Do you want any system/spell?

tjordell

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tjordell if you can please do this for me. i think it will be hard though.

Crow Throw
---------------
The hero channels the power of allied birds. Slowly 3*Level of Ability rise from behind the caster then the hero sends them forward. Each bird deals 25 damage:
Level 1: -1 armour and 25 damage per bird.
Level 2: -2 armour and 25 damage per bird.
Level 3: -3 armour and 25 damage per bird.
Level 4: -4 armour and 25 damage per bird.
Level 5: -5 armour and 25 damage per bird.
Level 6: -6 armour and 25 damage per bird.
If you want you can remove the -armor but damage is needed. Its a target point and the crows flying up behind the caster must be seen and damage is done when the crows hit a unit.

I don't think i can make such spells but i'll give it a try ^^.
 

INCINERATE

New Member
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12
I think you don't read my post...

also this ins't dota, is a request thread, at least for me, don't matter how guinsoo/icefrog make rot of pudge

stop with offtopic



hows it offtopic? i simply stated there is no need for triggers... , you want to state otherwise ? controlling the damage? controlling the interval? .. whatever you describe can be done with 0 triggers.. why would you want to make triggers for an ability that does' nt need it . also the fact that its 100% blizzard done, means its as optimized as can be.. triggers are wasted efficiency on already created spells...
 

Laiev

Hey Listen!!
Reaction score
188
If i want make a good map with no bugs with some trigger items, i NEED do that damage in trigger, so i CAN"T use that lame of object editor or any damage of that..

If i want make a item use non-orb effect, i REALLY need to calculate the damage in trigger or that damage of 'rot' will be calculate in item, what inst true and real

This is the reason to what i say

If you read some DDS you'll see for what is and why people use, if you don't like, ok, is your opinion and your map, you do what you think is better, but don't say that... immolation NEVER will be better then a trigger
 

INCINERATE

New Member
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@ poster above me, up to you ..... i see things differently, as long as the base ability delivers everything i need, why change it? dont fix what does'nt need fixing ..


@blue_eyes ... here is map, i made it in 3 mins , to change the damage the spell does, just change the interval and damage dealt fields
 

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tjordell

New Member
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7
I could use a Fix to my duel system and creep revive system if possible or a whole new one of each. Sorry for all the text, couldnt find the tags to hide until that button is clicked.

Duel System
Trigger:
  • First Duel
    • Events
      • Time - Elapsed game time is 30.00 seconds
    • Conditions
    • Actions
      • Countdown Timer - Destroy DuelTWindow
      • Countdown Timer - Start DuelTimer as a One-shot timer that will expire in 300.00 seconds
      • Countdown Timer - Create a timer window for DuelTimer with title Duel Starts In:
      • Set DuelTWindow = (Last created timer window)


Trigger:
  • Duel Begins
    • Events
      • Time - DuelTimer expires
    • Conditions
    • Actions
      • Quest - Display to (All players) the Quest Update message: It's Duel Time!
      • Countdown Timer - Destroy DuelTWindow
      • Set DuelTime = True
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • Player Group - Pick every player in Forces[(Integer A)] and do (Actions)
            • Loop - Actions
              • Set DuelGroup[(Integer A)] = (Units owned by (Picked player) matching ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) is alive) Equal to True)))
              • Unit Group - Pick every unit in DuelGroup[(Integer A)] and do (Actions)
                • Loop - Actions
                  • Unit - Pause (Picked unit)
                  • Unit - Make (Picked unit) Invulnerable
                  • Set DuelPoint[(Player number of (Owner of (Picked unit)))] = (Position of (Picked unit))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Owner of (Picked unit)) is in Forces[1]) Equal to True
                    • Then - Actions
                      • Set DuelViewPoint[(Player number of (Owner of (Picked unit)))] = (Random point in Duel Viewer 1 <gen>)
                    • Else - Actions
                      • Set DuelViewPoint[(Player number of (Owner of (Picked unit)))] = (Random point in Duel Viewer 2 <gen>)
                  • Unit - Move (Picked unit) instantly to DuelViewPoint[(Player number of (Owner of (Picked unit)))]
                  • Camera - Pan camera for (Owner of (Picked unit)) to DuelViewPoint[(Player number of (Owner of (Picked unit)))] over 0.00 seconds
                  • Custom script: call RemoveLocation(udg_DuelViewPoint[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
                  • Selection - Clear selection for (Owner of (Picked unit))
      • Trigger - Run Check Groups <gen> (ignoring conditions)


