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Kawaii Spell Workshop

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Level 10
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Jun 9, 2012
Messages
826
Not sure which one is the Unit Indexer, so I'll just list out all my libraries i have.

1. GroupUtils
2. GUI Friendly Damage Detection
3. Alloc
4. RegisterPlayerUnitEvent
5. Spell Effect Event
6. T32
7. Table
8. TimerUtils
9. xebasic
10. xefx
11. SimError
12. SoundTools
13. TerrainPathability
14. GDD Variable Creator

That's all i have so i hope you can find which is the one.

PS; Well Malhorne i guess it would be worth it once you finish lol. I really want to take that hero for a "test drive" against my friends XD
 
Level 24
Joined
May 15, 2013
Messages
3,782
Mmmmm.... The Sonic Boost might be too hard, so replace it with this
and if you are working with Sonic Boost and finish it, PM or VM me
(Won't wanna waste your hardwork if you are working with it)
--------------------------------------------------------
Ram

DDS: N/A
Code Type: That Depends on you as long as the Setup is GUI
Spell Type: Unit
Target Type: Single Target Unit
Area of Effect: N/A
Number of Levels: 1
Range: 700
Duration: (Stun) 1.65
Mana Cost: 75
Cooldown: 10
In-game Description: Rams an enemy air unit, knocking it back and deals 125 damage but lose 25% hp of the Zeppelin, But if the target is an arial Mechanical, it will deal 150 damage but lose 35% hp of the Zeppelin
How the spell works: Targets an enemy air unit and knocking it back(KB 500 range) but lose 25% hp of the Zeppelin(Ex: 100 Base life - (25%=) 25 = 75%). But if target is air mechanical mechanical, the target deals 150 while the caster lose 35% hp.

Sad, i've been waiting for 7 days and still not finish
 
@Shanghai: Your request is done =.=..

To configuration speed, aoe, damage aoe, etc, please go to "Spell Init" trigger
You can change current dmg at the "Spell Cast" trigger.
And change this line:
  • Set M_Dmg[M_MUI] = (200.00 x (Real((Level of (Ability being cast) for M_Caster[M_MUI]))))
 

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Level 19
Joined
Feb 15, 2008
Messages
2,184
I have an last request for you guys.

Your Terrain Type Damage

DDS: Damage Detection System you have?
Code Type: GUI
Spell Type: Hero/Unit
Target Type: Make damage over x seconds when unit is in this terrain type
Area of Effect: terrain
Number of Levels: 0
Range: ?
Duration: ?
Mana Cost: ?
Cooldown: ?
In-game Description: No description
How the spell works: When a unit/hero enters this type of terrain he is gona get damaged. Like warlocks. And it should be easy to change type of terrain.
And thnx for taking request guys its realy nice of you.
 
Level 7
Joined
Jun 28, 2013
Messages
395
Too bad for Shanghai that he had dyslexia... Coding is a nightmare.. :p Can anyone tell me everything about coding types like unit indexer. (I dun even knw wat it is) I'm so clueless about it @_@
 
Level 14
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Aug 23, 2013
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285
@Creator: Của bạn đây, nhưng mình không biết có đúng không bởi vì mình vẫn chưa hiểu ý bạn lắm T.T, cái này chưa xong và mình cá là sẽ hiểu sai ý bạn, bạn cứ xem qua xem thử có đúng ý bạn không, nếu không thì giải thích lại nhé !.
The map is not working. i have looked at the trigger page. you doing it right.
 
Level 14
Joined
Aug 23, 2013
Messages
285
Sharp Claw

DDS: looking_for_help
Code Type: Whatever you want
Spell Type: Unit
Target Type: Passive
Area of Effect: 0
Number of Levels: 5
Mana Cost: 0
Cooldown: 0
How the spell works: Give unit a chance (30%,35%,40%,45%,50%) that make unit deal bonus damage over time (3s). (Bleed). Damage over time can be stack with previous Damage over time. Damage Base on unit base damage (6%,8%,10%,12%,14%).Btw, Damge type is TRUE Damage.
 
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Level 22
Joined
Sep 24, 2005
Messages
4,821
I actually want someone else to make it because I don't know how to haha xD. Oh and request a makuhoidan while your at it. lulz
 
Level 18
Joined
Sep 14, 2012
Messages
3,413
If someone don't know how to do true damage :
JASS:
function Deal_True_Damage takes unit caster, unit target, real damage returns nothing
    if GetWidgetLife(target)>damage then
        call SetWidgetLife(target, GetWidgetLife(target)-damage)
    else
        call UnitDamageTarget(caster, target, 10000000000, true, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
    endif
endfunction
 
Level 14
Joined
Aug 23, 2013
Messages
285
Your Terrain Type Damage

DDS: Damage Detection System you have?
Code Type: GUI
Spell Type: Hero/Unit
Target Type: Make damage over x seconds when unit is in this terrain type
Area of Effect: terrain
Number of Levels: 0
Range: ?
Duration: ?
Mana Cost: ?
Cooldown: ?
In-game Description: No description
How the spell works: When a unit/hero enters this type of terrain he is gona get damaged. Like warlocks. And it should be easy to change type of terrain.
Ah. I also need this.
I need a similar System that give units buff if i on a terrain type. just give it a bloodlust so i can edit it.
 
Level 19
Joined
Mar 18, 2012
Messages
1,716
If someone don't know how to do true damage :
Jass:
JASS:
function Deal_True_Damage takes unit caster, unit target, real damage returns nothing
    if GetWidgetLife(target)>damage then
        call SetWidgetLife(target, GetWidgetLife(target)-damage)
    else
        call UnitDamageTarget(caster, target, 10000000000, true, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
    endif
endfunction
Better set target life to 1 and then apply 10000000 damage. I'm still not sure if it would kill a unit in all cases.
 
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