Spell Request Thread

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U are a noob

Mega Super Ultra Cool Member
Reaction score
152
I will be taking any spell requests. All of my spells will be done in GUI.
If you want to request a spell, please reply to this thread with the following (Do not send me a PM!):

Code:
Spell Name:
Description:
MUI[noparse]: ([/noparse]Yes or no)
Levels: (Levels of the spell and change)
Others: (Anything extra you want like models or effects)

Thread Guidelines
  1. Don't request more than 1 spell at a time.
  2. Try not to request something that has already been made (if this is the case, I will inform you).
  3. Don't request something impossible.
  4. Don't bitch about it if I don't finish your request instantaneously.
  5. If you find a bug/glitch in your spell, bring it to my attention and I will advise you how to fix it or fix it myself as soon as I can.
  6. Don't complain about the thread being closed; this is not my job, it's just something I want to do. I have no obligation to continue this any longer than I want to.
  7. If you need to change something about your spell, simply PM me or post in the thread.

Waiting List:
  1. snmiglight
  2. kad032000
  3. RueK
  4. Allahcalypse
  5. takethat
  6. rootbeer
  7. Arigon
  8. GooS
  9. Sil3nt
  10. FrozenShadow
  11. T.s.e
  12. Deathdawn
  13. Leazy
  14. manofsteel
  15. Fabioz


If you would like to help me to doing some of the spells please PM me and you'll be added to the team.
Thanks to Pyrogasm for some of the guidelines.
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152

