The Spell Idea Thread

Dinowc

don't expect anything, prepare for everything
Reaction score
223
Name: Sinister strike (ultimate spell)
Type: Some large-scale missile
Targets: Enemy, ground, air, organic
Description: Sends wave of death at target location cursing souls of every enemy unit that gets hit for 10 seconds. Units are weakened and will lose part of their souls if they die during the curse.

Units are silenced for 5/6/7/8 seconds.
Units have reduced armor by 20%/25%/30%/35%.
Units are slowed by 20%/30%/40%/50%.
Units will lose 2%/3%/4%/5% of attribute points permanently if they die.

Name: Ward of salvation
Type: Ward
Targets: Enemy, allied, self
Description: Creates a holy ward at target location for 20 seconds that heals allies and damages enemies in AoE of 800 depending on how close they are to the ward. Closer they are the more damaged/healed they are. Enemies will also become slowed.
Enemies that attack the ward will become silenced. If the ward gets "killed" by an enemy it releases holy light nova around it healing allies and damaging enemies.

Heals/damages by x per second (it depends)
Holy light heals/damages by 100/200/300/400

Name: Vengeance
Type: Normal
Targets: Enemy
Description: Focuses on 1 enemy unit with highest kill score and becomes invulnerable to all other units. Moves extremely fast towards it and strikes it gaining more damage and AS when attacking the unit. Duration x seconds.

Gains 10%/15%/20%/25% more damage per kill score.
Gains 10%/15%/20%/25% atk speed per kill score.
.
 

I_RULE_YOU

New Member
Reaction score
34
Name: Nether Star
Type: Large AoE (Inferno, Death and Decay)
Targets Everything except for buildings
Description: Summons a nether star upon the targeted area, which holds them in place with dark energies for 3 seconds, then banishes them as the star gains strength. After they are banished for 4 seconds, the star slams into the ground, dealing colossal damage.

Damage: 400/700/1000
Effects: Banishes them for 10 seconds afterwards.

Use this model, it's perfect.

http://www.hiveworkshop.com/forums/...tus=g&search=dark%20star&d=list&r=20#poststop
 

Romek

Super Moderator
Reaction score
963
Bump for Truth
 

shinami

Redirect your complaints to the nearest wall
Reaction score
47
Name: Grenade Shower
Type: Non targetable Aoe spell ( Sorry, wasn't sure how to call it.. Basicly like a Warstomp )
Targets: Can effect Structures, Enemies, Organic.
Description: Launches 4 grenades to each side of the hero ( South, North,West,East), upon landing each grenade explodes dealing 300 damage in a small aoe, also splitting into 2 weaker grenades with gas, each grenade deals 150 damage in a small aoe and releases gas, which causes the enemies to miss 40% of they're attacks.

I recommend this spell to be an ultimate, therefore only 1 level.

Now a little plan on how it should look.

X- Initial grenade
x - Splitted grenade
. - just random space so i can actually draw it here
A - Hero

.........................................................
..........................x.............................
......................x..X.x..........................
..........................x.............................
........x....................................x.........
.....x.X.x.............A...............x.X.x.......
.......x....................................x..........
.........................................................
..........................x.............................
.......................x.X.x..........................
..........................x.............................

Determine the range that the grenades fly yourself, because i'm not sure about it.
 

Charapanga

New Member
Reaction score
46
I tough someone posted, thats why i did double post, sorry. btw that spell was a joke (well not, it could be good against kids) here is a real spell.


Name: The Lacerator
Target Type: Point
Targets: Enemy, Ground, Oganic.
Description: After targeted, charges for 2 seconds and then goes through an straight line piercing any enemy in its path, reducing armor and doing damage. Damage type is pure.
Damage Dealt: 75/150/225/300
Armour Reduction: 3/5/7/9 and lasts for 4 seconds.
Cast Range: 800
Spell mechanics and FX: When charging, the hero gets its vertex coloring changing from 0% to 100% transparency and when the hero teleports to the target point it changes back to its normal transparency, affected units by the piercing attack will get the Death and Decay effect in its chests (not the purple smoke) and a custom sound of a sword slicing is played while the spell is being executed, not charging.

