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Kawaii Spell Workshop

Discussion in 'Requests' started by Malhorne, Oct 17, 2013.

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  1. nhocklanhox6

    nhocklanhox6

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    Let me hanle system requested by Nes, i love that system :)

    I've completed 2 spell of cho and chen, i will update soon (I just can use mobile for this time)
     
    Last edited: Oct 24, 2013
  2. Nestharus

    Nestharus

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    You doing the spell too, or just the system? For the spell, I'd recommend AuraStruct. You'd place the aura at the center of the 2 rotating orbs and apply the shield to that aura at that aura's layer. From here, when allied units come within range of the aura (inside of the circled formed by the 2 orbs), they will get the shields applied.


    I'll try to have TimerTools fixed before you start working with AuraStruct if you do decide to do the cool awesome spell ;D
     
  3. nhocklanhox6

    nhocklanhox6

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    Sound like an awesome idea >.<

    Hanle spell too.

    Plus: I think when enemies nearly 2 orb, an AuraStruct will turn random orb into orb of Ice, fire, rock or light to attack that enemies. When it activing, the shield only apply to the caster who have called it, what do you think?.
     
    Last edited: Oct 24, 2013
  4. Edge45

    Edge45

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    I don't know if someone is already working on this but worths the try
    Venom Storm

    DDS: N/A
    Code Type: GUI/Jass/vJass (Depends)
    Spell Type: Hero
    Target Type: Target Point
    Area of Effect: 500
    Number of Levels: 1
    Mana Cost: 250
    Cooldown: 4 Minutes
    In-game Description: Rains Down a storm of venom that tricks any units mind, making them attack each other randomly, reducing 20 of their health every second. Lasts 15 seconds
    How the spell works: The caster channels a storm of venom the makes any units(includes allies but not the caster) attack each other and damaging them by 20 every second in a 500 radius.(Use Plague SEffect).Lasts at 15 > (Last Skill)
     
  5. pOke

    pOke

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    Ion Cannon--finished

    Trigs
    • Ion Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- Attachment point? --------
        • Set Ion_String = origin
        • -------- Damage --------
        • Set Ion_Damage = 1000.00
        • -------- Be sure to check the conditions if you want some units to be immune from this damage --------
    • Ion Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Ion Cannon
      • Actions
        • Set Ion_MaxIndex = (Ion_MaxIndex + 1)
        • Set Ion_Caster[Ion_MaxIndex] = (Triggering unit)
        • Set Ion_Target[Ion_MaxIndex] = (Target unit of ability being cast)
        • Special Effect - Create a special effect attached to the Ion_String of Ion_Target[Ion_MaxIndex] using war3mapImported\IonCannon.mdx
        • Set Ion_Fx[Ion_MaxIndex] = (Last created special effect)
        • Set Ion_Duration[Ion_MaxIndex] = 7.00
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Ion_MaxIndex Equal to 1
          • Then - Actions
            • Trigger - Turn on Ion Int <gen>
          • Else - Actions
    • Ion Loop
      • Events
        • Time - Every 0.05 seconds of game time
      • Conditions
      • Actions
        • For each (Integer Ion_CurrentIndex) from 1 to Ion_MaxIndex, do (Actions)
          • Loop - Actions
            • Set Ion_Duration[Ion_CurrentIndex] = (Ion_Duration[Ion_CurrentIndex] - 0.05)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Ion_Duration[Ion_CurrentIndex] Greater than 0.00
              • Then - Actions
              • Else - Actions
                • Set TempPoint = (Position of Ion_Target[Ion_CurrentIndex])
                • Unit - Create 1 Dummy Ion for (Owner of Ion_Caster[Ion_CurrentIndex]) at TempPoint facing Default building facing degrees
                • Set TempUnit = (Last created unit)
                • Unit - Add a 0.50 second Generic expiration timer to TempUnit
                • Unit - Add Stun (Dummy Stun) to TempUnit
                • Set TempGroup = (Units within 600.00 of TempPoint)
                • Unit Group - Pick every unit in TempGroup and do (Actions)
                  • Loop - Actions
                    • Set TempUnit2 = (Picked unit)
                    • -------- Put in conditions here! --------
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (TempUnit2 is alive) Equal to True
                        • (TempUnit2 belongs to an enemy of (Owner of Ion_Caster[Ion_CurrentIndex])) Equal to True
                      • Then - Actions
                        • Unit - Order TempUnit to Human Mountain King - Storm Bolt TempUnit2
                        • Unit - Cause TempUnit to damage TempUnit2, dealing Ion_Damage damage of attack type Hero and damage type Universal
                      • Else - Actions
                • Special Effect - Destroy Ion_Fx[Ion_CurrentIndex]
                • Set Ion_Caster[Ion_CurrentIndex] = Ion_Caster[Ion_MaxIndex]
                • Set Ion_Target[Ion_CurrentIndex] = Ion_Target[Ion_CurrentIndex]
                • Set Ion_Duration[Ion_CurrentIndex] = Ion_Duration[Ion_MaxIndex]
                • Set Ion_Fx[Ion_CurrentIndex] = Ion_Fx[Ion_MaxIndex]
                • Set Ion_CurrentIndex = (Ion_CurrentIndex - 1)
                • Set Ion_MaxIndex = (Ion_MaxIndex - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Ion_MaxIndex Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
                • Custom script: call RemoveLocation(udg_TempPoint)
                • Custom script: call DestroyGroup(udg_TempGroup)


