Request your GUI spells here!

Status
Not open for further replies.

skyblader

You're living only because it's illegal killing.
Reaction score
159
I don't really do DotA spells... because they are REALLY hard, well at least for me. I think most DotA spells are JASS coded, and I don't really know JASS.

This requires Buff stacking, and if I'm not wrong, only different levels of the aura stacks. It'll take a lot of levels... especially since Troll warlord has some crazy attack speed .. I'll try my best, but no promises. It'll make it a lot easier if there's a maximum attack speed bonus (Like maximum number of buffs.).
 

Ayanami

칼리
Reaction score
288
I don't really do DotA spells... because they are REALLY hard, well at least for me. I think most DotA spells are JASS coded, and I don't really know JASS.

This requires Buff stacking, and if I'm not wrong, only different levels of the aura stacks. It'll take a lot of levels... especially since Troll warlord has some crazy attack speed .. I'll try my best, but no promises. It'll make it a lot easier if there's a maximum attack speed bonus (Like maximum number of buffs.).

You could just use a dummy aura to display the buff information. Attack speed can be modified using "Item - Attack Speed Bonus". Just make 3 levels of the same skills. Make 10 levels for each.

1st Skill - 0.00, 0.01, 0.02, 0.03, ... , 0.09
2nd Skill - 0.00, 0.10, 0.20, 0.30, ..., 0.90
3rd Skill - 0.00, 1.00, 2.00, 3.00, ..., 9.00

Then, make the attack speed bonus correspond the an integer value. For example, let's say the unit is supposed to have 15% increased attack speed. 15% would be 0.15. Do a loop action that goes for 1 to 3. Set 2 integer variables called TempInt and Divider. Set Divider = 100. Make 1 real variable called TempReal. From here, store your attack speed in the TempReal. So 15% increase would be TempReal = 15.00 Make it so that when you learn the spell, add all the 3 dummy spells and make sure to set them as level 1. Make 1 ability variable called "Ability" with 3 array size. Set Ability[1] = 3rd Skill, Ability[2] = 2nd Skill and Ability[3] = 1st Skill.

Before Loop Action
Trigger:
  • Actions
    • Set Divider = 100
    • Set TempReal - 15.00


In Loop
Trigger:
  • Loop - Actions
    • Set TempInt = ((Integer(TempReal)) / Divider)
    • Unit - Set level of Ability[(Integer A)] for (Triggering unit) to (TempInt + 1)
    • Set TempReal = (TempReal - (Real((TempInt x Divider))))
    • Set TempDivider = (TempDivider / 10)


If you didn't get it, let me explain.

1st Loop
When the loop is ran the first time, TempReal is converted to an integer. Thus, 15.00 becomes 15. Easy so far. Then TempReal is divided by Divider, which is 100. So it becomes 15/100. Since it's an integer, it's rounded down to 0. Then the ability is set to TempInt + 1, in this case which becomes 1. So your Ability[1] will provide 0.00 attack speed. Remember TempReal = 15.00 right now. TempInt is 0. So when you take TempReal - (TempInt x Divider) it becomes, 15.00 - (0 x 100). So basically, it becomes 15.00. So TempReal remains 15.00 since there isn't any digit in the hundreds place. Then Divider is divided by 10, thus Divider becoming 10.

2nd Loop
When loop is ran the second time, same process. TempReal = 15.00 again. Then converted to 15. However, this time, since Divider is now 10, your TempInt becomes 15/10. This is rounded down to 1. Ability[2] is now set to TempInt + 1, which is 2. So Ability[2] provides you with 10% increased attack speed. TempInt is 1 now. So when you take TempReal - (TempInt x Divider) it becomes, 15.00 - (1 x 10). So basically, it now becomes 5.00. Now it's getting smooth. Your digit in the tens place is eliminated. Divider is yet again divided by 10. Now it becomes 1.

3rd Loop
When loop is ran the third time, same process occurs again. TempReal = 5.00 now. Then converted to 5. Divider is now 1, your TempInt becomes 5/1, which gives you 5. Ability[3] is now set to TempInt + 1, which is 6. So Ability[3] provides you with 5% increased attack speed.

In total, this amounts up to 15%. Hope you understood this. Quite useful for setting Attack Speed, Damage, Health and other things according to a certain amount that you wish without using 1000 levels of 1 ability.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
I don't really get how that sets 1000 levels.. But once I do know I can make some changes to my spells.
 

ZeeVampire

New Member
Reaction score
1
I don't really do DotA spells... because they are REALLY hard, well at least for me. I think most DotA spells are JASS coded, and I don't really know JASS.

This requires Buff stacking, and if I'm not wrong, only different levels of the aura stacks. It'll take a lot of levels... especially since Troll warlord has some crazy attack speed .. I'll try my best, but no promises. It'll make it a lot easier if there's a maximum attack speed bonus (Like maximum number of buffs.).

