Spell Request Thread [GUI]

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mr-death

Acolyte
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51
Hey there. I am reviving this old dead thread. Good to see you seeing this thread again.

Current Spells/Owner:
Advanced Frost Armor/XGC : Delayed, waiting for more information
Primal Roar/omnislash
Spectral Dagger/omnislash
Splash Attack/Zapat0
Warp/Nogusta
Darkness/snmiglight
FZ/FhelZone
Multishot/morcius
Earthshake-strike/Seannny
Berserker's Blood/snmiglight
Fel Empathy/Klagnor

Completed Spells/Owner:
Grenade/Exide Post #5
Airstrike/jonadrian619 Post #12
Circle Of Fire/NapaHero Post #13
Counter/Demonwrath Post #22
Blood Soaked Blade/Demonwrath Post #22
Warriors Call/Demonwrath Post #22
Blade Fury/Demonwrath Post #22
Multiple Shot/Mr.Tutorial Post #71
Backstab/neckface Post #72
Pickpocket/neckface Post #72
Grenade/giv_me_rep Post #5 : Waiting for more information
Far Reach/Odin845 Post #75
_____________________________________
All requests will be fully appreciated. ;)
 

Exide

I am amazingly focused right now!
Reaction score
448
I would like a grenade spell, based on an item.
A unit uses an item in * AoE, and throws a grenade at this place.
Then the grenade bounces a bit, and then explodes. Dealing damage to everyone nearby.
It should also behave like a real grenade, landing a bit random everytime. (If you throw two rocks, they won't land in the same spot, right.)

Thank you. :)
 

mr-death

Acolyte
Reaction score
51
Nice Idea, Exide, and done.

3 Triggers

First: The creation of grenade, and to add expiration timer on it. GT is Real Variable, means duration from the grenade thrown to the explosion.
Code:
Throw
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Grenade 
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Real2[(Integer A)] Less than 0.50
                    Then - Actions
                        Set Real2[(Integer A)] = 1.00
                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer1 Less than 99
            Then - Actions
                Set Integer1 = (Integer1 + 1)
            Else - Actions
                Set Integer1 = 1
        Set Point1 = (Position of (Casting unit))
        Set Point2 = (Target point of ability being cast)
        Set Real1[Integer1] = 10.00
        Set Real4[Integer1] = ((Distance between (Position of (Casting unit)) and (Target point of ability being cast)) / 20.00)
        Set Integer2[Integer1] = 0
        Unit - Create 1 Grenade for Player 1 (Red) at Point1 facing Point2
        Custom script:   call RemoveLocation(udg_Point1)
        Custom script:   call RemoveLocation(udg_Point2)
        Set Unit1[Integer1] = (Last created unit)
        Unit - Add a [B]GT[/B] second Generic expiration timer to (Last created unit)

Second: The Movement, here you can se Random number from blah blah, that's for your random landing site, fix it yourself.
Code:
Thrown
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 100, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Real1[(Integer A)] Greater than -11.90
                        (Unit1[(Integer A)] is alive) Equal to True
                    Then - Actions
                        Set Real3[(Integer A)] = (100.00 - (Real1[(Integer A)] x Real1[(Integer A)]))
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Real3[(Integer A)] Less than 0.00
                            Then - Actions
                                Set Real3[(Integer A)] = (-1.00 x Real3[(Integer A)])
                            Else - Actions
                        Set Real4[(Integer A)] = (Real4[(Integer A)] x [COLOR="Blue"]([I]Random real number between 0.98 and 1.02[/I][/COLOR]))
                        Set Point1 = (Position of Unit1[(Integer A)])
                        Animation - Change Unit1[(Integer A)] flying height to (Real3[(Integer A)] x ([COLOR="blue"][I]Random real number between 2.30 and 2.60[/I][/COLOR])) at 10000.00
                        Unit - Move Unit1[(Integer A)] instantly to (Point1 offset by Real4[(Integer A)] towards ([COLOR="blue"][I]Random real number between ((Facing of Unit1[(Integer A)]) - 3.00) and ((Facing of Unit1[(Integer A)]) + 3.00)) degrees[/I][/COLOR])
                        Set Real1[(Integer A)] = (Real1[(Integer A)] - ([COLOR="blue"][I]Random real number between 0.85 and 1.25[/I][/COLOR]))
                        Custom script:   call RemoveLocation(udg_Point1)
                    Else - Actions
                        Set Real4[(Integer A)] = (Real4[(Integer A)] x ([COLOR="blue"][I]Random real number between 0.60 and 0.70[/I][/COLOR]))
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Unit1[(Integer A)] is alive) Equal to True
                            Then - Actions
                                Set Point1 = (Position of Unit1[(Integer A)])
                                Unit - Move Unit1[(Integer A)] instantly to (Point1 offset by Real4[(Integer A)] towards (Facing of Unit1[(Integer A)]) degrees)
                                Custom script:   call RemoveLocation(udg_Point1)
                            Else - Actions
                        Animation - Change Unit1[(Integer A)] flying height to 0.00 at 300.00
                        Animation - Change Unit1[(Integer A)]'s animation speed to 0.00% of its original speed
                        Do nothing

