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Kawaii Spell Workshop

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BunnyAng's Request - Blind
Blind said:
DDS: GDD
Code Type: GUI or vJASS
Spell Type: Hero
Target Type: Single Target
Range: 600
Number of Levels: 4
Mana Cost: 75
Cooldown: 12
In-game Description: -
How the spell works: The Shapeshifter temporary blinds the enemy unit, causing them to have an impaired/lowered vision by 550 and unable to attack. Lasts for 2/3/4/5 seconds

Thank you for requesting, It was our honor to do your request, please appreciate our work and hope you enjoy it.:thumbs_up:

Send a message to Daffa the Mage if you want this spell to have modification to fit your desire, thank you.
 

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Edited
Blinding Light

DDS: NO NEED TROLOLOLOLOL
Code Type: vJaws
Spell Type: Hero
Target Type: Instant
Area of Effect: 1000
Number of Levels: 4
Range: 0
Duration (Blind): 3 seconds
Mana Cost: 0
Cooldown: 60s
In-game Description: Ooohhhh Text!!!
How the spell works:

If any of a player's units faces the caster when casting this skill, the player and player's unit is affected. The unit will go blind of course, order him to stop but not for 3 seconds. In this 3 seconds, the unit can be still order to do anything by the player.

As for the player, if any of his unit is facing the caster when the skill is casted, cover his whole screen with white only. Using the cinematic function that covers the players screen to white. That duration is 3 seconds.
Lelelelelelelelele~~~~
 
Last edited:
Level 22
Joined
Aug 27, 2013
Messages
3,973
Blinding Light

DDS: NO NEED TROLOLOLOLOL
Code Type: vJaws
Spell Type: Hero
Target Type: Instant
Area of Effect: 1000
Number of Levels: 4
Range: 0
Duration (Blind): 3 seconds
Mana Cost: 0
Cooldown: 60s
In-game Description: Ooohhhh Text!!!
How the spell works:

When the caster casts this ability, it will blind all units facing the caster for 3 seconds. Those who doesn't face the caster won't be affected by this ability.
Lelelelelelelelele~~~~
This can be done in GUI
232216-albums6998-picture77473.png


Edit:
Do you mean something like this? 1 or 2?
attachment.php
 

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Level 7
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Messages
395
@Rheiko: WAIITTT!! >w< I duno what was I doin with how the spell works.
How the spell really works:
If any of a player's units faces the caster when casting this skill, the player and player's unit is affected. The unit will go blind of course, order him to stop but not for 3 seconds. In this 3 seconds, the unit can be still order to do anything by the player.

As for the player, if any of his unit is facing the caster when the skill is casted, cover his whole screen with white only. Using the cinematic function that covers the players screen to white. That duration is 3 seconds.

I'm very sry about this >__< Stupid me :<

@FRENGERS
Hehe xAroon? XD I'll try to finish the spell before new year. :D
 
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Level 24
Joined
May 15, 2013
Messages
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Guy's and Gal's,

I was making an Envenomed Net base on Ensnare.

  • Envenomed Net
    • Event - A unit cast an ability
    • Condition - [Ability being cast] Equal to Envenomed Net
    • Action
      • Unit - Create 1 EN Dummy at Position of [Targeted Unit of Ability Being Cast]
      • Unit - Create a Generic expiration timer for [Last created unit]
      • Unit - Order [Last created unit] to attack [Targeted Unit of ability Being Cast]
      • If Conditions
        • Or - Any Conditions are True
          • [Target Unit of ability being cast] has Envenomed Net (Buff) Equal to False
          • [Target Unit of ability being cast] is dead Equal to True
      • Then Actions
        • Unit - Remove [Last created unit] from game
        • Unit - Remove Venom (Dummy Buff) from [Target unit of ability being cast]
        • Else Actions
          • Do Nothing
It doesn't work. Its just Ensnare. I added an Envenomed Spears with the Venom Buff to the dummy,
--------------------------------------------
xAerox : Is the Ram finish?
 
Level 7
Joined
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Messages
395
@FRENGERS
How do you damage enemies in Fire Thrower ability? A or B?
Untitled.jpg
And for Incinerate, is the spell "activate and deactivate"?

