Need Ultimate Idea

spectre37

New Member
Reaction score
1
I need ultimate ideas on this hero :)

model : Felguard (melee)
Primary Attribute : Agility

Skill 1 : Anguishing Blow - Deals melee physical damage and slowing the enemy's move speed. Deals double damage to bleeded targets.

Skill 2 : Intercept - Charges to a target location or enemy unit, dealing damage to all enemy in area. Also inerrupt them from casting spell.

Skill 3 : Rend - Gives 17% chance to inflicts damage every 2 seconds and slightly slowing attack and move speed.

It's like DotA map so it have ally creep waves every 30 seconds.
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
Cry of Torment: The hero lets out a mind-shattering cry, dealing damage to nearby enemy units + debuffing them (adjust to your own liking, reduced armor or reduced attack or something else). Units killed by this ability come back as Tormented Spectres in service of the hero. (Ability of Tormenting Spectres: End Suffering -> some sort of kamikaze.)
 

Igor_Z

You can change this now in User CP.
Reaction score
61
Can u tell me how have you make your Intercept skill cuz i have been searching for long for that kind of spell. Please tell me. Thanks
 

Cheddar

This is the way it was meant to be.
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126
No Mercy -- Deals extra damage to enemies attacked with 50% health or less, or if they are bleeding.
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
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multi stab: hit target unit: random damage between 50-500 on each hit, also stuns x seconds. stun time incress per lvl
 

jhnam95

Active Member
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12
Open Wound (Passive): If the target is bleeding, intensifies damage dealt to it by 25%. Each further attack opens wounds further by 5%. Maximum of 50%.
 

spectre37

New Member
Reaction score
1
Can u tell me how have you make your Intercept skill cuz i have been searching for long for that kind of spell. Please tell me. Thanks

Here is my Intercept trigger

JASS:
function Trig_Intercept_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A01Q' 
endfunction

function Time_Intercept_Group takes nothing returns boolean
    return GetBooleanAnd( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == true, IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Time_Intercept_Move takes nothing returns nothing
    local timer t=GetExpiredTimer()
    local unit u=GetHandleUnit(t,"u")
    local location m=GetUnitLoc(u)  
    local location l=GetHandleLocation(t,"l")   
    local real r=GetHandleReal(t,"r")
    local real s=AngleBetweenPoints(m,l)
    local location n=PolarProjectionBJ(m,r/40,s)
    local unit v
    local group g
    if(DistanceBetweenPoints(n,l)>5.) then
        call SetUnitPositionLoc(u,n)
    else
        call AddSpecialEffectLocBJ( GetUnitLoc(u), "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl" )
        set v=CreateUnit(GetOwningPlayer(u),'n013',GetLocationX(n),GetLocationY(n),bj_UNIT_FACING)
        call UnitAddAbilityBJ( 'A02Z', v )
        call SetUnitAbilityLevelSwapped('A02Z',v,GetUnitAbilityLevel(u,'A01Q'))
        call UnitApplyTimedLife(v,'BTLF',2)
        call IssueImmediateOrderBJ( v, "stomp" )
        set g= GetUnitsInRangeOfLocMatching(300.00,l,Condition(function Intercept_Group))
        call SetUnitPathing(v,false)
        call SetUnitInvulnerable(v,true)
        call IssueImmediateOrderById(v,852096)
        call IssueTargetOrderBJ( u, "attack", GetSpellTargetUnit() )
        loop
            set v=FirstOfGroup(g)
            exitwhen v == null
            call GroupRemoveUnit(g,v)
        endloop
        call SetUnitPathing(u,true)
        call SetUnitInvulnerable(u,false)
        call ClearSelectionForPlayer(GetOwningPlayer(u))
        call SelectUnitAddForPlayer(u,GetOwningPlayer(u))
        call PauseTimer(t)
        call TriggerSleepAction(.005)
        call DestroyTimer(t)
    endif
    call DestroyGroup(g)
    set g = null
    set v = null
    call RemoveLocation(m)
    set m = null
    call RemoveLocation(n)
    set n = null
    set u = null
    set t = null
endfunction

function Trig_Intercept_Actions takes nothing returns nothing
    local unit u=GetTriggerUnit() 
    local location l=GetSpellTargetLoc() 
    local location m=GetUnitLoc(u)    
    local real r = DistanceBetweenPoints(l,m)
    local timer t=CreateTimer()
    call SetHandleHandle(t,"u",u)
    call SetHandleHandle(t,"l",l)
    call SetHandleReal(t,"r",r)
    call SetUnitVertexColorBJ(u,200,50,50,.0)
    call SetUnitAnimation(u,"attack")
    call SetUnitPathing(u,false)
    call TimerStart(t,.005,true,function Intercept_Move)
    call TriggerSleepAction(2)
    call ResetUnitAnimation(u)
    call SetUnitVertexColorBJ(u,255,255,255,.100)
    call SetUnitPathing(u,true)
    call ClearSelectionForPlayer(GetOwningPlayer(u))
    call SelectUnitAddForPlayer(u,GetOwningPlayer(u))
    call RemoveLocation(l)
    call RemoveLocation(m)
    set l = null
    set m = null
    set u = null
    set t = null
endfunction

//===========================================================================
function InitTrig_Intercept takes nothing returns nothing
    set gg_trg_Intercept = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Intercept, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Intercept, Condition( function Trig_Intercept_Conditions ) )
    call TriggerAddAction( gg_trg_Intercept, function Trig_Intercept_Actions )
endfunction


Thanks for every help.
 
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