Diablo 2 Custom Abilities (Help me make them!)

thevoden

New Member
Reaction score
5
I am making this request thread to assist me on how to make these spells. Normally I would make a spell for hours making it as complicated as it can ever be when there are other easier alternatives that could be done in 5 minutes. This thread is about the help i will need on how to make certain spells.
Thanks!

Red: Needs help
Green: Completed

1) Concentration
Spell Type: Aura
Effect: Gives all party members affected by an aura +% damage bonus and a % chance to dodge an attack.
Basically I want an aura based off command aura but gives off evasion to all member affected by the aura.

2) Sanctuary
Spell Type: Aura
Effect: An aura that damages nearby enemy undead units per second (kind of like immolation) and knocks them back away from the hero 150 distance.

P.s. how do i make an aura that gives +50% damage to yourself and +25% to all allies? Its something about the spellbook, but how exaclty does hiding a spellbook work?

3) Prayer
Spell Type: Aura
Effect: Heals allies affected by aura for x hp a second.

4) Redemption
Spell Type: Self Aura
Effect: has a x% chance to gain hp / mana from a corpse.

5) Charge
Spell Type: Target Abilitiy
Effect: Charges a target dealing x% of your strength and knocking the target back. The hero casting this ability has the "blur" effect of speed. Just watch the video below of how charge works.
http://youtube.com/watch?v=lJBaVOnnoDY

6) Bash
Spell Type: Target
Effect: When used, it knocks back the target an x distance (similar to Dota's Spiritbreaker's Greater Bash skill) and acts like a stun kind of.

7) Nerubian Weaver's Double Attack "Gemini AttacK"
Spell Type: Passive
Effect: Spell can be used once every 4 seconds. The attacker hero unit who has this spell can attack twice in over a second.


Thats it for now. I will be posting more but I want to do this one at a time.
 

FroznYoghurt

New Member
Reaction score
37
All those spells are relatively easy to make, prayer for an instance can be done by giving immolation negative values and setting targets to allies.

For Sanctuary use a loop that picks all nearby unit every second and knocks them back, you can find tutorial on how to do knockback on this forum.

Spellbook is disabled by the disable ability action
Code:
-player: disable [spellbook ability] for player

Just add the two aura abilities to the spellbook

For the redemtion use
Code:
E - A unit dies
C - 
A -
set group = units in 600 having buff [Aura]
Ifthenelse
if number of units in group > 0
pick all in group and
set man of picked to mana of picked + 100
else
call DestroyGroup(udg_group)

Charge is a little bit trickier but I can make it for ya if you want :>
 

Flare

Stops copies me!
Reaction score
662
1) This should make it easy for you. All you need is NewGen World Editor and the rawcode of the aura, the aura buff, and the evasion skill which you are adding

2) Frozn explained it

For the P.S., just add another ability (not sure if there is any single-unit ability that improves damage by a percent) to the aura user

3) Unholy Aura? Alternatively, use the system in the link above and add Item Life Regeneration Bonus

4) Frozn explained it

5) That'd be a pain in the ass to make, especially in GUI (more-so if you want MUI)
 

Draphoelix

It's not the wintercold that's killing me
Reaction score
132
1) Concentration
Spell Type: Aura
Effect: Gives all party members affected by an aura +% damage bonus and a % chance to dodge an attack.
Basically I want an aura based off command aura but gives off evasion to all member affected by the aura.
Search for Evasion Aura, I'm sure there's one.
Or else you can do something like:
Every 1 sec
Condition
Pick every unit in Playable Area
Picked unit has buff Concentration
Add evasion to Picked Unit
wait 1 second
Removed evasion to picked unit


3) Prayer
Spell Type: Aura
Effect: Heals allies affected by aura for x hp a second.
Unholy Aura but with not Self, only targets allowed no Allies?
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
@thevoden, the Charge ability, the video isn't clear enough, but do you mean something like this:

Charge.jpg
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
Tom, yes thats exactly it.

ok, I will give you that spell.
Here is the code:

I use ABCT of Cohadar

JASS:
scope D2Charge
globals
    private integer ChargeRawId = 'A000' // raw id of Charge ability
    private integer ChargeSpeedId = 'A001' // raw id of Charge Speed ability
    private integer ChargeBuff = 'B000' //raw id of the Charge buff
    private integer CasterRunAniIndex = 2 //walk animation index of the caster's model, currently, model Spirit Walker's walk animation index is 2
    private real CasterRunSpeed = 180. //Art - Animation - Run Speed of the caster -> this is used for the animation of the illusion (make it more "real")
    private integer DummyId = 'n000' //raw id of the dummy unit, used to cast stun
    private integer ChargeIllusionId = 'n002' //raw id of the dummy unit which is used for the illusion
    private integer ChargeStun = 'A002' //raw id of the stun ability
endglobals
//=================================
private struct data
    unit caster = null
    unit target = null
    unit d1 = null
    unit d2 = null
    integer tick = 0
    real casterx = 0.
    real castery = 0.
endstruct

function ChargeInterrupted takes unit u, unit a returns boolean
    if GetWidgetLife(u) == 0 then
        return true
    elseif GetWidgetLife(a) == 0 then
        return true
    elseif IsUnitType(u,UNIT_TYPE_ETHEREAL) then
        return true
    elseif IsUnitType(u,UNIT_TYPE_POLYMORPHED )  then
        return true
    elseif IsUnitType(u,UNIT_TYPE_STUNNED ) then
        return true
    elseif IsUnitType(u,UNIT_TYPE_SNARED ) then
        return true
    elseif  IsUnitInvisible(a, GetOwningPlayer(u))  then
        return true
    elseif OrderId2String( GetUnitCurrentOrder(u) ) != "attack" then
        return true
    elseif GetUnitAbilityLevel(u,ChargeBuff) == 0 then
        return true
    endif
    set u = null
    set a = null
    return false
endfunction

function ChargeM takes nothing returns boolean
    local data d = ABCT_GetData()
    local real x = GetUnitX(d.caster)
    local real y = GetUnitY(d.caster)
    local real fa = GetUnitFacing(d.caster)
    local real ang
    local real mx
    local real my
    set mx = TJGetPPX(x,-40, fa)
    set my = TJGetPPY(y,-40, fa)
    call SetUnitPosition(d.d1, mx, my )
    call SetUnitFacing(d.d1, fa )
    
    set mx = TJGetPPX(x,-80, fa)
    set my = TJGetPPY(y,-80, fa)
    call SetUnitPosition(d.d2, mx, my)
    call SetUnitFacing(d.d2, fa )
    
    if ChargeInterrupted(d.caster,d.target) then
        call UnitRemoveAbility(d.caster,ChargeSpeedId)
        call UnitRemoveAbility(d.caster,ChargeBuff)
        call RemoveUnit(d.d1)
        call RemoveUnit(d.d2)
        call SetUnitPathing(d.caster,true)
        call data.destroy(d)
        return true
    endif
    
    set d.casterx = x
    set d.castery = y
    return false
endfunction

function ChargeIllusion takes nothing returns boolean
    local data d = ABCT_GetData()
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real fa = GetUnitFacing(d.caster)
    local real mx
    local real my
    if d.tick >= 15 then 
        call data.destroy(d)
        return true
    elseif cx == d.casterx and cy == d.castery and d.tick < 15 then
        set d.tick  = d.tick  + 1
        return false
    endif
    call SetUnitPathing(d.caster,false)
    set mx = TJGetPPX(cx,-40,fa)
    set my = TJGetPPY(cy,-40,fa)
    set d.d1 = CreateUnit( GetOwningPlayer(d.caster), ChargeIllusionId, mx, my, fa )
    call SetUnitVertexColor( d.d1,255,255,255,170)
    call SetUnitTimeScale( d.d1,522 / CasterRunSpeed )
    call PauseUnit(d.d1,true)
    call SetUnitPathing(d.d1,false)
    call SetUnitAnimationByIndex(d.d1, CasterRunAniIndex )
    call SetUnitMoveSpeed(d.d1,522)
    call SetUnitPosition(d.d1,cx,cy)
    call SetUnitColor(d.d1,ConvertPlayerColor(GetPlayerId(GetOwningPlayer(d.caster))))