JASS:
Lacerator
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to The Lacerator 
    Actions
        Set LaCaster = (Triggering unit)
        Set LaCasterPoint = (Position of LaCaster)
        Set LaTargetPoint = (Target point of ability being cast)
        Set LaVisibility = 0.00
        Region - Center LaceRegion <gen> on LaTargetPoint
        Trigger - Turn on LaceratorMoveDamage <gen>
        Unit - Pause LaCaster
        Unit - Turn collision for LaCaster Off
        Wait until ((LaceRegion <gen> contains LaCaster) Equal to True), checking every 0.10 seconds
        Unit - Turn collision for LaCaster On
        Unit - Unpause LaCaster
        Trigger - Turn off LaceratorMoveDamage <gen>
        Animation - Change LaCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        Custom script:   call RemoveLocation(udg_LaCasterPoint)
        Custom script:   call RemoveLocation(udg_LaTargetPoint)

JASS:
LaceratorMoveDamage
    Events
        Time - Every 0.01 seconds of game time
    Conditions
        (LaceRegion <gen> contains LaCaster) Equal to False
    Actions
        Set LaCasterPoint = (Position of LaCaster)
        Set LaPoint = (LaCasterPoint offset by 50.00 towards (Angle from LaCasterPoint to LaTargetPoint) degrees)
        Set LaUnitGroup = (Units within 200.00 of LaCasterPoint matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of LaCaster)) Equal to True)))
        Animation - Change LaCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with LaVisibility% transparency
        Set LaVisibility = (LaVisibility + 10.00)
        Unit - Move LaCaster instantly to LaPoint
        Unit Group - Pick every unit in LaUnitGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dumm for (Owner of LaCaster) at LaCasterPoint facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Add LaceratorArmorDecrease  to (Last created unit)
                Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire (Picked unit)
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Unit - Cause LaCaster to damage (Picked unit), dealing 100.00 damage of attack type Pierce and damage type Sonic
                Unit Group - Remove (Picked unit) from LaUnitGroup
        Custom script:   call RemoveLocation(udg_LaCasterPoint)
        Custom script:   call RemoveLocation(udg_LaPoint)
        Custom script:   call DestroyGroup(udg_LaUnitGroup)

Finished, works great, i think i destroyed all leaks, if not, please warn me

Btw, thanx for the idea
 

Romek

Super Moderator
Reaction score
963
JASS:
Lacerator
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to The Lacerator 
    Actions
        Set LaCaster = (Triggering unit)
        Set LaCasterPoint = (Position of LaCaster)
        Set LaTargetPoint = (Target point of ability being cast)
        Set LaVisibility = 0.00
        Region - Center LaceRegion <gen> on LaTargetPoint
        Trigger - Turn on LaceratorMoveDamage <gen>
        Unit - Pause LaCaster
        Unit - Turn collision for LaCaster Off
        Wait until ((LaceRegion <gen> contains LaCaster) Equal to True), checking every 0.10 seconds
        Unit - Turn collision for LaCaster On
        Unit - Unpause LaCaster
        Trigger - Turn off LaceratorMoveDamage <gen>
        Animation - Change LaCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        Custom script:   call RemoveLocation(udg_LaCasterPoint)
        Custom script:   call RemoveLocation(udg_LaTargetPoint)

JASS:
LaceratorMoveDamage
    Events
        Time - Every 0.01 seconds of game time
    Conditions
        (LaceRegion <gen> contains LaCaster) Equal to False
    Actions
        Set LaCasterPoint = (Position of LaCaster)
        Set LaPoint = (LaCasterPoint offset by 50.00 towards (Angle from LaCasterPoint to LaTargetPoint) degrees)
        Set LaUnitGroup = (Units within 200.00 of LaCasterPoint matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of LaCaster)) Equal to True)))
        Animation - Change LaCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with LaVisibility% transparency
        Set LaVisibility = (LaVisibility + 10.00)
        Unit - Move LaCaster instantly to LaPoint
        Unit Group - Pick every unit in LaUnitGroup and do (Actions)
            Loop - Actions
                Unit - Create 1 Dumm for (Owner of LaCaster) at LaCasterPoint facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Add LaceratorArmorDecrease  to (Last created unit)
                Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire (Picked unit)
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Unit - Cause LaCaster to damage (Picked unit), dealing 100.00 damage of attack type Pierce and damage type Sonic
                Unit Group - Remove (Picked unit) from LaUnitGroup
        Custom script:   call RemoveLocation(udg_LaCasterPoint)
        Custom script:   call RemoveLocation(udg_LaPoint)
        Custom script:   call DestroyGroup(udg_LaUnitGroup)

Finished, works great, i think i destroyed all leaks, if not, please warn me

Btw, thanx for the idea
Please don't post actual code from spells here.
This isn't a spell request thread, it's a spell ideas thread.

