Kawaii Spell Workshop

Status
Not open for further replies.
Level 8
Joined
Apr 17, 2013
Messages
381
Chronosphere

DDS:
Code Type: GUI
Spell Type: Unit
Target Type: Target Point
Area of Effect: 500
Number of Levels: 1
Range: 700
Duration: 3
Mana Cost: 0
Cooldown: 8
In-game Description: Faceless Void creates a rip in spacetime causing all units in that area to become trapped for its duration. Faceless Void has a mysterious connection with spacetime that causes him to be unaffected by the sphere.

How the spell works: Faceless Void creates a rip in spacetime causing all units in that area to become trapped for its duration. Faceless Void has a mysterious connection with spacetime that causes him to be unaffected by the sphere.


NOTE: Can be cast at the same time by multiple users :)
 
Level 7
Joined
Jun 28, 2013
Messages
395
owh lol xDDD okay okay, more information. :p

Edit: Guys, there is something weird with one of the spell I'm doing. Its not MUI even though I used hashtable. I even read my code multiple times and can't find out that problem :< Someone help me pls.

View attachment Unkabogable Stun.w3x
 
Last edited:
Level 19
Joined
Feb 15, 2008
Messages
2,208
Meat Hook Simple

DDS: Damage Detection System you have?
Code Type: GUI
Spell Type: Hero/Unit
Target Type: All heroes/units that comes in its way
Area of Effect: 150
Damage: 200/400/600/1000
Number of Levels: 4
Range: 1500/1700/1900/2100
Duration: ?
Mana Cost: 0
Cooldown: 10
Hotkey T
(MUI) Leakless.
In-game Description: The spell doesent gona hook any heroes units. It gona work like this. You do exactually like meat hook and when the hook is out. Then it gona damage all units/heroes that goes in the line of the hook (including the heroes and units thats its hiting). So if you go into the hook you get damaged. Even if a hook is out you get damaged if you are in the hook line. And the spell is not gona hook anything. And if hit anything like buildings and trees the hook gona make an angle and continue. And the hook should go forward then back. Pretty fast but not to fast (Also if hiting an item or rune should be instantly given to the hero/if full inventory will just be dropped at the hero location).
Changed my mind i dont need this spell anymore ;)
 
Last edited:
Level 7
Joined
Jun 28, 2013
Messages
395
Tq....




Starshot

DDS: YES
Code Type: vJASS ( I LOVE VJASS :3 :3 )
Spell Type: HEROez
Target Type: Single Target
Area of Effect: NONE
Number of Levels: 4
Range: 700 Range
Duration: 0.2 Second ( Ministun )
Mana Cost: 5 / 10 / 15 / 20% Of Current mana ( If it's below 100, you can't cast this )
Cooldown: 5 Second
In-game Description: <Just blank it>
How the spell works:
I should just write this Function - .. -
So Let's see:


Damage target for ( Manacost * ( Firesome Level + 1 ) ).
Ministun for ( 0.2 Second ). The missle moving with 2000 Speed

Casting time: 0.2 Second




Fire Thrower

DDS: YES
Code Type: vJASS ( I LOVE VJASS :3 :3 )
Spell Type: HEROez
Target Type: Target Point
Area of Effect: 300 Area
Number of Levels: 4
Range: 700 Range
Duration: 3 Second
Mana Cost: 7.5 / 15 / 22.5 / 30% Of Current mana ( Manapool < 50 Then MsgBox "Not enought mana" / Can't cast this )
Cooldown: 15 Second
In-game Description: <Just blank it>
How the spell works:
I should just write this Function - .. -
So Let's see:


Damage a ( ( 300 ) Path widht with long ( 700 ) Range ) for ( Manacost * ( FiresomeLevel + 1 ) ) / ( 1 Second ).
Last ( 3 ) Second

Casting Time: 1 Second
CHANNELING




Incernate ( I forgot the english - .. - )

DDS: YES
Code Type: vJASS ( I LOVE VJASS :3 :3 )
Spell Type: HEROez
Target Type: Instant
Area of Effect: 500 / 650 / 800 / 950 Area
Number of Levels: 4
Range: NONE
Duration: Infine ( Until Manapool < 25 )
Mana Cost: 0.5 / 1 / 1.5 / 2% Of Current mana ( Manapoll < 25 Then MsgBox "Not enought mana" / Can't cast this )
Cooldown: 1 Second
In-game Description: <Just blank it>
How the spell works:
I should just write this Function - .. -
So Let's see:


Damage ( Manacost * ( FiresomeLevel + 1 ) ) each ( 0.7 ) Second
On ( 500 / 650 / 800 / 950 ) Area
Slow = ( 5 / 10 / 15 / 20% )
Last Infine ( Until Manapool < 25 )

Casting Time: 0.5 Second
CHANNELING




Firesome

DDS: YES
Code Type: vJASS ( I LOVE VJASS :3 :3 )
Spell Type: HEROez
Target Type: Passive
Area of Effect: NONE
Number of Levels: 3
Range: NONE
Duration: NONE
Mana Cost: NONE
Cooldown: NONE
In-game Description: <Just blank it>
How the spell works:

Increasing the Fahrenheit to all of your spell each level

NOTE:
This icon will change each Upgrade






Updated!! <<
I'll make myself busy with this. :D

So, incernate? incarnate? incinerate? which one?