So... You're trying to do my spell? Sweet. Well, now that you mention it, there should be a max attack speed. Let's make it 100%?
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
I still need more help from Glenphir.. Don't really understand.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
I study triggers better, maybe you could put everything out? Like

What's the loop and stuff. Probably cause reading a chunk of words when you're tired might just give you difficulty to understand.

1.What is the loop action? For loop integer A? If so, then its from 1 to 3?

2.What's TempDivider?

3.And isn't Divider set to 100?

4.Do all integers round down no matter what the decimal is? Like 1.9 rounds down?

I don't understand how this increases attack speed per each hit.

Not trying to make your life difficult..


Edit: Off-topic/ Natsuru Senou ^^
 

Ayanami

칼리
Reaction score
288
I study triggers better, maybe you could put everything out? Like

What's the loop and stuff. Probably cause reading a chunk of words when you're tired might just give you difficulty to understand.

1.What is the loop action? For loop integer A? If so, then its from 1 to 3?

2.What's TempDivider?

3.And isn't Divider set to 100?

4.Do all integers round down no matter what the decimal is? Like 1.9 rounds down?

I don't understand how this increases attack speed per each hit.

Not trying to make your life difficult..


Edit: Off-topic/ Natsuru Senou ^^

1) Yup, it's loop A 1 to 3.

2) Sorry, I meant TempDivider to be Divider XD

3) Yeah, it divides by 10 for every loop, resulting in it becoming 1 after the 2nd loop. After the 3rd loop is done, the value won't matter anyways.

4) Yes, if you convert a real to an integer, all decimals will round down. So 5.9 would become 5, 4.9875 would become 4 and 0.476 would become 0.

Well, make an event that detects an attack. So "A unit is attacked". Check if the attacking unit has the spell. Hashtables would be handy for making it MUI. If you can't use Hashtables, either use JASS hashtable or use custom value to save a real variable. When this unit learns the spell, add the learning hero in a unit group. Then, set TempReal = 0. Save this variable in Hashtable 0 of key(TriggeringUnit). So back the attack event. Load the real from Hashtable 0 of key(AttackingUnit) and set it as TempReal. Then set TempReal = TempReal + 3. So this increases attack speed. Then the rest is settled via the loop, which increases the attack speed of the unit.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
In other words Whatever TempReal equals to is the attack speed? Meaning TempReal = 15.00 Then the attack speed increment is 15%?
 

Nighteyes

New Member
Reaction score
1
Unholy Charge

The Lich Knight charges to a point within 600/700/800 range. (During the charge Lich Knight cannot attack or be attacked and deals 25/50/75 damage to every enemy unit in his way [Optional]). When Lich Knight reaches his destination he deals 125/200/275 damage and stuns all units for 2/3/4 seconds in a area of 200.

Costs 125/100/75 mana
Cooldown: 12/10/8
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
How do we remove the buffs after the unit has stopped attacking? Or reduce it by half if it attacks another unit? Okay, I can figure the attack another unit, but, how do we remove the buff when the hero stops attacking? in this case 3-4 seconds. Just as ZeeVampire requested it.

Edit: Item abilities stack? I guess, yes.

Edit: Working Map for Berserker Rage

There are other stuff in there, so just scroll to the category called Berserker Rage. Read any notes I left inside the triggers, comments, etc. This spell actually doesn't have the buff that go off after a few second. So as long as the hero is hitting the same unit, his attack speed will never go down. Whenever he changes a target, he loses half the attack speed bonus.
 

Steamsteam

New Member
Reaction score
1
level 1;
60 second cast time
spell caster takes 5x regular damage
damage = 10x int
AoE of 500 if successfully casted, AoE of 75 if killed during cast
9% chance of reviving 20 dead allied/enemy units and canceling ability killing hero
1% chance casting hero survives with 1% max hp and stuned for 2 seconds

level 2;
45 second cast time
spell caster takes 4x regular damage
damage = 13x int
AoE of 650 if successfully casted, AoE of 75 if killed during cast
7% chance of reviving 20 dead allied/enemy units and canceling ability killing hero
2% chance casting hero survives with 2% max hp and stuned for 1.5 seconds

level 3;
30 second cast time
spell caster takes 3x regular damage
damage = 17x int
AoE of 800 if successfully casted, AoE of 75 if killed during cast
5% chance of reviving 20 dead allied/enemy units and canceling ability killing hero
3% chance hero survives with 3% max hp and stuned for 1 second

Hero beings casting ability kamakazi, still capable of moving but taking an increased ammount of damage. If still alive after the cast time expires, self destructs dealing massive damage in a large AoE to all units allied/enemy and killing ones self. If killed during cast period, deals massive damage in small AoE to all units allied/enemy still killing ones self.