Also, if you do make one of the ideas, there's a "Tutorials and Resources" section.
 

adeoin

Member
Reaction score
11
Name: Shadow Step
Base Spell: Wind Walk
Levels: 3
Icon Possible: Elune's Grace

Level 1: Caster renders himself invisible for 20 seconds. He also makes himself transparent allowing him to go through anything(collision size 0). At night his backstab damage is doubled and his movement is speed is increased by 10%.

Level 2: Caster renders himself invisible for 25 seconds. He also makes himself transparent allowing him to go through anything(collision size 0). At night his backstab damage is doubled and his movement is speed is increased by 15%.

Level 3: Caster renders himself invisible for 25 seconds. He also makes himself transparent allowing him to go through anything(collision size 0). At night his backstab damage is doubled and his movement is speed is increased by 20%.

_________________________________________________________________

Name: Time Freeze
Base: Warstomp
Levels: 3
Icon Possible: Blink

Level 1: Caster stops every unit in the map, and prevents them from casting spells or move. While the caster can move about freely for 10 seconds.

Level 2: Caster stops every unit in the map, and prevents them from casting spells or move. While the caster can move about freely for 15 seconds.

Level 3: Caster stops every unit in the map, and prevents them from casting spells or move. While the caster can move about freely for 20 seconds.

_________________________________________________________________

Name: Wild Cyclones
Base Spell: Thunder Clap
Levels: 3
Icon Possible: Cyclone

Level 1: Blademaster clones himself 3 times and each clone wildy casts bladestorm without control and move randomly throughout the map.

Level 2: Blademaster clones himself 4 times and each clone wildy casts bladestorm without control and move randomly throughout the map.

Level 3: Blademaster clones himself 5 times and each clone wildy casts bladestorm without control and move randomly throughout the map.
 

Fluffball

Well-Known Member
Reaction score
35
Shadow Strike
When attacked, the Hero has a (5x(Level of Ability) Chance to walk through the shadows instantly to the attacker to inflict a painful strike of darkness into the enemies back, paralysing (stunning) for 1/2/3/4 seconds (50% less for heroes). After the hero has attacked, he will walk back through the shadows to where he was previously. Does damage equal to the damage that Backstab does.

Backstab
When the hero is behind a unit, he will stab his knife into the unit's back, doing 2/3/4/5x agility in damage.
 

XeNiM666

I lurk for pizza
Reaction score
138
seems a little imba but..

Name: Doom
Type: Single Target
Targets: Non-hero, Non-structure, Non-mechanical, Organic
Description: Turns a unit's life to a constant random number for a few seconds. Disables Regeneration and Degeneration. After the effect has worn out, the unit will start regenerating/degenerating on the life that he currently has
Level 1: Turns a unit's life to 750 - 500 for a 2 seconds.
Level 2: Turns a unit's life to 500 - 250 for a 2.5 seconds.
Level 3: Turns a unit's life to 250 - 150 for a 3 seconds.
Level 4: Turns a unit's life to 150 - 10 for a 3.5 seconds.

Name: Mega Doom
Type: AoE
Targets: Non-hero, Non-structure, Non-mechanical, Organic
Description: Turns unit's life on a targeted area to a constant random number for a few seconds. Disables Regeneration and Degeneration. After the effect has worn out, the unit will start regenerating/degenerating on the life that he currently has.
Level 1: Turns a unit's life to 1500 - 1250 for a 0.5 seconds. 200 AoE
Level 2: Turns a unit's life to 1250 - 1000 for a 1 seconds. 250 AoE
Level 3: Turns a unit's life to 1000 - 500 for a 1.5 seconds. 300 AoE
Level 4: Turns a unit's life to 500 - 100 for a 2 seconds. 350 AoE
 

Fluffball

Well-Known Member
Reaction score
35
Mana Scythe
Upon attacking, the hero will steal mana from the attacked unit, aswell as 50% of that amount from nearby enemies, the mana is ripped out so forcefully, that it causes them to be damaged. The mana is absorbed and some mana is left in the air, causing nearby friendly units to regenerate mana upon walking through the affected region.
 