Finished:
  • Bone Wall
    Code:
    Code:
    Bone Wall Values
        Events
            Time - Elapsed game time is 0.01 seconds
        Conditions
        Actions
            Set BW_Values_Bone_Spacing = 50.00
            Set BW_Values_Initial_Bones = 2
            Set BW_Values_Initial_Duration = 5.00
            Set BW_Values_SFX = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
    Code:
    Bone Wall
        Events
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Bone Wall 
        Actions
            Set BW_Caster = (Triggering unit)
            Set BW_Caster_Loc = (Position of BW_Caster)
            Set BW_Target = (Target unit of ability being cast)
            Set BW_Target_Loc = (Position of BW_Target)
            Set BW_Target_Angle = (Angle from BW_Caster_Loc to BW_Target_Loc)
            Set BW_Caster_Level = (Level of Bone Wall  for BW_Caster)
            Set BW_Caster_Level_Real = (Real(BW_Caster_Level))
            Set BW_Target_Side_Angle = (BW_Target_Angle + 90.00)
            For each (Integer A) from 1 to (BW_Values_Initial_Bones + BW_Caster_Level), do (Actions)
                Loop - Actions
                    Set BW_Bone_Counter = (BW_Bone_Counter + BW_Values_Bone_Spacing)
                    Set BW_Target_Side_Loc = (BW_Target_Loc offset by BW_Bone_Counter towards BW_Target_Side_Angle degrees)
                    Unit - Create 1 Bone Wall for (Owner of BW_Caster) at BW_Target_Side_Loc facing BW_Target_Angle degrees
                    Set BW_Last_Created_Unit = (Last created unit)
                    Unit - Set life of BW_Last_Created_Unit to (100.00 - (100.00 - (16.66 x BW_Caster_Level_Real)))%
                    Unit - Add a (BW_Values_Initial_Duration + BW_Caster_Level_Real) second Generic expiration timer to BW_Last_Created_Unit
                    Custom script:   call RemoveLocation(udg_BW_Target_Side_Loc)
            Set BW_Bone_Counter = 0.00
            Set BW_Target_Side_Angle = (BW_Target_Angle - 90.00)
            For each (Integer A) from 1 to (BW_Values_Initial_Bones + BW_Caster_Level), do (Actions)
                Loop - Actions
                    Set BW_Bone_Counter = (BW_Bone_Counter + BW_Values_Bone_Spacing)
                    Set BW_Target_Side_Loc = (BW_Target_Loc offset by BW_Bone_Counter towards BW_Target_Side_Angle degrees)
                    Unit - Create 1 Bone Wall for (Owner of BW_Caster) at BW_Target_Side_Loc facing BW_Target_Angle degrees
                    Set BW_Last_Created_Unit = (Last created unit)
                    Unit - Set life of BW_Last_Created_Unit to (100.00 - (100.00 - (16.66 x BW_Caster_Level_Real)))%
                    Unit - Add a (BW_Values_Initial_Duration + BW_Caster_Level_Real) second Generic expiration timer to BW_Last_Created_Unit
                    Custom script:   call RemoveLocation(udg_BW_Target_Side_Loc)
            Set BW_Bone_Counter = 0.00
            Custom script:   call RemoveLocation(udg_BW_Target_Loc)
            Custom script:   call RemoveLocation(udg_BW_Caster_Loc)
    Code:
    Bone Wall Death
        Events
            Unit - A unit Dies
        Conditions
            (Unit-type of (Triggering unit)) Equal to Bone Wall
        Actions
            Set BW_Caster = (Triggering unit)
            Set BW_Caster_Loc = (Position of BW_Caster)
            Unit - Remove BW_Caster from the game
            Special Effect - Create a special effect at BW_Caster_Loc using BW_Values_SFX
            Special Effect - Destroy (Last created special effect)
            Custom script:   call RemoveLocation(udg_BW_Caster_Loc)
    Screen Shot:
    Download Here
  • Hell's Pass
    Code:
    Code:
    Hells Pass
        Events
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Hell's Pass 
        Actions
            Set HP_Trig_Unit = (Triggering unit)
            Set HP_Player = (Owner of HP_Trig_Unit)
            Set HP_Cast_Target = (Target point of ability being cast)
            Unit - Create 1 Hell Pass for HP_Player at HP_Cast_Target facing Default building facing degrees
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Number of units in HP_Pull_Group) Equal to 0
                Then - Actions
                    Trigger - Turn on Hells Pass Periodic <gen>
                Else - Actions
            Set HP_Last_Created_Unit = (Last created unit)
            Unit Group - Add HP_Last_Created_Unit to HP_Pull_Group
            Unit - Set level of Count Down Life  for HP_Last_Created_Unit to (1 + (HP_Values_Increase_Duration x (Level of Hell's Pass  for HP_Trig_Unit)))
            Custom script:   call RemoveLocation(udg_HP_Cast_Target)
    Code:
    Hells Pass Periodic
        Events
            Time - Every 0.02 seconds of game time
        Conditions
        Actions
            Unit Group - Pick every unit in HP_Pull_Group and do (Actions)
                Loop - Actions
                    Set HP_Trig_Unit = (Picked unit)
                    Set HP_Trig_Unit_Custom_Value = (Custom value of HP_Trig_Unit)
                    Unit - Set the custom value of HP_Trig_Unit to (HP_Trig_Unit_Custom_Value + 1)
                    Set HP_Player = (Owner of HP_Trig_Unit)
                    Set HP_Cast_Target = (Position of HP_Trig_Unit)
                    Unit Group - Pick every unit in (Units within HP_Values_Pull_Distance of HP_Cast_Target matching ((((Matching unit) belongs to an enemy of HP_Player) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Actions)
                        Loop - Actions
                            Set HP_Picked_Unit = (Picked unit)
                            Set HP_Picked_Unit_Loc = (Position of HP_Picked_Unit)
                            Set HP_Pull_Angle = (Angle from HP_Picked_Unit_Loc to HP_Cast_Target)
                            Set HP_Picked_Unit_Move_Loc = (HP_Picked_Unit_Loc offset by HP_Values_Move_Distance towards HP_Pull_Angle degrees)
                            Unit - Move HP_Picked_Unit instantly to HP_Picked_Unit_Move_Loc