    set mx = TJGetPPX(cx,-80,fa)
    set my = TJGetPPY(cy,-80,fa)
    set d.d2 = CreateUnit( GetOwningPlayer(d.caster), ChargeIllusionId,mx, my,fa )
    call SetUnitVertexColor(d.d2,255,255,255, 85 )
    call SetUnitTimeScale(d.d2,522/CasterRunSpeed)
    call PauseUnit(d.d1,true)
    call SetUnitPathing(d.d2,false)
    call SetUnitAnimationByIndex(d.d2, CasterRunAniIndex )
    call SetUnitMoveSpeed(d.d2,522)
    call SetUnitPosition(d.d2,cx,cy)
    call SetUnitColor(d.d2,ConvertPlayerColor(GetPlayerId(GetOwningPlayer(d.caster))))
    
    call ABCT_Start( function ChargeM, d, 0.02)
    return true
endfunction


//===============================================================================
private function Action takes nothing returns nothing
    local unit c
    local unit a
    local unit dumb
    local integer lvl
    local eventid EID = GetTriggerEventId()
    local data d
    if EID == EVENT_PLAYER_UNIT_SPELL_EFFECT and GetSpellAbilityId() == ChargeRawId then
        call PolledWait(0.1)
        set c = GetSpellAbilityUnit()
        set a = GetSpellTargetUnit()
        set lvl = GetUnitAbilityLevel(c, ChargeRawId)
        set d = data.create()
        set d.caster = c
        set d.target = a
        set d.casterx = GetUnitX(c)
        set d.castery = GetUnitY(c)
        call ABCT_Start( function ChargeIllusion , d, 0.02 )
        call UnitAddAbility(c, ChargeSpeedId )
        call IssueTargetOrder(c,"attack",a)
    else
        set c = GetAttacker()
        set a = GetTriggerUnit()
        set lvl = GetUnitAbilityLevel(c, ChargeRawId)
        if GetUnitAbilityLevel( c, ChargeBuff ) > 0 then
            set dumb = CreateUnit( Player(15), DummyId , GetUnitX(a), GetUnitY(a), 0 )
            call UnitAddAbility( dumb , ChargeStun )
            call SetUnitAbilityLevel( dumb, ChargeStun , lvl )
            call IssueTargetOrder(dumb, "firebolt", a )
            call UnitApplyTimedLife(dumb,'BTLF', 1. )
            set dumb = null
            
            call UnitRemoveAbility(c,ChargeSpeedId)
            call UnitRemoveAbility(c,ChargeBuff)
        endif
    endif
    set c = null
    set a = null
endfunction
//===================================================================================================
function InitTrig_D2Charge takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerAddAction(t, function Action)
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_ATTACKED )
endfunction

endscope

How to import:
- Copy the Charge, Charge Speed, Charge Stun ability
- Copy 2 dummy unit
- Copy TT, ABCT and the D2Charge trigger
- Change the RawId of abilities and units in the globals of D2Charge

I have attached the demo map below.
If you find any bugs or you want to modify more, pm me :thup:

EDIT: You can modify the Charge Stun ability for damage and stun duration when impact.
 

thevoden

New Member
Reaction score
5
Hey thanks guys! I still need help on the sanctuary aura.

The list in green is completed and the list in red still needs help on, thanks!
 

Tiber

Member
Reaction score
4
P.s. how do i make an aura that gives +50% damage to yourself and +25% to all allies? Its something about the spellbook, but how exaclty does hiding a spellbook work?

If you don't want to use the spellbook you can create a dummy who has the 25% aura and is moved every second at the position of your hero. In the meantime your hero will have the 50% aura (note that the 50% will have to be 25% because he will also be affected by the dummy 25% aura).

Read this guide for the nice slide effect you want to use in Bash: http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=22135

I'm also making an Assassin from D2 in one of my maps.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    New recipe is another summer dessert Berry and Peach Cheesecake - https://www.thehelper.net/threads/recipe-berry-and-peach-cheesecake.194169/

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top