Trigger:
  • Check Groups
    • Events
    • Conditions
    • Actions
      • For each (Integer IntegerD) from 1 to 2, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in DuelGroup[IntegerD]) Equal to 0
            • Then - Actions
              • For each (Integer IntegerE) from 1 to 8, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Player(IntegerE)) slot status) Equal to Is playing
                    • Then - Actions
                      • Set TempPoint = (Center of Duel Area <gen>)
                      • Hero - Instantly revive Hero[IntegerE] at TempPoint, Hide revival graphics
                      • Custom script: call RemoveLocation(udg_TempPoint)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Hero[IntegerE] belongs to an ally of Player 1 (Red)) Equal to True
                        • Then - Actions
                          • Unit Group - Add Hero[IntegerE] to DuelGroup[1]
                        • Else - Actions
                          • Unit Group - Add Hero[IntegerE] to DuelGroup[2]
                    • Else - Actions
            • Else - Actions
      • Wait 2.00 seconds
      • Trigger - Run Prepare Heroes <gen> (ignoring conditions)


Trigger:
  • Prepare Heroes
    • Events
    • Conditions
    • Actions
      • For each (Integer B) from 1 to 2, do (Actions)
        • Loop - Actions
          • Set DuelUnit[(Integer B)] = (Random unit from DuelGroup[(Integer B)])
          • Unit - Move DuelUnit[(Integer B)] instantly to DuelSpawn[(Integer B)]
          • Selection - Select DuelUnit[(Integer B)] for (Owner of DuelUnit[(Integer B)])
          • Set TempPoint = (Position of DuelUnit[(Integer B)])
          • Camera - Pan camera for (Owner of DuelUnit[(Integer B)]) to TempPoint over 0.00 seconds
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Unit - Reset ability cooldowns for DuelUnit[(Integer B)]
          • Unit - Set mana of DuelUnit[(Integer B)] to 100.00%
          • Unit - Set life of DuelUnit[(Integer B)] to 100.00%
          • Unit - Make DuelUnit[(Integer B)] Vulnerable
          • Unit - Unpause DuelUnit[(Integer B)]
      • Trigger - Turn on Enter View Stand <gen>
      • Wait 1.50 seconds
      • Trigger - Run Anti Stuck Trigger <gen> (ignoring conditions)
      • Wait 1.50 seconds
      • Trigger - Run Anti Stuck Trigger <gen> (ignoring conditions)


Trigger:
  • Anti Stuck Trigger
    • Events
    • Conditions
    • Actions
      • Unit - Unpause DuelUnit[1]
      • Unit - Unpause DuelUnit[2]
[/SPOILER]

Trigger:
  • Duel Ends
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) Equal to DuelUnit[1]) or ((Triggering unit) Equal to DuelUnit[2])
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to DuelUnit[1]
        • Then - Actions
          • Set WinInteger = 2
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to DuelUnit[2]
        • Then - Actions
          • Set WinInteger = 1
        • Else - Actions
      • Quest - Display to (All players) the Quest Update message: ((Name of (Owner of DuelUnit[WinInteger])) + is victorious!)
      • Player - Add 200 to (Owner of DuelUnit[WinInteger]) Current gold
      • Wait 2.00 game-time seconds
      • Unit - Reset ability cooldowns for DuelUnit[WinInteger]
      • Unit - Set mana of DuelUnit[WinInteger] to 100.00%
      • Unit - Set life of DuelUnit[WinInteger] to 100.00%
      • Set DuelUnit[1] = No unit
      • Set DuelUnit[2] = No unit
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in DuelGroup[(Integer A)] and do (Actions)
            • Loop - Actions
              • Unit - Move (Picked unit) instantly to DuelPoint[(Player number of (Owner of (Picked unit)))]
              • Custom script: call RemoveLocation(udg_DuelPoint[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
              • Unit - Unpause (Picked unit)
      • Custom script: call DestroyGroup(udg_DuelGroup[1])
      • Custom script: call DestroyGroup(udg_DuelGroup[2])
      • Set DuelTime = False
      • Set TempGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Unit - Unpause (Picked unit))
      • Custom script: call DestroyGroup(udg_TempGroup)
      • Wait 10.00 game-time seconds
      • Countdown Timer - Destroy DuelTWindow
      • Countdown Timer - Start DuelTimer as a One-shot timer that will expire in 300.00 seconds
      • Countdown Timer - Create a timer window for DuelTimer with title Duel Starts In:
      • Set DuelTWindow = (Last created timer window)
      • Trigger - Turn off Enter View Stand <gen>


