Request your GUI spells here!

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That spellpack seems pretty old. It uses H2I and probably some other older functions that no longer work in 1.24.

Edit: Here's a vJASS, MUI version of Wave Form. It's based off of Carrion Swarm so that you can't target non-pathable regions for your spell casts. You'll need both the WaveForm trigger and the KT trigger.
 
summoned, I love you, this is Perfect substitute and it recognizes bad regions too so no bugs:D !! thanks ... + cred

who made this spell so i can credit them also in my map.
 
Judgment of light

Judgment of light(Passive)

For every 10 second and enemy stays near the caster he loses 5 armor stacks up to 3 times effects lasts 10 seconds.
 
Curse of the undead

Curse of the undead

1:-Curse of the Undead (Ursa Fury spikes type)
(Each hit increase his base damage by X for 5 secs)(Stacks over lapping)

E.g. If he hits 1 melee hit per second
Let his base damage be 40 before he starts to hit
Extra damage gain after 1 hit = 5(let)
After 1secs = 40+5 = 45
After 2secs = 45+5 = 50
After 3secs = 50+5 = 55
After 4secs = 45+5 = 60
After 5secs = 50+5 = 65
After 6secs = 65+5-5(attack buff of the first hit gets removed) and (Sixth gets added) = 65
After he leaves attacking
After 7secs =65-5=60(attack buff of second hit gets removed)
After 8secs =60-5=55(attack buff of third hit gets removed)
After 9secs =55-5=50(attack buff of fourth hit gets removed)
After 10secs =50-5=60(attack buff of fifth hit gets removed)
After 11secs =45-5=60(attack buff of sixth hit gets removed)=(total amount of the hits he has hitted)
After 7secs =40(all attack buffs have been removed)
 
you do know ursas fury strikes is not triggered it use Flame Lords passive abiltiy.
 
Wow, lots of requests. Will resume on them.

@ INCINERATE
Note that the map won't work for 1.24b.

@ dondonda
Any damage, knock back or any specifications you would like to make? Please specify clearly before requesting a spell.

@ Avaleirra
Yep, returning damage is possible.

@ Moridin
Is the spell Raise Dead completed?

@ Slapshot136
Are the spells Explosion and Madness Epidemic Virus completed?
 
flame lord's ability doesn't kill units, it explodes them. So you can't work with other triggers that have a unit dies event......
 
flame lord's ability doesn't kill units, it explodes them. So you can't work with other triggers that have a unit dies event......

Wrong. A exploded unit is no different from a dead unit. Just the way that it died. Plus, there's no such event as "A unit explodes".
 
who made this spell so i can credit them also in my map.
Well, I made it in 15 minutes or so. :p

@Avaleirra's Request: I believe it's possible to reflect only spell damage, but it'll take a couple of triggers.

Here's the breakdown of how it can be done:

1. Hero casts the spell, create a dummy and make it cast Banish on the hero.
2. While Banished, the character is immune to physical damage, so using normal damage reflection/blocking will only affect spell damage.

3. The main problem is that the hero is still susceptible to non-damage spell effects. That means if someone lobs a storm bolt at the hero, it will break the channeling.
 
Because I made a revive trigger with the event a unit dies. I added to a unit this ability but the unit that the hero(with the ability) killed, wasn't reviving.Tried a unit decays but it didn't worked too. So I removed the ability and made another one different.
 
Completed the spells Spirit Orb & Celestial Strike requested by yuganeigii. Check the first post the for the demo map.
 
maby because you cant revive units with triggers only heroes and the flame lords ability explodes the unit and it registers as a unit dying and triggers the event unit dies.
 
Curse of the undead

1:-Curse of the Undead (Ursa Fury spikes type)
(Each hit increase his base damage by X for 5 secs)(Stacks over lapping)

E.g. If he hits 1 melee hit per second
Let his base damage be 40 before he starts to hit
Extra damage gain after 1 hit = 5(let)
After 1secs = 40+5 = 45
After 2secs = 45+5 = 50
After 3secs = 50+5 = 55
After 4secs = 45+5 = 60
After 5secs = 50+5 = 65
After 6secs = 65+5-5(attack buff of the first hit gets removed) and (Sixth gets added) = 65
After he leaves attacking
After 7secs =65-5=60(attack buff of second hit gets removed)
After 8secs =60-5=55(attack buff of third hit gets removed)
After 9secs =55-5=50(attack buff of fourth hit gets removed)
After 10secs =50-5=60(attack buff of fifth hit gets removed)
After 11secs =45-5=60(attack buff of sixth hit gets removed)=(total amount of the hits he has hitted)
After 7secs =40(all attack buffs have been removed)

This should do it :cool: it's pretty simple, and MUI
 
Wow, lots of requests. Will resume on them.

