Rheiko
Spell Reviewer
- Joined
- Aug 27, 2013
- Messages
- 4,214
malhorne or jad maybe xDI don't know if someone in here can do that :3
malhorne or jad maybe xDI don't know if someone in here can do that :3
I don't know if someone in here can do that :3
maybe it's because he can't does that ? =P
@Rheiko
that wat i mean![]()
Death Missle
DDS: None
Code Type: Jass or Vjass
Spell Type: Hero
Target Type: Special Target
Area of Effect: 1000
Number of Levels: 1
Mana Cost: 0
Cooldown: 0
In-game Description: Shoot missiles at enemy.
How the spell works: Hold down a button to activate the rocket, will create a circle in 1000 AOE or less, the missle will indentified when an object nearly that circle, the user can release the key to fire missiles, thrust rocket will hit the object and blew up that object in 1 second.
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Untitled_Trigger_001, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP )
//press
call TriggerRegisterPlayerKeyEventBJ( gg_trg_Untitled_Trigger_001, Player(0), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_UP )
//release
Shield
DDS: DDS
Code Type: vJass
Spell Type: NA
Target Type: NA
Area of Effect: NA
Number of Levels: ?
Mana Cost: NA
Cooldown: NA
In-game Description: NA
Making a system request because it would be an extremely useful system.
Apply a shield to a unit.
The shield has the following properties
health = how much health the shield has
regeneration = how much to regeneration per x
regenerationPeriod = how often to regenerate
breakable = shield is destroyed when its health reaches 0
reduction = how much damage is reduced by (x amount of points)
reductionRatio = how much health shield loses per x amount of damage
reductionCoefficient = percent of damage to reduce
duration = how long the shield will last
layer = what layer the shield is on. Higher layer shields are hit first, then lower layer. Damage is spread across shields on the same layer.
onShieldHitFilter = runs before the shield is hit. Return value dictates whether the shield will be applied or not. This is useful for applying the shield to only specific damage types or sources.
Feel free to change the API to whatever or split Shield up into however many systems you deem necessary.
Example of usage
JASS:Shield shield = Shield.create() ShieldApplication application = shield.apply(whichUnit) ShieldApplication application2 = shield.apply(whichUnit2) //now the shield is shared across two units shield.health = 500 shield.breakable = true application.layer = 0 //bottom layer application2.layer = unitShields.push(shield) //top layer //possibly create lightning between the two units and apply shield to all units within the //circle formed by the diameter of the lightning relative to the two units, that'd be a cool //spell //keep in mind that some fields apply to applications //you will need some structure to store all shields for a given unit, should be a stack //implemented as a list //shields may also amplify damage
//possibly create lightning between the two units and apply shield to all units within the
//circle formed by the diameter of the lightning relative to the two units, that'd be a cool
//spell
Your Spell Name
DDS: Write your Damage Detection system here
Code Type: You want your spell coded with? (GUI/Jass/vJass)
Spell Type: for Hero/Unit?
Target Type: Single Target/Target Point/Instant/Passive
Area of Effect: ?
Number of Levels: ?
Mana Cost: ?
Cooldown: ?
In-game Description: Description inside the game
How the spell works: Describe to us how your spell work
@Edge45
write this below:
Your Spell Name
DDS: Write your Damage Detection system here
Code Type: You want your spell coded with? (GUI/Jass/vJass)
Spell Type: for Hero/Unit?
Target Type: Single Target/Target Point/Instant/Passive
Area of Effect: ?
Number of Levels: ?
Mana Cost: ?
Cooldown: ?
In-game Description: Description inside the game
How the spell works: Describe to us how your spell work
@Jad
is this not the event?
@ChobiboJASS:call TriggerRegisterPlayerKeyEventBJ( gg_trg_Untitled_Trigger_001, Player(0), bj_KEYEVENTTYPE_DEPRESS, bj_KEYEVENTKEY_UP ) //press call TriggerRegisterPlayerKeyEventBJ( gg_trg_Untitled_Trigger_001, Player(0), bj_KEYEVENTTYPE_RELEASE, bj_KEYEVENTKEY_UP ) //release
yes, she means using arrow keys
Inferno Blast
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: N/A
Number of Levels: 3
Mana Cost: 180
Cooldown: 110
In-game Description: Summons 36 fireballs in a circular formation that runs outward that damages and slows each unit that is hit. Each fireball deals 100 damage and slows by 20%/30%/40%.
How the spell works: The caster creates 36 fireballs that move outward in a circular formation up to a 1400 distance. Each of these fireballs can slow a unit and each fireball deals 100 damage.
Is it ok if I request again?
Inferno Blast
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: N/A
Number of Levels: 3
Mana Cost: 180
Cooldown: 110
In-game Description: Summons 36 fireballs in a circular formation that runs outward that damages and slows each unit that is hit. Each fireball deals 100 damage and slows by 20%/30%/40%.
How the spell works: The caster creates 36 fireballs that move outward in a circular formation up to a 1400 distance. Each of these fireballs can slow a unit and each fireball deals 100 damage.
Doomhammer Slam
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: ?
Number of Levels: 1
Mana Cost: 200
Cooldown: 70
In-game Description: Thrall slams the ground, stunning and electrifying nearby units that removes all buffs and immobilizes them. It also releasing electric shockwaves and damages enemies by 50.
How the spell works: The caster slams the ground like thunder clap but stuns and have purge effect applied to enemies affected and releasing blue shockwaves with electric effects(nhocklanhox6 can you make the model?) and actually like normal shockwaves with 50 damage directly to enemies nearby.
Doomhammer Slam
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: ?
Number of Levels: 1
Mana Cost: 200
Cooldown: 70
In-game Description: Thrall slams the ground, stunning and electrifying nearby units that removes all buffs and immobilizes them. It also releasing electric shockwaves and damages enemies by 50.
How the spell works: The caster slams the ground like thunder clap but stuns and have purge effect applied to enemies affected and releasing blue shockwaves with electric effects(nhocklanhox6 can you make the model?) and actually like normal shockwaves with 50 damage directly to enemies nearby.
i make a spell like this but for me its not good, so i decided to make it as a request
IonCannon
DDS: N/A
Code Type: GUI
Spell Type: Hero/Unit
Target Type: Single Target
Area of Effect: 600
Number of Levels: 1
Mana Cost: 0
Cooldown: 10
In-game Description: 5 laser ion charges the enemy, when the charging is complete the ion blows up a heavy laser that deals 1000 damage to 600 AOE and stunning them for 3 seconds
How the spell works: 5 laser ion charges the enemy, when the charging is complete the ion blows up a heavy laser that deals 1000 damage to 600 AOE and stunning them for 3 seconds
-NOTE-
Please use this IonCannon.mdx as the spell SFX
Okay, i handle this too..