Each level has a % chance of reviving up to 20 dead units around him/her(allied/enemy)
Each level has a % chance to leave the casting hero alive with 1% max hp and stuned for x second, so long as the spell is not cancled

All units which enter the area that was effected by the blast after the spell gets casted (lasts for 10 seconds) take consistant damage of the casting heros INT/second and slowing the units attack spead and movement by 5%


A slightly off-topic question;

will the demo maps ever get deleted? I noticed you have increased the number you can hold which is awesome and im very happy for that! these maps could help other players in the future!!!


still a huge fan of this fourm and this thread espesially!11 kudos!

(thanks in advance for making the spell to the best of your ability and for the spells ive requested in the past, worked perfectly!)




I know that you are going through school and its hard to keep up ;) I just want this added to front page so it doesnt get burried again! :D You can complete it when ever you are able to, no rush. Thanks again for the previous spells and your efforts!
 

dragoniano

New Member
Reaction score
0
Ok, hmmm ...
Shadow Walker:
The Warden drops a shadow (model avatar of vengeance) itself (the shadow is faster) coming out and running straight up to the venue, through any obstacle and friendly units. If the shadow hit any enemy unit in this way, cause damage and Warden appears in place of the shade immediately, otherwise the shadows fall when you reach the maximum range. If the ability is cast directly into an enemy unit, the shadow do not miss the coup, following the target to hit an enemy or the target itself, or if the enemy could get out of range.
1 - 600 range, 65 to cause damage.
2 - 800 range, 110 to cause damage.
3 - 1000 range, 155 to cause damage.
4 - 1200 range, 200 to cause damage.
Mana cost: 100
Coldown: 9 seconds

And a tem mai:
Chain of Purge:
A common chain light, which generates a purge factor of 5 in each target hit.
 

dondonda

New Member
Reaction score
3
Swift Shot

The hero swiftly fires off an arrow without taking aim, the arrow shoots in the direction the hero is facing and damages the first unit it hits. (the spell can be based off of Howl of Terror or some spell that doesn't require the player to aim the effect of the spell in a certain direction)

Levels : 10
Damage : Lvl 1 = 75
Lvl 2 = 100
Lvl 3 = 125
lvl 4 = 150 ...

Power Shot

The hero pulls back on an arrow and waits for 3 seconds, the arrow gains damage per second of charging. Then the arrow is released after the 3 seconds or if the Hero moves, releasing the arrow and damaging the first unit it hits. (basically the Keeper of the Light AOE spell in Dota except there is no aoe and the arrow stops at first unit it hits)

Levels: 5
Damage per second of charge :
lvl 1 =75
lvl 2=125
lvl 3=175
lvl 4=225
lvl 5=275

thanks in advance!
 

ZeeVampire

New Member
Reaction score
1
How do we remove the buffs after the unit has stopped attacking? Or reduce it by half if it attacks another unit? Okay, I can figure the attack another unit, but, how do we remove the buff when the hero stops attacking? in this case 3-4 seconds. Just as ZeeVampire requested it.

Edit: Item abilities stack? I guess, yes.

Edit: Working Map for Berserker Rage

There are other stuff in there, so just scroll to the category called Berserker Rage. Read any notes I left inside the triggers, comments, etc. This spell actually doesn't have the buff that go off after a few second. So as long as the hero is hitting the same unit, his attack speed will never go down. Whenever he changes a target, he loses half the attack speed bonus.

Thanks alot, testing right now.

EDIT: Um.... I don't think it works. When I open it with WEU, it shows i think 2 "hastables" error and stuff. Then closes. What should I do?? Don't ask me to use the normal WE coz my map is done in WEU.
 

FrozenShadow

I am a WolfieeifloW fan.
Reaction score
75
I need 2 spells for my map please, + Rep if you can create it :D

Time Pulse

The Time Incarnate shoots off a a pulse of magic in 8 different directions around him, knocking opponents back, slowing them and dealing average damage.

Level 1 - Deals 50 damage, knocks back for 150 range, and slows for 10%.
Level 2 - Deals 100 damage, knocks back for 200 range, and slows for 20%.
Level 3 - Deals 150 damage, knocks back for 250 range, and slows for 30%.
Level 4 - Deals 200 damage, knocks back for 300 range, and slows for 40%.

Cooldown: 20

Notes:

The projectile of the pulse is any purple projectile, that is huge enough.
150 AoE of effect for each pulse.
500 Max Range.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Thanks alot, testing right now.

EDIT: Um.... I don't think it works. When I open it with WEU, it shows i think 2 "hastables" error and stuff. Then closes. What should I do?? Don't ask me to use the normal WE coz my map is done in WEU.

No idea. I don't think I can help to fix that problem cause I've never used WEU.
 
Status
Not open for further replies.
General chit-chat
Help Users
  • No one is chatting at the moment.

      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