Template DotA Hero - Invoker

Larcenist

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Ok changed a few triggers, I'll post the screenshots later on today.

for the problem with the auras
just change the buffs of the auras to a random custom buff and change the icon to NONE then it wont display in status lost
That wouldn't work, when I tried it together with Ghost Walk the buffs changed icon from NONE to Wind Walk.
 

emjlr3

Change can be a good thing
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395
I think this is far to complicated for anyone with limited GUI knowledge (as in there knowledge is limited to GUI) to import, use or customize, and anyone with JASS could make these easily and far more optimized and customizable

with that said, I think it is a good idea to see how the whole, Wex, Exort, Quas buff detection system works, perhaps you could make this into a tutorial instead?
 

Larcenist

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I could make a disabled trigger inside the map to describe how to change everything and how it acually works. It's acually really easy understandable so I guess with a few guidelines anyone could modify this.

Added instructions on how to customize the triggers for anyone having troubles with this. I'll be adding a few more DotA-Invoker spells either during the upcoming weekend or during Easter-break (in 1 week).

Added DotA's Sun Strike to the spell list. I've nearly finished Tornado and Cold Snap too, but won't be finishing them off in a few weeks since final exams is starting tomorrow.

I'll upload a screenshot of Sun Strike as soon as possible (Imageshack etc is preforming really slow and wont upload my screenies).
 

oorosco

New Member
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What it does is that it gives intervals so that you can be perma stunned the whole time if you're being attacked at an extremely fast rate, so you can only be stunned for .4 seconds every 0.6 to .08 seconds
 

Larcenist

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Yeah I figured that part out, and fixed by using timers so it's no problem anymore.

Edit: Version 1.4b added. Just a little remake of the Sun Strike trigger and I also triggered the HP regen from Quas, so no more Unholy Aura.
 

Larcenist

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Finally got rid of the Endurance Aura that acted like Wex. Now this is a fully usable Invoker template, and I wont be doing anything more to this one for a while (at least not in GUI).
 

HellCraft

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well..im also working on an invoker hero, his instant names are different though
Invoke spell is Combine
Wex is Charge Thunder
Quas is Charge Water
Exort is charge fire
and here is the triggers..
Code:
Fire
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Fire 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CombineMaxNo Equal to 3
            Then - Actions
                Set CombineMaxNo = 1
                Special Effect - Destroy Combine_SE[1]
                Special Effect - Destroy Combine_SE[2]
                Special Effect - Destroy Combine_SE[3]
                Set Combine_FireNo = 1
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIfb\AIfbTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)
            Else - Actions
                Set CombineMaxNo = (CombineMaxNo + 1)
                Set Combine_FireNo = (Combine_FireNo + 1)
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIfb\AIfbTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)

Code:
Water
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Water 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CombineMaxNo Equal to 3
            Then - Actions
                Set CombineMaxNo = 1
                Special Effect - Destroy Combine_SE[1]
                Special Effect - Destroy Combine_SE[2]
                Special Effect - Destroy Combine_SE[3]
                Set Combine_WaterNo = 1
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIob\AIobTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)
            Else - Actions
                Set CombineMaxNo = (CombineMaxNo + 1)
                Set Combine_WaterNo = (Combine_WaterNo + 1)
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIob\AIobTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)

Code:
Thunder
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Thunder 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CombineMaxNo Equal to 3
            Then - Actions
                Set CombineMaxNo = 1
                Special Effect - Destroy Combine_SE[1]
                Special Effect - Destroy Combine_SE[2]
                Special Effect - Destroy Combine_SE[3]
                Set Combine_ThunderNo = 1
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIlb\AIlbTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)
            Else - Actions
                Set CombineMaxNo = (CombineMaxNo + 1)
                Set Combine_ThunderNo = (Combine_ThunderNo + 1)
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIlb\AIlbTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)

