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GUI System Workshop [Requests welcome!]

Discussion in 'Requests' started by rulerofiron99, Aug 29, 2012.

  1. rulerofiron99

    rulerofiron99

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    System Workshop [Requests welcome!] [GUI/vJASS]

    Code (vJASS):
    [quote][B]System Title:[/B]
    [B]System Description:[/B]
    [B]System Specifications:[/B]
    [list]
    [*] [/list][/QUOTE]


    Before you request:
    Have you searched for it in Spells?

    Current requests:

    Requests are OPEN

    Completed requests:
    Systems:
    Advanced EXP - Experience gain in a player group is based on difference in hero levels, with the lowest level hero getting the most. Can have buffs/items to increase exp gain.
    Double Inventory Item Stack - Switch between two inventories, items stack automatically also into backpack.
    Team Circle Revive - On hero death, a circle of power spawns, allied heroes can run on to it to revive the dead player.
    Elevator Grid Maze - A n x m grid of elevators that automatically determine their pathing when raised/lowered.
    Vehicle System - MPI, players can unlock/enter/drive vehicles, vehicles have fuel consumption and knockback.
    Hero Stat Manipulation - Toggle HP/MP regen/loss, armour.
    Player Auto Gates - Configure gates to only open for a specific player.
    Construction Life Loss - Human only, when a building stops being constructed, it loses life until construction is continued.
    Trigger Random Events, Random Gates - Periodically runs triggers; periodically runs a random trigger.
    Simple Creep Aggro - Creeps normally move at 50% speed, and speed up to 100% if a nearby creep is attacked.
    Passive Buff Check - Ability only becomes active when unit has a specific buff.
    Progressive Stats - Heroes receive attributes from attacking.
    Simple Creep Respawn - Creeps respawn where they die.
    Region Item Combining - Items are combined if your enter a set region for each item combination.

    Spells:
    Cloud Transport - When cast, nearby owned ground units transform into clouds that follow the caster, and are transformed back using a secondary ability.
    Earth Shield - When the buffed unit is attacked, the attacker will take damage. Has a cooldown.
    Rupture - If a unit die while it has the buff, it will explode to deal area damage.
     
    Last edited: Jan 8, 2013
  2. FlamingGlacier21

    FlamingGlacier21

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    can you also do spells? MUI is not needed. :D

    edit: i have a request..

    System Title: Extra streak system
    System Description: just like dota streak system(only the double kill, triple kill etc. ones not the killing spree, godlike etc...) :D
    System Specifications:
    A. MPI
    B. 12

    thank you :)
     
    Last edited: Aug 30, 2012
  3. rulerofiron99

    rulerofiron99

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  4. Drunken_Jackal

    Drunken_Jackal

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    Schools a burden, so I dont have time to do this little system of mine. Rather tasky.

    Here it is:

    System Title: Stat Manipualtion
    System Description: Allow easy manipulation of stats, such as HP, Mana, STR, INT, AGI and Armor.
    System Specifications:
    • Can allow stopping of HP or Mana Regen. Or both. Also allows changing of HP/Mana Regen rate.
    • Allows easy manipulation of armor, such as decreasing and increasing.
    • Allows easy manipulation of stats like INT, STR and AGI, which also involves stat increase and decrease.
     
  5. rulerofiron99

    rulerofiron99

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    - MPI/MUI?
    - Since you can't trigger an armour change, I'll be using an item ability on the hero, so what's the maximum armour you want? Pref. in binary - 8/16/32/64 etc.
    - For 'manipulation', do you just want the triggers that will set/add to a given unit? Or do you intend to use abilities/dialogs?
     
  6. Drunken_Jackal

    Drunken_Jackal

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    Ah yes I forgot those.
    1. MUI
    2. 64 is good enough.

    Also, quick change, ditch #3, thats easy, I can easily make that in a short time. Change it to something like: All heroes have Evasion, but a really low one. Increasing their AGI stat increases their evasion. Maybe 5 Points = 1%?
     
  7. rulerofiron99

    rulerofiron99

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    Everything will have variables attached, so you can fine-tune it as you please.

    As for you actually setting the stats, I intend to use Bribe's UnitIndexer to index the heroes, and then give you control over their variables:
    heroArmour[custom val of unit]
    heroToggleHPRegen[custom val of unit]
    heroToggleMPRegen[custom val of unit]
    etc
    Will that be fine?
     
  8. defskull

    defskull

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    Can I request a system ? ;p
     
  9. Drunken_Jackal

    Drunken_Jackal

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    Yup. Im familiar with Unit Indexer.
     
  10. rulerofiron99

    rulerofiron99

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    Please :p
     
  11. Drunken_Jackal

    Drunken_Jackal

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    Thats the first time I saw someone beg for a request :{D
     
  12. Maestros

    Maestros

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    I lol'd !
     
  13. Trillium

    Trillium

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    System Title - Rupture
    System Description - when a unit dies with a certain buff on him (but not necessarily from the buff), it explodes in a fountain of blood, dealing X damage to nearby units (100-175 range, based on dying units max health), except the killing unit and buff source (if that is possible).
    System Specifications
    MUI
    Ideally, unlimited number of units must be able to be affected by this effect.
    If it is impossible to track buff source, replace buff source with just a unit variable.
     
  14. rulerofiron99

    rulerofiron99

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    A nice easy one :D

    I can track the buff source by tracking casting of the spell that adds the buff; how many spells will this be?

    EDIT: Almost done with the basic version. Since units lose buffs on death, the event has to be unit takes damage, which causes complications with infinite loops and such.
     
    Last edited: Aug 30, 2012
  15. rulerofiron99

    rulerofiron99

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    Usage - Toggle HP Regen
    • Set hsms_tempUnit = (Picked unit)
    • Set hsms_tempKey = (Custom value of hsms_tempUnit)
    • Trigger - Run HSMS Lock HP <gen> (ignoring conditions)

    Usage - Toggle MP Regen
    • Set hsms_tempUnit = (Picked unit)
    • Set hsms_tempKey = (Custom value of hsms_tempUnit)
    • Trigger - Run HSMS Lock MP <gen> (ignoring conditions)

    Usage - Set Armour
    • Set hsms_tempUnit = (Picked unit)
    • Set hsms_tempKey = (Custom value of hsms_tempUnit)
    • Set hsms_tempInt = (Integer((Substring((Entered chat string), 9, (Length of (Entered chat string))))))
    • Trigger - Run HSMS Set Armour <gen> (ignoring conditions)


    In the attached testmap, use text commands to toggle/set things.
    Evasion coming up.
     

    Attached Files:

    Last edited: Aug 30, 2012
  16. FRENGERS

    FRENGERS

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    JASS.... You can?? :D :D
     
  17. rulerofiron99

    rulerofiron99

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    JASS implies a lot more attention to efficiency, and besides I still have to learn it properly :D
     
  18. Trillium

    Trillium

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    thanks! don't have much time right now, will test it later.

    +rep & credits =)
     
  19. Br0

    Br0

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    A system that works for more then one unit to climb as well go under bridges.
     
  20. rulerofiron99

    rulerofiron99

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    Oh dear, this is a tricky one. Will have to see about it.