Picked unit)) in EF_Hashtable












Hashtable - Save 0.00 as (Key currentdistance) of (Key (Picked unit)) in EF_Hashtable












Custom script: call RemoveLocation (udg_EF_Loc[4])












Unit Group - Add (Picked unit) to EF_Groups[4]










Custom script: call DestroyGroup (udg_EF_Groups[3])










Trigger - Turn on EF Loop 2 <gen>








Custom script: call RemoveLocation (udg_EF_Loc[3])
EF Loop 2

Events


Time - Every 0.04 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in EF_Groups[4] and do (Actions)



Loop - Actions




Set EF_CurrentDistance = (Load (Key currentdistance) of (Key (Picked unit)) from EF_Hashtable)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






EF_CurrentDistance Less than 100.00





Then - Actions






Set EF_CurrentDistance = (EF_CurrentDistance + 10.00)






Hashtable - Save EF_CurrentDistance as (Key currentdistance) of (Key (Picked unit)) in EF_Hashtable






Set EF_Angle[3] = (Load (Key kbangle) of (Key (Picked unit)) from EF_Hashtable)






Set EF_Loc[5] = (Position of (Picked unit))






Set EF_Loc[6] = (EF_Loc[5] offset by 5.00 towards EF_Angle[3] degrees)






Unit - Move (Picked unit) instantly to EF_Loc[6]






Custom script: call RemoveLocation(udg_EF_Loc[5])






Custom script: call RemoveLocation(udg_EF_Loc[6])






Unit - Cause (Picked unit) to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal





Else - Actions






Unit Group - Remove (Picked unit) from EF_Groups[4]






Hashtable - Clear all child hashtables of child (Key (Picked unit)) in EF_Hashtable






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(EF_Groups[4] is empty) Equal to True







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions
