The Spell Request Thread! (2nd)

NeuroToxin

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46
Rocket Fury is the spell, @Kadun im sorry, forgot to tell you that he was working on it, I did it, but it was quite messy so I asked him to.
 

kadun

New Member
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1
Rocket Fury is the spell, @Kadun im sorry, forgot to tell you that he was working on it, I did it, but it was quite messy so I asked him to.

its okay :)

And +rep Ayanami its working perfect im really glad :)

But how can i make it 10 second cooldown ?
 

kadun

New Member
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1
Swift Lightning:

I guess i can ask for a spell more now xD



can you make me a spell who stuns the target and blink to 5 spots around it when it continues casting lightning from the sky (the monsoon target buff)

It need to be 5 levels:

Lvl 1 :
last 5 second dealing 100 damage for each lightning
Lvl 2 :
last 5 second dealing 150 damage for each lightning
Lvl 3 :
last 5 second dealing 200 damage for each lightning
Lvl 4 :
last 5 second dealing 250 damage for each lightning
Lvl 5 :
last 5 second dealing 300 damage for each lightning

NOTE: The 5 blinks should form a pantagram
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
could you make a single target spell that has a channel duration of 2 seconds has no artwork and deals 0 damage but deals triggered damage based on a variable... heres what i have so far
Trigger:
  • Event
    • A unit begins casting an ability
    • Condition
    • Action
      • If
        • Ability being cast = Lightning Strike
      • Then
        • Cause casting unit to damage target of ability being cast for 12x Spell_Power (integer variable)
      • Else

i made the ability but it doesnt deal the damage its triggered to deal
checked to make sure it was the right ability on it, that it set the spell_power variable every second to equal the targets int + bonuses from items and i still cant get it to work...
and i need it to be channelled because i have a castbar i am attaching to all of my spells and they dont seem to register right when a unit begins casting an ability that isnt channeled, then it waits until the ability was successfully cast... which eliminates the need for a castbar
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
no, I think one spell idea thread is fine

if you think this thread has some good spells, PM WolfieeifloW to link them from his thread.
 

Smitty

Member
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20
Yes, so there's no point in asking people to PM WolfieeifloW asking him to make spells for them since he's not looking to do thaat. Although this thread has been necro'd a couple of times :/
 

Sonic

New Member
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10
This spell is from Dota, but a little changed,
Spell Name : Berserk Strike
Gui, Jass, vJass are welcome. As you wish
Mui of course
Description : Runs to a target, for purchasing Berserk Strike dealing 60% of target's max life, the hero is damaged by 50% of the hero max life. Also the target is slowed by 50%.
Other Marks : The Cast range of spell is 700.
The hero runs till the distance between target and hero becomes 150, then Berserk Strike!
While running, the hero's must be "walk" animation. Maybe to increase speed of animation to make it realistic, that the hero is really running I don't want stand animation, because it's not realistic. So animation is the important part of spell. And it's possible, because Dota uses it! :)
If the distance between the hero and target becomes greater than 1000, then running to the target is stopped
For testing use the model " Upgraded headhunter - Berserker Troll"
And please Walk animation!
 

Dirac

22710180
Reaction score
147
This spell is from Dota, but a little changed,
Spell Name : Berserk Strike
Gui, Jass, vJass are welcome. As you wish
Mui of course
Description : Runs to a target, for purchasing Berserk Strike dealing 60% of target's max life, the hero is damaged by 50% of the hero max life. Also the target is slowed by 50%.
Other Marks : The Cast range of spell is 700.
The hero runs till the distance between target and hero becomes 150, then Berserk Strike!
While running, the hero's must be "walk" animation. Maybe to increase speed of animation to make it realistic, that the hero is really running I don't want stand animation, because it's not realistic. So animation is the important part of spell. And it's possible, because Dota uses it! :)
If the distance between the hero and target becomes greater than 1000, then running to the target is stopped
For testing use the model " Upgraded headhunter - Berserker Troll"
And please Walk animation!
Uses Gtrigger and Dummy
JASS:
library BerserkStrike uses T32,Dummy optional GTrigger

    //Ability SetUp
    
    globals
        private constant real SPEED                 =30
        private constant real DAMAGE_TARGET_PERCENT =0.60
        private constant real DAMAGE_SELF_PERCENT   =0.50
        private constant real IMPACT_DISTANCE       =150
        private constant real MAX_DISTANCE          =1000
        
        private constant integer ABILITY            ='ASDF'
        //ability bassed off Cripple
        private constant integer SLOW_ABILITY       ='SLOW'
        
        private constant attacktype ATTACK_TYPE     =ATTACK_TYPE_NORMAL
        private constant damagetype DAMAGE_TYPE     =DAMAGE_TYPE_NORMAL
        
        private constant string EFFECT              ="Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl"
    endglobals
    