Code:
Combine
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Combine 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_FireNo Equal to 3
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Combine_AbilityMax Equal to 2
                    Then - Actions
                        Unit - Remove Combine_Ability[1] from (Casting unit)
                        Unit - Add Berserk to (Casting unit)
                        Set Combine_Ability[1] = Berserk
                        Unit - Set level of Berserk for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                        Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                    Else - Actions
                        Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                        Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                        Unit - Add Berserk to (Casting unit)
                        Set Combine_Ability[Combine_AbilityMax] = Berserk
                        Unit - Set level of Berserk for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_FireNo Equal to 2
                Combine_WaterNo Equal to 1
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Combine_AbilityMax Equal to 2
                    Then - Actions
                        Unit - Remove Combine_Ability[1] from (Casting unit)
                        Unit - Add Bloodlust to (Casting unit)
                        Set Combine_Ability[1] = Bloodlust
                        Unit - Set level of Bloodlust for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                        Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                    Else - Actions
                        Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                        Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                        Unit - Add Bloodlust to (Casting unit)
                        Set Combine_Ability[Combine_AbilityMax] = Bloodlust
                        Unit - Set level of Bloodlust for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions

the only problem which i cant solve is that how to get max number of invokes. A level 1 invoke spell can contain only 1 invoked spells but a level 2 invoke can contain 2 invoked spells together.
Im not sure if it works though never tested it, and anyway the level of the invoked spell is based on the level of invoke ability and not the instances
 

Larcenist

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If you check out my Invoke trigger in the first post, you can see how I'm doing that.
 

HellCraft

Member
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well i found some problems with my invoker system and i chaged it, this is the updated version

Code:
Fire
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Fire 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CombineMaxNo Equal to 3
            Then - Actions
                Set CombineMaxNo = 1
                Special Effect - Destroy Combine_SE[1]
                Special Effect - Destroy Combine_SE[2]
                Special Effect - Destroy Combine_SE[3]
                Set Combine_FireNo = 1
                Set Combine_ThunderNo = 0
                Set Combine_WaterNo = 0
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIfb\AIfbTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)
            Else - Actions
                Set CombineMaxNo = (CombineMaxNo + 1)
                Set Combine_FireNo = (Combine_FireNo + 1)
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIfb\AIfbTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)

Code:
Water
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Water 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CombineMaxNo Equal to 3
            Then - Actions
                Set CombineMaxNo = 1
                Special Effect - Destroy Combine_SE[1]
                Special Effect - Destroy Combine_SE[2]
                Special Effect - Destroy Combine_SE[3]
                Set Combine_WaterNo = 1
                Set Combine_FireNo = 0
                Set Combine_ThunderNo = 0
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIob\AIobTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)
            Else - Actions
                Set CombineMaxNo = (CombineMaxNo + 1)
                Set Combine_WaterNo = (Combine_WaterNo + 1)
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIob\AIobTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)

Code:
Thunder
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Thunder 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                CombineMaxNo Equal to 3
            Then - Actions
                Set CombineMaxNo = 1
                Special Effect - Destroy Combine_SE[1]
                Special Effect - Destroy Combine_SE[2]
                Special Effect - Destroy Combine_SE[3]
                Set Combine_ThunderNo = 1
                Set Combine_FireNo = 0
                Set Combine_WaterNo = 0
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIlb\AIlbTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)
            Else - Actions
                Set CombineMaxNo = (CombineMaxNo + 1)
                Set Combine_ThunderNo = (Combine_ThunderNo + 1)
                Special Effect - Create a special effect attached to the overhead of (Casting unit) using Abilities\Spells\Items\AIlb\AIlbTarget.mdl
                Set Combine_SE[CombineMaxNo] = (Last created special effect)

