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- Sep 14, 2012
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Blind said:DDS: GDD
Code Type: GUI or vJASS
Spell Type: Hero
Target Type: Single Target
Range: 600
Number of Levels: 4
Mana Cost: 75
Cooldown: 12
In-game Description: -
How the spell works: The Shapeshifter temporary blinds the enemy unit, causing them to have an impaired/lowered vision by 550 and unable to attack. Lasts for 2/3/4/5 seconds
Blinding Light
DDS: NO NEED TROLOLOLOLOL
Code Type: vJaws
Spell Type: Hero
Target Type: Instant
Area of Effect: 1000
Number of Levels: 4
Range: 0
Duration (Blind): 3 seconds
Mana Cost: 0
Cooldown: 60s
In-game Description: Ooohhhh Text!!!
How the spell works:
If any of a player's units faces the caster when casting this skill, the player and player's unit is affected. The unit will go blind of course, order him to stop but not for 3 seconds. In this 3 seconds, the unit can be still order to do anything by the player.
As for the player, if any of his unit is facing the caster when the skill is casted, cover his whole screen with white only. Using the cinematic function that covers the players screen to white. That duration is 3 seconds.
This can be done in GUILelelelelelelelele~~~~Blinding Light
DDS: NO NEED TROLOLOLOLOL
Code Type: vJaws
Spell Type: Hero
Target Type: Instant
Area of Effect: 1000
Number of Levels: 4
Range: 0
Duration (Blind): 3 seconds
Mana Cost: 0
Cooldown: 60s
In-game Description: Ooohhhh Text!!!
How the spell works:
When the caster casts this ability, it will blind all units facing the caster for 3 seconds. Those who doesn't face the caster won't be affected by this ability.
At last! Btw, how do i know if the target is really blind? Is there anyway of knowing how?
Edit: Scrap that. It worked just fine.
Should I add a debuff on every victim? If so, I can do it![]()
Envenomed Net

Event - A unit cast an ability

Condition - [Ability being cast] Equal to Envenomed Net

Action


Unit - Create 1 EN Dummy at Position of [Targeted Unit of Ability Being Cast]


Unit - Create a Generic expiration timer for [Last created unit]


Unit - Order [Last created unit] to attack [Targeted Unit of ability Being Cast]


If Conditions



Or - Any Conditions are True




[Target Unit of ability being cast] has Envenomed Net (Buff) Equal to False




[Target Unit of ability being cast] is dead Equal to True


Then Actions



Unit - Remove [Last created unit] from game



Unit - Remove Venom (Dummy Buff) from [Target unit of ability being cast]



Else Actions




Do Nothing

Here is the spell, bro!! I kinda like the spell XDMmmmm.... 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.
Blinding Light
DDS: NO NEED TROLOLOLOLOL
Code Type: vJaws
Spell Type: Hero
Target Type: Instant
Area of Effect: 1000
Number of Levels: 4
Range: 0
Duration (Blind): 3 seconds
Mana Cost: 0
Cooldown: 60s
In-game Description: Ooohhhh Text!!!
How the spell works:
If any of a player's units faces the caster when casting this skill, the player and player's unit is affected. The unit will go blind of course, order him to hold position but not for 3 seconds. In this 3 seconds, the unit can be still order to do anything by the player.
As for the player, if any of his unit is facing the caster when the skill is casted, cover his whole screen with white flash only for 3 seconds.
call SetUnitPropWindow(caster, 0)// Disable movement
Bumb
DDS: N/A
Code : That Depends on you as long as the Setup is GUI
Spell Type: Unit
Target Type: Single Target
Area of Effect: N/A
Number of Levels: 1
Range: 700
Duration: 1.65
Mana Cost: 50
Cooldown: 4
In-game Description: Dashes an enemy unit, knocking it back and deals (125 x (STR)) damage., If the Caster Reach the target but the target has a Invulnerable Buff, The Caster will knockback himself away from the target.
How the spell works: its like an huskars life break but knockback enemies (/...\)
Edit:
Guys, this disable movemnt
BUT IT STILL CAN ATTACK :< Anyone know what function can disable the caster from attacking? I want it to channel the spell, not attack in one spotJASS:call SetUnitPropWindow(caster, 0)// Disable movement
It also can turn though. Is there a way to also disable the turn?
I just need to disable damage and turn then 3 spells are done for FRENGERS then I'll have to wait for answers from him then start the last spell. :3
call SetUnitPropWindow(u, 0)GetUnitPropWindow(u) because GetUnitDefaultPropWindow(u) is brokenGrappling Hook
DDS: Damage / No Damage
Code Type: GUI/Jass/vJass doesent matter. i use vJass now aswell
Spell Type: Hero/Unit
Target Type: Single Target / Natural Passive Structure / invurable
Area of Effect: ?
Number of Levels: 4
Range: 1000 / 1200 / 1400 / 1600
Casting time / 3/2/1/0
Duration: ?
Mana Cost: 0
Cooldown: 30
Need to be MUI Leak free.
In-game Pudge Cast A Hook at a natural passive building and then move to that building. Its because if he gets stuck in the river he need to have a chance to move back. So basicly He just target an structure then moves with the hook to that building/Lamp. Hook speed 1000. Can some one do this? Realy need this oneand happy new year guys! love your spell workshop.
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.
Sharp Claw SetUp

Events


Map initialization

Conditions

Actions


-------- Chance to make a unit bleed in % --------


Set SC_ChancetoProc[1] = 30


Set SC_ChancetoProc[2] = 35


Set SC_ChancetoProc[3] = 40


Set SC_ChancetoProc[4] = 45


Set SC_ChancetoProc[5] = 50


-------- Duration, you said 3, but if you want to change by level just change the value --------