                            Custom script:   call RemoveLocation(udg_HP_Picked_Unit_Loc)
                            Custom script:   call RemoveLocation(udg_HP_Picked_Unit_Move_Loc)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            HP_Trig_Unit_Custom_Value Equal to 49
                        Then - Actions
                            Unit - Set the custom value of HP_Trig_Unit to 0
                            Unit - Decrease level of Count Down Life  for HP_Trig_Unit
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    (Level of Count Down Life  for HP_Trig_Unit) Equal to 1
                                Then - Actions
                                    Unit Group - Remove HP_Trig_Unit from HP_Pull_Group
                                    Unit - Remove HP_Trig_Unit from the game
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        If - Conditions
                                            (Number of units in HP_Pull_Group) Equal to 0
                                        Then - Actions
                                            Trigger - Run Hells Pass Periodic <gen> (checking conditions)
                                        Else - Actions
                                Else - Actions
                        Else - Actions
                    Custom script:   call RemoveLocation(udg_HP_Cast_Target)
    Code:
    Hells Pass Values
        Events
            Time - Elapsed game time is 0.01 seconds
        Conditions
        Actions
            Set HP_Values_Increase_Duration = 5
            Set HP_Values_Pull_Distance = 500.00
            Set HP_Values_Move_Distance = 20.00
    Screen Shot:
    Download Here
  • Dashing Speed
    Code:
    Code:
    Dashing Speed Values
        Events
            Time - Elapsed game time is 0.01 seconds
        Conditions
        Actions
            Set DS_Values_Dummy_Move_Amount = 50.00
            Set DS_Values_Dummy_Spawn_Distance = 25.00
            Set DS_Values_Initial_Transperence = 60
            Set DS_Values_Create_Interval = 5
            Set DS_Values_Transperence_Dec = 4
    Code:
    Dashing Speed
        Events
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Dashing Speed 
        Actions
            Set DS_Trig_Unit = (Triggering unit)
            Unit Group - Add DS_Trig_Unit to DS_Fade_Group
            Trigger - Turn on Dashing Speed Periodic <gen>
            Trigger - Turn on Dashing Speed Attack <gen>
    Code:
    Dashing Speed Periodic
        Events
            Time - Every 0.05 seconds of game time
        Conditions
        Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    DS_Int_Switch Equal to DS_Values_Create_Interval
                Then - Actions
                    Set DS_Int_Switch = 1
                Else - Actions
            Unit Group - Pick every unit in DS_Fade_Group and do (Actions)
                Loop - Actions
                    Set DS_Trig_Unit = (Picked unit)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (DS_Trig_Unit has buff Dashing Speed ) Equal to True
                        Then - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    DS_Int_Switch Equal to 1
                                Then - Actions
                                    Set DS_Trig_Unit_Loc = (Position of DS_Trig_Unit)
                                    Set DS_Trig_Unit_Player = (Owner of DS_Trig_Unit)
                                    Set DS_Trig_Unit_Facing_Angle = (Facing of DS_Trig_Unit)
                                    Set DS_Trig_Unit_Spawn_Loc = (DS_Trig_Unit_Loc offset by DS_Values_Dummy_Spawn_Distance towards (DS_Trig_Unit_Facing_Angle + 180.00) degrees)
                                    Unit - Create 1 Fade Unit for DS_Trig_Unit_Player at DS_Trig_Unit_Spawn_Loc facing DS_Trig_Unit_Facing_Angle degrees
                                    Set DS_Last_Created_Unit = (Last created unit)
                                    Unit - Turn collision for DS_Last_Created_Unit Off
                                    Unit Group - Add DS_Last_Created_Unit to DS_Fade_Units
                                    Unit - Set the custom value of DS_Last_Created_Unit to DS_Values_Initial_Transperence
                                    Animation - Change DS_Last_Created_Unit's vertex coloring to (100.00%, 100.00%, 100.00%) with (Real((Custom value of DS_Last_Created_Unit)))% transparency
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        If - Conditions
                                            Or - Any (Conditions) are true
                                                Conditions
                                                    (Current order of DS_Trig_Unit) Equal to (Order(move))
                                                    (Current order of DS_Trig_Unit) Equal to (Order(smart))
                                        Then - Actions
                                            Set DS_Trig_Unit_Move_Loc = (DS_Trig_Unit_Loc offset by DS_Values_Dummy_Move_Amount towards DS_Trig_Unit_Facing_Angle degrees)
                                            Unit - Order DS_Last_Created_Unit to Move To DS_Trig_Unit_Move_Loc
                                            Custom script:   call RemoveLocation(udg_DS_Trig_Unit_Move_Loc)
                                        Else - Actions
                                            Unit - Pause DS_Last_Created_Unit
                                    Custom script:   call RemoveLocation(udg_DS_Trig_Unit_Loc)
                                    Custom script:   call RemoveLocation(udg_DS_Trig_Unit_Spawn_Loc)
                                Else - Actions
                        Else - Actions
                            Unit Group - Remove DS_Trig_Unit from DS_Fade_Group
            Unit Group - Pick every unit in DS_Fade_Units and do (Actions)
                Loop - Actions
                    Set DS_Trig_Unit = (Picked unit)
                    Set DS_Trig_Unit_Custom_Values = (Custom value of DS_Trig_Unit)