Trigger:
  • Enter View Stand
    • Events
      • Unit - A unit enters Duel Viewer 1 <gen>
      • Unit - A unit enters Duel Viewer 2 <gen>
    • Conditions
      • ((Triggering unit) Equal to DuelUnit[1]) or ((Triggering unit) Equal to DuelUnit[2])
    • Actions
      • Set TempPoint = (Center of Duel Area <gen>)
      • Unit - Move (Triggering unit) instantly to TempPoint
      • Custom script: call RemoveLocation(udg_TempPoint)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of (Triggering unit)) Less than or equal to 50.00
        • Then - Actions
          • Unit - Set life of (Triggering unit) to 1.00
        • Else - Actions
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 50.00)


Bugs:
-Sometimes more than 1 person is sent in to duel.
-Whoever doesnt duel is made invulnerable until next duel

Creep Revive System
Bugs:
-Creeps Randomly spawn in mass numbers on one spot on my map.

Trigger:
  • Revive Creeps
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CreepRespawnTime Greater than 0.00
        • Then - Actions
          • Wait CreepRespawnTime game-time seconds
          • Unit - Create 1 (Random level CreepLevel creep unit-type) for Neutral Hostile at ((Center of (Entire map)) offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])) facing (Random angle) degrees
          • Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        • Else - Actions
          • Wait 30.00 seconds
          • Unit - Create 1 (Random level CreepLevel creep unit-type) for Neutral Hostile at ((Center of (Entire map)) offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])) facing (Random angle) degrees
          • Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))


Trigger:
  • Creep Revival System Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)
        • Loop - Actions
          • Set Integer = (Integer + 1)
          • Unit - Set the custom value of (Picked unit) to Integer
          • Custom script: set udg_Creep_X[udg_Integer] = GetUnitX(GetEnumUnit())
          • Custom script: set udg_Creep_Y[udg_Integer] = GetUnitY(GetEnumUnit())

Other Random Bugs:
-Heros wont level past level 5 unless fighting another hero no idea why either.
To fix the problem with the hero highest lvl 5 is in the gameplay constants

Do this:

World editor>>Module>>Gameplay Constants>> Check the box "Use Custom Gameplay Constants">>Find "Hero Maximum Level" in the list>> Set the Value to which the highest lvl of the heroes is that you want>>Also Find "Hero XP Gained - Creep Reducion Table & Hero XP Gained - Hero Reducion Table>>Change them to how much reduced per level the hero get. =)
 

Laiev

Hey Listen!!
Reaction score
188
You need to tell me more information about it.
How long do the effect last. And so on...

Triple Post :eek:


hmm Up to the distance o.o
The effect is just the arrows in line which will 'run' the distance of 1300
 

Astal

New Member
Reaction score
1
To fix the problem with the hero highest lvl 5 is in the gameplay constants

Do this:

World editor>>Module>>Gameplay Constants>> Check the box "Use Custom Gameplay Constants">>Find "Hero Maximum Level" in the list>> Set the Value to which the highest lvl of the heroes is that you want>>Also Find "Hero XP Gained - Creep Reducion Table & Hero XP Gained - Hero Reducion Table>>Change them to how much reduced per level the hero get. =)

yeah i saw that after i searched around. I thought the way it worked was if ur 5 levels above a creep u dont get exp i was wrong lol


I fixed my duel system. I just changed it to Player 1 and 5 chooses who duels for their team.

Im wondering if switch the creeps to their own little area each with their own variables for each area if that will fix my problem.
 

Chaos_Knight

New Member
Reaction score
39
wow... that was simple INCINRATE.. I shouldnt say anything but i expect more from you guys how really can this..
 

millzy

Ultra Cool Member
Reaction score
44
can i request this please
URSA's overpower spell from dota
gives the hero 400% attack speed for x amount of attacks

also i need it to be MUI
 

IronTrout

New Member
Reaction score
20
can i request this please
URSA's overpower spell from dota
gives the hero 400% attack speed for x amount of attacks

also i need it to be MUI

I just posted one in your thread. if you want me to post the map, i will, but it's made in newgen. So it'll crash if you use it with vanilla map editor.
 

baaabuuu

New Member
Reaction score
2
I would like to make a request

I would like to request this spell.
On Wings of light i want it to disable attacking and make the unit who is using the spell fly fore a limited Duration.
please mui/leakless/gui.
Thanks
 

ykblaze

New Member
Reaction score
2
Can you make me a charge ability?
specs:
levels- only one
what it does: the hero charge to the unit increasing his speed to 800
when the hero hits the unit hes speed need to return to normal.
the unit that was hit needs to be stunned the hit needs to do 150 damage.
 
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