I'm not sure I've seen anyone do this. It's pretty simple, but should be fun for people making Action/RPG maps.
Basically, you need 1 ability based on load/unload, change the (None) - Target Filters a bit to suit your needs. Then the 2 triggers I have (your custom conditions) and tada...
Still messing around. May or may not think of something more creative. Protoss Colossus' Thermal Lance and a severely bastardized version of the Phoenix Graviton Beam.
Just to make sure someone makes a starcraft-themed tower or two. ;)
You can try something simple like:
Devour
Events
A Unit is attacked
Conditions
Level of Devour (custom) for Attacking Unit is Greater than 0
Actions
Unit - Order Attacking Unit to Orc Kodo ? - Devour Triggering Unit
You say it's basically shockwave. Do the balls disappear when they hit a target? If not, then it's just a basic mass-dummy spell.
Rune Wave
Events
A Unit Starts the effect of an ability
Conditions
Ability being cast Equal to Rune Wave
Actions
Set Temp_Point1 = Position of...
It's completely hardcoded. You'll first need to base the aura on something else (ranged units can never get the aura buff of VA). Then trigger the whole thing.
As usual, health-based heroes can be pretty cool. The main question I have is: why is he Intelligence based if none of his abilities use mana?
Maybe make Blood Control into a semi-active ability. Still has the passive, but when activated, uses 10 mana and creates an orb that drains...
The transition from travelling in one direction to the other is kind of abrupt right now. As you remember, the old version had the hammer take a fairly smooth, but wide, circular turn. Now it looks more like the path of Wild Axes, where the hammer just goes <>.
Good news is that it'll no...
You know, I never noticed something big about that until I set the arc to 0.00.
As far as I'm concerned, when the hammer reaches the "target point," I have it instantly turn around and treat the "old target point" as the initial start and the position of Thor as the new target point.
Here...
Updated Mjolnir with the 10 second buff (based on inner fire, the buff spell doesn't actually do anything except give the duration).
I had to add something to keep the hammer under control, though. Not sure what's causing it now (arc angle being set too high will definitely make this happen...
Here's my try at Mjolnir. Issue should be fixed now. Note to self: it's easier to recycle X/Y coordinates than points.
Also, you didn't specify anything about the bonus damage. Currently it's permanent (maxed at +999 damage... if you can somehow hit 50 heroes with it) until you cast the spell...
Set hitsu_shikai_dragon_Dloc = (hitsu_shikai_dragon_loc offset by hitsu_shikai_dragon_periodicM[(Integer A)] towards (Angle from hitsu_shikai_dragon_loc to hitsu_shikai_target_loc) degrees)
Unit - Move hitsu_shikai_dragon[(Integer A)] instantly to hitsu_shikai_dragon_Dloc
^^ After this, add...
Yep, it's like vertical sliding, except it has deceleration. So basically you'll want a variable specifically to deal with the rate of flying height changing. Impale ends when the unit reaches a height that's something less than, say, 10.