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Can someone create league of legend's Lissandra's Q for me? :)

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Level 24
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Skill shot projectile that breaks on the first hit unit spreading shards into a wider radius behind the first hit unit dealing the same damage.
Targets hit are slowed for a bit

Ice shard is the ability (thought I copied at time)

Edit, this is rather difficult :O
 
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Level 17
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Nov 12, 2016
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i think someone made this as a spell in hive
he was also included in the video where hive was showing 5 people and the very nice spells they made .
i also remember that
KILLCIDE
made a chain lightning ability as a request for someone
that acts exactly how you want you can go and find his workshop and learn
how to make the ability and make a frost version yourself.
or just ask him to make it for you since he did it once :p
 
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Level 24
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@Tasyen
- The initial projectile is small and opens up slightly wider
- The range is short if it hits nothing and extends 1/3 farther if it hits something

I thought of unit missile but I got lost into inception like unit groups within unit groups that would require aoe and not to mention "cone" like area.

@Storm Knight
The way in which the ability is activated and behaves after hitting a target are much more than point and click aoe.
That is, if you're referring to "smite" that KILLCIDE made in his SR workshop.
 
Wrote such a spell (with spell system), it should be like lissandras q or be changeable to be like it.

I thought of unit missile but I got lost into inception like unit groups within unit groups that would require aoe and not to mention "cone" like area.
From the videos i watched it does not deal cone damage, it deals damge in a line (why i said shockwave).


