Spellpack Windrunner's Spells

Angel_Island

Much long, many time, wow
Reaction score
56
Windrunner's Spells
Shackleshot
Powershot
Windrunner
Focus Fire

Coded By Angel_Island




Shackleshot

GUI/JASS: GUI
MUI/MPI: MUI
Leakless: Yes
Lagless: Yes

Spell Info:

Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.

Level 1 - 1.5 seconds shackle.
Level 2 - 2.25 seconds shackle.
Level 3 - 3 seconds shackle.
Level 4 - 3.75 seconds shackle.

Screenshot:
shackleshot.jpg
Code:
Trigger:
  • Damage Detection
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set EventUnits = (Units in (Playable map area))
      • Unit Group - Pick every unit in EventUnits and do (Actions)
        • Loop - Actions
          • Trigger - Add to Shackleshot <gen> the event (Unit - (Picked unit) Takes damage)
          • Trigger - Add to Focus Fire Damage Reduction <gen> the event (Unit - (Picked unit) Takes damage)

Trigger:
  • Damage Detection 2
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is in EventUnits) Equal to False
    • Actions
      • Unit Group - Add (Triggering unit) to EventUnits
      • Trigger - Add to Shackleshot <gen> the event (Unit - (Triggering unit) Takes damage)
      • Trigger - Add to Focus Fire Damage Reduction <gen> the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Shackleshot
    • Events
    • Conditions
      • (Unit-type of (Damage source)) Not equal to Dummy
      • ((Triggering unit) has buff Shackleshot Stun ) Equal to True
      • (Damage taken) Equal to 0.00
    • Actions
      • Set ShackleCasterPosition = (Position of (Damage source))
      • Set ShackleTargetPosition = (Position of (Triggering unit))
      • Set ShackleGroup = (Units within 550.00 of ShackleTargetPosition)
      • Unit Group - Pick every unit in ShackleGroup and do (Actions)
        • Loop - Actions
          • Set ShacklePickedUnitPosition = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is A structure) Equal to False
              • ((Picked unit) belongs to an enemy of (Owner of (Damage source))) Equal to True
              • (Angle from ShackleTargetPosition to ShacklePickedUnitPosition) Greater than or equal to ((Angle from ShackleCasterPosition to ShackleTargetPosition) - 30.00)
              • (Angle from ShackleTargetPosition to ShacklePickedUnitPosition) Less than or equal to ((Angle from ShackleCasterPosition to ShackleTargetPosition) + 30.00)
              • ((Picked unit) is alive) Equal to True
              • (Picked unit) Not equal to (Triggering unit)
              • (Picked unit) Not equal to (Damage source)
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in ShackleTargetsBehind) Equal to 0
                • Then - Actions
                  • Unit Group - Add (Picked unit) to ShackleTargetsBehind
                • Else - Actions
            • Else - Actions
      • Set ShackleTargetPick = (Random 1 units from ShackleTargetsBehind)
      • Unit Group - Remove all units of ShackleTargetsBehind from ShackleTargetsBehind
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in ShackleTargetPick) Greater than 0
        • Then - Actions
          • Unit - Create 1 Dummy for (Owner of (Damage source)) at ShackleTargetPosition facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Shackleshot Stun to (Last created unit)
          • Unit - Set level of Shackleshot Stun for (Last created unit) to (Level of Shackleshot for (Damage source))
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Triggering unit)
          • Unit Group - Pick every unit in ShackleTargetPick and do (Actions)
            • Loop - Actions
              • Unit Group - Remove (Picked unit) from ShackleTargetsBehind
              • Set ShacklePickedUnitPosition2 = (Position of (Picked unit))
              • Unit - Create 1 Dummy for (Owner of (Damage source)) at ShacklePickedUnitPosition2 facing Default building facing degrees
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Unit - Add Shackleshot Stun to (Last created unit)
              • Unit - Set level of Shackleshot Stun for (Last created unit) to (Level of Shackleshot for (Damage source))
              • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
          • Lightning - Create a Mana Flare lightning effect from source ShackleTargetPosition to target ShacklePickedUnitPosition2
          • Set Shackle[ShackleInstances[0]] = (Last created lightning effect)
          • Lightning - Change color of (Last created lightning effect) to (0.30 0.50 0.90) with 0.50 alpha
          • Custom script: call RemoveLocation(udg_ShacklePickedUnitPosition2)
          • Set ShackleInstances[0] = (ShackleInstances[0] + 1)