    //Do not modify past this point
    
    private struct BS
        unit caster
        unit target
        private method periodic takes nothing returns nothing
            local real cx=GetUnitX(.caster)
            local real cy=GetUnitY(.caster)
            local real tx=GetUnitX(.target)
            local real ty=GetUnitY(.target)
            local real d=SquareRoot((tx-cx)*(tx-cx)+(ty-cy)*(ty-cy))
            local real a=Atan2(ty-cy,tx-cx)
            call SetUnitX(.caster,cx+SPEED*Cos(a))
            call SetUnitY(.caster,cy+SPEED*Sin(a))
            if d>=MAX_DISTANCE then
                call PauseUnit(.caster,false)
                call SetUnitAnimation(.caster,"stand")
                call .stopPeriodic()
                call .deallocate()
            elseif d<=IMPACT_DISTANCE then
                call PauseUnit(.caster,false)
                call IssueTargetOrder(.caster,"smart",.target)
                call UnitDamageTarget(.caster,.target,GetUnitState(.target,UNIT_STATE_MAX_LIFE)*DAMAGE_TARGET_PERCENT,true,false,ATTACK_TYPE,DAMAGE_TYPE,null)
                call UnitDamageTarget(.caster,.caster,GetUnitState(.caster,UNIT_STATE_MAX_LIFE)*DAMAGE_SELF_PERCENT,true,false,ATTACK_TYPE,DAMAGE_TYPE,null)
                call DestroyEffect(AddSpecialEffectTarget(EFFECT,.target,"chest"))
                call CastSpellOnTarget(.target,GetOwningPlayer(.caster),SLOW_ABILITY,1,"cripple",tx,ty)
                call .stopPeriodic()
                call .deallocate()
            endif
        endmethod
        implement T32x
        private static method start takes nothing returns boolean
            local thistype this
            if GetSpellAbilityId()==ABILITY then
                set this=thistype.allocate()
                set .caster=GetTriggerUnit()
                set .target=GetSpellTargetUnit()
                call PauseUnit(.caster,true)
                call SetUnitAnimationByIndex(.caster,17)
                call .startPeriodic()
            endif
            return false
        endmethod
        private static method onInit takes nothing returns nothing
            local trigger trig=CreateTrigger()
            static if LIBRARY_GTrigger then
                call GT_RegisterStartsEffectEvent(trig,ABILITY)
            else
                call TriggerRegisterAnyUnitEventBJ(trig,EVENT_PLAYER_UNIT_SPELL_EFFECT)
            endif
            call TriggerAddCondition(trig,function thistype.start)
        endmethod
    endstruct
endlibrary
 

DotaIndonesia

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Spell Name: Vanish

Code Preference: GUI

Spell Type: MUI

Description: Toggle to enter Stealth Mode until toggled off, you run out of mana, or you attack or cast Marksman Shot. Stealth Mode grants you Invisiblity and 25% Movement Speed, but drains 2 / 3 / 4 / 5 Mana per second. When Stealth ends, you gain 300% Attack Speed for 1 / 2 / 3 / 4 attacks.
Like Immolation, please i need this.
:)
 

DotaIndonesia

New Member
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Spell Name: Heavenly Vault

Code Preference: GUI

Spell Type: MUI

Description: Vault over a unit, jumping 300 distance in front of it (distance doubled if building) while pushing it back and inflicting Vaulted if it is an enemy. Enemies at your landing point are also inflicted with Vaulted. The first application of Vaulted will inflict 100 / 150 / 200 / 250 Physical Damage and 20 / 40 / 60 / 80% Movement Speed Slow for 2 seconds. Additional applications will inflict half of the previous application.
 

hazylwp

Member
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0
Spell name : Arrow Burst
Code Preference : GUI
Spell type : MUI

Description : fires arrows (4) in a cone shape and deals damage based on the caster's agility. Units hit by the arrow will be slowed for a short duration.

Level 1 : .15x Agility, 12% movement slow
Level 2 : .20x Agility, 18% movement slow
Level 3 : .25x Agility, 24% movement slow
Level 4 : .30x Agility, 30% movement slow

Notes:
- Damage type is pure
- Slow lasts 8 seconds at all levels
- Projectile max distance is 1000
- AoE between projectiles is 125
 
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