Any complex spell requests?

D.V.D

Make a wish
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Spell Request:

Name: Forest

Description: Creates a forest with tree's in random points within 800 from Target Ability Point with many other woods beneath. Any unit to enter this forest gets entangled and a tree grows and puts him inside it. Trees used are Barrens and really big. Once the forest dies of in 60 seconds, it creates a huge explosion dealing 1000 damage in the area.
Trees are barrens and there are about 10 to 15 of them. Beneath them are other trees used in the video on the bottom of this page.

http://www.youtube.com/watch?v=41tUFx-r1Ro
[YOUTUBE]http://www.youtube.com/watch?v=41tUFx-r1Ro[/YOUTUBE]

Its at about 2 to 3 when the guy in brown makes trees trap the other one. I forgot the name of the simialr effect but I hope you could find it.
 
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o_O... lol, k I haven't had any time at all since I don't even know when lol... but I have time to post today, because the quarter ended on monday this week so yay~ and Boo~~ because I didnt get all A's :( and my parents got super pissed lol. Anyway, I'm supposedly back but I don't really have time to work on spells and I don't even know if people are still doing this anymore but~ I will attempt to work on spells on the weekends or when I have time. Unfortunately, this entire week is dedicated to debate,(tournament is on saturday), and then after that, have to start building a trebuchet for Science olympiads and still keep up with hw and projects and tests and crap... So, I will be very busy for I dunno how long, and thanks so much Drunken_God for being such a beast and doing spells even when I was gone lol. If you still want, you can continue, ur getting +rep from me every chance I get xD Anyway, I will do work when I find the time and the energy.
 

Weegee

Go Weegee!
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Name:Last Breath

Preferred type of code: Jass or/vJass (which ever one your better at)

Description of the spell: The hero shows his blade (since I want this spell to go with a certain hero the hero will be blade master and the animation name is "stand ready") and slows down time for him and his targeted unit (15-10%). The Blademaster then jumps up and slashes down with his blade doing massive damage (animation speed goes back to normal then)

Point of the spell: Deal mass damage for his final skill

Amount of Levels: 3

Changing factors in the level: CD and Damage

Additional Info:The hero used should be Blademaster, the damage dealt is 150/225/275, adn the CD should be 180/130/90

Who ever can do this gets +rep from me :D
 
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Woohoo Finally done... Although it took me only like 30 minutes or so when i sat down and tried >.> but w/e here ya go~

And, after reading over the past like 10 pages, I noticed Expelliarmus also did a spell for me~ Yay!! Thx :D +rep
Also, more props, yet again, for Renendaru and other people bumping the thread and keeping it alive~ Yay~~

Also, for my convenience:
poobucket - I dont know whats going on for your request sooo~~ If you still want something post XD
marsmallos - http://www.thehelper.net/forums/showpost.php?p=827248&postcount=92<<4/5
duderock101 - http://www.thehelper.net/forums/showpost.php?p=827376&postcount=94<<1/5
leazy - http://www.thehelper.net/forums/showpost.php?p=836882&postcount=159
komaqtion - http://www.thehelper.net/forums/showpost.php?p=855589&postcount=175 << I dunno if Drunken_God is still helping out but...
megaflame566 - http://www.thehelper.net/forums/showpost.php?p=857390&postcount=192
man-o-bomb - http://www.thehelper.net/forums/showpost.php?p=857457&postcount=193
dregonx - http://www.thehelper.net/forums/showpost.php?p=858329&postcount=196
leazy - http://www.thehelper.net/forums/showpost.php?p=859371&postcount=200
omnizohar - http://www.thehelper.net/forums/showpost.php?p=860881&postcount=221
|michael89 - http://www.thehelper.net/forums/showpost.php?p=861306&postcount=230
vertigo12 - http://www.thehelper.net/forums/showpost.php?p=861760&postcount=232
teeaichsee - http://www.thehelper.net/forums/showpost.php?p=864045&postcount=240
jollychap - http://www.thehelper.net/forums/showpost.php?p=869729&postcount=245
xenim666 - http://www.thehelper.net/forums/showpost.php?p=872884&postcount=254
jormungand - http://www.thehelper.net/forums/showpost.php?p=880445&postcount=256
Astal - http://www.thehelper.net/forums/showpost.php?p=888061&postcount=257
Daicos - http://www.thehelper.net/forums/showpost.php?p=888099&postcount=258
Fatmankev - http://www.thehelper.net/forums/showpost.php?p=888101&postcount=259
Ashder - http://www.thehelper.net/forums/showpost.php?p=889164&postcount=260
D.V.D - http://www.thehelper.net/forums/showpost.php?p=889398&postcount=261
DragonLance - http://www.thehelper.net/forums/showpost.php?p=904946&postcount=263