Daicos

New Member
Reaction score
25
NameOver Forced
Type Like that undead move thingy (forgoten the name... the necromancers use it....gah!!!)
TargetsGround, Enemy, Ally, Self
Description The Hero overforces a unit so much that they gain 400% attack speed and max movement speed and becomes a neutral unit attacking everyone... but after 5 seconds the unit explodes and deals 500 damage to ALL units within range. If used on urself you only gain 200% attack speed. If the unit's health reaches 0 before the 5 seconds it still explodes.
 

Exide

I am amazingly focused right now!
Reaction score
448
OffTopic (sort of):
You should make an index of all submitted spells and (if possible) links to them. (Dunno if the 'anchor' thingies work..)

I will submit a spell eventually, when I have the time. :p
 

Romek

Super Moderator
Reaction score
963
OffTopic (sort of):
You should make an index of all submitted spells and (if possible) links to them. (Dunno if the 'anchor' thingies work..)

I will submit a spell eventually, when I have the time. :p
Mm.. Good idea.
This thread would need cleaning up though.

Also, this isn't a help thread, and it isn't a requests thread. (So don't post "I MAED UR SPLL 4 U HEER:" and post a chunk of code.)

Also Fluffball, provide more information when submitting ideas, or I won't index them.
 

iPeez

Hot food far all world wide!
Reaction score
166
Name: Black Hole
Type: AoE/Nova :)confused:) ULTIMATE
Targets: Every unit (not buildings) in 500 range
Description: The Uber Dumbo Mage casts a charged bolt at the location. The bolt will become invisible, and explode when you trigger it (ability button). The explotion cause 'X' x level of black hole x level of Dark Pulse (see below) to each unit. The explotion doesnt only cause instant damage, but drags every unit into the center of it and blast them away 900 range (!) or until they hit an other unit or a destructable. If another unit is hit by a blasted unit it will take damage equal to 'Y' x Dark Pulse level (see below). ("huhh..." :p)

The hitted targets are left with the negative/possitive buff gravity equal to its level (Gravity is a spell see below).

Level 1: 'X' = 4 and 'Y' = 4
Level 2: 'X' = 6 and 'Y' = 9
Level 3: 'X' = 9 and 'Y' = 9



Name: Dark Pulse
Type: Constant Effect
Targets: Self
Description: The Dark Pulse, affect the other spells to The Uber Dumbo Mage and gives an extra % to his mana.

Level 1: 3%
Level 2: 5%
Level 3: 7%
Level 4: 9%



Name: Gravity (We have never seen such an orginal name)
Type: Single Target
Targets: Enemy/Friendly none buildings
Description: Gravity cause % x level of Dark Pulse decreased movement speed and % x level of Dark Pulse evasion. Friendly units can cancel gravity.

Level 1: 7%
Level 2: 10%
Level 3: 13%
Level 4: 16%
 

Romek

Super Moderator
Reaction score
963
> iPeez
Approved :p

Thanks for contributing everyone :)
 

Exide

I am amazingly focused right now!
Reaction score
448
I made a crappy spell, just for fun. It requires triggers, though.

Name: Spawn Units
Type: Passive
Targets: None
Description: Spawns units constantly around the Hero, to aid him. Strength and number of units spawned increases for each level. |nLasts 8 seconds, or until killed.
Note: Lasts 8 seconds, or until killed, on all levels.