  • Ice Shard Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Spell__Ability = Ice Shard
      • Set IceShard_Slow = Slow (Ice Shard)
      • -------- Index 0 = until the first target was hit. --------
      • -------- Index 1 after the first target was hit. --------
      • Set IceShard_Damage_Base[0] = 40.00
      • Set IceShard_Damage_Add[0] = 30.00
      • Set IceShard_Damage_Base[1] = 40.00
      • Set IceShard_Damage_Add[1] = 30.00
      • Set IceShard_AoE[0] = 40.00
      • Set IceShard_AoE[1] = 100.00
      • Set IceShard_Speed[0] = 700.00
      • Set IceShard_Speed[1] = 700.00
      • Set IceShard_Range[0] = 800.00
      • Set IceShard_Range[1] = 400.00
      • -------- when hitting the first target is the remaning traveldistance added (true, -> resulting hit range range[0] +range[1]) or droped (false) --------
      • Set IceShard_AddDistance = True
      • Set IceShard_Model[0] = Abilities\Weapons\LichMissile\LichMissile.mdl
      • Set IceShard_Model[1] = Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
      • -------- scale of the models used, in procent, 100 = normal size 200 = 2 x normal size --------
      • Set IceShard_Scale[0] = 100.00
      • Set IceShard_Scale[1] = 100.00
      • -------- On Hit EffectModel --------
      • Set IceShard_Model_OnHit[0] = <Leerer String>
      • Set IceShard_Model_OnHit[1] = Abilities\Weapons\LichMissile\LichMissile.mdl
      • -------- Uses an empty string to display the effect on the current position (won't follow). --------
      • Set IceShard_Model_OnHitAttach[0] = <Leerer String>
      • Set IceShard_Model_OnHitAttach[1] = chest
      • -------- Targeting --------
      • Set Spell__Filter_AllowEnemy = True
      • Set Spell__Filter_AllowLiving = True
      • Set Spell__Filter_AllowHero = True
      • Set Spell__Filter_AllowNonHero = True
      • Set Spell__Filter_AllowAlly = False
      • Set Spell__Filter_AllowDead = False
      • Set Spell__Filter_AllowFlying = False
      • Set Spell__Filter_AllowMechanical = False
      • Set Spell__Filter_AllowStructure = False
      • Set Spell__Filter_AllowMagicImmune = False
      • -------- Don'Touch below --------
      • Set Spell__Trigger_OnEffect = Ice Shard Cast <gen>
      • Set Spell__Trigger_OnLoop = Ice Shard Loop First <gen>
      • Set Spell__UseTargetGroup = True
      • Set Spell__AutoAddTargets = True
      • Set Spell__Time = 0.05
      • Set Spell__Duration = (IceShard_Range[0] / IceShard_Speed[0])
      • Trigger - Run Spell System <gen> (ignoring conditions)
      • Unit - Add IceShard_Slow to Spell_i_PreloadDummy
      • Unit - Remove IceShard_Slow from Spell_i_PreloadDummy
  • Ice Shard Cast
    • Events
    • Conditions
    • Actions
      • Set Spell_Damage[Spell__Index] = (IceShard_Damage_Base[0] + (IceShard_Damage_Add[0] x Spell__LevelMultiplier))
      • Set Spell_Damage2[Spell__Index] = (IceShard_Damage_Base[1] + (IceShard_Damage_Add[1] x Spell__LevelMultiplier))
      • -------- Now add your Maps custom scaling mechanic like spellpower. --------
      • Set Spell_Damage[Spell__Index] = (Spell_Damage[Spell__Index] + (0.70 x (Real((Intelligence of Spell__Caster (Include bonuses))))))
      • Set Spell_Damage2[Spell__Index] = (Spell_Damage2[Spell__Index] + (0.70 x (Real((Intelligence of Spell__Caster (Include bonuses))))))
      • -------- ---- --------
      • Unit - Create 1 Spell__DummyType for Spell__DummyOwner at Spell__CastPoint facing (Angle from Spell__CastPoint to Spell__TargetPoint) degrees
      • Set Spell_Dummy[Spell__Index] = (Last created unit)
      • Animation - Change Spell_Dummy[Spell__Index]'s size to (IceShard_Scale[0]%, IceShard_Scale[0]%, IceShard_Scale[0]%) of its original size
      • Animation - Change Spell_Dummy[Spell__Index] flying height to 70.00 at 0.00
      • Custom script: set udg_Spell_Grafic[udg_Spell__Index] = AddSpecialEffectTarget( udg_IceShard_Model[0] , udg_Spell_Dummy[udg_Spell__Index], "origin" )
      • Set Spell_Speed[Spell__Index] = (IceShard_Speed[0] x 0.05)
      • Set Spell__StartDuration = True
  • Ice Shard Loop First
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spell__Expired Equal to True
        • Then - Actions
          • Special Effect - Destroy Spell_Grafic[Spell__Index]
          • Unit - Add a 0.01 second Generic expiration timer to Spell_Dummy[Spell__Index]
        • Else - Actions
          • Trigger - Run Ice Shard Move <gen> (ignoring conditions)
          • Set Spell__InRangePoint = (Position of Spell_Dummy[Spell__Index])
          • Set Spell__InRangeMax = 1
          • Set Spell__InRange = IceShard_AoE[0]