Third: The Explosion when the Grenade dies by the expiration timer. the damage is set by the distance of enemy to the explosion. Bold is the Area of Effect, Italic is the Maximum damage, Underlined is the damage/distance.

To get perfect calculation, set AoE : Maximum damage = damage/distance.
Code:
Explode
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Dying unit)) Equal to Grenade
    Actions
        Set Point1 = (Position of (Dying unit))
        Set UG1 = (Units within [B]150.00[/B] of Point1 matching (((Owner of (Matching unit)) is an enemy of (Owner of (Dying unit))) Equal to True))
        Unit Group - Pick every unit in UG1 and do (Actions)
            Loop - Actions
                Set Point2 = (Position of (Picked unit))
                Unit - Cause (Dying unit) to damage (Picked unit), dealing ([I]50.00[/I] - ((Distance between Point1 and Point2) / [U]3.00[/U])) damage of attack type Chaos and damage type Fire
                Custom script:   call RemoveLocation(udg_Point2)
        Custom script:   call RemoveLocation(udg_Point1)
        Custom script:   call DestroyGroup(udg_UG1)

Enjoy ;)
 

Exide

I am amazingly focused right now!
Reaction score
448
Cool. :)
If you could make a demo map of it, then I can download and test it at home.
 

mr-death

Acolyte
Reaction score
51
View attachment GrenadeExide.w3x

;) Note, that 100 unit MUI will make a little, very little lag.
Since it's every 0.05 second and yeah, you'll get 100 act every 0.05 second. You can use 30/50 Loop for less lag, by manipulating 2 datas:

Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        Integer1 Less than [B]99[/B]
    Then - Actions
        Set Integer1 = (Integer1 + 1)
    Else - Actions
        Set Integer1 = 1

Code:
For each (Integer A) from 1 to [B]100[/B], do (Actions)
    Loop - Actions

So change the first into 29, the second to 30 or something like that, just as many as you need... You still can use it manually,

But... if you want kinda spread grenade, that throws more than 1 grenade in a time, it's best to make the loop not too few.
 

jonadrian619

-___-
Reaction score
240
Ok. I want an Airstrike spell. It's also possible in GUI but I find it hard to make even in GUI or in JASS spellmaking.

Info:
3 airplanes or flying units are created in the edge of the map and drop clusters of bombs in the target specified. The bombs drop randomly in a large area.

And also it should be like a real airstrike like in WWII. All bombs don't drop at the same time, it should drop one by one and when a bomb reaches the ground it explodes.

I'll give you the formula for the unit height settings so that the bombs almost look like explodeing on impact. This is a formula for a wait action.

Unit's Default Height/Rate (divide it to the rate). Related to the action:

Animation - Set Unit Flying Height to HEIGHT(real) at RATE(real)
Wait (Unit Default Height/Rate) seconds.

Oh, and the spell should have infinite casting range.

Thanks and good luck<3
 

NapaHero

Back from the dead...
Reaction score
43
I have a request:

Circle of Fire
Creates 2/4/8 fireballs that rotate around the hero for 25 seconds. The fireballs deal 30/35/40 damage per second to enemy units nearby (Permanent Immolation). When the fireballs die, they explode, dealing 100/125/175 damage to enemy units nearby.