Also... I really don't like these annoying ones with like numerous stages... There very annoying to do, and usually simple to do... I mean, if it involves something really difficult like making a flexible chain and like killing people with it then sure, I'll do it... But don't do anything thats really simple with a bunch of stages, and actually, doing this one helped me get back into the pace of making spells and stuff so it wasnt all that bad.

Name: Party Supplies
Preferred type of code: GUI (just started learning jass yesterday do i nub)
Description of the spell: the unit has a 15% chance to cast this upon attack, and can not be manually cast: i want the unit to throw a bottle at the enemy. the enemy becomes drunk and has his move speed decreased by 50%. while he is drunk, units around him in a 500 area of affect become slowed by 25% from his drunken influences. after 10 seconds, the alcohol wears off and gives the unit a massive hang-over and causes 100 damage per second for 15 seconds. after 15 seconds the unit recovers and becomes infected with Cancer which was caused by a weak immune system during his drunken moment, decreasing armour by 5 permanently.
Point of the spell: im making a TD and i want the human ultimate tower to be a party host and the point is to make it easier to kill a unit by making him take damage, slowing him, armour reduce, etc.
Amount of Levels: 1
Additional Info: can you also make a special effect for the hangover overhead of the unit (the drunken phase can be the normal drunken haze overhead effect) and also for cancer can you make a special effect of vines (like rooftrellens tree armour root thing) around unit, but make the roots purple so it looks like hes fucked up by cancer?

Notes: I dont think one can make the roots purple... unless u imported custom textures and stuff, and, i cant do that considering this is strictly abilities and the last time i tried using custom textures and stuff, it failed miserably o_O... Anyway, a few notes, this time i used a variable to indicate max amount of instances (yay!) so basically change PS_MAX to however many units can be going through the stages up till cancer. Meaning, once they have cancer there not part of that group anymore. Also, when they have cancer the ability can be used on them again, if u dont want that to happen you can change the line in the "Aura" trigger that removes them from the group PS_Aura, and they wont be able to get hit by it again. Also, for the hang over step had NO idea on what u wanted art to be, so, it basically has the immolation (damage) art, and i left it there. If you want to make it so u cant see that, go to dmg aura ability and put any random buff in there. Also, in the ability OptAura, its just there to display that the unit has the hang over, no other use. But if you want to put another art in there, go to the buff, Hangover and change the art there. Hmm I think thats all the customizations that I allowed for... Yep, anyway here ya go~

Import difficulty: 9/10 (Very annoying to import o_O... 1 dummy unit, 9 custom abilities, 3 buffs, 3 triggers, 5 global variables = ugh...)

Triggers:
Init:

Code:
Init
    Events
        Map initialization
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Player - Disable aurabook  for (Picked player)
                Player - Disable aurabook2  for (Picked player)
                Player - Disable aurabook3  for (Picked player)
         Do Multiple ActionsFor each (Integer A) from 1 to PS_MAX, do (Actions)
            Loop - Actions
                Set PS_Time[(Integer A)] = -1
        Trigger - Turn on Aura <gen>