Level 1: Max spawns: 3
Level 2: Max spawns: 4
Level 3: Max spawns: 5

Triggers:
JASS:

function HeroGroup_Func takes nothing returns boolean
    return ( IsUnitType(GetFilterUnit(), UNIT_TYPE_HERO) == true ) and ( GetUnitState(GetEnumUnit(), UNIT_STATE_LIFE) <= 0 )
endfunction

function CheckDeadUnits_Func takes nothing returns nothing
    if ( GetUnitState(GetEnumUnit(), UNIT_STATE_LIFE) <= 0 ) then
        set udg_UnitCounter[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))] = GetUnitUserData(GetEnumUnit())
    endif
endfunction

function GroupActions_Func takes nothing returns nothing
    local integer playernumber = GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))
    local integer abilitylevel = GetUnitAbilityLevel(GetEnumUnit(), 'A000')
    local integer spawnmax = ( abilitylevel + 2 ) 
    local integer spawnunit
    local unit spawn
    
    if ( abilitylevel >= 1 ) then
        
        set udg_SpawnLoc[playernumber] = GetUnitLoc(GetEnumUnit())
        if ( CountUnitsInGroup(udg_SpawnGroups[playernumber]) >= spawnmax ) then
            call ForGroup( udg_SpawnGroups[playernumber], function CheckDeadUnits_Func )
            return
        endif
        
        if ( abilitylevel == 1 ) then
            set spawnunit = 'e001'
        elseif ( abilitylevel == 2 ) then
            set spawnunit = 'e002'
        elseif ( abilitylevel == 3 ) then
            set spawnunit = 'e003'
        endif
        
        
        set spawn = CreateUnitAtLoc( GetOwningPlayer(GetEnumUnit()), spawnunit, udg_SpawnLoc[playernumber], 270.00 )
        call GroupAddUnit( udg_SpawnGroups[playernumber], spawn )
        call SetUnitUserData( spawn, udg_UnitCounter[playernumber] )
        set udg_UnitCounter[playernumber] = ( udg_UnitCounter[playernumber] + 1 )
        call IssueTargetOrder( spawn, "move", GetEnumUnit() )
        call UnitApplyTimedLife( spawn, 'BTLF', 8.00 )
        call RemoveLocation(udg_SpawnLoc[playernumber])
        
    endif
endfunction

function Trig_Spawn_Trigger_Actions takes nothing returns nothing
    set udg_HeroGroup = GetUnitsInRectMatching(GetPlayableMapRect(), Condition(function HeroGroup_Func))
    call ForGroup( udg_HeroGroup, function GroupActions_Func )
    call DestroyGroup(udg_HeroGroup)
endfunction

//===========================================================================
function InitTrig_Spawn_Trigger takes nothing returns nothing
    local trigger Spawn_Trigger = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( Spawn_Trigger, 1.50 )
    call TriggerAddAction( Spawn_Trigger, function Trig_Spawn_Trigger_Actions )
endfunction



Side-Triggers:

Code:
Remove Unit
    Events
        Unit - A unit Dies
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Unit Group - Remove (Triggering unit) from SpawnGroups[(Integer A)]

Code:
Defend Hero
    Events
        Unit - A unit Is attacked
    Conditions
        ((Triggering unit) is A Hero) Equal to True
    Actions
        Unit Group - Pick every unit in SpawnGroups[(Player number of (Owner of (Triggering unit)))] and do (Unit - Order (Picked unit) to Attack (Attacking unit))

Code:
Learning
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Spawn Units 
    Actions
        Trigger - Run Spawn Trigger <gen> (ignoring conditions)

Got a map too, if anyone's interssted. :p
 

Romek

Super Moderator
Reaction score
963
I made a crappy spell, just for fun. It requires triggers, though.

Name: Spawn Units
Type: Passive
Targets: None
Description: Spawns units constantly around the Hero, to aid him. Strength and number of units spawned increases for each level. |nLasts 8 seconds, or until killed.
Note: Lasts 8 seconds, or until killed, on all levels.

Level 1: Max spawns: 3
Level 2: Max spawns: 4
Level 3: Max spawns: 5

Triggers:
JASS:

function HeroGroup_Func takes nothing returns boolean
    return ( IsUnitType(GetFilterUnit(), UNIT_TYPE_HERO) == true ) and ( GetUnitState(GetEnumUnit(), UNIT_STATE_LIFE) &lt;= 0 )
endfunction

function CheckDeadUnits_Func takes nothing returns nothing
    if ( GetUnitState(GetEnumUnit(), UNIT_STATE_LIFE) &lt;= 0 ) then
        set udg_UnitCounter[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))] = GetUnitUserData(GetEnumUnit())
    endif
endfunction