Code:
Combine
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Combine 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_FireNo Equal to 2
                Combine_ThunderNo Equal to 1
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Mass Serpent Ward ) or (Combine_Ability[2] Equal to Mass Serpent Ward )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Mass Serpent Ward  to (Casting unit)
                                Set Combine_Ability[1] = Mass Serpent Ward 
                                Unit - Set level of Mass Serpent Ward  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Mass Serpent Ward  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Mass Serpent Ward 
                                Unit - Set level of Mass Serpent Ward  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_FireNo Equal to 1
                Combine_ThunderNo Equal to 2
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Reincarnation ) or (Combine_Ability[2] Equal to Reincarnation )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Reincarnation  to (Casting unit)
                                Set Combine_Ability[1] = Reincarnation 
                                Unit - Set level of Reincarnation  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Reincarnation  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Reincarnation 
                                Unit - Set level of Reincarnation  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_FireNo Equal to 1
                Combine_ThunderNo Equal to 1
                Combine_WaterNo Equal to 1
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Arcane Missile ) or (Combine_Ability[2] Equal to Arcane Missile )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Arcane Missile  to (Casting unit)
                                Set Combine_Ability[1] = Arcane Missile 
                                Unit - Set level of Arcane Missile  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Arcane Missile  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Arcane Missile 
                                Unit - Set level of Arcane Missile  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_ThunderNo Equal to 3
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Alarcity ) or (Combine_Ability[2] Equal to Alarcity )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Alarcity  to (Casting unit)
                                Set Combine_Ability[1] = Alarcity 
                                Unit - Set level of Alarcity  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Alarcity  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Alarcity 
                                Unit - Set level of Alarcity  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_ThunderNo Equal to 2
                Combine_WaterNo Equal to 1
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Blink ) or (Combine_Ability[2] Equal to Blink )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Blink  to (Casting unit)
                                Set Combine_Ability[1] = Blink 
                                Unit - Set level of Blink  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Blink  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Blink 
                                Unit - Set level of Blink  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_ThunderNo Equal to 1
                Combine_WaterNo Equal to 2
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Frost Nova ) or (Combine_Ability[2] Equal to Frost Nova )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Frost Nova  to (Casting unit)
                                Set Combine_Ability[1] = Frost Nova 
                                Unit - Set level of Frost Nova  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Frost Nova  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Frost Nova 
                                Unit - Set level of Frost Nova  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_FireNo Equal to 1
                Combine_WaterNo Equal to 2
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Bash ) or (Combine_Ability[2] Equal to Bash )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Bash  to (Casting unit)
                                Set Combine_Ability[1] = Bash 
                                Unit - Set level of Bash  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Bash  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Bash 
                                Unit - Set level of Bash  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_WaterNo Equal to 1
                Combine_FireNo Equal to 2
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Critical Strike ) or (Combine_Ability[2] Equal to Critical Strike )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Critical Strike  to (Casting unit)
                                Set Combine_Ability[1] = Critical Strike 
                                Unit - Set level of Critical Strike  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Critical Strike  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Critical Strike 
                                Unit - Set level of Critical Strike  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_WaterNo Equal to 3
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Arcane Blast ) or (Combine_Ability[2] Equal to Arcane Blast )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Arcane Blast  to (Casting unit)
                                Set Combine_Ability[1] = Arcane Blast 
                                Unit - Set level of Arcane Blast  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Arcane Blast  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Arcane Blast 
                                Unit - Set level of Arcane Blast  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Combine_FireNo Equal to 3
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Combine_Ability[1] Equal to Immolate ) or (Combine_Ability[2] Equal to Immolate )
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Combine_AbilityMax Equal to 2
                            Then - Actions
                                Unit - Remove Combine_Ability[1] from (Casting unit)
                                Unit - Add Immolate  to (Casting unit)
                                Set Combine_Ability[1] = Immolate 
                                Unit - Set level of Immolate  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
                                Set Combine_AbilityMax = (Combine_AbilityMax - 1)
                            Else - Actions
                                Set Combine_AbilityMax = (Combine_AbilityMax + 1)
                                Unit - Remove Combine_Ability[Combine_AbilityMax] from (Casting unit)
                                Unit - Add Immolate  to (Casting unit)
                                Set Combine_Ability[Combine_AbilityMax] = Immolate 
                                Unit - Set level of Immolate  for (Casting unit) to (Integer((Real((Level of Combine  for (Casting unit))))))
            Else - Actions
                Do nothing

ok ill see how you do it tomorrow, now i gutta sleep.
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
I can't see how you offended me in any way, so why are you sorry?

You're using a very different method than me, for example I'm not attaching the orbs, but using the Sphere ability.
 

Larcenist

REP: Respect, Envy, Prosperity?
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The Sphere ability is the one used by the Bloodmage to provide him with spheres that floats around him.
 

PooBucket

New Member
Reaction score
12
so you picked the two crappiest spells he has? and why is that?

Least Larcinest did them, and obviously it's easier and faster (possibly)? Just makes the hero more complete for now. Larcinest! Can you show me how to do that wind one? I want to know how! :p
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Wanna make you a few (or all) Invoker spells? So this could be fully an Invoker template :p
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
I would never make them in GUI, but I could do them in JASS if people would want all the skills.
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
Deafening Blast would be too much work to make in GUI, and Meteor Strike probably wont happen either. If people really wants a full Invoker, I'll make it in vJASS.
 
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