Attack:
Code:
Attack
    Events
        Unit - A unit Is attacked
    Conditions
        (Level of Party Supplies  for (Attacking unit)) Not equal to (!=) 0
    Actions
         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 0 and 14) Less than (<) 15
            Then - Actions
                 Do Multiple ActionsFor each (Integer A) from 1 to PS_MAX, do (Actions)
                    Loop - Actions
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                 Multiple ConditionsAnd - All (Conditions) are true
                                    Conditions
                                        ((Attacked unit) is in PS_Aura) Equal to (==) True
                            Then - Actions
                                Skip remaining actions
                            Else - Actions
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                PS_Time[(Integer A)] Equal to (==) -1
                            Then - Actions
                                Set PS_Time[(Integer A)] = 0
                                Set PS_Unit[(Integer A)] = (Attacked unit)
                                Custom script:   exitwhen true
                            Else - Actions
                Unit - Remove Drunken Haze buff from (Attacked unit)
                Set Loc1 = (Position of (Attacking unit))
                Unit - Create 1 dummy for (Owner of (Attacking unit)) at Loc1 facing Default building facing (270.0) degrees
                Unit - Add Dummy Throw  to (Last created unit)
                Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Attacked unit)
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_Loc1)
                Unit Group - Add (Attacked unit) to PS_Aura
                Unit - Add aurabook  to (Attacked unit)
                Unit - Set level of PSAura  for (Attacked unit) to 1
            Else - Actions

Aura:
Code:
Aura
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
         Do Multiple ActionsFor each (Integer A) from 1 to PS_MAX, do (Actions)
            Loop - Actions
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        PS_Time[(Integer A)] Not equal to (!=) -1
                    Then - Actions
                        Set PS_Time[(Integer A)] = (PS_Time[(Integer A)] + 1)
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                PS_Time[(Integer A)] Equal to (==) 10
                            Then - Actions
                                Unit - Remove aurabook  from PS_Unit[(Integer A)]
                                Unit - Add aurabook2  to PS_Unit[(Integer A)]
                                Unit - Set level of Dmg Aura (Neutral Hostile 1) for PS_Unit[(Integer A)] to 1
                            Else - Actions
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                PS_Time[(Integer A)] Equal to (==) 25
                            Then - Actions
                                Unit - Remove aurabook2  from PS_Unit[(Integer A)]
                                Unit - Add aurabook3  to PS_Unit[(Integer A)]
                                Unit - Set level of ArmorDecrease  for PS_Unit[(Integer A)] to 1
                                Set PS_Time[(Integer A)] = -1
                                Unit Group - Remove PS_Unit[(Integer A)] from PS_Aura
                                Set PS_Unit[(Integer A)] = No unit
                            Else - Actions
                    Else - Actions

Grrrrr... Someone post~~ I need to submit a new spell XD anyway here it is, Jagan:

Name: Blood Frenzy
Preferred type of code: GUI
Description of the spell: With every 7% of the Hero's life missing, add bonus (green numbers) 2 attack speed (%) and damage. First bonus starts at full health. Maximum of 9 bonuses (including first bonus).
Point of the spell: Gives bonus attack speed and damage as life drops (%).
Amount of Levels: 4
Changing factors in the level: Additional 2 damage and 2% attack speed per level.
Additional Info: Make it MUI if possible?
Notes: K... This one is bugged up, and I have no idea why. For some reason, sometimes it will give u both the increases and sometimes it wont... Which is really annoying, but I think there is some work around, just don't have time to guess and check for hours on end, so here:

Triggers:
Init:
Code:
Init
    Events
        Map initialization
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Player - Disable BloodFrenzyAuras  for (Picked player)

Learn:
Code:
Learn
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to (==) Blood Frenzy 
    Actions
         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of BloodFrenzyAuras  for (Triggering unit)) Not equal to (!=) (Level of Blood Frenzy  for (Triggering unit))
            Then - Actions
                Unit - Add BloodFrenzyAuras  to (Triggering unit)
                Unit - Set level of AtkSpeedIncrease  for (Triggering unit) to ((((Level of Blood Frenzy  for (Triggering unit)) - 1) x 9) + 1)
                Unit - Set level of DmgIncrease  for (Triggering unit) to ((((Level of Blood Frenzy  for (Triggering unit)) - 1) x 9) + 1)
            Else - Actions

