| 07-06-2005, 06:49 PM | #1 |
Guest | I have been colecting abilites that i could not work out over the weeks. Here is a list of most if not all of them. Help Would be greatly appreciated and rep will be given for each ability that i have confirmed of its workability. As i am a noob i cannot work with jass. please limit to gui. if a player improves up an already answered spell they will get rep also if they want. (person cannot get mroe than 1 rep for a spell) Please include when answering: Ability Name If you want rep or not 1) Multi-Shot Targets Allowed: Unit or Point Active Spell Shoots out a volley of projectiles that damages the first thing they hit , arrow distance is limited 2)Blackout Targets Allowed: Unit Active Spell Target hero/unit's camera fades to black within 2 seconds and movment speed is reduced 50% or Target loses ally vision and it self has very limited vision (250) and movement speed is slowed 50% 3)Attack of Darkness Targets Allowed: Unit Autocast/arrow spell On attack the targeted unit's camera turns black for .5 second 4)Life Burn Targets Allowed: Unit Active Spell Like mana burn but burns x life and x/2 mana. it will still work if unit has 0 mana, meaning it will stil damage with the hero full capacity but burns whatever mana is left 5)Skeletal Advantage Passive 5% chance to evade a spell 6)Soul Ravage Targets Allowed: Unit Active Spell once you target the unit, the hero will keep attacking it for 10 seconds regardless of anything else, when cast the target loses 10% attack and mvoe speed and hero gets 10%, each attack the hero gains 1% attack and move and the target loses 1% attack and move speed 7)March of flames Targets Allowed: Unit or point Active Spell Same as march of goblins, its stampede but its not channleing like with a dummy caster 8)Fist of the heavens Targets Allowed: Unit Active Spell Does x damage to targeted unit and nearby units with 350 get, if enemy damage for x/5, if allied heals for x/4 9)Devour Targets Allowed: Unit Active Spell The land rippeles to the targeted unit (closing in) and a mound of dirt pops up and the unit is "stuck" (cant be seen) underneath it, unit takes x damage each second for y seconds 10) Soul Crush Targets Allowed: Unit Active Spell Does x damage or y% of target's max health ( which ever more ) to target |
| 07-06-2005, 07:02 PM | #2 |
Guest | 7) Just make a dummy unit and a dummy ability (I'd suggest carrion swarm or u could just use stampede with duration set to 0.01), and your Casting ability. Then, make a trigger. Code:
Events: Unit starts the effect of an ability
Conditions: Ability being cast equal to <dummy ability>
Actions:
Create 1 dummy unit for owner of casting unit at position of casting unit
Unit - Add <Casting Ability> to last created unit
Unit - Set Level of <Casting Ability> for last created unit to level of <Dummy Unit> for Casting Unit
Unit - Order Last Created Unit to Stampede Target Point of Ability Being CastThen make another trigger to remove it. Code:
Events: Unit stops casting an ability Conditions: Ability being cast equal to <Casting Ability> Actions: Unit - Remove Casting Unit from the game and yes i'd like rep if it works :P |
| 07-06-2005, 10:34 PM | #3 |
Guest | Works Fine, it says i have to spread rep around before giving it to you again, how do i fix that? |
| 07-07-2005, 02:29 AM | #4 |
Guest | 5 should be simple. Use the Spell Shield (Amulet) ability. Oh, and most importantly- get rid of the icon and the cooldown. Make a "dummy icon," where there is an icon that isn't the actual spell, but it looks like it is. Without the dummy icon, there won't even be an icon! Code:
Skeletal Advantage
Events
Unit - A unit Starts the effect of an ability
Conditions
(Target unit of ability being cast) Equal to SA_Unit
Actions
Unit - Add Spell Shield (Amulet) to (Triggering unit)
Set Attacking_Unit = (Casting unit)
Set SA_Probability = (Random integer number between 1 and 20)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SA_Probability Equal to 1
Then - Actions
Set Attacking_Unit = No unit
Else - Actions
Unit - Remove Spell Shield (Amulet) from (Triggering unit)Very simple trigger. One last thing- do not add Spell Shield (Amulet) to the unit with the ability. Just make sure you edit it for 0 cooldown at least. If you want me to make this so it works in levels (level 2 gives 10%), just ask. |
| 07-07-2005, 02:42 AM | #5 |
Guest | I'm not sure what to do about that rep problem... but i think i can help you out with abilty #1 Multi shot: Just use the ability Barrage with targets set to enemies, ground, air, etc.... Unless you want it to be a castable ability in which case, I could probably think of something else. But let me know if this isn't what you want... |
| 07-07-2005, 02:52 AM | #6 |
Guest | I'm not sure what to do about that rep problem... but i think i can help you out with abilties #1 and #10 1) Multi Shot: Just use the ability Barrage with targets set to enemies, ground, air, etc.... Unless you want it to be a castable ability in which case, I could probably think of something else. But let me know if this isn't what you want... 10) Soul Crush: Make an abilty based off acid bomb if you want a missile that doesn't stun and name it Soul Crush (Or you could base it off Finger of Death to get a lightning effect). Set all damage to 0 and durations to 0.01. Then, make this trigger: Code:
Events: Unit Starts the Effect of an ability
Conditions: Ability being cast equal to <Soul Crush>
Actions:
If/Then/Else (Mult Functions)
If (Conditions)
Real Comparison -> <X Dmg> Greater than or equal to Arithmetic(<Y Percent converted to decimal-ex:0.15> * Maximum health of target of ability being cast)
Then (Actions)
Unit - Order Casting Unit to Damage Target of ability being cast for <X Dmg> using damage type magic blah blah...