So, firesome does nothing but increase spell damage?
 
Last edited:
Level 7
Joined
Jun 28, 2013
Messages
395
@Malhorne : Coding missiles is really hard T^T Sry tho.. I shall rest :p I gt one more question but I'll wait first :3
 
Level 10
Joined
Nov 15, 2007
Messages
780
Jeez, this thread is only two months old and look at the insane activity. For some reason every time I take a break from WC3 I expect the modding scene to be dead when I check back in, but that's clearly not happening any time soon. Kudos to all you guys.

Also,

chronosphere from DotA uses
  • Unit - Pause Unit
right?

Yes, it does. I specifically recall this because it made Cyclone a perfect counter to it since you could target yourself before it was cast and be invulnerable for the whole duration. And then I tried to do this in Dota 2 and it didn't work, because they don't use a "pause" :thumbs_down:
 
Level 2
Joined
Jan 25, 2012
Messages
12
@nhocklanhox6 wow, thanks dude :)
ehm, when I change the order SWCaster from Storm Bolt - Human Mountain King to Sleep - Undead Deadlord, why the spell only targeting one enemy, not sleeping the enemies in a line?
 
Ahaha okay :p
  • Spell Period
    • Events
      • Time - M_Timer expires
    • Conditions
    • Actions
      • -------- - --------
      • For each (Integer M_Loop) from 1 to M_MUI, do (Actions)
        • Loop - Actions
          • -------- - --------
          • Set M_Data = M_MUIData[M_Loop]
          • -------- - --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • M_Boolean[M_Data] Equal to False
            • Then - Actions
              • Set M_Point[M_Data] = ((Position of M_Dummy[M_Data]) offset by 20.00 towards (Facing of M_Dummy[M_Data]) degrees)
              • -------- - --------
              • Destructible - Pick every destructible within 150.00 of M_Point[M_Data] and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Load 1 of M_Handle[M_Data] in M_Hashtable) Not equal to (Picked destructible)
                    • Then - Actions
                      • -------- - --------
                      • Hashtable - Save Handle Of(Picked destructible) as 1 of M_Handle[M_Data] in M_Hashtable
                      • -------- - --------
                      • Set M_Angle[M_Data] = ((Facing of M_Dummy[M_Data]) + (Random real number between -180.00 and 180.00))
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • M_Angle[M_Data] Greater than or equal to ((Facing of M_Dummy[M_Data]) + 30.00)
                              • M_Angle[M_Data] Greater than or equal to ((Facing of M_Dummy[M_Data]) - 30.00)
                        • Then - Actions
                          • Unit - Make M_Dummy[M_Data] face M_Angle[M_Data] over 0.00 seconds
                        • Else - Actions
                      • -------- - --------
                    • Else - Actions
              • -------- - --------
              • Unit - Move M_Dummy[M_Data] instantly to M_Point[M_Data]
              • -------- - --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • M_Intevar[M_Data] Less than 0.20
                • Then - Actions
                  • Set M_Intevar[M_Data] = (M_Intevar[M_Data] + 0.03)
                • Else - Actions
                  • Set M_Intevar[M_Data] = 0.00
                  • -------- - --------
                  • Set M_Inc[M_Data] = (M_Inc[M_Data] + 1)
                  • Unit - Create 1 dummy fire for Neutral Passive at M_Point[M_Data] facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as (2 + M_Inc[M_Data]) of M_Handle[M_Data] in M_Hashtable
                  • -------- - --------
              • -------- - --------
            • Else - Actions
          • -------- - --------
          • Custom script: call RemoveLocation(udg_M_Point[udg_M_Data])
          • -------- - --------
          • Set M_RealTime[M_Data] = (M_RealTime[M_Data] + 0.03)
          • -------- - --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • M_RealTime[M_Data] Greater than or equal to 1.00
            • Then - Actions
              • Set M_RealTime[M_Data] = 0.00
              • -------- - --------
              • For each (Integer M_Period) from 1 to M_Inc[M_Data], do (Actions)
                • Loop - Actions
                  • -------- - --------
                  • Set M_Point[M_Data] = (Position of (Load (2 + M_Period) of M_Handle[M_Data] in M_Hashtable))