Attack:
Code:
Attack
    Events
        Unit - A unit Is attacked
    Conditions
        (Level of Blood Frenzy  for (Attacked unit)) Greater than (>) 0
    Actions
        Set real = (100.00 - (Percentage life of (Attacked unit)))
         Do Multiple ActionsFor each (Integer A) from 1 to 9, do (Actions)
            Loop - Actions
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (7.00 x (Real(((Integer A) - 1)))) Greater than or equal to (>=) real
                    Then - Actions
                        Custom script:   exitwhen true
                    Else - Actions
                Set int = (Integer A)
        Set int = ((9 x ((Level of Blood Frenzy  for (Attacked unit)) - 1)) + int)
        Unit - Set level of AtkSpeedIncrease  for (Attacked unit) to int
        Unit - Set level of DmgIncrease  for (Attacked unit) to int

Import Difficulty: hmmm, 5/10
 

Attachments

  • Party Supplies.w3x
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  • Blood Frenzy.w3x
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Lol, thanks for posting :p Anyway, one more spell for today then its essay time for me :( Anyway, next is - http://www.thehelper.net/forums/showpost.php?p=827248&postcount=92.

Done~~

Name: Electrical storm
Preferred type of code: Pseudo Local GUI
Description of the spell: Akilzon [the unit that will use the spell] targets a random enemy unit, lifting it into the air and stunning it for 8 sec. He also creates a cloud around the unit (for 8 seconds), that will shot lightning at all of Akil'zons enemies that are NOT standing under the cloud every second, dealing 80 damage on the first tick, 160 damage on the second tick, 320 damage on the third tick, 640 damage on the fourth tick and so on. This is a channeled spell and cannot be interrupted by silences, nor by the caster etc.
Point of the spell: Already described it once but I'll do another one here then^^
1. It is a spell cast on a unit target only.
2. It lifts the target unit up in the air.
2. It creates a cloud around the lifted unit (using the DragonHawk riders "Cloud" ability effect) and stuns them for 8 sec
4. Any enemy to Akilzon, that are standing in MyRegion, that are NOT standing close to or underneath the lifted unit will be hit with lightning (the chain lightning effect) that shoots from the lifted unit and hits them every second, dealing 80, 160, 320, 640 damage (and so on) every tick. The lifted unit will not be damaged.
5. The lightning-hitting-and-damaging-units-that-are-not-under-the-cloud effect will last for 8 seconds.
6. When the 8 seconds have expired, the lifted unit will drop to the ground again, become "un-stunned", and the cloud and lightning effects will dissappear.
Amount of Levels: single
Changing factors in the level:N/A
Additional Info: It would be great if you could make this GUI, since I might need to be able to tune damage values, how high the unit is lifted, etc.

Notes: Hmm... Lets see~ Max radius refers to max radius of targets that are gathered, and shadow radius refers to those who are considered underneath the cloud. Damage is put under spell "Shock". Electrical Storm is the ability shown as Storm bolt. Edit tool tips as you like. Also, by accident put it as 3 levels, oh well, easy to change that. Level of ability has no effect on spell itself. Hmm, I think thats everything.

Import difficulty: 3/10 (Yay, 1 trigger~ 2 Units, 2 abilities, 9 vars o_O = not fun~)

