Spellpack

All those partical emitters won't lag - They'll blow your computer up.

It's quite a simple effect. Your looping the circle and creating the effect while using a simple formula to set the offset on the farthest parts of the circle?
 
Yup isnt that complicated at all. Actually im changeing it, there is a small outer circle, with a + of lightning in it, looks better then the one in the screenshot, and doesn't lag.
 
Im_On_56k said:
doesn't lag.

Ok. It doesn't lag. In a pack map. With only... What, 6 other spells and that's about it?

Consider using something like that in a Hero Arena, or even an AoS as big as AWA, or something.

All those bolts created, BAM! Lag wins, everyone else is just dust in the floorboards.

Do they spawn all at once?

Cool idea: Have them sort of go out in a wave. The closest circle comes out, then the next, but the first circle then disappears, then the third circle while the second disappears. It'd look awesome if you time it all right :)

Just an idea, though. Take it, leave it, roast it over an open fire.
 
dont make something just looks cool
make something useful but challenging

Like your Demi Light spell which makes multiple units take extra demage.

Then whats the difference on making a unit takes extra demage?

-If you think staight its same with a spell that deals demage to a unit. But its not that straight. Just demaging units is easy!.. Thats it. But when you make a unit takes extra demage then you need to challenge/attack to that unit to take advantage of the spell. if not then ur spell is nothing.

This small tingies makes your spells good. Effects are the most unimportant thing in a spell. Just making effects smooth and understandable is enough.

Why do you thing Dota the most played map on Battle.net? Dont offence i hate Dota but this map is the most challenging map i have ever seen.
 
I dont work so much with spells and i ussualy find good ways to base em of another spell but ures are quite good id say 8/10 i just dont like that magic nova it has to many effects also i didnt try that new one so notin about it and can anyone tell me is it possible to create a spell thats like inferno, if u played diablo2 its sorcs inferno

Anyway a spell should drain mana all the way down (like immolation) and when theres no mana it should stop and the spell shoud be like a flamethrower effect infront of the target
 
Ok I fixed the spell up, changed the appearance of the new 1, and made it so it charges the units with electricity, if a unit dies when its charged with lightning, a lightning bolt will hit them and deal aoe damage around it.
They are charged for 10 seconds, after the spell is cast.

Ill submit it soon and you guys can have a look.
 
Here is another spellpack.

This includes 4 abilities.

Lightning - Calls down lightning from the sky to form around the hero, units inside the lightning will be damaged and shocked, if a unit dies while shocked it will explode with area of effect damage.
Shocked last 10 seconds.

Pillar of Death - Calls down fire from the sky to create a pillar of death around the hero, units inside the pillar will get death casted on them. If a unit that is affected by death doesn't kill a unit in 2 mintues it will die.

Line of Fire - Shoots out a line made of fire.

Charged Bolts - Calls down a massive lightning strike from the sky dealing target and aoe damage.
 
generally u need to care about memory leaks much more
any unit, point, region which is not integer or a real value is leaking memory

create unit will leak memory
position of unit will leak memory
region created will leak memory
spetial effects will leak memory
assign them all to variables and destroy and nullyfiy them all at the en of main function

i mean it does not matter if you assign them to variables or not when you say
position of caster forexample it creates that point object and it will still remains untill u destroy or nullify it.

So you need to assign all objects to variables to destroy them later.
.....
spells are looks good.
But i liked the pillar of death but make it casted to a single unit(multi units are abit abivous) with smaller area of effect around that unit. And u MUST sign the effected unit or units with a buff that gives info to owner of targeted player and gives owner of caster that this unit is under effect of that spell. Juts create a dummy spell with infinitive duration and remove the buff after when unit has killed something...
 
I like the spells ther nice and i actually need one similar spell to charged bolt it would be like a lightning hitting a target then about 8 lightnign goes out in different direction a.k.a fist of the heavens in diablo2
 
Here is my third spell pack, contains 3 regular spells and 1 ultimate.

Living Hell - Summons upon fire to all units around the hero, damaging all non-undead and healing all undead units.Damage delt and damage healed increases each level.

Punish - Takes ahold of a target unit, punishing it for 6 seconds, if the unit dies during the process the hero takes one last blow of the targets energy and heals the hero.

Implosion - Ignites a random unit around the target damaging it and igniting another random unit around the target. Lasts 30 seconds or untill there is no more units.

Soul Steal - Takes control of a unit, making it invulnerable, and killing the unit in 10 seconds.
 
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