Mmmmm.... The Sonic Boost might be too hard, so replace it with this
and if you are working with Sonic Boost and finish it, PM or VM me
(Won't wanna waste your hardwork if you are working with it)
--------------------------------------------------------
Ram

DDS: N/A
Code Type: That Depends on you as long as the Setup is GUI
Spell Type: Unit
Target Type: Single Target Unit
Area of Effect: N/A
Number of Levels: 1
Range: 700
Duration: (Stun) 1.65
Mana Cost: 75
Cooldown: 10
In-game Description: Rams an enemy air unit, knocking it back and deals 125 damage but lose 25% hp of the Zeppelin, But if the target is an arial Mechanical, it will deal 150 damage but lose 35% hp of the Zeppelin
How the spell works: Targets an enemy air unit and knocking it back(KB 500 range) but lose 25% hp of the Zeppelin(Ex: 100 Base life - (25%=) 25 = 75%). But if target is air mechanical mechanical, the target deals 150 while the caster lose 35% hp.
Here is the spell, bro!! I kinda like the spell XD
View attachment Ram.w3x
 
Last edited:
Level 7
Joined
Jun 28, 2013
Messages
395
Blinding Light

DDS: NO NEED TROLOLOLOLOL
Code Type: vJaws
Spell Type: Hero
Target Type: Instant
Area of Effect: 1000
Number of Levels: 4
Range: 0
Duration (Blind): 3 seconds
Mana Cost: 0
Cooldown: 60s
In-game Description: Ooohhhh Text!!!
How the spell works:

If any of a player's units faces the caster when casting this skill, the player and player's unit is affected. The unit will go blind of course, order him to hold position but not for 3 seconds. In this 3 seconds, the unit can be still order to do anything by the player.

As for the player, if any of his unit is facing the caster when the skill is casted, cover his whole screen with white flash only for 3 seconds.
 
Level 7
Joined
Jun 28, 2013
Messages
395
Dun worry, I'm patient.

After New Year, I will be really inactive now because my mom won't let me use the laptop T^T So I only can do spell on weekends.

@FRENGERS
If I cant give your spell before New Year, then you'll have to wait or if you dun want to wait, I'll have to give the request to someone else. >_<

And I need you to answer the question :3

Edit:
Guys, this disable movemnt
JASS:
call SetUnitPropWindow(caster, 0)// Disable movement
BUT IT STILL CAN ATTACK :< Anyone know what function can disable the caster from attacking? I want it to channel the spell, not attack in one spot :p

It also can turn though. Is there a way to also disable the turn?

I just need to disable damage and turn then 3 spells are done for FRENGERS then I'll have to wait for answers from him then start the last spell. :3
 
Last edited:
Level 8
Joined
Apr 17, 2013
Messages
381
Bumb

DDS: N/A
Code : That Depends on you as long as the Setup is GUI
Spell Type: Unit
Target Type: Single Target
Area of Effect: N/A
Number of Levels: 1
Range: 700
Duration: 1.65
Mana Cost: 50
Cooldown: 4
In-game Description: Dashes an enemy unit, knocking it back and deals (125 x (STR)) damage., If the Caster Reach the target but the target has a Invulnerable Buff, The Caster will knockback himself away from the target.
How the spell works: its like an huskars life break but knockback enemies (/...\)
 
Edit:
Guys, this disable movemnt
JASS:
call SetUnitPropWindow(caster, 0)// Disable movement
BUT IT STILL CAN ATTACK :< Anyone know what function can disable the caster from attacking? I want it to channel the spell, not attack in one spot :p

It also can turn though. Is there a way to also disable the turn?

I just need to disable damage and turn then 3 spells are done for FRENGERS then I'll have to wait for answers from him then start the last spell. :3

Use Cargo (Orc Burrow) and set the cargo to 0. Check my post of BunnyAng's request, I use the same method there, you can take that example.
 
Level 7
Joined
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Messages
395
Owh, so when the ability is casted, just give the cargo hold ability to him? Which makes him channel and not do anything else?
 
Level 19
Joined
Feb 15, 2008
Messages
2,184
Grappling Hook

DDS: Damage / No Damage
Code Type: GUI/Jass/vJass doesent matter. i use vJass now aswell
Spell Type: Hero/Unit
Target Type: Single Target / Natural Passive Structure / invurable
Area of Effect: ?
Number of Levels: 4
Range: 1000 / 1200 / 1400 / 1600
Casting time / 3/2/1/0
Duration: ?
Mana Cost: 0
Cooldown: 30

Need to be MUI Leak free.

In-game Pudge Cast A Hook at a natural passive building and then move to that building. Its because if he gets stuck in the river he need to have a chance to move back. So basicly He just target an structure then moves with the hook to that building/Lamp. Hook speed 1000. Can some one do this? Realy need this one :) and happy new year guys! love your spell workshop.
 
