Spellpack Rikimaru and Mogul Khan

popo80000

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[V.3 (Rikimaru and Mogul Khan)]

-Includes all abilities of Rikimaru and Mogul Khan from DotA.
-Leakless,GUI, MUI and Lagless
-Import Difficulty : EASY

Abilities:
Rikimaru
Smoke screen
SmokeScreen.jpg

Blink Strike
BlinkStrike.jpg

Backstab
Backstab.jpg

Permanent Invisibility
PermanentInvisibility.jpg


Mogul Khan
Berserker's Call
BerserkersCall.jpg

Trigger:
  • Berserker Call
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Berserker's Call
    • Actions
      • Set BerserkerCall_Counts = (BerserkerCall_Counts + 1)
      • Set BerserkerCall_Caster[BerserkerCall_Counts] = (Casting unit)
      • Set BerserkerCall_CasterLoc = (Position of BerserkerCall_Caster[BerserkerCall_Counts])
      • Set BerserkerCall_UnitGroup = (Units within 300.00 of BerserkerCall_CasterLoc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of BerserkerCall_Caster[BerserkerCall_Counts]))
      • Unit - Create 1 Dummy for (Owner of BerserkerCall_Caster[BerserkerCall_Counts]) at BerserkerCall_CasterLoc facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to BerserkerCall_Counts
      • Unit Group - Add (Last created unit) to BerserkerCall_DummyGroup
      • Unit Group - Pick every unit in BerserkerCall_UnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of BerserkerCall_Caster[BerserkerCall_Counts]) at BerserkerCall_CasterLoc facing Default building facing degrees
          • Unit - Add Berserker's Call Target to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
          • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
          • Unit Group - Add (Picked unit) to BerserkerCall_AttackGroup[BerserkerCall_Counts]
      • Custom script: call RemoveLocation (udg_BerserkerCall_CasterLoc)
      • Custom script: call DestroyGroup (udg_BerserkerCall_UnitGroup)
      • Trigger - Turn on Berserker Call Effects <gen>

Trigger:
  • Berserker Call Effects
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BerserkerCall_DummyGroup and do (Actions)
        • Loop - Actions
          • Set BerserkerCall_CustomValue = (Custom value of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (BerserkerCall_Caster[BerserkerCall_CustomValue] has buff Berserker's Call ) Equal to True
            • Then - Actions
              • Unit Group - Pick every unit in BerserkerCall_AttackGroup[BerserkerCall_CustomValue] and do (Actions)
                • Loop - Actions
                  • Unit - Order (Picked unit) to Attack BerserkerCall_Caster[BerserkerCall_CustomValue]
            • Else - Actions
              • Unit Group - Pick every unit in BerserkerCall_AttackGroup[BerserkerCall_CustomValue] and do (Actions)
                • Loop - Actions
                  • Unit - Remove Berserker's Call Target buff from (Picked unit)
                  • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Order (Picked unit) to Stop
              • Unit Group - Remove (Picked unit) from BerserkerCall_DummyGroup
              • Unit Group - Remove all units from BerserkerCall_AttackGroup[BerserkerCall_CustomValue]
              • Unit - Remove (Picked unit) from the game
              • Custom script: call DestroyGroup (udg_BerserkerCall_AttackGroup[udg_BerserkerCall_CustomValue])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in BerserkerCall_DummyGroup) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions

Battle Hunger
BattleHunger.jpg

Counter Helix
CounterHelix.jpg

Culling Blade
CullingBlade.jpg

Enjoy!
Tell me if there are any leaks or problems with my spellpack. Thanks in advance!

Other spell packs made by me:p :
Priestess of the Moon - http://www.thehelper.net/forums/showthread.php?p=1103833#post1103833
Spiritbreaker - http://www.thehelper.net/forums/showthread.php?p=1104452#post1104452
Storm Spirit - http://www.thehelper.net/forums/showthread.php?p=1107671#post1107671
Tidehunter - http://www.thehelper.net/forums/showthread.php?p=1125148#post1125148

Custom spell packs made by me:
Version 1 [Kamadon] - http://www.thehelper.net/forums/showthread.php?p=1124121#post1124121
 

Attachments

  • DotA Spellpack 2 In 1.w3x
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Tru_Power22

You can change this now in User CP.
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So, you gonna make some original spells? Or are you going to remake every DotA hero. Either way, pretty cool.
 

