Spellpack Overgrowth, Death Pulse

duyen

New Member
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214
2 Simple spells I made. :)

Credits to Tinki3 for Spell Test Map Template.

GUI/JASS? GUI
MUI? Yeah
Import Difficulty? Hard
Leakless? I think so...

Overgrowth:

overgrowth.gif


Summons an overgrowth of damaging vines and branches. Prevents enemies of 700 range from moving or attacking and deals 95 damage per second to each.
Level 1 - Lasts 3 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 5 seconds.
Mana Cost: 200/ 250 / 300
Cooldown: 160

Screen Shot
overgrowthnc6.png

Code:
Code:
Overgrowth
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Overgrowth 
    Actions
        Set OG_Point = (Position of (Triggering unit))
        Set OG_Group = (Units within 700.00 of OG_Point matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
        Custom script:   call RemoveLocation(udg_OG_Point)
        Unit Group - Pick every unit in OG_Group and do (Actions)
            Loop - Actions
                Set OG_Point = (Position of (Picked unit))
                Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at OG_Point facing Default building facing degrees
                Unit - Set level of Overgrowth (Dummy)  for (Last created unit) to (Level of Overgrowth  for (Triggering unit))
                Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
                Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_OG_Point)
        Custom script:   call DestroyGroup(udg_OG_Group)

Death Pulse:

deathpulse.gif


The Hero releases a wave of death from the core of his being, dealing damage to enemies and healing allies.
Level 1 - 75 damage/50 heal.
Level 2 - 125 damage/75 heal.
Level 3 - 200 damage/100 heal.
Level 4 - 275 damage/130 heal.
Mana Cost: 125/ 145/ 165/ 185
Cooldown: 5

Screen Shot:

deathpulselq2.png

Code:
Code:
Death Pulse
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Death Pulse 
    Actions
        Set DP_Point = (Position of (Triggering unit))
        Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at DP_Point facing Default building facing degrees
        Unit - Set level of Death Pulse Heal Dummy  for (Last created unit) to (Level of Death Pulse  for (Triggering unit))
        Unit - Order (Last created unit) to Night Elf Warden - Fan Of Knives
        Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
        Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at DP_Point facing Default building facing degrees
        Unit - Set level of Death Pulse Damage Dummy  for (Last created unit) to (Level of Death Pulse  for (Triggering unit))
        Unit - Order (Last created unit) to Night Elf Warden - Fan Of Knives
        Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation(udg_DP_Point)
 

Attachments

  • SpellPack.w3x
    57.1 KB · Views: 1,453

cr4xzZz

Also known as azwraith_ftL.
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Well... these spells are awfully easy to make... I don't find any leaks. gj
 

darkRae

Ueki Fan (Ueki is watching you)
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173
Current DotA's Death Pulse doesn't use Fan of Knives anymore, if I remember correctly.
Because it doesn't deal negative damage and cancel Flask/Clarity/Bottle, like the previous one did.
 

duyen

New Member
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214
I believe this removes clarity potion too? If not you could add in pick every unit with 600 and cause triggering to deal 0 damage of type spells and damage type normal to picked unit.
 

darkRae

Ueki Fan (Ueki is watching you)
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Dealing any amount of damage of any type can cancel those Non-Combat-Consumables, I think, because the unit is 'damaged' (even if it deals -50/-75/-100/-130)
 

duyen

New Member
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Ok then do pick every unit and deal 0 damage to them, there, it will cause "damage"
 

gref

New Member
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Um ...


His point is that it doesn't cancel non combat consumables anymore, so your version of the spell is out of date.
 

darkRae

Ueki Fan (Ueki is watching you)
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> His point is that it doesn't cancel non combat consumables anymore, so your version of the spell is out of date.

Exactly.
Death Pulse doesn't cancel Non-Combat-Consumables on allies, but it does on enemies.

> Ok, but does anyone really care?

I do. If you're making a DotA spell then the more similar it is to DotA the better.

> Also dota version is able to be purged off I doubt yours is

I thought Entangling Roots can be Purged?
 

Demi666

New Member
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127
>GUI/JASS? GUI
MUI? Yeah
Import Difficulty? Hard
Leakless? I think so...


why is this hard to import?

and ofc they are mui :S you just made ONE dummy to cast a spell without any waits or anything
 
Reaction score
456
>why is this hard to import?
I guess Import Difficulty also includes the modifiability of the spell.

To consider the Death Pulse as DotA spell, it should act like the one in DotA.
 

duyen

New Member
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214
No, they're 2 dummies with 1 name :rolleyes:

>why is this hard to import?
I guess Import Difficulty also includes the modifiability of the spell.

To consider the Death Pulse as DotA spell, it should act like the one in DotA.
Reply With Quote

It is extremely easy to modify, however you must copy 4 dummy spells and 2 dummy units, not to mention the code...
 

Sim

Forum Administrator
Staff member
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Approved, although those spells really are on the borderline of being "triggered" spells.

Good job nonetheless. :)
 
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