Exactly, this is what I want - Y = Caster, X = Spheres, B = Level 1, B = Level 2, B = Level 3.

XXX
XYX
XXX

Good Luck!

Edit: Not Channeled please, the trigger to rotate the fireballs should be a periodic event.
 

Demonwrath

Happy[ExtremelyOverCommercializ ed]HolidaysEveryon
Reaction score
47
Okay...I need a spell SET :D (if you don't mind :D)

Spell 1: Counter
The hero is able to dodge attacks and deal damage back to it's attacker equal to a percentage of the damage dealt.
Level 1 - 5% dodge, 60% return damage
Level 2 - 7.5% dodge, 70% return damage
Level 3 - 10% dodge, 80% return damage
Level 4 - 12.5% dodge, 90% return damage
Level 5 - 15% dodge, 100% return damage

Basically, if my Hero is attacked, and it's suppose 2 deal 20 damage per attack, the hero has a chance to miss, AND at the same time, deal a percentage of the 20 damage back to the attacker (ask for more of an explanation :p)

Spell 2: Blood Soaked Blade
The Hero jumps at an enemy and strike it with his blade. The damage will cause the unit to bleed out for 10 seconds, and if the unit dies, the hero coats his weapon in the units blood, increasing his damage.
Level 1 - Deals 150 initial damage, bleeds 10 damage per second
Level 2 - Deals 200 initial damage, bleeds 15 damage per second
Level 3 - Deals 250 initial damage, bleeds 20 damage per second
Level 4 - Deals 300 initial damage, bleeds 25 damage per second
Level 5 - Deals 350 initial damage, bleeds 30 damage per second

Spell 3: Warriors Call
When the heroes health drops below a certain point, he becomes determined to live, even if it means drinking the blood of his victims. A percentage of every attack will heal him until he has reached a higher percentage of health.
Level 1 - activates at 12% deactivates at 30%
Level 2 - activates at 14% deactivates at 35%
Level 3 - activates at 16% deactivates at 40%
Level 4 - activates at 18% deactivates at 45%
Level 5 - activates at 20% deactivates at 50%

Spell 4 Blade Fury (you will need to use Bladestorm and Blademaster model for this spell)
The hero becomes a cyclone, swinging his blade at any enemy surrounding him. Periodically he will jump and deal 250 damage to a random unit surrounding him. Deals 50 damage per second, lasts 30 seconds.

Have fun, and thanks in advance :D
 

garion992

TH.net Regular
Reaction score
17
Lol i can use a very simple Fireball spell based of channel with 3 econds casting time dealing 5 x Intellect damage
and some cool special effects, not only a fireball jumping from the caster to the target
 

Mr.Tutorial

Hard in the Paint.
Reaction score
42
I want a spell like this:

Description: When a player clicks "multiple shot" spell it creates 3 arrows (Just like multiple shot), and it kills any unit that touches the arrow. (unless invulnerable).

(Only 1 Level)

Level 1: Creates 3 arrows that will kill any enemy that gets near an arrow..
 
X

XGC

Guest
It may take you sometime to get down to this, but its worth a shot.
I have those posted in a seperate thread and havent got much response to it.

Frost Armor [Advance]

Castable on: Yourself & Friendly Unit

So essentially what this spell does is:

+Armor (Easy)
% to "freeze" target when struck.
The freeze target is something much like the CM spell in Dota.
Is there a way to easily make it check for the level of spell/buff ON the character without having 15 different buff check triggers?

Right now I have this idea but it seems rather... long.
I make 15 different "buffs", so that each level has a different "buff" effect such as. Lv 1 - Fbuff1, Lv2 - Fbuff2, Lv3 - Fbuff3, etc...
Trigger checks for FbuffX on character, if so, Random number 1-100 less than or equal to X, do "freeze".

If you can think of a better way to work it, please direct me ^ ^
 

mr-death

Acolyte
Reaction score
51
jonadrian619's Air Strike's done. Hope it's what you need.

