Its pretty close tho. but if the spirit try to suicide itself while the target is running, the spirit's height will be too low which means it will submerge into the ground lmao. Also can you do the spirit spliting out effect when start casting the abillity, it should have missile spawned per second (spawning tick), changing height speed, height changing tick should be 0.031125 for smoother effect, max height min height.. (i suggest you to use Spirit Tower's Missile, i think its the closest to the effect in the video :D)? I posted the video in the request below (details video).
Sorry, i've misunderstood of what you said before. I tested myself when there are only 2 units, of course its infinitely bounce until 1 unit left.
Also what does it mean to dispel the effect? Is there a supposed spell or item that removes said effect?
Mirror Image is the first one that i mentioned in my request, because turning something into invulnerable will instantly remove almost all the buffs from them, except buff can affect invulnerable or aura adjusted to affect invulnerable units. But i suggest to trigger the dispel effect to certain ability. Example, Unit Start effect of an ability, ability being cast equal to Mirror Image, bla bla bla, set the stack of the plague = current stack - 1 just an example, i think you'll get it
And also, Plague Siphon, its supposed to increase the caster physical damage, not make the units that affected by plague takes more physical damage. Yes, only the caster deal increased damage, i first think in my mind that the increased damage should be visible (means bonus damage, using item bonus damage), the bonus damage has 10 level (0,10,20,30,40,50,60,70,80,90),(0,100,200,300,400,500,600,700,800,900) and so on, level 1 always provide 0 bonus damage, well i don't know how to explain it, but i've done this before. it can give bonus damage (of course is visible as real bonus damage not a damage detect system tho) as % of maximum HP, current HP, mana, max mana, movement speed etc.
Yep its infinite, it once stops when meet the true condition, otherwise it will be kept bouncing, dispelling abilities like mirror image or making caster invulnerable like divine shield will cause the plague bounce to other unit.
Well actually i used it for a long time in my map though, so i guess we're gonna use the same System lmao. But i suggest to use the GUI ones because i think (just for me) its easier to handle and config things in there :ogre_love:
Necrotic Plague: Infects the target with a deadly plague (Missile Speed: configurable), after reaching the target, place a debuff on targeted unit, slow its movement speed by 25% , causing 5000 Magic damage every 5 seconds for 15 seconds (damage can stack if multiple of plagues affect 1 target, for eg: 10000 damage per second and 50% slows if get affected by 2 plague). If the target dies while afflicted, or the effect expires after its 15 sec duration, this effect will gain an additional stack and jump to a nearby enemy unit within 600 AOE. The 15 sec timer is refreshed after each jump. If this effect is dispelled, it will lose a stack and jump to a nearby enemy unit in a 600 AOE distance, if there is no target the plague will be removed completely, plague cannot jumps if there is only 1 enemy unit in the affected AOE. Whenever this effect jumps, the Caster's power will increase.
p/s: I suggest using a DOT Timer for this XD, the damage stack i will explain more: for eg: We have 2 units. 1 unit is already affected by 1 plague (5000 damage/s, 25% slows), other unit is affected by 1 plague too (5000 damage/s, 25% slows), but the plague is affecting other unit is expire, the plague will jump to the first unit and the first unit now take 10000 damage/s, 50% slows with a seperated duration, not refresh it, which means the first plague that affected this unit will be ended sooner than the recently plague.
Plague Siphon — Increases physical damage dealt of the caster by 2%. Stack increases each time Necrotic Plague jumps. 30 sec duration. Stacks to 500.
The 2 spells are related to each other and considered as 1 Spell. I think is pretty complicated though.
Wietlol also done this, but his necrotic plague does not have missile, does not have slow stack, does not cause the caster's physical damage increased by stack, the fire still ignites the affected unit even that unit is dead.
Spell 2: Summon Vile Spirits
Summon Vile Spirits — Creates 10 Vile Spirits (Flying Unit) over 5 seconds which will attack enemies after 30 seconds.
Spirit Burst (Vile Spirit's Ability) — When reach enough distance, sacrifices the caster, dealing 2500 to 10000 Magic damage to all enemies within 350 AOE.