function GroupActions_Func takes nothing returns nothing
    local integer playernumber = GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))
    local integer abilitylevel = GetUnitAbilityLevel(GetEnumUnit(), &#039;A000&#039;)
    local integer spawnmax = ( abilitylevel + 2 ) 
    local integer spawnunit
    local unit spawn
    
    if ( abilitylevel &gt;= 1 ) then
        
        set udg_SpawnLoc[playernumber] = GetUnitLoc(GetEnumUnit())
        if ( CountUnitsInGroup(udg_SpawnGroups[playernumber]) &gt;= spawnmax ) then
            call ForGroup( udg_SpawnGroups[playernumber], function CheckDeadUnits_Func )
            return
        endif
        
        if ( abilitylevel == 1 ) then
            set spawnunit = &#039;e001&#039;
        elseif ( abilitylevel == 2 ) then
            set spawnunit = &#039;e002&#039;
        elseif ( abilitylevel == 3 ) then
            set spawnunit = &#039;e003&#039;
        endif
        
        
        set spawn = CreateUnitAtLoc( GetOwningPlayer(GetEnumUnit()), spawnunit, udg_SpawnLoc[playernumber], 270.00 )
        call GroupAddUnit( udg_SpawnGroups[playernumber], spawn )
        call SetUnitUserData( spawn, udg_UnitCounter[playernumber] )
        set udg_UnitCounter[playernumber] = ( udg_UnitCounter[playernumber] + 1 )
        call IssueTargetOrder( spawn, &quot;move&quot;, GetEnumUnit() )
        call UnitApplyTimedLife( spawn, &#039;BTLF&#039;, 8.00 )
        call RemoveLocation(udg_SpawnLoc[playernumber])
        
    endif
endfunction

function Trig_Spawn_Trigger_Actions takes nothing returns nothing
    set udg_HeroGroup = GetUnitsInRectMatching(GetPlayableMapRect(), Condition(function HeroGroup_Func))
    call ForGroup( udg_HeroGroup, function GroupActions_Func )
    call DestroyGroup(udg_HeroGroup)
endfunction

//===========================================================================
function InitTrig_Spawn_Trigger takes nothing returns nothing
    local trigger Spawn_Trigger = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( Spawn_Trigger, 1.50 )
    call TriggerAddAction( Spawn_Trigger, function Trig_Spawn_Trigger_Actions )
endfunction



Side-Triggers:

Code:
Remove Unit
    Events
        Unit - A unit Dies
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Unit Group - Remove (Triggering unit) from SpawnGroups[(Integer A)]

Code:
Defend Hero
    Events
        Unit - A unit Is attacked
    Conditions
        ((Triggering unit) is A Hero) Equal to True
    Actions
        Unit Group - Pick every unit in SpawnGroups[(Player number of (Owner of (Triggering unit)))] and do (Unit - Order (Picked unit) to Attack (Attacking unit))

Code:
Learning
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Spawn Units 
    Actions
        Trigger - Run Spawn Trigger <gen> (ignoring conditions)

Got a map too, if anyone's interssted. :p
This isn't for already-made spells!
It's just for ideas.

If you have a spell, or have made a spell which you got from here, post it in the Tutorials and Resources section!

I'll add that to the first post.
 
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    +1
  • The Helper The Helper:
    I bitch about Xenforo sometimes but it really is full featured you just have to really know what you are doing to get the most out of it.
  • The Helper The Helper:
    It is just not easy to fix styles and customize but it definitely can be done
  • The Helper The Helper:
    I do know this - xenforo dropped the ball by not keeping the vbulletin reputation comments as a feature. The loss of the Reputation comments data when we switched to Xenforo really was the death knell for the site when it came to all the users that left. I know I missed it so much and I got way less interested in the site when that feature was gone and I run the site.
  • Blackveiled Blackveiled:
    People love rep, lol
    +1
  • The Helper The Helper:
    The recipe today is Sloppy Joe Casserole - one of my faves LOL https://www.thehelper.net/threads/sloppy-joe-casserole-with-manwich.193585/
  • The Helper The Helper:
    Decided to put up a healthier type recipe to mix it up - Honey Garlic Shrimp Stir-Fry https://www.thehelper.net/threads/recipe-honey-garlic-shrimp-stir-fry.193595/

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