Trigger:
Code:
Casts
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to (==) Electrical Storm 
    Actions
        Custom script:   local integer udg_i
        Unit - Add Crow Form to (Target unit of ability being cast)
        Animation - Change (Target unit of ability being cast) flying height to 500.00 at 500.00
        Unit - Remove Crow Form from (Target unit of ability being cast)
        Set loc = (Position of (Target unit of ability being cast))
        Unit - Create 1 cloud for (Owner of (Triggering unit)) at loc facing Default building facing (270.0) degrees
        Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility from loc to a radius of ES_MaxRadius
         Do Multiple ActionsFor each (Integer A) from 1 to 20, do (Actions)
            Loop - Actions
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ES_C[(Integer A)] Equal to (==) No unit
                    Then - Actions
                        Set ES_C[(Integer A)] = (Last created unit)
                        Set ES_U[(Integer A)] = (Target unit of ability being cast)
                        Set ES_V[(Integer A)] = (Last created visibility modifier)
                        Set i = (Integer A)
                        Custom script:   exitwhen true
                    Else - Actions
        Custom script:   call RemoveLocation(udg_loc)
        Animation - Change (Last created unit) flying height to 500.00 at 0.00
        Wait 0.00 seconds
        Unit - Add Invulnerable (Neutral) to (Triggering unit)
        Unit - Pause (Triggering unit)
         Do Multiple ActionsFor each (Integer A) from 1 to 7, do (Actions)
            Loop - Actions
                Set loc = (Position of ES_U[i])
                Set ES_g1 = (Units within ES_ShadowRadius of loc)
                Set ES_g2 = (Units within ES_MaxRadius of loc)
                Unit Group - Pick every unit in ES_g1 and do (Actions)
                    Loop - Actions
                        Unit Group - Remove (Picked unit) from ES_g2
                Unit Group - Pick every unit in ES_g2 and do (Actions)
                    Loop - Actions
                        Unit - Create 1 dummy for (Owner of (Triggering unit)) at loc facing Default building facing (270.0) degrees
                        Animation - Change (Last created unit) flying height to 500.00 at 0.00
                        Unit - Add Shock  to (Last created unit)
                        Unit - Set level of Shock  for (Last created unit) to (Integer A)
                        Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked unit)
                        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_loc)
                Wait 1.00 seconds
        Unit - Add Crow Form to ES_U[i]
        Animation - Change ES_U[i] flying height to 0.00 at 0.00
        Unit - Remove ES_C[i] from the game
        Visibility - Destroy ES_V[i]
        Set ES_C[i] = No unit
        Unit - Remove Invulnerable (Neutral) from (Triggering unit)
        Unit - Unpause (Triggering unit)

And damn... I need upload space lol~~

That was 3 spells in a row, and now I am off to go write my essay~~ Yay, so much fun~~
 

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  • Electrical Storm.w3x
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K~ My laptop now has WC3 and JNGP installed, after thorough debates with myself xD So now I will be ABLE to work on the requests whenever I feel like it, but, the likeliness of working on week days is pretty low at this point~
 

Malli

New Member
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Hi Infinitegde,

Could I request a spell please? If yes here it is :)

Name Of spell: Epic Blade (or if you have a better name?)
Preffered type of code:Probably GUI but if otherwise I dont mind.
Description of the Spell: A Hero with a Sword like the Paladin has this skill. His Sword Charges up Giving off good visual effects like electricity and light etc etc, Then he jumps up into the air in slow motion (not too high, realistic) and then slams the sword down to the ground over the opponent with like a mini force field type electric thing blasts out cracking the ground and with a little area effect.
Point of Spell:
1) Sword Charges up
2) Hero jumps into the air in slow motion
3) Slams the sword into the ground over the enamy
4) Creat a little area effect with good visuals ;)
Amount of Levels: Hmmm, about 5 or something.
Changing factors in level: If possible with every level bigger visuals but only if possible, also increased damge and maybe a little stun... More seconds per level.
Additional Information: I have only imported one skill before and it did not work :(, I asked where I was going wrong but no reply. So I am a newb at importing spells.
But if you pull this off I will do anything to get this into my map!
Thank you and Respect,

(*$malli$*)
 

Igor_Z

You can change this now in User CP.
Reaction score
61
I need a spell that lasts for 5 or 6 attacks.. But make it with damage source plz because if u make with attacking unit it can malfunction because if u press ''Stop'' button. Its not so hard but i can't seem to do it
 
Reaction score
86
Igor_Z, its something like this:
Code:
Events-
A unit starts the effect of an ability.
Conditions-
Ability being cast is equal to some ability
Actions-
Add casting unit to a unit group
Add event, Casting unit takes damage to Trigger 2