Because Vile Spirit is a flying unit, if they try to use Spirit Burst, Their height need to be changed over time in order to get to the actual height when they reach the target, if their target died before reaching the target, their height will be changed to default over time. Example:
Details Video: From 2:25 -> 2:32 (The way spirits are summoned)
And From 4:00 -> 4:08 (Spirit's spell - Suicide)
Honestly, Yeah kind of dumb lmao, is there anyway to config your system like what i will write below?. The AoE i think is abit mess up. In my opinion, distance function is better
-------------------------------------------- (1000 Distance)
which means: from 0->300 is close, 300->650 is moderate, 650 -> 1000 is far.
The colider travels 1000 range, in the first 300 range bla bla bla, next from 300 -> 650 range bla bla bla, and final 650 to 1000 range bla bla bla. Is the same as your ColliderSystem, same speed,Starting&Ending AoE, etc execpt adding the modifcation for the buff and damage. Example again:
set CloseDistance (0 - 300) = Distance between caster point and the point that offset by 300 towards to the caster
set ModerateDistance (300 - 650) = Distance between the point that offset by 300 towards to the caster and the point that offset by 650 towards to the caster
set FarDistance (650 -> 1000) = Distance between the point that offset by 650 towards to the caster and the point that offset by 1000 towards to the caster.
This is just my example, i know you can make the distance seperated even more with the system (extra Close, close, moderate, far, extra far) (think you gonna guess what i'm trying to express to you XD)
Your SplashSystem works good but its different from what i need.
I don't mind adding more abilities for dummies, i'm just a bit worry about the code if its too complicated because you said its a bit heavy.
I did that spell in GUI and using Unit group to separated units between 300 700 and 1000 distance, its work as well but its instantly affected by the slow instead of getting hit and then slow.
Yeah, because i don't know if that spell got approved even when a part of it doesnt work at all. btw, perfect system though but i also want to do a spell with close/moderate/far effect with the system you have created recently, it will be like this example: damaging units in a line, if the units get hit within first 300 distance of the line, it will be heavily damaged and slowed(based on buff) (60%), from 300 -> 700 distance, it will be moderatetly damaged and slowed by 40%, and from 700 -> 1000 it will be slightly damaged and slowed by 20% -> almost means the slowing and damaging based on the distance between the affected units and the caster. The damage based on distance can be adjust to normal (means same damage at all distance)
i do want to give you a lot of +rep but its not allowed to do this on wall post .
Of course i've learned a lot about JASS through you, from 0 of JASS to a slightly 5% of it . Still have a couple of requests, if you don't mind then i will ask you later.
I'm not at home, so I can't open w3c map files at the moment. On monday I come back.
As far as I know I updated Missile ( jass submission ) last thursday, to not throw out that error you got.
Displaying a death animation can only happen, if you use the recycler options of Missile.
For this you have to set WRITE_DELAYED_MISSILE_RECYCLING in the globals of Missile to true. Now you have to write an onRemove method into your struct and return true.
This process will recycle your Missile after 2-4 seconds.
I added this ( more or less complicated ) method, because Zwiebelchen pointed out,
that a valid alternative is to just destroy a new specialeffect when the missile is removed,
instead of using a delayed recycle tool. Its up to you what you want to use.
I will check your code on monday, until then I don't have a JNGP by hand.
Alternatively you can updated you thread in the spell sections and I read the cpde there.
Hey its work good, but the SI_LandingTime doesnt work, if i adjust the SI_ActivationTime, for example to 5 seconds -> it takes 5 seconds to fall from the sky and another 5 seconds to active. Also, can you add a buff placer (slow the damaged units), and a smoother fall from the sky and movement of the Icesphere system? 1 little question, its possible to add knockback time?
Ok. Here is the details:
1. Summon Icesphere: Summons 1 Ice Sphere with around (500) health (kill-able) from the sky with (xx) Height, the Ice Sphere takes (x.xx) seconds to land on the ground. After landing on the ground, it takes (xx) seconds to become active. Moves towards a random raid memeber (a lightning (X,Y,Z) is dragged from the ice sphere to the randomly targeted hero) When it reaches its target, Deals (xxx to xxxx) Magic damage to all enemies within (xxx) AoE, airborne-knocking them back (xxx) range within (x.xx) seconds.
p/s: all the (xx) means configurable :). Thanks in advance
Video for more details: Start from 2:22 -> 3:22. the ice sphere is the thing which fall from the sky (like a frost orb actually) https://www.youtube.com/watch?v=byOBndlmNHQ
Video 2: Ice Sphere's explosion Start from 3:32. you will notice some player are airborne-knocked back when the ice sphere reach to the target https://www.youtube.com/watch?v=g7wwgVgT18w
Well, I can't say for sure but I think it's because I used a struct outside of a library or scope lol, althought it shouldn't really matter since I didn't encapsulate it or anything.. but here try again.