          • Custom script: call RemoveLocation(udg_Spell__InRangePoint)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Spell__InRangeCount Not equal to 0
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • IceShard_Model_OnHitAttach[0] Equal to <Leerer String>
                • Then - Actions
                  • Custom script: call DestroyEffect( AddSpecialEffect( udg_IceShard_Model_OnHit[0] , GetUnitX(udg_Spell__InRangeUnits[1]), GetUnitY(udg_Spell__InRangeUnits[1]) ) )
                • Else - Actions
                  • Custom script: call DestroyEffect( AddSpecialEffectTarget( udg_IceShard_Model_OnHit[0] , udg_Spell__InRangeUnits[1], udg_IceShard_Model_OnHitAttach[0] ) )
              • Unit - Cause Spell__Caster to damage Spell__InRangeUnits[1], dealing Spell_Damage[Spell__Index] damage of attack type Spells and damage type Magic
              • Unit - Add IceShard_Slow to Spell_i_PreloadDummy
              • Unit - Set level of IceShard_Slow for Spell_i_PreloadDummy to Spell__Level
              • Unit - Order Spell_i_PreloadDummy to Menschen-Zauberin - 'Slow' Spell__InRangeUnits[1]
              • Unit - Remove IceShard_Slow from Spell_i_PreloadDummy
              • Special Effect - Destroy Spell_Grafic[Spell__Index]
              • Custom script: set udg_Spell_Grafic[udg_Spell__Index] = AddSpecialEffectTarget( udg_IceShard_Model[1] , udg_Spell_Dummy[udg_Spell__Index], "origin" )
              • Set Spell__Trigger_OnLoop = Ice Shard Loop Further <gen>
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • IceShard_AddDistance Equal to True
                • Then - Actions
                  • -------- Convert Remaning Duration into Duration based on speed[1] --------
                  • Set Spell__Duration = (Spell__Duration x (IceShard_Speed[0] / IceShard_Speed[1]))
                  • Set Spell__Duration = (Spell__Duration + (IceShard_Range[1] / IceShard_Speed[1]))
                • Else - Actions
                  • Set Spell__Duration = (IceShard_Range[1] / IceShard_Speed[1])
              • Animation - Change Spell_Dummy[Spell__Index]'s size to (IceShard_Scale[1]%, IceShard_Scale[1]%, IceShard_Scale[1]%) of its original size
              • Set Spell_Speed[Spell__Index] = (IceShard_Speed[1] x 0.05)
            • Else - Actions
  • Ice Shard Loop Further
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spell__Expired Equal to True
        • Then - Actions
          • Special Effect - Destroy Spell_Grafic[Spell__Index]
          • Unit - Add a 0.01 second Generic expiration timer to Spell_Dummy[Spell__Index]
        • Else - Actions
          • Trigger - Run Ice Shard Move <gen> (ignoring conditions)
          • Set Spell__InRangePoint = (Position of Spell_Dummy[Spell__Index])
          • Set Spell__InRange = IceShard_AoE[1]
          • Custom script: call RemoveLocation(udg_Spell__InRangePoint)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • IceShard_Model_OnHitAttach[1] Equal to <Leerer String>
            • Then - Actions
              • Unit Group - Pick every unit in Spell__InRangeGroup and do (Actions)
                • Loop - Actions
                  • Set Spell__InRangeUnit = (Picked unit)
                  • Custom script: call DestroyEffect( AddSpecialEffect( udg_IceShard_Model_OnHit[1] , GetUnitX(udg_Spell__InRangeUnit), GetUnitY(udg_Spell__InRangeUnit) ) )
                  • Unit - Cause Spell__Caster to damage Spell__InRangeUnit, dealing Spell_Damage2[Spell__Index] damage of attack type Spells and damage type Magic
            • Else - Actions
              • Unit Group - Pick every unit in Spell__InRangeGroup and do (Actions)
                • Loop - Actions
                  • Set Spell__InRangeUnit = (Picked unit)
                  • Custom script: call DestroyEffect( AddSpecialEffectTarget( udg_IceShard_Model_OnHit[1] , udg_Spell__InRangeUnit, udg_IceShard_Model_OnHitAttach[1] ) )
                  • Unit - Cause Spell__Caster to damage Spell__InRangeUnit, dealing Spell_Damage2[Spell__Index] damage of attack type Spells and damage type Magic
  • Ice Shard Move
    • Events
    • Conditions
    • Actions
      • Set MoveLoc[0] = (Position of Spell_Dummy[Spell__Index])
      • Set MoveLoc[1] = (MoveLoc[0] offset by Spell_Speed[Spell__Index] towards (Facing of Spell_Dummy[Spell__Index]) degrees)
      • Unit - Move Spell_Dummy[Spell__Index] instantly to MoveLoc[1]
      • Custom script: call RemoveLocation(udg_MoveLoc[0])
      • Custom script: call RemoveLocation(udg_MoveLoc[1])
 

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