                    Unit - Set the custom value of DS_Trig_Unit to (DS_Trig_Unit_Custom_Values - DS_Values_Transperence_Dec)
                    Animation - Change DS_Trig_Unit's vertex coloring to (100.00%, 100.00%, 100.00%) with (Real((Custom value of DS_Trig_Unit)))% transparency
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            DS_Trig_Unit_Custom_Values Less than or equal to 0
                        Then - Actions
                            Unit Group - Remove DS_Trig_Unit from DS_Fade_Units
                            Unit - Remove DS_Trig_Unit from the game
                        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    And - All (Conditions) are true
                        Conditions
                            (Number of units in DS_Fade_Group) Equal to 0
                            (Number of units in DS_Fade_Units) Equal to 0
                Then - Actions
                    Trigger - Turn off Dashing Speed Periodic <gen>
                Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Number of units in DS_Fade_Group) Equal to 0
                Then - Actions
                    Trigger - Turn off Dashing Speed Attack <gen>
                Else - Actions
            Set DS_Int_Switch = (DS_Int_Switch + 1)
    Code:
    Dashing Speed Attack
        Events
            Unit - A unit Is attacked
        Conditions
            ((Attacking unit) is in DS_Fade_Group) Equal to True
        Actions
            Set DS_Trig_Unit = (Attacking unit)
            Unit Group - Remove DS_Trig_Unit from DS_Fade_Group
            Unit - Remove Dashing Speed  buff from DS_Trig_Unit
    Screen Shot:
    Download Here
  • Charge
    Code:
    Charge Values
        Events
            Time - Elapsed game time is 0.01 seconds
        Conditions
        Actions
            Unit - Create 1 Dummy Caster for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
            Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
            Set C_Values_Min_Distance = 300.00
            Set C_Values_Move_Amount = 30.00
    Code:
    Charge
        Events
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Charge 
        Actions
            Set C_Trig_Unit = (Triggering unit)
            Set C_Trig_Unit_Loc = (Position of C_Trig_Unit)
            Set C_Target_Unit = (Target unit of ability being cast)
            Set C_Target_Unit_Loc = (Position of C_Target_Unit)
            Set C_Cast_Increment = (C_Cast_Increment + 1)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    C_Cast_Increment Equal to 101
                Then - Actions
                    Set C_Cast_Increment = 1
                Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Distance between C_Trig_Unit_Loc and C_Target_Unit_Loc) Greater than or equal to C_Values_Min_Distance
                Then - Actions
                    Unit - Add MUI Counter  to C_Trig_Unit
                    Unit - Add MUI Counter  to C_Target_Unit
                    Unit - Set level of MUI Counter  for C_Trig_Unit to C_Cast_Increment
                    Unit - Set level of MUI Counter  for C_Target_Unit to C_Cast_Increment
                    Unit Group - Add C_Trig_Unit to C_Rush_Group
                    Unit - Turn collision for C_Trig_Unit Off
                Else - Actions
            Custom script:   call RemoveLocation(udg_C_Trig_Unit_Loc)
            Custom script:   call RemoveLocation(udg_C_Target_Unit_Loc)
    Code:
    Charge Periodic
        Events
            Time - Every 0.02 seconds of game time
        Conditions
        Actions
            Unit Group - Pick every unit in C_Rush_Group and do (Actions)
                Loop - Actions
                    Set C_Trig_Unit = (Picked unit)
                    Set C_Trig_Unit_Loc = (Position of C_Trig_Unit)
                    Set C_Trig_MUI_Lvl = (Level of MUI Counter  for C_Trig_Unit)
                    Unit Group - Pick every unit in C_Target_Group and do (Actions)
                        Loop - Actions
                            Set C_Picked_Unit = (Picked unit)
                            Set C_Trig_MUI_Lvl = (Level of MUI Counter  for C_Picked_Unit)
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    C_Target_MUI_Lvl Equal to C_Trig_MUI_Lvl
                                Then - Actions
                                    Set C_Target_Unit = C_Picked_Unit
                                Else - Actions
                    Set C_Target_Unit_Loc = (Position of C_Target_Unit)
                    Set C_Trig_Unit_Angle = (Angle from C_Trig_Unit_Loc to C_Target_Unit_Loc)
                    Set C_Trig_Unit_Move_Loc = (C_Trig_Unit_Loc offset by C_Values_Move_Amount towards C_Trig_Unit_Angle degrees)
                    Unit - Move C_Trig_Unit instantly to C_Trig_Unit_Move_Loc
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Distance between C_Trig_Unit_Move_Loc and C_Target_Unit_Loc) Less than or equal to 100.00
                        Then - Actions
                            Unit - Create 1 Dummy Caster for (Owner of C_Trig_Unit) at C_Trig_Unit_Move_Loc facing C_Trig_Unit_Angle degrees
                            Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                            Unit - Add Charge Stun  to (Last created unit)
                            Unit - Order (Last created unit) to Neutral - Firebolt C_Target_Unit
                            Unit - Turn collision for C_Trig_Unit On
                            Unit Group - Remove C_Trig_Unit from C_Rush_Group
                            Unit Group - Remove C_Target_Unit from C_Target_Group
                            Unit - Remove MUI Counter  from C_Target_Unit
                            Unit - Remove MUI Counter  from C_Trig_Unit
                        Else - Actions
                    Custom script:   call RemoveLocation(udg_C_Trig_Unit_Loc)
                    Custom script:   call RemoveLocation(udg_C_Target_Unit_Loc)
                    Custom script:   call RemoveLocation(udg_C_Trig_Unit_Move_Loc)
    Screen Shot:
    Download Here
 