Else (Actions)
Unit - Order Casting Unit to Damage Target of ability being cast for Arithmetic(<Y Percent> * Maximum health of Target of ability being cast) |
| 07-07-2005, 03:24 AM | #7 |
Guest | no barrage will not work |
| 07-07-2005, 06:22 AM | #8 | |
Quote:
Ive searched for a while and i believe that you cannot change the vision of the unit (the closest i got was Ultravision, which completely stupid in this case). but i did come up with this: Code:
Blackout
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Blackout
Actions
Cinematic - Turn cinematic mode On for (All players matching (((Matching unit) has buff Blackout ) Equal to True))
[u][b] Cinematic - Fade out and back in over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency[/b][/u]
Wait 2.00 seconds
Cinematic - Turn cinematic mode Off for (All players matching (((Matching unit) has buff Blackout ) Equal to True))
Player Group - Pick every player in (All players matching (((Matching player) is an ally of (Owner of (Target unit of ability being cast))) Equal to True)) and do (Actions)
Loop - Actions
Player - For (Picked player), turn Shared vision Off toward (Owner of (Target unit of ability being cast))
Wait until (((Target unit of ability being cast) has buff Blackout ) Equal to False), checking every 0.10 seconds
Player Group - Pick every player in (All players matching (((Matching player) is an ally of (Owner of (Target unit of ability being cast))) Equal to True)) and do (Actions)
Loop - Actions
Player - For (Picked player), turn Shared vision On toward (Owner of (Target unit of ability being cast))ok i think this works. what you should base the ability off of is cripple because it slows, and gives someone a buff. the bad thing is that it doesnt do damge, you can change this putting a caster in or whatever... enjoy EDIT: i think this would be cool: if instead of fading into black, it fades from black. so right when the unit gets hit with the spell their screen is instantly black, and then it fades from there. just change the function that is in bold and underlined |
| 07-07-2005, 09:33 PM | #9 |
Guest | i dont like the cinematic mode but instead of it can you make the mini map turn black and the camera turn black? |
| 07-07-2005, 10:46 PM | #10 | |
Quote:
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| 07-07-2005, 11:17 PM | #11 | |
Quote:
Ok this is pretty simple if you wanna make it like the diablo ability. It will need a caster. This is what i'd do, base Fist of heavens off the chain lightning ability and remove all the lighting effects and such. Now heres where you could change it up a bit, if you want it to be similar to the diablo one youd make another ability base off chain lightning and edit however, or if you dont want and effect to hit each emeny in ranged youd make an ability based off of slam. and then youd need another ability based off of heal. Make the base FoH ability do 100 damage, make the ability that damages enemies in range 20, and the heal 25. edit the numbers however you please. Now for the trigger. Code:
Fists of the Heavens
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fists of the Heaven
Actions
Set UnitGroup = (Units within 350.00 of (Position of (Target unit of ability being cast)) matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True))
Unit Group - Pick every unit in UnitGroup and do (Actions)
Loop - Actions
Unit - Create 1 DummyCaster for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked unit)
Unit Group - Remove (Picked unit) from UnitGroup
Set UnitGroup = (Units within 350.00 of (Position of (Target unit of ability being cast)) matching ((((Matching unit) belongs to an ally of (Owner of (Casting unit))) Equal to True) or ((Owner of (Matching unit)) Equal to (Owner of (Casting unit)))))
Unit Group - Pick every unit in UnitGroup and do (Actions)
Loop - Actions
Unit - Create 1 DummyCaster for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Priest - Heal (Picked unit)
Unit Group - Remove (Picked unit) from UnitGroupHavent tested it, but i think it should be ok, enjoy |
| 06-18-2009, 12:04 AM | #12 |
Well.. For your volley spell base it off of cluster rockets and then just change the missle art to a ranger missle. (I suggest Priestess of the Moon). |
| 06-18-2009, 11:05 AM | #13 |
Welcome to the future Dead-Shadow-! |
| 06-18-2009, 08:30 PM | #14 |
Wow, this is the oldest thread revival I've ever seen. Almost 4 full years. Congratulations. |
| 06-18-2009, 09:29 PM | #15 |
I've seen worse. |