          • Set ShackleInstances[1] = (ShackleInstances[1] + 1)
          • Custom script: if udg_ShackleInstances[0] >= 8000 then
          • Set ShackleInstances[0] = 0
          • Custom script: endif
          • Custom script: call RemoveLocation(udg_ShackleCasterPosition)
          • Custom script: call RemoveLocation(udg_ShackleTargetPosition)
          • Custom script: call RemoveLocation(udg_ShacklePickedUnitPosition)
          • Custom script: call RemoveLocation(udg_ShacklePickedTreePosition)
          • Custom script: call DestroyGroup(udg_ShackleTargetPick)
          • Custom script: call DestroyGroup(udg_ShackleGroup)
          • Wait (0.75 x (Real((Level of Shackleshot for (Damage source))))) seconds
          • Lightning - Destroy Shackle[(ShackleInstances[0] - ShackleInstances[1])]
          • Set ShackleInstances[1] = (ShackleInstances[1] - 1)
        • Else - Actions
          • Set ShackleTargetPosition2 = (ShackleTargetPosition offset by 353.55 towards (Angle from ShackleCasterPosition to ShackleTargetPosition) degrees)
          • Destructible - Pick every destructible in (Region centered at ShackleTargetPosition2 with size (500.00, 500.00)) and do (Actions)
            • Loop - Actions
              • Set ShacklePickedTreePosition = (Position of (Picked destructible))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked destructible) is alive) Equal to True
                  • (Angle from ShackleTargetPosition to ShacklePickedTreePosition) Greater than or equal to ((Angle from ShackleCasterPosition to ShackleTargetPosition) - 25.00)
                  • (Angle from ShackleTargetPosition to ShacklePickedTreePosition) Less than or equal to ((Angle from ShackleCasterPosition to ShackleTargetPosition) + 25.00)
                • Then - Actions
                  • Unit - Create 1 Dummy for (Owner of (Damage source)) at ShackleTargetPosition facing Default building facing degrees
                  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                  • Unit - Add Shackleshot Stun to (Last created unit)
                  • Unit - Set level of Shackleshot Stun for (Last created unit) to (Level of Shackleshot for (Damage source))
                  • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Triggering unit)
                  • Custom script: if udg_ShacklePickedTree == null then
                  • Set ShacklePickedTree = (Picked destructible)
                  • Set ShacklePickedTreePosition2 = (Position of ShacklePickedTree)
                  • Custom script: endif
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ShacklePickedTree Not equal to No destructible
            • Then - Actions
              • Lightning - Create a Mana Flare lightning effect from source ShackleTargetPosition to target ShacklePickedTreePosition2
              • Set Shackle[ShackleInstances[0]] = (Last created lightning effect)
              • Lightning - Change color of (Last created lightning effect) to (0.30 0.50 0.90) with 0.50 alpha
              • Custom script: call RemoveLocation(udg_ShacklePickedTreePosition2)
              • Set ShackleInstances[0] = (ShackleInstances[0] + 1)
              • Set ShackleInstances[1] = (ShackleInstances[1] + 1)
              • Set ShacklePickedTree = No destructible
              • Custom script: if udg_ShackleInstances[0] >= 8000 then
              • Set ShackleInstances[0] = 0
              • Custom script: endif
              • Custom script: call RemoveLocation(udg_ShackleCasterPosition)
              • Custom script: call RemoveLocation(udg_ShackleTargetPosition)
              • Custom script: call RemoveLocation(udg_ShacklePickedUnitPosition)
              • Custom script: call RemoveLocation(udg_ShacklePickedTreePosition)
              • Custom script: call DestroyGroup(udg_ShackleTargetPick)
              • Custom script: call DestroyGroup(udg_ShackleGroup)
              • Wait (0.75 x (Real((Level of Shackleshot for (Damage source))))) seconds
              • Lightning - Destroy Shackle[(ShackleInstances[0] - ShackleInstances[1])]
              • Set ShackleInstances[1] = (ShackleInstances[1] - 1)
            • Else - Actions


Powershot

GUI/JASS: GUI
MUI/MPI: MUI
Leakless: Yes
Lagless: Yes

Spell Info:

Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels up to 1700 distance, dealing damage and destroying trees in its path. The damaged dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through.

Level 1 - 120 initial damage.
Level 2 - 200 initial damage.
Level 3 - 280 initial damage.
Level 4 - 360 initial damage.