Attachments

  • Hell's Pass.w3x
    19.9 KB · Views: 243
  • Dashing Speed.w3x
    20.7 KB · Views: 226
  • Charge.w3x
    19.7 KB · Views: 258
  • Bone Wall.w3x
    19.9 KB · Views: 222

thevoden

New Member
Reaction score
5
Spell Name: Bone Wall
Description: Necromancer casts bone wall at a target. A wall of bones will appear that has hit points and can be targetted. Used as a "meat shield".
MUI: Y
Levels: 6 (increases life of bone wall and range [ length ] and duration the bone wall lasts)


Here is the better visual illustration:

Green = Necromancer.
Red = Necromancer's target
Black = Bone wall is spawned
 

thevoden

New Member
Reaction score
5
well its a wall that blocks of enemies. Think of it that I have only my necromancer, and you have a horde of grunts charging towards me. I face to you and cast bone wall. It creates a wall that the grunts have to kill or walk around to.
 

FrozenShadow

I am a WolfieeifloW fan.
Reaction score
75
Thanks!

Spell Request

Spell Name: Hell's Pass
Description: Opens a dark hole into the abyss, sucking nearby enemies into it, which are held there until the dark hole dissipates. Lasts X Seconds.
MUI: Yes
Levels: 4 [Lasts 5/10/15/20 Seconds]
Effect: Just the 'Eye of Sargeras' Model Pure Black for the Dark Hole ^_^
 
R

Rev. Coders

Guest
hmm... i think this would be a good spell for my new snipers map:

Spell Name: Dashing Speed
Description: This spell makes the target so that he can not attack but he is 3 times as fast, kind of like wind walk but when you run a 'fade' of you runs follwoing you. i think a spell like this was made a long long long long time ago but i cant find it. if you need more info, ask me :)
MUI:(Yes or no) doesnt matter to me... if MUI is that JASS stuff, it means i can look at the codes and learn more... if its GUI i can learn more of what i dont know lol
Levels: 3-4 each lvl increaseing ur speed and duration
Other: if its possible can you make it so if u click it while its active it makes it unactive and so u cant use it for another 60 seconds. thanks
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
Spell Request