@ INCINERATE
Note that the map won't work for 1.24b.

@ dondonda
Any damage, knock back or any specifications you would like to make? Please specify clearly before requesting a spell.

@ Avaleirra
Yep, returning damage is possible.

@ Moridin
Is the spell Raise Dead completed?

@ Slapshot136
Are the spells Explosion and Madness Epidemic Virus completed?

sorry, for the avatar knockback, i would like it levelable up to 5 and the knockback can stay at about 150 distance, it can be based off of normal avatar which i can edit myself, just need the hero to be able to kncokback every unit it hits while he is in avatar

for the power knockback, i would like it levelable up to 10 and the distance and damage increases like so,

lvl 1: 100 damage 150 knockback
lvl 2: 175 damage 175 knock
lvl 3: 250 damage 200 knock
lvl 4: 325 damage 225 knock
lvl 5 400 damage 250 knock
etc etc

thanks
 
hi...thanks glephir for the spell
it works perfectly :)
now i have some questions concerning how to make it an eye candy:)

this is his trigger...
Spirit orb

Trigger:
  • Spirit Orb Learned
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Spirit Orb
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of SOAbilityMain for (Triggering unit)) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SOCustomValue Less than 100
            • Then - Actions
              • Set SOCustomValue = (SOCustomValue + 1)
            • Else - Actions
              • Set SOCustomValue = 1
          • For each (Integer A) from 1 to 5, do (Actions)
            • Loop - Actions
              • Set SOBoolean[((SOCustomValue x 5) + (Integer A))] = True
          • Set SOCaster[SOCustomValue] = (Triggering unit)
          • Set TempPoint = (Center of (Playable map area))
          • Unit - Create 1 HiddenDummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
          • Unit - Set the custom value of (Last created unit) to SOCustomValue
          • Unit Group - Add (Last created unit) to SODummyGroup
          • Custom script: call RemoveLocation(udg_TempPoint)
        • Else - Actions
          • For each (Integer A) from 1 to 5, do (Actions)
            • Loop - Actions
              • Unit - Set level of SOAbilityDamage[(Integer A)] for (Triggering unit) to (Level of SOAbilityMain for (Triggering unit))


Trigger:
  • Spirit Orb
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to SOAbilityMain
    • Actions
      • Unit Group - Pick every unit in SODummyGroup and do (Actions)
        • Loop - Actions
          • Set TempInt = (Custom value of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to SOCaster[TempInt]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SOLoopCount[TempInt] Less than 5
                • Then - Actions
                  • Set SOLoopCount[TempInt] = (SOLoopCount[TempInt] + 1)
                • Else - Actions
                  • Set SOLoopCount[TempInt] = 1
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SOIntegerCount[TempInt] Less than 5
                • Then - Actions
                  • Set SOIntegerCount[TempInt] = (SOIntegerCount[TempInt] + 1)
                • Else - Actions
                  • Set SOIntegerCount[TempInt] = 5
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SOIntegerCount[TempInt] Equal to 1
                • Then - Actions
                • Else - Actions
                  • Unit - Remove SOAbilityDamage[(SOIntegerCount[TempInt] - 1)] from (Triggering unit)
              • Game - Display to (All players) the text: (String(SOIntegerCount[TempInt]))
              • Set SORealDuration[((TempInt x 5) + SOLoopCount[TempInt])] = 17.00
              • Set SOBoolean[((TempInt x 5) + SOLoopCount[TempInt])] = False
              • Unit - Add SOAbilityDamage[SOIntegerCount[TempInt]] to (Triggering unit)
              • Unit - Set level of SOAbilityDamage[SOIntegerCount[TempInt]] for (Triggering unit) to (Level of SOAbilityMain for (Triggering unit))
              • Set TempPoint = (Center of (Playable map area))
              • Unit - Create 1 CasterDummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
              • Unit - Add SOAbilityBuffPlacer to (Last created unit)
              • Unit - Set level of SOAbilityBuffPlacer for (Last created unit) to SOIntegerCount[TempInt]
              • Unit - Order (Last created unit) to Human Priest - Inner Fire (Triggering unit)
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions


