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| Entry Name | Participant Name |
| Winged Spirit | Zack1996 |
| Entry Name | Participant Name |
| WhirlingGhosts | Saia_Djinn |
Idea:
Transcend Golem:
Summons a mysterious golem that affect the units around him, depending ont the ground it is walking on. For example: If the golem walks on lava it will cause fire AoE damage to near enemies. If it walks on stone or rock it will increase the defense of near alleys, and so on....
| Quotes |
| Takes a random quote from the Hive Quotes database and summons in onto the field. There is a 90% chance that it will be sexual and 10% chance for it to be random. Sexual Quote - Reduces the attack and movement speeds of all enemy units by 1337% Random Quote - Has random health and attack damage. |

Hard to say anything about it yet
I've checked the "rules" again and now I wonder, is it a must, that a summoned unit is like a normal unit e.g, footman or it can be like an orb or something, e.g. orb that lasts 5 seconds on certain location and it shoots out fireballs.
Because I can't get any good ideas, by brainstorming myself with skeletons xP
Is a block affecting an AOE? yes or coz units around are affected?
Asomath, orb with fireballs was just for an example
I've finished the summoning of skeletons, and spell turned out quite boring, so I'll need another idea :/
Arcane Totem

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Arcane Totem

Actions


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



If - Conditions




AW_Index Equal to 0



Then - Actions




Trigger - Turn on Arcane Totem Loop <gen>



Else - Actions


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



If - Conditions




AW_2_Index Equal to 0



Then - Actions




Trigger - Turn on Arcane Totem Loop KB <gen>



Else - Actions


Set AW_Index = (AW_Index + 1)


Set AW_Target_Point[AW_Index] = (Target point of ability being cast)


Unit - Create 1 Arcane Totem for (Owner of (Triggering unit)) at AW_Target_Point[AW_Index] facing Default building facing degrees


Set AW_Unit[AW_Index] = (Last created unit)


Unit - Set level of Arcane for (Last created unit) to (Level of Arcane Totem for (Triggering unit))


Unit - Add a 6.00 second Generic expiration timer to (Last created unit)


Set AW_Off_Boo[AW_Index] = True


Set AW_Off_Int = (AW_Off_Int + 1)


-------- ------------------------------------------------------------ --------


Set AW_2_Index = (AW_2_Index + 1)


Set AW_2_Casting_Unit[AW_2_Index] = (Triggering unit)


Set AW_2_NumberOfHits[AW_2_Index] = 4


Set AW_2_TimeIntervalBetweenHits[AW_2_Index] = 0.00


Set AW_2_Off[AW_2_Index] = True


Set AW_2_Off_Int = (AW_2_Off_Int + 1)


Set AW_2_Distance[AW_2_Index] = 300.00


Set AW_2_AOE[AW_2_Index] = 250.00
Arcane Totem Loop

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


For each (Integer AW) from 1 to AW_Index, do (Actions)



Loop - Actions




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





If - Conditions






AW_Off_Boo[AW] Equal to True





Then - Actions






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







If - Conditions








(AW_Unit[AW] is alive) Equal to False







Then - Actions








Set AW_Off_Boo[AW_Index] = False








Set AW_Off_Int = (AW_Off_Int - 1)








Custom script: call RemoveLocation(udg_AW_Target_Point[udg_AW])








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









If - Conditions










AW_Off_Int Equal to 0









Then - Actions










Set AW_Index = (AW_Index - 1)










Trigger - Turn off Arcane Totem Loop <gen>









Else - Actions







Else - Actions








Set AW_Group = (Units within 1000.00 of AW_Target_Point[AW] matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A ground unit) Equal to True)) and ((((Matching unit) is A structure) Equal to False) and (((Owner of (Matching unit)) is an enemy of (








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









If - Conditions










(Number of units in AW_Group) Greater than or equal to 1









Then - Actions










Set AW_Group = (Random 1 units from AW_Group)










Unit Group - Pick every unit in AW_Group and do (Actions)











Loop - Actions












Set AW_Point = (Position of (Picked unit))









Else - Actions










Set AW_Point = (AW_Target_Point[AW] offset by 200.00 towards (Random angle) degrees)








Unit - Order AW_Unit[AW] to Orc Tauren Chieftain - Shockwave AW_Point








Custom script: call RemoveLocation(udg_AW_Point)








Custom script: call DestroyGroup(udg_AW_Group)





Else - Actions
Arcane Totem Loop KB

Events


Time - Every 0.02 seconds of game time

Conditions

Actions


For each (Integer AW_2) from 1 to AW_2_Index, do (Actions)



Loop - Actions




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





If - Conditions






AW_2_Off[AW_2] Equal to True





Then - Actions






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







If - Conditions








AW_2_NumberOfHits[AW_2] Equal to 0







Then - Actions








Set AW_2_Off[AW_2] = False








Set AW_2_Off_Int = (AW_2_Off_Int - 1)








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









If - Conditions










AW_2_Off_Int Equal to 0









Then - Actions










Set AW_2_Index = (AW_2_Index - 1)










Trigger - Turn off Arcane Totem Loop KB <gen>









Else - Actions







Else - Actions








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









If - Conditions










AW_2_TimeIntervalBetweenHits[AW_2] Equal to 0.00









Then - Actions










Set AW_2_NumberOfHits[AW_2] = (AW_2_NumberOfHits[AW_2] - 1)










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











If - Conditions












AW_2_NumberOfHits[AW_2] Equal to 0











Then - Actions











Else - Actions












Set AW_2_Totem_Position[AW_2_Index] = (Position of AW_Unit[AW_2])