Screenshot:
powershot.jpg
Code:
Trigger:
  • Powershot Casting
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Powershot
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • PowerInstances Greater than or equal to 1000
        • Then - Actions
          • Set FocusFireTargets = 0
        • Else - Actions
      • Set PowerCasterPosition = (Position of (Triggering unit))
      • Set PowerTargetPoint = (Target point of ability being cast)
      • Set PowerAngle[PowerInstances] = (Angle from PowerCasterPosition to PowerTargetPoint)
      • Animation - Change (Triggering unit)'s animation speed to 80.00% of its original speed
      • Unit - Set the custom value of (Triggering unit) to PowerInstances
      • Countdown Timer - Start PowerTimer[PowerInstances] as a One-shot timer that will expire in 1.00 seconds
      • Set PowerInstances = (PowerInstances + 1)
      • Custom script: call RemoveLocation(udg_PowerCasterPosition)
      • Custom script: call RemoveLocation(udg_PowerTargetPoint)

Trigger:
  • Powershot Shoot
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to Powershot
    • Actions
      • Animation - Change (Triggering unit)'s animation speed to 100.00% of its original speed
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Elapsed time for PowerTimer[(Custom value of (Triggering unit))]) Greater than 0.30
        • Then - Actions
          • Set PowerCasterPosition2 = (Position of (Triggering unit))
          • Unit - Create 1 Powershot Dummy for (Owner of (Triggering unit)) at PowerCasterPosition2 facing PowerAngle[(Custom value of (Triggering unit))] degrees
          • Unit - Add a 0.60 second Generic expiration timer to (Last created unit)
          • Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
          • Unit Group - Add (Last created unit) to PowerGroup
          • Set PowerDamage[(Custom value of (Triggering unit))] = ((40.00 + (80.00 x (Real((Level of Powershot for (Triggering unit)))))) x (Elapsed time for PowerTimer[(Custom value of (Triggering unit))]))
          • Set PowerSpeed[(Custom value of (Triggering unit))] = 90.00
          • Unit - Set the custom value of (Triggering unit) to 0
          • Custom script: call RemoveLocation(udg_PowerCasterPosition2)
        • Else - Actions

Trigger:
  • Powershot Arrow
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in PowerGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Set PowerArrow = (Picked unit)
              • Set PowerPosition = (Position of PowerArrow)
              • Set PowerCustomValue = (Custom value of (Picked unit))
              • Special Effect - Create a special effect at PowerPosition using Tornado.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
              • Set PowerDamageArea = (Units within 150.00 of PowerPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True) and (((Matching unit) Not equal to (Picked unit)) and ((((Matching unit) is in PowerDamagedTargets[PowerCustomValue]) Equal to False) and (((Matching unit is alive) Equal to True))
              • Unit Group - Pick every unit in PowerDamageArea and do (Actions)
                • Loop - Actions
                  • Unit Group - Add (Picked unit) to PowerDamagedTargets[PowerCustomValue]
                  • Unit - Cause PowerArrow to damage (Picked unit), dealing PowerDamage[PowerCustomValue] damage of attack type Hero and damage type Universal
                  • Set PowerDamage[PowerCustomValue] = (PowerDamage[PowerCustomValue] x 0.90)
                  • Set PowerSpeed[PowerCustomValue] = (PowerSpeed[PowerCustomValue] x 0.90)
              • Destructible - Pick every destructible within 90.00 of PowerPosition and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked destructible) is alive) Equal to True
                    • Then - Actions
                      • Destructible - Kill (Picked destructible)
                      • Set PowerSpeed[PowerCustomValue] = (PowerSpeed[PowerCustomValue] x 0.99)
                      • Set PowerDamage[PowerCustomValue] = (PowerDamage[PowerCustomValue] x 0.99)
                    • Else - Actions
              • Set PowerPosition2 = (PowerPosition offset by PowerSpeed[PowerCustomValue] towards (Facing of (Picked unit)) degrees)
              • Unit - Move (Picked unit) instantly to PowerPosition2
              • Custom script: call RemoveLocation(udg_PowerPosition)
              • Custom script: call RemoveLocation(udg_PowerPosition2)
              • Custom script: call DestroyGroup(udg_PowerDamageArea)
            • Else - Actions
              • Set PowerCustomValue = (Custom value of (Picked unit))
              • Custom script: call DestroyGroup(udg_PowerDamagedTargets[udg_PowerCustomValue])
              • Unit Group - Remove (Picked unit) from PowerGroup


Windrunner

GUI/JASS: GUI
MUI/MPI: MUI
Leakless: Yes
Lagless: Yes

Spell Info:

Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed in a 300 AoE around her.