Trigger:
  • Spirit Orb Periodic
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
      • (SODummyGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in SODummyGroup and do (Actions)
        • Loop - Actions
          • Set TempInt = (Custom value of (Picked unit))
          • For each (Integer A) from 1 to 5, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SORealDuration[((TempInt x 5) + (Integer A))] Less than or equal to 0.00
                  • SOBoolean[((TempInt x 5) + (Integer A))] Equal to False
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of SOAbilityDamage[1] for SOCaster[TempInt]) Greater than 0
                    • Then - Actions
                      • Unit - Remove Spirit Orb buff from SOCaster[TempInt]
                    • Else - Actions
                      • Unit - Add SOAbilityDamage[(SOIntegerCount[TempInt] - 1)] to SOCaster[TempInt]
                      • Set TempPoint = (Center of (Playable map area))
                      • Unit - Create 1 CasterDummy for (Owner of SOCaster[TempInt]) at TempPoint facing Default building facing degrees
                      • Unit - Add SOAbilityBuffPlacer to (Last created unit)
                      • Unit - Set level of SOAbilityBuffPlacer for (Last created unit) to (SOIntegerCount[TempInt] - 1)
                      • Unit - Order (Last created unit) to Human Priest - Inner Fire SOCaster[TempInt]
                      • Custom script: call RemoveLocation(udg_TempPoint)
                  • Unit - Remove SOAbilityDamage[SOIntegerCount[TempInt]] from SOCaster[TempInt]
                  • Set SOIntegerCount[TempInt] = (SOIntegerCount[TempInt] - 1)
                  • Set SOBoolean[((TempInt x 5) + (Integer A))] = True
                • Else - Actions
                  • Set SORealDuration[((TempInt x 5) + (Integer A))] = (SORealDuration[((TempInt x 5) + (Integer A))] - 0.10)


now... how can i make an orb buff rotate around the caster instead of the orb attach to a point?

then...

celestial strike

Trigger:
  • Celestial Strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to CSAbilityMain
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of CSAbilityMain for (Triggering unit)) Equal to 1
        • Then - Actions
          • Set TempReal = ((Mana of (Triggering unit)) x 0.50)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of CSAbilityMain for (Triggering unit)) Equal to 2
        • Then - Actions
          • Set TempReal = ((Mana of (Triggering unit)) x 0.70)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of CSAbilityMain for (Triggering unit)) Equal to 3
        • Then - Actions
          • Set TempReal = ((Mana of (Triggering unit)) x 0.90)
        • Else - Actions
      • Camera - Shake the camera for (Owner of (Triggering unit)) with magnitude 4.00
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing TempReal damage of attack type Chaos and damage type Normal
      • Floating Text - Create floating text that reads ((String((Integer(TempReal)))) + !) above (Target unit of ability being cast) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
      • Special Effect - Create a special effect attached to the origin of (Target unit of ability being cast) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Camera - Stop swaying/shaking the camera for (Owner of (Triggering unit))
      • Unit - Set mana of (Triggering unit) to 0.00

(i kinda edited the trigger hehehe)
why is it that i cant use a imported effect on the (target unit of ability)?
how can i make this kind of special effect (check the 2nd screenie)http://www.thehelper.net/forums/showthread.php?t=137815

thanks again:)
 
Hey everyone, Glenphir and crew have been working really hard here so I think we should all rep them to show our appreciation! :D
 
now... how can i make an orb buff rotate around the caster instead of the orb attach to a point?

(i kinda edited the trigger hehehe)
why is it that i cant use a imported effect on the (target unit of ability)?
how can i make this kind of special effect (check the 2nd screenie)http://www.thehelper.net/forums/showthread.php?t=137815

thanks again:)
For the first one, it'll need to be triggered with dummy units (not very easy if you want it to look good).

For the second one, it looks like a bunch of Redemption beams (probably dummy units?) turned perpendicular to the ground.
 
Name of the Spell: Agony

Effect of the spell: The puppet master controls it's victims, destroying their mind upon their soul.

Information: basically it's an aoe spell. When you cast it, all units in selected aoe will get mad, eg. they will run in random points. With each level damage increases.

Level 1 - 20 damage per second, lasts 3 seconds.
Level 2 - 40 damage per second, lasts 4 seconds.
Level 3 - 60 damage per second, lasts 5 seconds.
 
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