Trigger 2:
Code:
Events-
<Events are added when the unit casts the spell>
Conditions-
Damaged unit is in unit group
Actions-
set custom value of unit = custom value of unit + 1
if custom value of unit > 6 then
set custom value of unit = 0
remove unit from unit group 
end if

<do whatever here>
 

Igor_Z

You can change this now in User CP.
Reaction score
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Unit group hmm why? Do i make it unit variable of unit group variable. And do i need to use arrays?
EDIT: what do you mean by damaged unit? Don't understand im soo dumb explain plz
 

Igor_Z

You can change this now in User CP.
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I don't want to set number of attacks when the caster is attacked o_O?!
 

Julian4life

New Member
Reaction score
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Hey, do you think you can make something like this?

NAME:Ice Mirage (Ultimate)
Preferred type of Code: GUI
Description: This is an ice ability. It's an AOE that attacks all units around the targeted unit. The hero that uses this is a "Deep shaded blue ice revenant". The rest that you will need to know is in the "Point of the spell:" part.
Point of the spell: The hero designates a target, then it creates 5 duplicate images of itself around the target in a pentagon shape. Then each image makes an attack motion towards the designated unit. The second all the images do the attack motion, a "frost explosion comes up". And onces the explosion hits, the images are removed, and the units inside are damaged or dead.
Levels: 3
Changing Factors: As level increases, it causes AOE of the spell to grow, and causes damage to grow. (Preferred stats: 500 aoe, 700aoe, 1000 aoe; and also 200 damage, 300 damage, 500 damage)
Extra INFO:
- The hero that uses this is a deep shaded blue ice revenant.
- These "images" created don't actually do damage, its basically eye candy.
- The frost explosion does all the damage.
- THE IMAGES DO NOT ACTUALLY SEND A "Projectile, missile, whatever" AT THE TARGET, they just MOVE like they attack it.
- This is basically an AOE spell...
- The images only stay for like all of 3 seconds suring the casting time, its just like a picture to show the attack you could say.


So basically, 5 images pop up, attack a unit, then an explosion rises up and damages everything inside the pentagon.

Thats it, if you require any more info, ill be happy to tell you anything else.

And PLEASE help me make this, been trying at it for weeks...
 

Glaivesrit

New Member
Reaction score
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I prefer GUI please


This may be a little simple, but Fear

Causes target to run in fear for x amt of seconds, if the target takes damage, there is a chance that fear is broken.


Can't figure this one out.

its FEAR the one from WoW
 
Reaction score
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K, umm... One thing I want to say... Is that please don't post requests that are simple, but your just too lazy to do them. For example, Jump... Wow... theres like, how many templates and examples for one to use. And Charge = Slide + Knockback...? The sliding is ez to trigger, and there are many knock back systems to choose from... Anyway, I will be working for today and maybe a bit of tmrw~

Edit: Also... Only FORMAL requests will be accepted and done. If it does not follow the format that I have in the first post (or at least similar to it-I'll cut you a lot of slack xD) then I will NOT make it. For example... 2 lines describing the spell is basically unacceptable.
List:
 

Vassilev

New Member
Reaction score
39
Name: Cleave strike - active spell ability

Preferred type of code: vJass (you'd probably need to use an attachment system)

Description of the spell:
An ability which is castable by the unit. It is for melee units. Strikes all enemies infront in an arc (something like 45 + 45 degrees). Deals damage based on unit's current damage including aura bonuses and such. (If you cant do that, just make it a set amount of damage). Also knocksbacks the targets. Any units (other than the affected units) who come in contact with the knockbacked units (while the timer is running) receive some damage. Caster's movement and attack speeds are slowed after casting the spell. Target's speeds also slowed.