Level 1 - 8% slow, lasts 2.75 seconds.
Level 2 - 16% slow, lasts 3.5 seconds.
Level 3 - 24% slow, lasts 4.25 seconds.
Level 4 - 30% slow, lasts 5 seconds.

Screenshot:
windrunner.jpg
Code:
Trigger:
  • Windrunner
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Windrunner
    • Actions
      • Set WindrunnerPosition = (Position of (Triggering unit))
      • Unit - Add Windrunner Spell Book to (Triggering unit)
      • Player - Disable Windrunner Spell Book for (Owner of (Triggering unit))
      • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at WindrunnerPosition facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Windrunner Speed to (Last created unit)
      • Unit - Set level of Windrunner Speed for (Last created unit) to (Level of Windrunner for (Triggering unit))
      • Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Triggering unit)
      • Unit - Set level of Windrunner Slow Aura for (Triggering unit) to (Level of Windrunner for (Triggering unit))
      • Custom script: call RemoveLocation(udg_WindrunnerPosition)
      • Wait (2.00 + (0.75 x (Real((Level of Windrunner for (Triggering unit)))))) seconds
      • Unit - Remove Windrunner Spell Book from (Triggering unit)

Trigger:
  • Windrunner Effect
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set WindrunnerCasters = (Units in (Playable map area) matching (((Matching unit) has buff Windrunner Speed ) Equal to True))
      • Unit Group - Pick every unit in WindrunnerCasters and do (Actions)
        • Loop - Actions
          • Set WindrunnerPosition = (Position of (Picked unit))
          • Special Effect - Create a special effect at WindrunnerPosition using Tornado.mdx
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_WindrunnerPosition)
      • Custom script: call DestroyGroup(udg_WindrunnerCasters)


Focus Fire

GUI/JASS: GUI
MUI/MPI: MUI
Leakless: Yes
Lagless: Yes

Spell Info:

Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target. Damage is reduced in this state.

Level 1 - 50% reduced damage.
Level 2 - 40% reduced damage.
Level 3 - 30% reduced damage.

Screenshot:
focusfire.jpg
Code:
Trigger:
  • Damage Detection
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set EventUnits = (Units in (Playable map area))
      • Unit Group - Pick every unit in EventUnits and do (Actions)
        • Loop - Actions
          • Trigger - Add to Shackleshot <gen> the event (Unit - (Picked unit) Takes damage)
          • Trigger - Add to Focus Fire Damage Reduction <gen> the event (Unit - (Picked unit) Takes damage)

Trigger:
  • Damage Detection 2
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is in EventUnits) Equal to False
    • Actions
      • Unit Group - Add (Triggering unit) to EventUnits
      • Trigger - Add to Shackleshot <gen> the event (Unit - (Triggering unit) Takes damage)
      • Trigger - Add to Focus Fire Damage Reduction <gen> the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Focus Fire Casting
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Focus Fire
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FocusFireTargets Greater than or equal to 500
        • Then - Actions
          • Set FocusFireTargets = 0
        • Else - Actions
      • Unit - Set the custom value of (Triggering unit) to FocusFireTargets
      • Set FocusFireTarget[(Custom value of (Triggering unit))] = (Target unit of ability being cast)
      • Unit - Add Focus Fire Attack Speed to (Triggering unit)
      • Unit - Order (Triggering unit) to Orc Troll Berserker - Berserk
      • Unit - Remove Focus Fire Attack Speed from (Triggering unit)
      • Unit - Order (Triggering unit) to Attack FocusFireTarget[(Custom value of (Triggering unit))]
      • Set FocusFireTargets = (FocusFireTargets + 1)

Trigger:
  • Focus Fire Damage Reduction
    • Events
    • Conditions
      • ((Damage source) has buff Focus Fire Buff ) Equal to True
    • Actions
      • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + ((Damage taken) x (0.60 - (0.10 x (Real((Level of Focus Fire for (Damage source))))))))

Trigger:
  • Focus Fire Remove Buff
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Attacked unit) Not equal to FocusFireTarget[(Custom value of (Attacking unit))]
      • ((Attacking unit) has buff Focus Fire Buff ) Equal to True
    • Actions
      • Unit - Remove Focus Fire Buff buff from (Attacking unit)

Updates:
Update v1.1: Fixed powershot hotkey for learning. Added wind effect for Windrunner and Focus Fire. Changed some triggers.
 