View attachment Airstrikejonadrian619.w3x

Well, it seems unlike the WWII because the Flying Machine and Mortar Team missile, but I tried anyway. Maybe better models will fix it. :p

It uses many triggers (7), these are for Single Airstrike (1 bomber)

Cancellation
Code:
Cancel
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Air Strike Single
        ((Playable map area) contains (Target point of ability being cast)) Equal to False
    Actions
        Unit - Order (Casting unit) to Stop

Point Settings, for the corner things... If you want it only from one corner, set the "StartPoint" point variable to a center of region on the corner of the map and remove "Corners" variable. You'll need to remove BLUE things later if you only want one start point.
Code:
Set Corners
    Events
        Map initialization
    Conditions
    Actions
        Set Corners[1] = (Center of Region 000 <gen>)
        Set Corners[2] = (Center of Region 001 <gen>)
        Set Corners[3] = (Center of Region 002 <gen>)
        Set Corners[4] = (Center of Region 003 <gen>)

Airplane Creating, here you can see and delete BLUE things if you want only one corner (mentioned on the trigger before). And you can see the amunition of bombs, see Bolded Text

One more thing is this is a 500 units MUI, means when the 1st plane haven't gone off the map, the 501st must not be created or else it will bug the next plane, set the Italic text if you want more/less MUI capability.
Code:
Set Missile
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Air Strike Single
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                [I]Integer1 Greater than 499[/I]
            Then - Actions
                Set Integer1 = 1
            Else - Actions
                Set Integer1 = (Integer1 + 1)
        Set MinDistance = 1000000000.00
        Set TargetPoint[Integer1] = (Target point of ability being cast)
        [B]Set Bombs[Integer1] = 5[/B]
        [COLOR="blue"]For each (Integer A) from 1 to 4, do (Actions)
            Loop - Actions
                Set Point1 = (Target point of ability being cast)
                Set Distance = (Distance between Corners[(Integer A)] and Point1)
                Custom script:   call RemoveLocation(udg_Point1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Distance Less than MinDistance
                    Then - Actions
                        Set MinDistance = Distance
                        Set StartPoint[Integer1] = Corners[(Integer A)]
                    Else - Actions
                        Do nothing[/COLOR]
        Set Point1 = (Target point of ability being cast)
        Unit - Create 1 Airplane for (Owner of (Casting unit)) at StartPoint[Integer1] facing Point1
        Set Plane[Integer1] = (Last created unit)
        Custom script:   call RemoveLocation(udg_Point1)

This is for Moving Plane, and Missile Launch. See Bolded text for the area where the airplanes start to strike, and every 0.50 means the cooldown from one rocket released to another.

One more thing is this is a 500 units MUI, means when the 1st plane haven't gone off the map, the 501st must not be created or else it will bug the next plane, set the Italic text if you want more/less MUI capability.
Code:
Moving
    Events
        Time - Every [COLOR="red"]0.50 [/COLOR]seconds of game time
    Conditions
    Actions
        [I]For each (Integer A) from 1 to 500, do (Actions)[/I]
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Plane[(Integer A)] is alive) Equal to True
                    Then - Actions
                        Set Point1 = (Position of Plane[(Integer A)])
                        Set Point2 = (Point1 offset by 600.00 towards (Angle from StartPoint[(Integer A)] to TargetPoint[(Integer A)]) degrees)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Bombs[(Integer A)] Greater than 0
                                [B](Distance between Point1 and TargetPoint[(Integer A)]) Less than 1200.00[/B]
                            Then - Actions
                                Unit - Create 1 Bomber for (Owner of Plane[(Integer A)]) at Point1 facing (Facing of Plane[(Integer A)]) degrees
                                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                Unit - Order (Last created unit) to Attack Ground Point2
                                Set Bombs[(Integer A)] = (Bombs[(Integer A)] - 1)
                            Else - Actions
                        Unit - Order Plane[(Integer A)] to Move To Point2
                        Custom script:   call RemoveLocation(udg_Point1)
                        Custom script:   call RemoveLocation(udg_Point2)
                    Else - Actions

This is to delete planes that move outside map.
Code:
Delete
    Events
        Unit - A unit leaves (Playable map area)
    Conditions
        (Unit-type of (Leaving unit)) Equal to Airplane
    Actions
        Unit - Remove (Leaving unit) from the game

Then... There they go for single air strike.

For your airstrike (3), see below (2 triggers) again.