Exide

I am amazingly focused right now!
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448
I'm too lazy to download the map and check; what does the codes look like?
GUI? JASS? vJASS?
Leakless? Lagless?
MUI?
Screenshots?
 

BlackRose

Forum User
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239
-Includes all abilities of Spiritbreaker (Barathrum) from DotA.
What is this spellpack of? Spiritbreaker or SA and Axe....
And for the love of god, stop making DotA spells. If you are going to make DotA spells, make Storm Spirit.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
both of these heroes was already created thats MUI by emirj3
 

popo80000

New Member
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What is this spellpack of? Spiritbreaker or SA and Axe....

I have corrected the mistake on top.

And for the love of god, stop making DotA spells. If you are going to make DotA spells, make Storm Spirit.

ok.. :)
I will tell you when i'm done :D

I'm too lazy to download the map and check; what does the codes look like?
GUI? JASS? vJASS?
Leakless? Lagless?
MUI?
Screenshots?

All of them have been mentioned above.
Ahh.. sorry i accidentally double post.. :(

So, you gonna make some original spells? Or are you going to remake every DotA hero. Either way, pretty cool.
Just DotA Heroes. But i think i should start making custom ones after i finish making my Storm Spirit. :p

Gtam: are you refering to DotA Heroes v1b? It was written in JASS.
 

popo80000

New Member
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hmm.. ok i will just post the codes for the berserker's call then.
Maybe i should make some spells that are harder nexttime. :p

EDIT: The codes of Berserker's Call are up there.:)
 

Jesus4Lyf

Good Idea™
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397
It's pretty good, but fails on two counts (at least):

1. It sets the unit's custom data. Bad policy to require exclusive access to custom value in a spell like that.
2. Issueing the order every 0.1 seconds will mean the unit never actually finishes swinging their weapon in most cases, won't it? And that means that counter helix would just go crazy.

It also doesn't clean up the count, I believe. The indices aren't recycled meaning it will eventually run out, and also the ids of the handles being stored in arrays will leak, ey.

If the above 3 issues aren't resolved, I'll need to graveyard this.

PS.
The spell's code must be featured in the spell's original post.
The rule applies to all the spells in all your submissions.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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2. Issueing the order every 0.1 seconds will mean the unit never actually finishes swinging their weapon in most cases, won't it? And that means that counter helix would just go crazy.

Every 0.5 s? Take a look in emjlr3's DotA Heroes to find out.
 

popo80000

New Member
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No, it should be every time the unit is issued an alternate order (anything other than "attack the caster").

Oh.. That's a good idea! :D
1. It sets the unit's custom data. Bad policy to require exclusive access to custom value in a spell like that.
But i only set the custom value of the dummy unit, not the hero one.

It also doesn't clean up the count, I believe. The indices aren't recycled meaning it will eventually run out
o.. Thanks for that. I didn't know that they would run out.

, and also the ids of the handles being stored in arrays will leak, ey.
What do you mean here? o_O
2. Issueing the order every 0.1 seconds will mean the unit never actually finishes swinging their weapon in most cases, won't it? And that means that counter helix would just go crazy.
kingkingyyk3: Nope.. It wouldn't.. Only when the player tries to prevent his hero from attacking the caster. Giving the attack order every 0.1 seconds will not cause the ordered unit to keep swinging their weapon, unless you give a different order than the previous one. Thus, it will not cause counter helix to be triggered like crazy and counter helix got cooldown. So, this would not be an issue.
 

Jesus4Lyf

Good Idea™
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397
>>the ids of the handles being stored in arrays will leak
>What do you mean here? o_O
Handle ids are not recycled when the handle is destroyed, rather they are recycled when the handle is destroyed and no references remain to it. Since you permenantly store references in a global array with an index that is never recycled, the references will never be overwritten and bam, you have handle id leaks.

Naturally GUI doesn't usually care. It's not a big problem.
Every time you get all units of a player, for example, it creates an unresolvable handle id leak (how tragic). :p
 

popo80000

New Member
Reaction score
20
>>the ids of the handles being stored in arrays will leak
>What do you mean here? o_O
Handle ids are not recycled when the handle is destroyed, rather they are recycled when the handle is destroyed and no references remain to it. Since you permenantly store references in a global array with an index that is never recycled, the references will never be overwritten and bam, you have handle id leaks.

Naturally GUI doesn't usually care. It's not a big problem.
Every time you get all units of a player, for example, it creates an unresolvable handle id leak (how tragic). :p

o..ok thanks for that! :D
 
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