                  • Set M_Group[M_Data] = (Units within 100.00 of M_Point[M_Data] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) belongs to an enemy of M_Player[M_Data]) Equal to True))))
                  • Unit Group - Pick every unit in M_Group[M_Data] and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                        • Then - Actions
                          • Unit - Cause M_Caster[M_Data] to damage (Picked unit), dealing M_Dmg[M_Data] damage of attack type Hero and damage type Normal
                        • Else - Actions
                  • -------- - --------
                  • Custom script: call RemoveLocation(udg_M_Point[udg_M_Data])
                  • Custom script: call DestroyGroup(udg_M_Group[udg_M_Data])
                  • -------- - --------
            • Else - Actions
          • -------- - --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • M_Duration[M_Data] Less than 3.50
            • Then - Actions
              • Set M_Duration[M_Data] = (M_Duration[M_Data] + 0.03)
            • Else - Actions
              • -------- - --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • M_Boolean[M_Data] Equal to False
                • Then - Actions
                  • Set M_Boolean[M_Data] = True
                • Else - Actions
              • -------- - --------
              • Set M_PAngle[M_Data] = (Position of M_Caster[M_Data])
              • Set M_Point[M_Data] = (Position of M_Dummy[M_Data])
              • Set M_Angle[M_Data] = (Angle from M_Point[M_Data] to M_PAngle[M_Data])
              • Custom script: call RemoveLocation(udg_M_Point[udg_M_Data])
              • Custom script: call RemoveLocation(udg_M_PAngle[udg_M_Data])
              • Set M_Point[M_Data] = ((Position of M_Dummy[M_Data]) offset by 35.00 towards M_Angle[M_Data] degrees)
              • Custom script: call SetRect(udg_Rect,GetLocationX(udg_M_Point[udg_M_Data])-100,GetLocationY(udg_M_Point[udg_M_Data])-100,GetLocationX(udg_M_Point[udg_M_Data])+100,GetLocationY(udg_M_Point[udg_M_Data])+100)
              • Item - Pick every item in Rect and do (Actions)
                • Loop - Actions
                  • Hero - Create (Item-type of (Picked item)) and give it to M_Caster[M_Data]
                  • Item - Remove (Picked item)
              • -------- - --------
              • Unit - Move M_Dummy[M_Data] instantly to M_Point[M_Data]
              • -------- - --------
              • Set M_Group[M_Data] = (Units within 100.00 of M_Point[M_Data] matching ((Matching unit) Equal to M_Caster[M_Data]))
              • Unit Group - Pick every unit in M_Group[M_Data] and do (Actions)
                • Loop - Actions
                  • For each (Integer M_Period) from 1 to M_Inc[M_Data], do (Actions)
                    • Loop - Actions
                      • -------- - --------
                      • Unit - Remove (Load (2 + M_Period) of M_Handle[M_Data] in M_Hashtable) from the game
                      • -------- - --------
                  • Unit - Remove M_Dummy[M_Data] from the game
                  • Hashtable - Clear all child hashtables of child M_Handle[M_Data] in M_Hashtable
                  • Unit Group - Remove M_Dummy[M_Data] from M_GroupPicker
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (M_GroupPicker is empty) Equal to True
                    • Then - Actions
                      • Countdown Timer - Pause M_Timer
                    • Else - Actions
              • Custom script: call RemoveLocation(udg_M_Point[udg_M_Data])
              • Custom script: call DestroyGroup(udg_M_Group[udg_M_Data])
          • -------- - --------
      • -------- - --------
 
Level 7
Joined
Jun 28, 2013
Messages
395
He told me he wanted if the hook hits a destructible, then the hook should come bk to him. And he also want the hook to be a Homing

Did u did it? XDD
 
He told me he wanted if the hook hits a destructible, then the hook should come bk to him. And he also want the hook to be a Homing

Did u did it? XDD

I cant download it.

EDIT: I don't know, all i have to do is viewing the "Special" In game description of him 0.0, and did everything he told in that request !
 
@Creator: Của bạn đây, nhưng mình không biết có đúng không bởi vì mình vẫn chưa hiểu ý bạn lắm T.T, cái này chưa xong và mình cá là sẽ hiểu sai ý bạn, bạn cứ xem qua xem thử có đúng ý bạn không, nếu không thì giải thích lại nhé !.
 

Attachments

  • Multi Pet System.w3x
    17.6 KB · Views: 35
Status
Not open for further replies.
Top