Cancellation
Code:
Cancel Copy
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Air Strike Three
        ((Playable map area) contains (Target point of ability being cast)) Equal to False
    Actions
        Unit - Order (Casting unit) to Stop

Another Dummy orders... Just three times single air strike.
Code:
Cluster
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Air Strike Three
    Actions
        Set Point1 = (Target point of ability being cast)
        For each (Integer A) from 1 to 3, do (Actions)
            Loop - Actions
                Set Point2 = (Point1 offset by 250.00 towards (120.00 x (Real((Integer A)))) degrees)
                Unit - Create 1 Clusterer for (Owner of (Casting unit)) at Point1 facing Default building facing degrees
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Neutral - Kaboom! Point2
                Custom script:   call RemoveLocation(udg_Point2)
        Custom script:   call RemoveLocation(udg_Point1)

Triggers Fixed, Enjoy ;)

EDIT: Oops. Didn't see you said "Random Explosion" I'll give the version for randomed bombdrops area later. Reply if you want the Random Version.

Okay. The Random version is ready, but I prefer you choose the uploaded one. Just pm/reply if you really want to see the random version...
 

mr-death

Acolyte
Reaction score
51
Sorry for double posting, but I decided so different person's request will take a new post. Please understand... It's just so this thread won't get messed up by 2 requests in a post.

NapaHero's Circle of Fire has done.

View attachment CircleofFireNapaHero.w3x

MUI capability: 200 fireballs in 25 seconds, edit the BLUE things to manipulate.

4 Triggers
(About the variable, Integer3 is a Real anyway... but it's no effect)

Balls Settings, (When you decide level 1 = 2, level 2 = 4, level 3 = 8)
You can modify it to 3,5,6,7, or anything as long as it is <MUI cap
Code:
Balls
    Events
        Map initialization
    Conditions
    Actions
        Set Balls[1] = 2
        Set Balls[2] = 4
        Set Balls[3] = 8

Casting, when you set level, number of balls, angle, etc... Blue thing decides MUI Capability, the bigger the lagger...
Code:
Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Circle of Fire 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer1 Greater than 99
            Then - Actions
                Set Integer1 = 1
            Else - Actions
                Set Integer1 = (Integer1 + 1)
        Set Level = (Level of Circle of Fire  for (Casting unit))
        Set Angle[Integer1] = (360.00 / (Real(Balls[Level])))
        Set Point1 = (Position of (Casting unit))
        For each (Integer A) from 1 to Balls[Level], do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        [COLOR="Blue"]Integer2 Greater than 199[/COLOR]
                    Then - Actions
                        Set Integer2 = 1
                    Else - Actions
                        Set Integer2 = (Integer2 + 1)
                Set Point2 = (Point1 offset by 200.00 towards Angle2[Integer1] degrees)
                Set Angle2[Integer2] = (Angle[Integer1] x (Real((Integer A))))
                Set Caster[Integer2] = (Casting unit)
                Unit - Create 1 Fireball for (Owner of (Casting unit)) at Point2 facing Default building facing degrees
                Unit - Add a 25.00 second Generic expiration timer to (Last created unit)
                Unit - Set level of Fireballs  for (Last created unit) to (Level of Circle of Fire  for (Casting unit))
                Set Fireball[Integer2] = (Last created unit)
                Custom script:   call RemoveLocation(udg_Point2)
        Custom script:   call RemoveLocation(udg_Point1)

The round movement of the ball (like circling your hero)
Blue things are MUI capability.
Code:
Round
    Events
        Time - Every 0.10 seconds of game time
    Conditions
    Actions
        [COLOR="blue"]For each (Integer A) from 1 to 200, do (Actions)[/COLOR]
            Loop - Actions
                Set Angle2[(Integer A)] = (Angle2[(Integer A)] + 5.00)
                Set Point1 = (Position of Caster[(Integer A)])
                Set Point2 = (Position of Fireball[(Integer A)])
                Set Point3 = (Point1 offset by 200.00 towards Angle2[(Integer A)] degrees)
                Unit - Move Fireball[(Integer A)] instantly to Point3
                Custom script:   call RemoveLocation(udg_Point1)
                Custom script:   call RemoveLocation(udg_Point2)
                Custom script:   call RemoveLocation(udg_Point3)