Special Effect - Create a special effect at AW_2_Totem_Position[AW_2] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl












Special Effect - Destroy (Last created special effect)












Set AW_2_TimeIntervalBetweenHits[AW_2] = 2.00












Set AW_2_KB_Unit_Group[AW_2_Index] = (Units within AW_2_AOE[AW_2] of AW_2_Totem_Position[AW_2] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Owner of (Matching unit)) is an enemy of (Owner of AW_2_Casting_Unit[AW_2])) Equal to












Destructible - Pick every destructible within AW_2_AOE[AW_2] of AW_2_Totem_Position[AW_2] and do (Actions)













Loop - Actions














Destructible - Kill (Picked destructible)












Set AW_2_KB_Time[AW_2_Index] = 25









Else - Actions










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











If - Conditions












AW_2_KB_Time[AW_2] Equal to 0











Then - Actions












Set AW_2_TimeIntervalBetweenHits[AW_2] = (AW_2_TimeIntervalBetweenHits[AW_2_Index] - 0.02)












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













If - Conditions














AW_2_TimeIntervalBetweenHits[AW_2] Equal to 0.00













Then - Actions














Custom script: call DestroyGroup(udg_AW_2_KB_Unit_Group[udg_AW_2])














Custom script: call RemoveLocation(udg_AW_2_Totem_Position[udg_AW_2])













Else - Actions











Else - Actions












Set AW_2_TimeIntervalBetweenHits[AW_2] = (AW_2_TimeIntervalBetweenHits[AW_2_Index] - 0.02)












Set AW_2_KB_Time[AW_2] = (AW_2_KB_Time[AW_2] - 1)












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













If - Conditions














(Number of units in AW_2_KB_Unit_Group[AW_2]) Greater than or equal to 1













Then - Actions














Unit Group - Pick every unit in AW_2_KB_Unit_Group[AW_2] and do (Actions)















Loop - Actions
















Set AW_2_KB_Index = (AW_2_KB_Index + 1)
















Set AW_2_Picked_Unit[AW_2_Index] = (Picked unit)
















Set AW_2_KB_Index = (Custom value of AW_2_Picked_Unit[AW_2])
















Set AW_2_Unit_Point[AW_2_KB_Index] = (Position of AW_2_Picked_Unit[AW_2])
















Set AW_2_Angle[AW_2_KB_Index] = (Angle from AW_2_Totem_Position[AW_2] to AW_2_Unit_Point[AW_2_KB_Index])
















Set AW_2_Knockback_Point[AW_2_KB_Index] = (AW_2_Unit_Point[AW_2_KB_Index] offset by ((AW_2_Distance[AW_2] / 25.00) x (AW_2_TimeIntervalBetweenHits[AW_2] - 1.00)) towards AW_2_Angle[AW_2_KB_Index] degrees)
















Destructible - Pick every destructible within 100.00 of AW_2_Knockback_Point[AW_2_KB_Index] and do (Actions)

















Loop - Actions


















Destructible - Kill (Picked destructible)
















Unit - Move AW_2_Picked_Unit[AW_2] instantly to AW_2_Knockback_Point[AW_2_KB_Index]
















Custom script: call RemoveLocation(udg_AW_2_Unit_Point[udg_AW_2_KB_Index])
















Custom script: call RemoveLocation(udg_AW_2_Knockback_Point[udg_AW_2_KB_Index])
















Set AW_2_KB_Index = (AW_2_KB_Index - 1)













Else - Actions





Else - Actions
| Entry Name | Contestant Name |
| Biomancy | Arcmage |
| Entry Name | Contestant Name |
| Khaos | Crazed_seal |
Khaos

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Khaos (Neutral Hostile 1)

Actions


Custom script: local unit udg_Khaos_Dummy


Custom script: local location udg_Khaos_Dummy_Point


Custom script: local effect udg_Khaos_Effect


Custom script: local effect udg_Khaos_EffectTwo


Custom script: local unit udg_Khaos_Greater_Spirit


Custom script: local location udg_Khaos_Point


Set Khaos_Point = (Target point of ability being cast)


Special Effect - Create a special effect at Khaos_Point using Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdl


Set Khaos_Effect = (Last created special effect)


For each (Integer A) from 1 to 20, do (Actions)



Loop - Actions




Unit - Create 1 Dummy for Neutral Hostile at Khaos_Point facing Default building facing degrees




Set Khaos_Dummy = (Last created unit)




Set Khaos_Dummy_Point = (Random point in (Playable map area))




Unit - Order Khaos_Dummy to Attack-Move To Khaos_Dummy_Point




Wait 1.50 seconds




Unit - Kill Khaos_Dummy




Custom script: set udg_Khaos_Dummy = null




Custom script: set udg_Khaos_Dummy_Point = null


Unit - Create 1 Greater Spirit for (Owner of (Triggering unit)) at Khaos_Point facing Default building facing degrees


Set Khaos_Greater_Spirit = (Last created unit)


Special Effect - Create a special effect at Khaos_Point using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl


Set Khaos_EffectTwo = (Last created special effect)


Custom script: call RemoveLocation( udg_Khaos_Point )


Custom script: call RemoveLocation( udg_Khaos_Dummy_Point )


Unit - Add a 10.00 second Raise Dead expiration timer to Khaos_Greater_Spirit


Wait 2.00 seconds


Special Effect - Destroy Khaos_EffectTwo


Wait 8.00 seconds


Special Effect - Destroy Khaos_Effect


Custom script: set udg_Khaos_Greater_Spirit = null