Attachments

  • Windrunner's Spells.w3x
    55.9 KB · Views: 701
  • Windrunner's Spells v1.1.w3x
    57.4 KB · Views: 1,272

Romek

Super Moderator
Reaction score
963
Oh lord. A GUI MUI spellpack.
What could be worse? :p
 

BlackRose

Forum User
Reaction score
239
......yet another DotA pack, if you do make another one, please make it Storm Spirit :)!
Testing now, wait a few minutes.

Shackle Shot seems fine, though I never really understood it's angle or how it works.
Powershot's hotkey is broken (Learn). Looks fine otherwise.
Windrunner's trail isn't prominent either.
Focus Fire doesn't have those fancy wind things attached to hand and stuff and what if you cast some buff dispelling spell onto her? Will Focus Fire be removed?

You do know that DotA uses a custom model for the wind effects? It is just the same one with no animation (no stand or birth) (like Frost Nova)<-- Not an accurate explanation of what I'm trying to tell you, I can't think of how to say.

Oh lord. A GUI MUI spellpack.
What could be worse?
Right now, SO COLD!

Windrunner's Spells
Shackleshot
Powershot
Windrunner
Focus Fire
Made By Angel_Island
Alleria the Windrunner's Skills
Shackleshot
Powershot
Windrunner
Focus Fire
CODED by Angel_Island
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
I wonder why those spells will include
Lagless
Leakless

If you want to post up a spell of spell pack, just be sure it is lagless and leakless. So interesting...
 

Angel_Island

Much long, many time, wow
Reaction score
56
I know, I mean from where you get them?
Is there any Dota site where you find the icons?

I found them in the Dota Site.

......yet another DotA pack, if you do make another one, please make it Storm Spirit :)!
Testing now, wait a few minutes.

Shackle Shot seems fine, though I never really understood it's angle or how it works.
Powershot's hotkey is broken (Learn). Looks fine otherwise.
Windrunner's trail isn't prominent either.
Focus Fire doesn't have those fancy wind things attached to hand and stuff and what if you cast some buff dispelling spell onto her? Will Focus Fire be removed?

You do know that DotA uses a custom model for the wind effects? It is just the same one with no animation (no stand or birth) (like Frost Nova)<-- Not an accurate explanation of what I'm trying to tell you, I can't think of how to say.

The angle of the Shackleshot is listed in the DotA-Wiki.
I will fix the Powershot hotkey (Learn), Windrunner's trail and Focus Fire wind thing later.
No. Focus Fire is not removed when you use dispel magic on the unit.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Code:
# Custom script: if udg_FocusFireTargets >= 500 then
# Set FocusFireTargets = 0
# Custom script: endif
Why?
There's a perfectly fine GUI function for that :p .

And good spells;
But try to make your own instead of copying :rolleyes: .
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        FocusFireTargets Greater than or equal to (>=) 500
    Then - Actions
        Set FocusFireTargets = 0
    Else - Actions
 

Romek

Super Moderator
Reaction score
963
Romek said:
Oh lord. A GUI MUI spellpack.
What could be worse?
Oh, I forgot.
A Hybrid-JASS-GUI MUI spellpack.
 

Igor_Z

You can change this now in User CP.
Reaction score
61
The shackleshot is good, the powershot distance should be improved like in dotA(this is if u want it to be as same as dotA), the windrunner ability should have more of those tornado effects attached to her chest or origin or whatever and the focus fire should be good. I rly don't know if your Focus Fire is fixed cuz in dotA if u cast it many times you will heal the targeted unit :). For more info about the Windrunner spells check this out. Here is what dotA uses. A tornado wind model but with no animation. Import it to your map.
 

Attachments

  • Tornado.mdx
    1.9 KB · Views: 456

FhelZone

Have a drink of a nice cold mellowberry juice!
Reaction score
103
Yep, the windrunner needs almost all of her skills to involve tornadoes hehehe.....
 

Archideas

Active Member
Reaction score
32
There's something very strange with the Powershot ability after I imported it into another map.

I'm able to use the skill twice perfectly, but if I try to use it a third time the arrow won't fire.
 
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