Last one, is Explode.. Seems I don't have the formula for your damage, so it will take ifs. Bolded text is area of effect, Italic text is explosion damage, underlined is special effect. To modify the dps/aoe, see object editor of course.
Code:
Explode
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Dying unit)) Equal to Fireball
    Actions
        Set Point1 = (Position of (Dying unit))
        Set UG = (Units within [B]150.00[/B] of Point1 matching (((Owner of (Matching unit)) is an enemy of (Owner of (Dying unit))) Equal to True))
        [I]If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Fireballs  for (Dying unit)) Equal to 1
            Then - Actions
                Set Integer3 = 100.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Fireballs  for (Dying unit)) Equal to 2
            Then - Actions
                Set Integer3 = 125.00
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Fireballs  for (Dying unit)) Equal to 3
            Then - Actions
                Set Integer3 = 175.00
            Else - Actions[/I]
        Unit Group - Pick every unit in UG and do (Actions)
            Loop - Actions
                Unit - Cause (Dying unit) to damage (Picked unit), dealing Integer3 damage of attack type Spells and damage type Normal
        [U]Special Effect - Create a special effect at Point1 using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl[/U]
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation(udg_Point1)
        Custom script:   call DestroyGroup(udg_UG)

Hope it's what you want. Enjoy ;)
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
Lol, I think I found a leak in the Air Strike(3) spell.

mr-death said:
Code:
Cluster
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Air Strike Three
    Actions
        Set Point1 = (Target point of ability being cast)
        For each (Integer A) from 1 to 3, do (Actions)
            Loop - Actions
                Unit - Create 1 Clusterer for (Owner of (Casting unit)) at Point1 facing Default building facing degrees
                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                Unit - Order (Last created unit) to Neutral - Kaboom! [B](Point1 offset by 250.00 towards ((Real((Integer A))) x 120.00) degrees)[/B]
        Custom script:   call RemoveLocation(udg_Point1)

Shouldn't you put it in a variable and destroy it? Use Point2.
The second time I saw mr-death's mistake

:p

EDIT: Ah, I know how to make Pickpocket. But this is mr-death's thread so I think I shouldn't answer. Key is to check buff.
 

neckface

terrain contest winner! :) dance contest loser. :(
Reaction score
34
Here's two basic ideas for thief abilities. I have the actions right but i cant get the mechanism to work properly.


Backstab
4 levels
"On attack" ability, no mana
-when attacking from directly behind his opponent, the thief gains .4/.6/.8/1x his agility in bonus damage
(i've tried various methods, but they end up applying the damage from any angle of attack!)

Pickpocket
2 Levels
- Pickpocket's the target organic enemy unit's pocket for 100/200 gold (that's the easy part that i can do)
-the thief must be under stealth mode (windwalk buff) or else he cannot execute the ability (this is the hard part that i can't get to work correctly!)

Not very glamarous, but if the mood fancies you... you'd be the best! :)
 

NapaHero

Back from the dead...
Reaction score
43
Yes, he should put that in a variable.

Thanks mr.death. I'll test the trigger. +Rep
 

mr-death

Acolyte
Reaction score
51
Lol, I think I found a leak in the Air Strike(3) spell.



Shouldn't you put it in a variable and destroy it? Use Point2.
The second time I saw mr-death's mistake

:p

EDIT: Ah, I know how to make Pickpocket. But this is mr-death's thread so I think I shouldn't answer. Key is to check buff.

ahh.. Nice eyes dude. Thx anyway, I am still too impatient to check the triggers a little more.
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
lol that's okay. By reading those hell lot of triggers, I improved myself a bit, especially about making MUI.

Saaay, I just wondering if I can help you fill this thread. You know, answering the easy questions that you're probably too lazy to look at :p. But It won't be mr-death's thread anymore ><
 
O

Odin845

Guest
I need help making a s pell called Far Reach.

It should be an instant cast with no target and the caster should gain 1000 range for 5 attacks and then after 5 attacks the caster's range should go back to normal.

I have been trying to do this but I have no idea how to make the range go back to normal.
 

Demonwrath

Happy[ExtremelyOverCommercializ ed]HolidaysEveryon
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Simple answer, once actual range is increased ,you cannot decrease it :p
 
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