Request your GUI spells here!

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Summoned

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Summoned, can you maek me a 1.23 compatible one D:
I still use 1.23

change this: Set TempRegion = (Region centered at RoFTargetPoint[RoFCustomValue] with size (800.00, 800.00))
I have no idea what the difference between 1.23 and 1.24 is, besides hashtables. Does that TempRegion not work? :confused:
 

RueK

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Oh, I thought someone completed it and posted it on this thread. I know how Glaives of Wisdom works. It's basically a buff placer spell. As for your triple throw, detecting the casting of the spell is the difficult one. If you think about it, won't it look silly if the projectile hit the enemy and then 2 additional projectiles pop out again?

Completed the spell Fissure requested by INCINERATE. It is MUI. Check the first post for the demo map. (Tried to make it exactly same as DoTA's Fissure eg: number of crevasses).

x29l5s.jpg


read all my other posts ...

i said, each cast have diferent cast times. so when you cast it will shot the 3 glaives separately, and of course each glaive has its own variables, its own dummies and its own buffs/spells. so its basicly, if the hero auto cast/casts the abilitie 2 more glaives will be thrown, diferent cast times will improve the visual effect.


NOW YOU GET IT? XD
 

Summoned

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I have no idea what's giving you the error. Was it working before?

Can you open the map? If not, here's what the modified triggers (changed from Glenphir's) look like, you can try changing them yourself. I seriously have no idea how it's not 1.23 compatible. :(
Trigger:
  • Spells Var
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Set this variable to the base spell "Rain of Fire" --------
      • Set RoFAbilityMain = Rain of Fire
      • -------- Set this variable to the spell "Rain of Fire (Dummy)" --------
      • Set RoFAbilityDamage = Rain of Fire (Damage)
      • -------- Set this variable to the "Base Order ID" of the base spell "Rain of Fire" --------
      • Set RoFOrder = (Order(absrob))
      • -------- Set this to the unit "Hidden Dummy". Copy and paste it into your map incase you don't have it --------
      • Set HiddenDummy = Hidden Dummy
      • -------- Set this to the unit "Caster Dummy". Copy and paste it into your map incase you don't have it --------
      • Set CasterDummy = Caster Dummy
Trigger:
  • Rain of Fire
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to RoFAbilityMain
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RoFCustomValue Less than 100
        • Then - Actions
          • Set RoFCustomValue = (RoFCustomValue + 1)
        • Else - Actions
          • Set RoFCustomValue = 1
      • Set RoFCaster[RoFCustomValue] = (Triggering unit)
      • Set RoFTargetPoint[RoFCustomValue] = (Target point of ability being cast)
      • Set RoFRealTimer[RoFCustomValue] = 1.00
      • Set TempRegion = (Region centered at RoFTargetPoint[RoFCustomValue] with size (800.00, 800.00))
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set TempPoint = (Random point in TempRegion)
          • Set TempUnitGroup = (Units within 200.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Trigg
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Create 1 CasterDummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
              • Unit - Add RoFAbilityDamage to (Last created unit)
              • Unit - Order (Last created unit) to Special Archimonde - Finger Of Death (Picked unit)
              • Unit - Add a 1.10 second Generic expiration timer to (Last created unit)
          • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Demon\RainOfFire\RainOfFireTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call DestroyGroup(udg_TempUnitGroup)
          • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call RemoveRect(udg_TempRegion)
      • Unit - Create 1 HiddenDummy for (Owner of (Triggering unit)) at RoFTargetPoint[RoFCustomValue] facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to RoFCustomValue
      • Unit Group - Add (Last created unit) to RoFDummyGroup
      • Trigger - Add to Rain of Fire Stop <gen> the event (Unit - (Triggering unit) Stops casting an ability)
Trigger:
  • Rain of Fire Periodic
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
      • (RoFDummyGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in RoFDummyGroup and do (Actions)
        • Loop - Actions
          • Set TempInt = (Custom value of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Mana of RoFCaster[TempInt]) Less than 50.00
            • Then - Actions
              • Unit - Order RoFCaster[TempInt] to Stop
              • Unit - Kill (Picked unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is dead) Equal to True
            • Then - Actions
              • Custom script: call RemoveLocation(udg_RoFTargetPoint[udg_TempInt])
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RoFRealTimer[TempInt] Less than or equal to 0.00
                • Then - Actions
                  • Unit - Set mana of RoFCaster[TempInt] to ((Mana of RoFCaster[TempInt]) - 50.00)
                  • Set TempRegion = (Region centered at RoFTargetPoint[TempInt] with size (800.00, 800.00))
                  • For each (Integer A) from 1 to 5, do (Actions)
                    • Loop - Actions
                      • Set TempPoint = (Random point in TempRegion)
                      • Set TempUnitGroup = (Units within 200.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is alive) Equal to True))))
                      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
                        • Loop - Actions
                          • Unit - Create 1 CasterDummy for (Owner of RoFCaster[TempInt]) at TempPoint facing Default building facing degrees
                          • Unit - Add RoFAbilityDamage to (Last created unit)
                          • Unit - Order (Last created unit) to Special Archimonde - Finger Of Death (Picked unit)
                          • Unit - Add a 1.10 second Generic expiration timer to (Last created unit)
                      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Demon\RainOfFire\RainOfFireTarget.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call DestroyGroup(udg_TempUnitGroup)
                      • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveRect(udg_TempRegion)
                  • Set RoFRealTimer[TempInt] = 1.00
                • Else - Actions
                  • Set RoFRealTimer[TempInt] = (RoFRealTimer[TempInt] - 0.10)
Trigger:
  • Rain of Fire Stop
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in RoFDummyGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to RoFCaster[(Custom value of (Picked unit))]
            • Then - Actions
              • Unit - Kill (Picked unit)
            • Else - Actions
 

