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Mr_Bean
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  • if you have any problems coding vJASS spells for the workshop,you can contact me if you want. in my free time
    Thanks.. I'll try it soon..
    but, can you tell me what must i do to fixed this:

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    EDIT: Ah! when i copied it to another other map which have a table already (i replaced it with yours), there is an issue, do you know how to fixed it?

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    EDIT: i've tried it, but how about the focused shot?
    So.. I'm finished; finally found away to get rid of bugging integers: set the integer to another integer and use that integer as an index instead =))
    Sorry for double reply.
    Im not sure if I can send u the map if you need the other spells, because Im not sure if my friend is done with all of the other healing druid spells.
    The spell should increase the total hp and mp bonus + items and everything. And can't you just make it adding 0.33 x Int healing effect to any spell which increases the hp of his target?
    Yes, they are hero abilities, and no - They all have 3 levels, and ONLY the mana cost increases with levels, 100/175/250 mana cost.
    ah one more thing!
    please give an attachment to the hero's weapon when that ability is off cooldown/ready to use
    I'm finishing it.. Sadly maybe it will be my first and last request in your workshop since I'm considering quitting wc3..
    Sorry for late reply, i have a connection problem..
    Its not using chances, its using cooldown..
    So the chance will always 100%, but it has cooldown...
    The decay time would be 4/5/6/7/8 sec

    and it would reset when another charge is gained
    Coul you implement some other things in the test? for example that you can have all the skills... and a cmd to make more creeps... for true testing purpose...

    didnt really get to try it all out :/ not against only 1 enemy... that weak... and... there was the thing with the spell that has charges... teh charges should decay after some time :/
    That is indeed the way to do it. Oh and also the guy requested a type of Impale that can still hit a unit currently being impaled. Thus what you said is unnecesary.

    Another small note is you only need to use a single dummy to do the impales around the caster. Just set the animation and backswing time all to 0.
    Hmm. Why doesn't it suffice? Could you care to explain it to me?

    Ofc I will do it if it is the only way. It is my assignment after all :D
    Uhm so will you take up the Ravage request? If no then I will work on it this weekend.
    Uhm I have a question.

    Here is a custom-made Impale system by Adiktuz. Since you are the vJASS guy I reckon that you can just easily use this and make the custom Ravage.

    It is not that I am slacking off but if there is shorter route, why don't we take it?
    I think I will be working on Ravage. But this has to wait until weekend, I have tons of tests this week :(
    Uhm so you really think I am capable of working with you? And yeah about the requests I will check them out later but I am actually quite busy with school so I can only work for a short time each weekday.

    Thanks for accepting me.
    Hello. I am a new member of the Hive and I am really interested in finding a spell workshop to collaborate. From my own observation it seems your workshop is kinda lacking staff so I would like to join :D

    My specialty is JASS (like traditional, pure WE JASS). I haven't accomplished anything worthwhile yet except for some quite mundane spells. You can check them out here.

    Thanks and have a nice day :)
    Hey Mr. Bean! I can help a bit in your workshop(rare, easy GUI) requests.. but some of them just want to many effects sadly =((
    sorry i took me so long to answer....sure you can make it in vjass...i am currently learning it right now and a complex(i think) spell like the one i requested would be a great reference just note the stuff in the codes thats changeable/editable...thnx more power
    I would still like it to be done. I have no rush though so you dont have to worry about mine getting done as fast as possible.
    It's ok, i already have that system. You can dismiss the request. I'm sorry for the trouble.
    Oh, right. Yes. But you understand the gist of it. It should be > 736 distance but < 800 distance.
    Hmm. I have seen this spell before, but I can't remember where from. You want to specify a the 'distance' between the outside and inside of the ring. Enumerate all units within 864 radius.

    If their distance to the caster is > 800 then just apply a knockback to them. Add them to a 'alreadyDamaged' group for maybe 1 second (so they can get constantly knockback'd but not damaged constantly if you happen to keep colliding into them with the field).

    If their distance to the caster is < 736 (so the field has a radius of maybe 64 itself), then simply set their x/y to 736 distance from the caster (this stops them from moving outside). However, do note that certain spells that cause motion will probably override this (like Force Staff use to for DotA's Kinetic Field). Also, you can't stop Blink unless you detected who was inside the field originally and kicked every other unit that wasn't out.
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