Hmm yeah i will download it, JNGP 2.0.7 is the newest right?. But i'm little confused, because The harvest souls still worked and it doesnt need to be on Jnpg, and sorry for this but i still forget, can you make damage tick configurable for harvest souls? also place a buff when units are hitted by pain and suffering?
Ok i think the harvest souls is good, 1 littile request, can you add an effect right before those units are being teleported, just right before (explode effect or something), and then an other effect when they're completely teleported to the fixed location (Monsoon Strike effect i think).
For the Pain&Suffering, firstable, somehow i can't saved it with my World Editor meanwhile i can saved it when you first released the 1.0 and 1.1 version. Secondly, when i reached to 5 stacks, it went off to 0 for some reasons.
but your intention was right but the concept was wrong.
When creating spells, you do not rely on stuff like a DDS... especcially because a 100% working DDS doesnt exist.
In my map, I use Channel which is the best spell to use for custom spells and I group all units that are in a cone and filter out allies and buildings and dead units.
That way you can modify everything yourself if you want to.
I do use Maker's TimedLightnings to make the lightnings work 100% and I use my EffectOverTimeSystem to create the damage over time and the stacks.
Everything works as long as the systems that are given with it work.
Both are pretty solid so that spell should work fine.
As Harvest Souls seems to work fine in your map as well, I think I can leave that one by you.
Sorry for my bad writing-skill, but sometimes i can hardly explain what i want to explain .
Okay focus again, For the Harvest Souls - Yes all the harvest soul configurables (its possible to fade in and fade out the lightning constantly? For example: the lightnings fade in 0.5s fade out 0.5s and repeat it unitil finish or interrupt the spell) and i think its ok as long as they don't get stack together. For the P&S, i don't really get it, do you mean that there are 2 casters (the main caster and the other one is the dummy right? - i may need more explanation from you and yep i think its necessary to make it configurable
I think Blizzard created a specific location for each player, indeed as you saw in the video, 25 players and each player is actually moved to a specific point when the spell is done eg: player 1 in Location 1, player 2 in location 2 and so on ...., if you can do that, i'll be appriciate . Also several things i want to mention, first is that the units are teleported by the spell get stacked with each other due to collision is set to 0, how can i config it? second, the minimum distance between the caster and the affected units, can be adjusted? third, the type of damage that dealed by harvest souls, and the Y and X of the lightning too. And lastly, i found the stacking of Pain&Suffering is sometimes went wrong, example: when hitted by those lightning the stack goes from 0 to 3 in just 1 hit, i think a buff should be placed for the pain&suffering dps & create a config of damage tick, for eg: set damage tick = 0.2 (every [damage tick] seconds). Sorry for bothering but i'm kinda want to make my spell better and not too complicated so.... tks again
Okay i think its close enough for me, but i'm pretty confused how can i adjust the lightning's height from the caster, the rate of the height changing (From Max Height to Default Height) after the spell is actually done and when finished casting the Harvest Souls, all the heroes are moved to other location (some regions in the map), then changes to its default height (and of course the rate of changing is 0.00 seconds) Harvest Soul: 0:53, 2:39 and so on https://www.youtube.com/watch?v=HKDLXauhy7E
Also i found when casting the Harvest Souls, if the affected unit is dead, the lightning is not removed after the spell is finished :(
About the pain&suffering, is there any way to use forked lightning instead of wave/breath? https://www.youtube.com/watch?v=Z2ZlnPk7Bwk. Start from 2:10
This video, i think it will give you a more clearly explanation. When Pain&Suffering is casted, its almost like forked lightning (in the video) places a buff with all units which hitted by the lightning and the stack goes up each time the unit is hitted.
In case you still run into troubles, I added a debug method called printWeight. You can use it to help isolate where the problem is. I recommend running it prior to removing the unit type and then after removing it, to see if there is a difference.