INCINERATE

New Member
Reaction score
12
It will not crash when you cast spells like Metamorphosis. And the way it works is basically that you "summon" the other players hero where you are standing and make your own hero invisible, rather than replacing your Hero, and after the duration of the Transform spell is finished you will revert back to your normal Hero.

I'll change it to transfer experience/health/mana as well, as well as being able to die in the other form :shades:

Edit: The following changes were made:
- Experience/Health/Mana now transfers between the transforming hero and the person he is transforming into
- The transformed unit can no longer use items/pick up items
- Added new "Revert Transform" ability so you can cancel transform at any time
- If the Transformed unit dies the Hero that cast it will die as well
- It is now MUI


Thanks a whole lot dude, im definately going to put this spell too good use for my puppetmaster hero...:shades: i will link the credits to you


Oh, I thought someone completed it and posted it on this thread. I know how Glaives of Wisdom works. It's basically a buff placer spell. As for your triple throw, detecting the casting of the spell is the difficult one. If you think about it, won't it look silly if the projectile hit the enemy and then 2 additional projectiles pop out again?

Completed the spell Fissure requested by INCINERATE. It is MUI. Check the first post for the demo map. (Tried to make it exactly same as DoTA's Fissure eg: number of crevasses).

thanks glen.. as always much loveeee .. works great an i imported it no problem. cheers .. Cred will go to you as one of raigors nick names :p
 

Gwafu

Active Member
Reaction score
12
I now know why I got those errors ^^
I just saw that I set the TempRegion variable to Point ^^
SOOO dumb
 

Carnerox

The one and only.
Reaction score
84
I got a couple spells :D
This spell has 8 levels each damage is set 100 damage + 75 per level and slows them by 15+5 per level.
[Passive] When the Hero dies, the Heroes body will destroys itself by blowing up dealing damage to units within range, and slows them for 6 seconds. Has a 40 second cooldown.

Level 1 - deals 100 damage to units within a range of 300 and slowing their movement speed by 15%.
Level 2 - deals 175 damage to units within a range of 350 and slowing their movement speed by 20%.
Level 3 - deals 250 damage to units within a range of 400 and slowing their movement speed by 25%.

On each attack the hero has a 13% chance to attack again and strikes the enemy with strong force making them bleed taking damage over time.

Level 1 - Deals 25 damage every 2 seconds for 15 seconds.
Level 2 - Deals 35 damage every 3 seconds for 20 seconds.
level 3 - deals 45 damage every 4 seconds for 25 seconds.