Spell Name: Hell's Pass
Description: Opens a dark hole into the abyss, sucking nearby enemies into it, which are held there until the dark hole dissipates. Lasts X Seconds.
MUI: Yes
Levels: 4 [Lasts 5/10/15/20 Seconds]
Effect: Just the 'Eye of Sargeras' Model Pure Black for the Dark Hole
^_^
Ok added will work on it soon.
hmm... i think this would be a good spell for my new snipers map:

Spell Name: Dashing Speed
Description: This spell makes the target so that he can not attack but he is 3 times as fast, kind of like wind walk but when you run a 'fade' of you runs follwoing you. i think a spell like this was made a long long long long time ago but i cant find it. if you need more info, ask me :)
MUI:(Yes or no) doesnt matter to me... if MUI is that JASS stuff, it means i can look at the codes and learn more... if its GUI i can learn more of what i dont know lol
Levels: 3-4 each lvl increaseing ur speed and duration
Other: if its possible can you make it so if u click it while its active it makes it unactive and so u cant use it for another 60 seconds. thanks
>if MUI is that JASS stuff
>All of my spells will be done in GUI
I will work on this soon.

Bone wall is almost complete I just need to decide what model I should use for the bones.
 
K

kad032000

Guest
Quick Question:
I have a thread open about this already. Would you be able to create a spell which halts mana/health regeneration of a targeted unit?

Code:
Spell Name: Halt Effects/Regen
Description: Should be able to target any unit (regardless of type/resistances).

[B]EDIT: 
In order of preference:
1) Halt [I]any[/I] effect on the target unit. (Including hp/mana regen)
1a) Includes halting channeling abilities
1b) Doesn't include halting channeling abilities.
Note that any buffs/channeling halted need to resumed after the spell is removed.
2) Halt [I]any[/I] HP/Mana change (increase/decrease) of the target unit.
3) Halts hp and mana regeneration of target unit. 

Pick the most preferred that you're able to do.[/B]

MUI: Yes
Levels: 1. Unlimited time. Can be removed by Remove Buff.
Others: No models/effects
 

Draphoelix

It's not the wintercold that's killing me
Reaction score
132
Spell Name: Charge
Description: Rushes towards the target and stuns. Can only target units whitin 800 range or at least 300 range (if target is less than 300 range nothing will happen).
MUI: Yes
Levels: 3, change the range. (I could do that, I just need the "template".
Others: Okey, I actually dont like the charge spells which is like, 522 movement speed and later stun, as Charge of Darkness in Dota, neither blink and stun as the Candy Wars. Could you do something like Periodic Movement or something? I want it to be faster than 522 movement speed, but I still want the effect that the caster "rushes" towards the target.
 

snmiglight

Active Member
Reaction score
3
Spell Name: CHRONOMITES (AUTOCAST)

Description: Each shot fired reduces target's movespeed while increasing caster's attackspeed.

Must stack up to six times.

MUI: YES

Level 1: 3% movespeed reduction to target; 10% increased attackspeed to caster.
Level 2: 4% movespeed reduction to target; 15% increased attackspeed to caster.
Level 3: 5% movespeed reduction to target; 20% increased attackspeed to caster.

Others: Sample hero to be used should be Nerubian Queen. Must be ranged. (about 450 attack range) Hero's normal attack projectile must not return to the Hero. (Just like the Nerubian Creeps do) But if this skill is casted/autocasted, then the projectile must return to its caster. (with the idea that the skill drains target's movespeed and converts to attackspeed for the hero.) One last thing to consider: buff level must show its true level at status queue; both buff and debuff.(must not show "Chronomites - [Level 7]" or sumthing)
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
Quick Question:
I have a thread open about this already. Would you be able to create a spell which halts mana/health regeneration of a targeted unit?
Code:
Spell Name:
Description:
MUI[noparse]: ([/noparse]Yes or no)
Levels: (Levels of the spell and change)
Others: (Anything extra you want like models or effects)
And I shall try.
Spell Name: Charge
Description: Rushes towards the target and stuns. Can only target units whitin 800 range or at least 300 range (if target is less than 300 range nothing will happen).
MUI: Yes
Levels: 3, change the range. (I could do that, I just need the "template".
Others: Okey, I actually dont like the charge spells which is like, 522 movement speed and later stun, as Charge of Darkness in Dota, neither blink and stun as the Candy Wars. Could you do something like Periodic Movement or something? I want it to be faster than 522 movement speed, but I still want the effect that the caster "rushes" towards the target.
Basically like WoW charge? I get your spell I'll try to make is soon.
Spell Name: CHRONOMITES (AUTOCAST)

