Request your GUI spells here!

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Ayanami

칼리
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288
Hey, sorry to post it again, but I just want to make sure you didn't miss my second post in which I clarified the ability. It is passive and has four levels:

Level 1: Each unit killed gives 2% attack speed.
Level 2: Each unit killed gives 3% attack speed.
Level 3: Each unit killed gives 4% attack speed.
Level 4: Each unit killed gives 5% attack speed.

All levels, stack 5 times. Each kill should give increased attack speed for 10 seconds.

Thanks.

It's already finished. Check the 1st post.
 

Kittenbaby

New Member
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0
Done. As I am out of upload space, I'll just post the triggers here:

Trigger:
  • Mass Unholy Frenzy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Mass Unholy Frenzy
    • Actions
      • Unit Group - Pick every unit in (Units within 600.00 of (Position of (Target unit of ability being cast)) matching ((Owner of (Matching unit)) Equal to (Owner of (Triggering unit)))) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Undead Necromancer - Unholy Frenzy (Picked unit)


For this spell to work, you will need to do the following:

1. Make your dummy 'Mass Unholy Frenzy' spell (Most likely base it of Channel) and give it to your hero.
2. Make a unit called 'Dummy'. Give it the ability locust and the model file path '.mdx'. Also, remove all shadows from it.
3. Make a custom Unholy Frenzy ability based of the normal unholy frenzy. Set its effects to what you want them to be then remove all techtree requirements, mana costs and cooldown. Give this ability to your 'Dummy' unit.
4. Create the trigger above^^

Possible Problems:

You don't know how to use channel:
Using Channel as your base ability for this ability should be easy. Set the custom channels duration to 0.01 seconds, the follow through time to 0.01 seconds and tick 'Visible' and 'Targeting Image' in the options feild. Give the spell a 600 AOE.

You didn't Understand what I said about doubling attack speed:

Just set the % bonus in that feild to 1. As said in my above post, 1 will equal out to 100% and your unit will get 100% attack speed bonus.

Tell me if you have any more problems.

So far,Joccaren, it hasn't worked. Far as I know, I did everything that you listed. :( I could upload the map for you to take a look at. /shrug
 

Hildagarn

Member
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20
Ok, I have another one :p

Shock ball (if you have a better name, go ahead lol)

The witch doctor creates a hug ball of electricty that moves 500 in the direction of the cast. The lightning ball flies over enemies, unleashing smaller lightning balls on enemies( like pheonix fire). The Bigger ball shoots smaller balls at all enemies within 300 of the big ball. The smaller balls have a .5 cooldown for their target. Upon reaching the 500 mark of how far it went, it dissapates, shooting one last wave of small balls at all enemies in 500 range. The electricity balls do the Witch doctor's Mind (Intell) / 10

Heal Ball
Exactly the same as Shock ball except that it's a big ball of light and shoots small balls of light that heal allies for Int / 11

Clarify: Caster shoots big ball that moves in direction of cast. Big ball shoots small balls at enemies as it passes by. Big ball reaches range limit and dissapates, with one last attack wave.

Edit: On the heal one, can you put the green flaoting text for how much they get healed?
 

Ayanami

칼리
Reaction score
288
Looks he is, but why not help him a bit? :p

Just makes the time to flow faster. :)

Hmm, okay sure. I'll do it when I have time. You know, have other requests too :D

@Hildagarn
Will start on your spell as soon as possible. Although now I have to sleep :p
 

killbuzz

Member
Reaction score
9
I'll help

Hey everyone, figured since im not doing much of anything lately, I'd put myself to use, I'll start making any spells posted after this post. :)
 

adeoin

Member
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11
could u make...

Slash- The hero slashes in front of him and damages anything within the range of the sword. If it by slash the unit will be knocked back fast but not far.

Damage: 10/20/30/40

Cooldown:1/1/1/1

(Pretty much a normal attack but in a skill and it knocksback.) The rock effects would be nice :D

Shield: The unit blocks an incoming slash knocking back the slashing hero fast but not far.

(Block Spell with Knockback)

MUI for both please, I need these for my map thanks.
 

nabbig2

New Member
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43
Thanks very much, but I was hoping to make it stack with Bloodlust, since that ability is used in my game. Do you think you could make the ability work with item attack speed or something?
 

Ayanami

칼리
Reaction score
288
Here's the upload, Glenphir. Thanks for the help. :)

I don't see any triggers?

could u make...

Slash- The hero slashes in front of him and damages anything within the range of the sword. If it by slash the unit will be knocked back fast but not far.

Damage: 10/20/30/40

Cooldown:1/1/1/1

(Pretty much a normal attack but in a skill and it knocksback.) The rock effects would be nice

Shield: The unit blocks an incoming slash knocking back the slashing hero fast but not far.

(Block Spell with Knockback)

MUI for both please, I need these for my map thanks.

Anyone working on this? If not, I'll get started on it soon.

Thanks very much, but I was hoping to make it stack with Bloodlust, since that ability is used in my game. Do you think you could make the ability work with item attack speed or something?

Okay I'll try make it with Item Attack Speed.

EDIT
@nabbig2
Done with the modifications. Re-uploaded the map in the first post.
 

Moridin

Snow Leopard
Reaction score
144
@Dest:

Ok. Finished your first spell apart from the passive bit. Am unaware as to how to do that with GUI code....so I'm leaving that part out.

Eleclipse:
- Do you want the name Eclipse? :p
- Have you decided on the damage of each lightning strike?

Energetism:
-
the ball takes a charge into an enemy when it is targeted. If the static balls does not take time to charge, they inflict less damage.
By this do you mean that the balls move towards the targeted unit...and the damage they deal depends on how far they've moved before striking the target?
- If ^ was yes, then do you want a specific speed for the balls?
 

Ayanami

칼리
Reaction score
288
@Dest:
Eleclipse:
- Do you want the name Eclipse? :p
- Have you decided on the damage of each lightning strike?

This damage of this skill is based on his other skill "Lightning Strike" which I made for him. So it just shoots single Lightning Strikes at a random enemy per 0.6 seconds (just like Eclipse in DoTA, if you played it that is).
 

Moridin

Snow Leopard
Reaction score
144
Update: Eleclipse finished. Is MUI and soon to be leakless.
Edit: I also used the custom lightning model... :p
 

Ayanami

칼리
Reaction score
288
Update: Eleclipse finished. Is MUI and soon to be leakless.
Edit: I also used the custom lightning model... :p

Wait for Eleclipse, did you use the Lightning Strike skill? It's different from a normal single target damage.
 

killbuzz

Member
Reaction score
9
could u make...

Slash- The hero slashes in front of him and damages anything within the range of the sword. If it by slash the unit will be knocked back fast but not far.

Damage: 10/20/30/40

Cooldown:1/1/1/1

(Pretty much a normal attack but in a skill and it knocksback.) The rock effects would be nice :D

Shield: The unit blocks an incoming slash knocking back the slashing hero fast but not far.

(Block Spell with Knockback)

MUI for both please, I need these for my map thanks.

Will start on them later today (bout 4 or 5 hours), gotta work right now though :p
EDIT: Quick question, do you want the spell (Slash) to be so you have to target the unit, or you want it to be whoever you are already attacking?
 

Moridin

Snow Leopard
Reaction score
144
Wait for Eleclipse, did you use the Lightning Strike skill? It's different from a normal single target damage.

Huh...I didn't use that specific skill. However, I think it would be pretty easy to swap my damage action with a dummy spawn/add skill/cast/remove.

Edit: after all, the major coding was the hashtable MUI and the logic behind the specific number of casts.
 
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