The hero releases sharp spikes from the ground throwing units within 900 range of the hero into the air dealing damage and stunning them for 3 seconds. 120-110-100 second cooldown.

Level 1 - deals 190 damage.
Level 2 - Deals 290 damage.
Level 3 - Deals 390 damage.

Thank you, hopfully all of them can be done in Gui. ^_^
 

Ayanami

칼리
Reaction score
288
it says i nthe first psot that my spell is complete but is not . -.- aw

I believe someone completed the spell and posted it somewhere in this thread.
And I know what you're talking about. If you read my past 4 to 5 replies to you, I was asking this same thing: How are you going to detect if the hero has thrown the first projectile? If I use the buff placer method, then the first projectile has to hit first before the second and the third pops out. Sure, I could detect if the auto cast is on or off. But how am I going to detect if the first projectile have been released?

@Undead.Cow
Does your spells have to be MUI?

@crazyfanatic
Alright, it's right here.
 

Gwafu

Active Member
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Also Summoned, why does Disease Cloud does not show? (I change the Rain of Fire Missile to Disease Cloud)
 

Moridin

Snow Leopard
Reaction score
144
Wow. I missed quite a bit....was in India for a couple days with no Interblag :/. Anyway am back now, so will give you the help I can with the enormous amount of requests.

As for Raise Dead....I thought I finished that? Well, I understand that I didn't post a map up, but instead I gave the triggers that should make the ability work fine. I'll go back and get the exact posts to link to. [LINK]

I'm pretty sure I could do (Last Vengeance), not sure about Bleed, (Ravage) should be pretty easy. Will work on that immediately.

Btw, for the number of attachements in the first post, I understand that you're deleting earlier attachements to make way for newer ones and so on. Could Romek or any other admin give you more attachement space for that post? If they can't do that, then maybe insert a post or two for you to attach furthur spells.

I feel the attachements are important to allow users to see even the earliest spell to ensure that duplicate requests aren't made. Just my ten cents.

-------EDIT-------

Finished Ravage, working on Last Vengeance... here's the map so you can try it out and mention any changes you want. Btw, for those who read the code, yes the 30 Impales might seem like overkill, if you've got a more efficient way of achieving the same ends, be my guest. It doesn't lag for me at all, and only lags a little bit if I spam it with 0 cooldown.

Edit: Finished Last Vengeance. Seems to work fine. Leakless and MUI. Lags a bit when first cast. Also, for the special effects in the trigger, they don't work as they don't have a destroy animation (therefore they appear and disappear almost immediately)...you could add any animation that has a death animation to make it flashy.

View attachment [Spell Request]Ravage, Last Vengeance - Undead.Cow.w3x

P.S. Leakless and MUI.

Edit2: Few questions for Undead.Cow ->
1) Should Last Vengeance only hurt enemies? Or all units around the dying hero?
2) When we talk about slow, we mean attack speed / move speed / both?
 

Attachments

  • [Spell Request]Ravage - Undead.Cow.w3x
    19.8 KB · Views: 274

Ayanami

칼리
Reaction score
288
Wow. I missed quite a bit....was in India for a couple days with no Interblag :/. Anyway am back now, so will give you the help I can with the enormous amount of requests.

As for Raise Dead....I thought I finished that? Well, I understand that I didn't post a map up, but instead I gave the triggers that should make the ability work fine. I'll go back and get the exact posts to link to. [LINK]

I'm pretty sure I could do (Last Vengeance), not sure about Bleed, (Ravage) should be pretty easy. Will work on that immediately.

Btw, for the number of attachements in the first post, I understand that you're deleting earlier attachements to make way for newer ones and so on. Could Romek or any other admin give you more attachement space for that post? If they can't do that, then maybe insert a post or two for you to attach furthur spells.

I feel the attachements are important to allow users to see even the earliest spell to ensure that duplicate requests aren't made. Just my ten cents.

-------EDIT-------

Finished Ravage, working on Last Vengeance... here's the map so you can try it out and mention any changes you want. Btw, for those who read the code, yes the 30 Impales might seem like overkill, if you've got a more efficient way of achieving the same ends, be my guest. It doesn't lag for me at all, and only lags a little bit if I spam it with 0 cooldown.