Set SC_Duration[1] = 3.00


Set SC_Duration[2] = 3.00


Set SC_Duration[3] = 3.00


Set SC_Duration[4] = 3.00


Set SC_Duration[5] = 3.00


-------- Damage changed to DPS in decimals 10% == .10 --------


Set SC_DamageBase[1] = 0.06


Set SC_DamageBase[2] = 0.08


Set SC_DamageBase[3] = 0.10


Set SC_DamageBase[4] = 0.12


Set SC_DamageBase[5] = 0.14


-------- Time between/Inteveral of the DPS. It's set to 1 second right now. --------


Set SC_TimeBetweenTicks = 1.00


-------- Damage Types-- I think Chaos + Universal is the "True" damage you are seeking --------


Set SC_AttackType = Chaos


Set SC_DamageType = Universal


-------- Attachment Point + Effects --------


-------- 1st one is to show a bleeding hit was triggered --------


-------- 2nd one is an indicator of the dps --------


Set SC_AttachmentPoint = chest


Set SC_Effect = Abilities\Spells\Orc\Devour\DevourEffectArt.mdl


Set SC_Effect2 = Objects\Spawnmodels\Human\HumanBlood\HumanBloodKnight.mdl
Sharp Claw Loop

Events


Time - Every 0.05 seconds of game time

Conditions

Actions


For each (Integer SC_CurrentIndex) from 1 to SC_MaxIndex, do (Actions)



Loop - Actions




Set SC_Duration2[SC_CurrentIndex] = (SC_Duration2[SC_CurrentIndex] - 0.05)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






SC_Duration2[SC_CurrentIndex] Greater than -0.05





Then - Actions






Set SC_Tick[SC_CurrentIndex] = (SC_Tick[SC_CurrentIndex] - 0.05)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








SC_Tick[SC_CurrentIndex] Less than or equal to 0.00







Then - Actions








Unit - Cause SC_Dummy[SC_CurrentIndex] to damage SC_Target[SC_CurrentIndex], dealing SC_Damage[SC_CurrentIndex] damage of attack type SC_AttackType and damage type SC_DamageType








Special Effect - Create a special effect attached to the SC_AttachmentPoint of SC_Target[SC_CurrentIndex] using SC_Effect2








Special Effect - Destroy (Last created special effect)








Set SC_Tick[SC_CurrentIndex] = 1.00







Else - Actions





Else - Actions






Unit - Kill SC_Dummy[SC_CurrentIndex]






Set SC_Dummy[SC_CurrentIndex] = SC_Dummy[SC_MaxIndex]






Set SC_Target[SC_CurrentIndex] = SC_Target[SC_MaxIndex]






Set SC_Duration2[SC_CurrentIndex] = SC_Duration2[SC_MaxIndex]






Set SC_Damage[SC_CurrentIndex] = SC_Damage[SC_MaxIndex]






Set SC_Tick[SC_CurrentIndex] = SC_Tick[SC_MaxIndex]






Set SC_CurrentIndex = (SC_CurrentIndex - 1)






Set SC_MaxIndex = (SC_MaxIndex - 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








SC_MaxIndex Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions
OnDamage

Events


Game - damageEventTrigger becomes Equal to 1.00

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




damageType Equal to PHYSICAL



Then - Actions




-------- Actions for PHYSICAL damage --------




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Sharp Claw for source) Greater than 0





Then - Actions






Set TempInteger = (Level of Sharp Claw for source)






Set TempInteger2 = SC_ChancetoProc[TempInteger]






Set TempInteger3 = (Random integer number between 1 and 100)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








TempInteger3 Less than or equal to TempInteger2







Then - Actions








Game - Display to (All players) the text: (Damage == + (String(amount)))








Set SC_MaxIndex = (SC_MaxIndex + 1)








Set TempLoc = (Position of target)








Unit - Create 1 Dummy for (Owner of source) at TempLoc facing Default building facing degrees








Set SC_Dummy[SC_MaxIndex] = (Last created unit)








Unit - Add a 3.50 second Generic expiration timer to SC_Dummy[SC_MaxIndex]








Set SC_Target[SC_MaxIndex] = target








Special Effect - Create a special effect attached to the SC_AttachmentPoint of SC_Target[SC_MaxIndex] using SC_Effect








Special Effect - Destroy (Last created special effect)








Set SC_Duration2[SC_MaxIndex] = SC_Duration[TempInteger]








Set SC_Damage[SC_MaxIndex] = (SC_DamageBase[TempInteger] x amount)








Game - Display to (All players) the text: (DPS == + (String(SC_Damage[SC_MaxIndex])))








Set SC_Tick[SC_MaxIndex] = SC_TimeBetweenTicks








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










SC_MaxIndex Equal to 1









Then - Actions










Trigger - Turn on Sharp Claw Loop <gen>









Else - Actions








Custom script: call RemoveLocation(udg_TempLoc)







Else - Actions





Else - Actions




-------- End of Actions for PHYISCAL damage --------



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






damageType Equal to SPELL





Then - Actions






-------- Actions for SPELL damage --------






-------- End of Actions for SPELL damage --------





Else - Actions






-------- Actions for CODE damage --------






-------- End of Actions for CODE damage --------
It will run if it get hit? What run if it get hit? The ability or the unit? XD
call BJDebugMsg(R2S(GetUnitPropWindow(u))) and I'm pretty sure it will not show the same