Point of the spell:
-Spell target point (like placing wards i.e no radius but with the blue circle). Cast range is 100-150.
- Only the units in front of the caster are affected. Meaning: Caster --> Unit 1 --> unit 2 ; unit 1 receives direct damage + knockback from the caster, unit 2 receives the collision knockback damage.
-Damage is spread out evenly among the targets in the arc e.g: 120 damage, 3 targets therefore, 40 damage each. (remember to use the unit's attack damage with aura bonuses and such if you can).
-If a unit being knockbacked comes in contact with another unit, stop the timer for that unit.
-Only the targets that were knockbacked get slowed.

Amount of Levels: Single , but I'm making variations of it. i.e: weak cleave strike, normal cleave strike, strong... (different abilities)

Variables I'd like to be easily modified:
Knockback amount (Distance per instance)
Max. knockback distance
damage amount (of collision knockback)
Damage dealt (to initial units)
-Only the targets that were knockbacked get slowed. <<< changing this into a stun for another variation of the spell

Additional Info:
- Deceleration and acceleration knockback unnecessary ( but better if included ofc)
- would be neat if you would add some eye candy effects such as, the unit flying through the air ( 50-100 height??) while being knockbacked
- Even better if you would make it so that units could be knocked down cliffs but not up them.
- MUST BE MUI.
- Leakless

Thank you and good luck :)
 

Julian4life

New Member
Reaction score
7
Okay, i kinda re-did it so it explains it a little more.

NAME:Ice Mirage (Ultimate)
Preferred type of Code: GUI
Description: This is an ice ability. It's an AOE that attacks all units inside the targeted area. The hero that uses this is a "Deep shaded blue ice revenant" which is a mage hero. The spell is a ranged attack that is based on flame strike(Closest thing i could think of). The spell is a simple one-time strike(Flame strike has 3 damaging parts, this has 1). It has only one effect, a slowwing effect. The slowing effect does not change as the skill level goes up though. The slow decreases enemy movement speed by 40% and lasts 4 seconds. The mana cost is 200 mana.The rest that you will need to know is in the "Point of the spell:" part.
Point of the spell: The hero designates an area, then it creates 5 duplicate images of itself around the area in a pentagon shape. Then each image makes an attack motion towards the designated unit. The second all the images do the attack motion, a "frost explosion" comes up. And onces the explosion hits, the images are removed, and the units inside are damaged or dead.
Levels: 3
Changing Factors: As level increases, it causes AOE of the spell to grow, and causes damage to grow. (Preferred stats: 500 aoe, 700aoe, 1000 aoe; and also 200 damage, 300 damage, 500 damage)
Extra INFO:
- The hero that uses this is a deep shaded blue ice revenant.
- These "images" created don't actually do damage, its basically eye candy.
- The frost explosion does all the damage.
- THE IMAGES DO NOT ACTUALLY SEND A "Projectile, missile, whatever" AT THE TARGET, they just MOVE like they attack it.
- This is basically an AOE spell...
- The images only stay for like all of 3 seconds suring the casting time, its just like a picture to show the attack you could say.


So basically, the hero casts the spell, then 5 images pop up, attack a unit, then an explosion rises up and damages everything inside the pentagon.


That's more than 2 lines of description. :D
There, if you require any more info, i'll STILL be happy to tell you anything else.
 
R

Remscarz

Guest
cluster Rockets

Name CLuster Rockets
Preffered GUI possibly JAss
Levels 3
-Target a point, Launches missles from caster, Missles hit ground once then 3 missles pop from the impact and they jump in different directions...
Every level increases # of jumps and missles per impact / jump
JUMP AND MISSLE TABLE
__________a______________b____________c_____________d________
Level|Initial Missles|Missles From Impact| # of jumps| #Missles per jump
1 | 1 | 3 | 2 | 2
2 | 1 | 5 | 3 | 3
3 | 1 | 5 | 3 | 5

Basically A single Missle is fired at a point(a), The point takes 300 damage (example) Then 3 missles launch out of the point and go in 3 different directions(b), They hit the ground and blow up for 500 damage, Then 2 missles spawn from that and leap off in diffrent directions(d) and blow up. For 800 Damage. ( LEVEL 1)

(a,b,c,d Shows factors)
If u need more clarifying please PM me, i will add credits!
 
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