Description: Each shot fired reduces target's movespeed while increasing caster's attackspeed. Stacks up to six times.

MUI: YES

Level 1: 3% movespeed reduction to target; 10% increased attackspeed to caster.
Level 2: 4% movespeed reduction to target; 15% increased attackspeed to caster.
Level 3: 5% movespeed reduction to target; 20% increased attackspeed to caster.

Others: None
Added. Auto cast is going to be hard but I can figure it out.
 

thevoden

New Member
Reaction score
5
Oh and also for my bonewall, i like it to start from the center and then it "grows" spreads outward from the target to make a wall.

Thanks!
 

RueK

New Member
Reaction score
11
Nen Gun (Active/Not pasive)

Cooldown: Lv.1 60s/Lv.2/90s/Lv.3120s
MUI: If it's posible, not, i prefer GUI.
Lvs.: 3
Base spell: Maybe you can do it with some kind of slam/channeling spell

Lv.1 Deals 50 damage per second to all units in a 800 AoE, lasts 10 seconds.
Ignoring all kind of defense.
Channeling.
If a enemy unit is out the range of the skill (800 AoE) it will no longer receive damage.
Lv.2 Deals 100 damage per second to all units in a 800 AoE, lasts 12 seconds.
Ignoring all kind of defense.
Channeling.
If a enemy unit is out the range of the skill (800 AoE) it will no longer receive damage.
Lv.3 Deals 150 damage per second to all units in a 800 AoE, lasts 14 seconds.
Ignoring all kind of defense.
Channeling.
If a enemy unit is out the range of the skill (800 AoE) it will no longer receive damage.

The idea is, a hero that uses a gun to attack every enemy in a 800 AoE, ignoring all kind of defense.

If you can put effects to it to make it more realistic, like sparks on every affected unit and some cool effects like gun proyectiles.

Just 1 more thing, the effects need to be BLUE.
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
Nen Gun (Active/Not pasive)

Cooldown: Lv.1 60s/Lv.2/90s/Lv.3120s
MUI: If it's posible, not, i prefer GUI.
Lvs.: 3
Base spell: Maybe you can do it with some kind of slam/channeling spell

Lv.1 Deals 50 damage per second to all units in a 800 AoE, lasts 10 seconds.
Ignoring all kind of defense.
Channeling.
If a enemy unit is out the range of the skill (800 AoE) it will no longer receive damage.
Lv.2 Deals 100 damage per second to all units in a 800 AoE, lasts 12 seconds.
Ignoring all kind of defense.
Channeling.
If a enemy unit is out the range of the skill (800 AoE) it will no longer receive damage.
Lv.3 Deals 150 damage per second to all units in a 800 AoE, lasts 14 seconds.
Ignoring all kind of defense.
Channeling.
If a enemy unit is out the range of the skill (800 AoE) it will no longer receive damage.

The idea is, a hero that uses a gun to attack every enemy in a 800 AoE, ignoring all kind of defense.

If you can put effects to it to make it more realistic, like sparks on every affected unit and some cool effects like gun proyectiles.

Just 1 more thing, the effects need to be BLUE.

Ok added. Hell's Pass is done now.
 
A

Allahcalypse

Guest
Spell Name: Soul Combustion

Description: Single target castable on enemy units (Like cripple, slow) The unit will take 30/40/50 damage per second until death. Upon death, the unit will explode causing AoE damage (Was hoping a dummy unit could cast Flamestrike where ever the unit dies) On heros this lasts 6 seconds.

If possible the animation of a combusting unit should look like doom but be blackish.

MUI: (Yes or no) No

Levels: 3

Thanks !
 
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