• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Tide Hunter Spells

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.

TideHunter Spells V1.0

Created By Sh98


Tide Hunter
Skill 1 & 4 of TideHunter Hero In Dota
Gush (Skill 1)

Attacks an enemy unit with a powerful tidal spirit. Deals 25x(your strange) damage, reduces the target's armor by 2, and slows its speed by 40%.
Lasts 3 seconds.
Damage type: Magic
Cooldown: 10
Ravrage (Skill 4)(Ulti)

Slams the ground, causing waves of spikes to propagate from the hero in all directions. Deals 175 damage and stuns for 1.75 seconds.
Damage type: Magic
Cooldown: 20

Version 1.0 : First Release




Keywords:
tidehunter,Dota Spells,New Spells
Contents

TideHunter Spells (Map)

Reviews
12.12 IcemanBo: For long time as NeedsFix. Rejected. 13:24, 1st Jun 2011 Maker: Ravege is quite simple and leaks. Gush is very simple. With the third ability, you should get rid of the BJ functions.

Moderator

M

Moderator

12.12
IcemanBo: For long time as NeedsFix. Rejected.

13:24, 1st Jun 2011
Maker:
Ravege is quite simple and leaks.
Gush is very simple.
With the third ability, you should get rid of the BJ functions.
 
Level 11
Joined
Mar 18, 2009
Messages
788
Gush - It deals a set amount of damage, it does not have anything with strength to do. Just remove it and rename the entire spell to "Tide Hunter Ravage" -.-
http://www.playdota.com/heroes/tidehunter

Ravage - I was surprised that it weren't a War Stomp, however it is worthless in its current state since its not upgradeable (level 1 to 3).

[trigger=Ravage Gui]
Unit - Set level of Ravage Dummy [Level 1-3] for (Last created unit) to 1[/trigger]
Could be something like this:
[trigger=Ravage Gui]
Unit - Set level of Ravage Dummy [Level 1-3] for (Last created unit) to (Level of Ra|cffffcc00v|rage (R) for (Triggering unit))[/trigger]

I did not go thru it entirely but I hope you get my point, if it is going to be approved (it has to go thru the originality rule to you know) you will have to expand the spell so that it can be used with several levels.
 
Level 3
Joined
Aug 24, 2010
Messages
18
Triggers


[trigger=MyTrigger]Ravage GUI
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ra|cffffcc00v|rage (R)
Actions
Set Position_Spells[2] = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
For each (Integer A) from 1 to 20, do (Actions)
Loop - Actions
Unit - Create 1 BOBI for (Owner of (Triggering unit)) at Position_Spells[2] facing ((Real((Integer A))) x 18.00) degrees
Unit - Add Ravage Dummy [Level 1-3] to (Last created unit)
Unit - Set level of Ravage Dummy [Level 1-3] for (Last created unit) to 1
Set Position_Spells[4] = ((Position of (Last created unit)) offset by 0.00 towards ((Real((Integer A))) x 18.00) degrees)
Unit - Order (Last created unit) to Undead Crypt Lord - Impale Position_Spells[4]
Custom script: call RemoveLocation (udg_Position_Spells[4])
Else - Actions
Custom script: call RemoveLocation (udg_Position_Spells[2])
Custom script: call RemoveLocation (udg_Position_Spells[4])
[/trigger]


Chronosphere

function Trig_Chronosphere_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A01H'
endfunction

function Chronosphere_Group takes nothing returns boolean
return ( GetFilterUnit() != GetTriggerUnit() )
endfunction

function Trig_Chronosphere_Actions takes nothing returns nothing
local integer i=GetUnitAbilityLevel(GetTriggerUnit(),'A01H')
local unit u
local unit v
local real r=1.5+(i*1.5)
local timer t=CreateTimer()
local location l=GetSpellTargetLoc()
local group g
set u = CreateUnit(GetOwningPlayer(GetTriggerUnit()),'u002',GetLocationX(l),GetLocationY(l),bj_UNIT_FACING)
call TriggerSleepAction (0.3)
call UnitApplyTimedLife(u,'BTLF',r)
call SetUnitTimeScalePercent(u,0.00)
set g = GetUnitsInRangeOfLocMatching(425.00, l, Condition(function Chronosphere_Group))
call StartTimerBJ(t,false,r)
loop
exitwhen TimerGetRemaining(t)<=0.0
loop
set v = FirstOfGroup(g)
exitwhen v == null
call GroupRemoveUnit(g,v)
call PauseUnit(v,true)
call SetUnitTimeScalePercent(v,0.00)
endloop
if (TimerGetRemaining(t)<0.8) then
call TriggerSleepAction(0.1)
else
call TriggerSleepAction(0.3)
endif
call DestroyGroup(g)
set g = GetUnitsInRangeOfLocMatching(425.00, l, Condition(function Chronosphere_Group))
endloop
loop
set v = FirstOfGroup(g)
exitwhen v == null
call GroupRemoveUnit(g,v)
call PauseUnit(v,false)
call SetUnitTimeScalePercent(v,100.00)
endloop
call DestroyTimer(t)
set u = null
call RemoveLocation(l)
set l = null
call DestroyGroup(g)
set g = null
endfunction

//===========================================================================
function InitTrig_Chronosphere takes nothing returns nothing
set gg_trg_Chronosphere = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Chronosphere, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Chronosphere, Condition( function Trig_Chronosphere_Conditions ) )
call TriggerAddAction( gg_trg_Chronosphere, function Trig_Chronosphere_Actions )
endfunction




[trigger=My Trigger]Gush
Gush
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Gush (Q)
Actions
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (15.00 x (Real((Strength of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
[/trigger]
 
Top