View attachment 34436

P.S. Leakless and MUI.

Great that you're back :thup: Yeah, I actually wanted more space to post up the spells. As for bleed, you could use a buff placer to detect the damage you deal by attacking. Then you could just give a chance to give it Damage Over Time (DoT).
 

Moridin

Snow Leopard
Reaction score
144
hmm, I'll have to experiment a bit to finish up bleed.

@ Undead.Cow: Finished Last Vengeance and fixed a stupid mistake in Ravage. Reuploaded the map to the earlier post.
 

Summoned

New Member
Reaction score
51
Also Summoned, why does Disease Cloud does not show? (I change the Rain of Fire Missile to Disease Cloud)
It looks MUI as far as I can see, and there's no damage over time component. If I had to guess as to why it doesn't work, Disease Cloud probably doesn't have a birth/death animation or something.
 

puppetmaster

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Hello.Spell requestz.

Greetings,
I was attracted to this tread that you help to make spells.
I got a request. Can you do spells from Heroes of Newerth&Dota?
If you can, i would love it.
Heres the spells.
____________________________________________________________
PuppetMaster from HoN.
Skill no1.Puppeteer's Hold
The Puppet Master ties up a target enemy with puppet strings. The strings slow down the enemy's attack speed and restrain movement.
Activation
Applies Puppeteer's Hold to target for 3 / 3.75 / 4.5 / 5.25 seconds. Target is constantly pushed toward the position he was at when Puppeteer's Hold was applied. If the target moves too far from this location, it will be forced back to the original position.
Puppeteer's Hold
-10 / -15 / -20 / -25 Attack Speed
**I recommend you to see his skills in youtube. [Puppetmaster skill]
____________________________________________________________
Bane's ulti
Fiend's Grip
Uses dark magic to grip a target enemy unit and damage it heavily. It cannot move or attack. Transfers 5% of the target's max mana per second. Lasts 5 seconds.

[level1]-Deals 100 damage and transfers 5% of the max mana of the target per second. Target is disabled for the duration of the spell. For 5 sec and channeling.

[Leve2]Deals 155 damage and transfers 5% of the max mana of the target per second. Target is disabled for the duration of the spell .For 5 sec and channeling.

{level 3]Deals 215 damage and transfers 5% of the max mana of the target per second. Target is disabled for the duration of the spell .For 5 sec and channeling.
___________________________________________________________
Razor's skill.
Plasma Field.
Razor releases a wave of energetic plasma. which grows in power as it extends outwards. Deals damage to units both on expansion and on contraction. The further the plasma is from Razor the more energy it has.
Level 1-Min damage 80. Max 140
Level 2-Min damage 120. Max 210
Level 3-Min damage 160. Max 280
Level 4-Min damage 200. Max 350
_________________________________
Razor's ultimate.
Eye of the Storm.
The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts.

Levl1-Deals 37.5 damage and reduces armor by 1 each strike. One strike each 0.85 seconds.
level 2-Deals 50 damage and reduces armor by 1 each strike. One strike each 0.75 seconds
level 3-Deals 62.5 damage and reduces armor by 1 each strike. One strike each 0.6 seconds.

===
I hoped this spells above can be create.
 

Failenx

TH.net Regular
Reaction score
7
I'd like to request a spell called Penance

It is the same idea as the one in WoW.. so check it out on Wowhead for a good idea of what it does.

I'd like similar effects as Penance if possible

Things to note:
-Floating text
-the maker of this cna use whatever effect they want
-I'll edit the HP it gives myself


thanks in advance
 

Summoned

New Member
Reaction score
51
I'd like to request a spell called Penance

It is the same idea as the one in WoW.. so check it out on Wowhead for a good idea of what it does.

I'd like similar effects as Penance if possible

Things to note:
-Floating text
-the maker of this cna use whatever effect they want
-I'll edit the HP it gives myself


thanks in advance
I can do this one. Also need minor clarification: Penance can either deal damage (enemies) or heal (allies), what do you want it to do against neutrals?

@Puppetmaster: Fiend's Grip is based off the Aerial Shackles ability of the dragonhawk riders almost entirely. The only part that's triggered is the mana transfer, so if you can do without that, there you go.
 
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