    Edit: Oops.. It currently only stuns for 2 seconds, just go to Object Editor and change to 3
     

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  6. kenegeneget13

    kenegeneget13

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    @PokE thank yu for making it :)
     
  7. kenegeneget13

    kenegeneget13

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    @pOke

    can u make the SFX show to all units?
     
  8. Razer!X

    Razer!X

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    Well thanks for taking it but it will be okay if it moves at an interval of 0.03 second because I'll use it for an ultimate. :ogre_haosis:
     
  9. Malhorne

    Malhorne

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    I updated the second post there is untook request in vJASS.
    Thanks nhock for taking this system :)
    I'll be more active at requests in holydays xD
     
  10. jakeZinc

    jakeZinc

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    Yes me too, tomorrow is holiday in here ^^.
     
  11. GreeN!X

    GreeN!X

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    Anybody on for a spell request? Been working at it for hours and I just can't seem to make it work. xD

    Impale/Shockwave attack

    DDS: http://www.hiveworkshop.com/forums/...a-231846/?prev=d=list&r=20&u=looking_for_help
    Code Type: GUI/Jass <---Whatever suits you best. As long as I can implement it with GUI or so long as it works.
    Spell Type: Unit
    Target Type: Passive
    Area of Effect: 100 AoE in a maximum of 1000 Range
    Number of Levels: 1
    Mana Cost: -
    Cooldown: Synced with the unit's attack.
    In-game Description: Description ain't visible in-game. Given as a default ability to certain units in the OE.
    How the spell works: Basically, any unit/hero with this passive spell will have their attacks work like shockwave but will have the impale sfx (spikes on the ground as it travels) not the shockwave sfx. The attack is not homing but will deal damage to units in a line, however, what makes it difficult to make (difficult for me, I dunno about you guys) is the configs and the impale attack effect.

    The supposed configs would be:
    • Damage Dealt In line:(Damage dealt by the shockwave. Magical Damage ofc.)
    • Impale SFX (Not every unit will use the same effect so I decided to make this a configurable)
    • Damage Dealt Range (how much the "shockwave" travels before it disappears)
    • Damage Dealt AoE (The thickness of the shockwave in which units in it would be hit)

    I gave up working on this last night, but still, posting and maybe one of you guys try and succeed. This is pretty much for creeps in both of my project Heroes Lore and In Memoriam.
     
  12. Rheiko

    Rheiko

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    line damage is my speciality, let me take this
    Question: so the attack will always release an impale?
     
  13. jakeZinc

    jakeZinc

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    Similar at my impale shock? It does damage in a line and the distance how much it travels will disappear and from the Aoe damage

    Edit:
    Oh it is passive :3
     
  14. Rheiko

    Rheiko

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    well it has a secondary impale, if you make it configurable....
    it's up to him though
     
  15. jakeZinc

    jakeZinc

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    ^ oh okay I'll make it configurable if it's up to him
     
  16. Rheiko

    Rheiko

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    it's passive, lol
     
  17. GreeN!X

    GreeN!X

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    Simply a shockwave autocast (by autocast I mean the synced with his attack part) and instead of a shockwave sfx, it would have the impale effects. Somehow it would look like the unit is using impale because of the sfx but there won't be any stuns etc. because it's just a plain shockwave.
     
  18. chobibo

    chobibo

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    You want it to work like a lurker attack right?
     
  19. jakeZinc

    jakeZinc

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    Oh.. It is autocast?, I can does that in my own method because I don't like using DDS systems or etc.
     
  20. GreeN!X

    GreeN!X

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    YES! That's the name I've been trying to remember. Yes. Definitely.
     
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