Level 13
Joined
Mar 24, 2013
Messages
1,105
Sharp Claw

DDS: looking_for_help
Code Type: Whatever you want
Spell Type: Unit
Target Type: Passive
Area of Effect: 0
Number of Levels: 5
Mana Cost: 0
Cooldown: 0
How the spell works: Give unit a chance (30%,35%,40%,45%,50%) that make unit deal bonus damage over time (3s). (Bleed). Damage over time can be stack with previous Damage over time. Damage Base on unit base damage (6%,8%,10%,12%,14%).Btw, Damge type is TRUE Damage.



  • Sharp Claw SetUp
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Chance to make a unit bleed in % --------
      • Set SC_ChancetoProc[1] = 30
      • Set SC_ChancetoProc[2] = 35
      • Set SC_ChancetoProc[3] = 40
      • Set SC_ChancetoProc[4] = 45
      • Set SC_ChancetoProc[5] = 50
      • -------- Duration, you said 3, but if you want to change by level just change the value --------
      • Set SC_Duration[1] = 3.00
      • Set SC_Duration[2] = 3.00
      • Set SC_Duration[3] = 3.00
      • Set SC_Duration[4] = 3.00
      • Set SC_Duration[5] = 3.00
      • -------- Damage changed to DPS in decimals 10% == .10 --------
      • Set SC_DamageBase[1] = 0.06
      • Set SC_DamageBase[2] = 0.08
      • Set SC_DamageBase[3] = 0.10
      • Set SC_DamageBase[4] = 0.12
      • Set SC_DamageBase[5] = 0.14
      • -------- Time between/Inteveral of the DPS. It's set to 1 second right now. --------
      • Set SC_TimeBetweenTicks = 1.00
      • -------- Damage Types-- I think Chaos + Universal is the "True" damage you are seeking --------
      • Set SC_AttackType = Chaos
      • Set SC_DamageType = Universal
      • -------- Attachment Point + Effects --------
      • -------- 1st one is to show a bleeding hit was triggered --------
      • -------- 2nd one is an indicator of the dps --------
      • Set SC_AttachmentPoint = chest
      • Set SC_Effect = Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
      • Set SC_Effect2 = Objects\Spawnmodels\Human\HumanBlood\HumanBloodKnight.mdl
  • Sharp Claw Loop
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SC_CurrentIndex) from 1 to SC_MaxIndex, do (Actions)
        • Loop - Actions
          • Set SC_Duration2[SC_CurrentIndex] = (SC_Duration2[SC_CurrentIndex] - 0.05)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SC_Duration2[SC_CurrentIndex] Greater than -0.05
            • Then - Actions
              • Set SC_Tick[SC_CurrentIndex] = (SC_Tick[SC_CurrentIndex] - 0.05)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SC_Tick[SC_CurrentIndex] Less than or equal to 0.00
                • Then - Actions
                  • Unit - Cause SC_Dummy[SC_CurrentIndex] to damage SC_Target[SC_CurrentIndex], dealing SC_Damage[SC_CurrentIndex] damage of attack type SC_AttackType and damage type SC_DamageType
                  • Special Effect - Create a special effect attached to the SC_AttachmentPoint of SC_Target[SC_CurrentIndex] using SC_Effect2
                  • Special Effect - Destroy (Last created special effect)
                  • Set SC_Tick[SC_CurrentIndex] = 1.00
                • Else - Actions
            • Else - Actions
              • Unit - Kill SC_Dummy[SC_CurrentIndex]
              • Set SC_Dummy[SC_CurrentIndex] = SC_Dummy[SC_MaxIndex]
              • Set SC_Target[SC_CurrentIndex] = SC_Target[SC_MaxIndex]
              • Set SC_Duration2[SC_CurrentIndex] = SC_Duration2[SC_MaxIndex]
              • Set SC_Damage[SC_CurrentIndex] = SC_Damage[SC_MaxIndex]
              • Set SC_Tick[SC_CurrentIndex] = SC_Tick[SC_MaxIndex]
              • Set SC_CurrentIndex = (SC_CurrentIndex - 1)
              • Set SC_MaxIndex = (SC_MaxIndex - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SC_MaxIndex Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
  • OnDamage
    • Events
      • Game - damageEventTrigger becomes Equal to 1.00
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • damageType Equal to PHYSICAL
        • Then - Actions
          • -------- Actions for PHYSICAL damage --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Sharp Claw for source) Greater than 0
            • Then - Actions
              • Set TempInteger = (Level of Sharp Claw for source)
              • Set TempInteger2 = SC_ChancetoProc[TempInteger]
              • Set TempInteger3 = (Random integer number between 1 and 100)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • TempInteger3 Less than or equal to TempInteger2
                • Then - Actions
                  • Game - Display to (All players) the text: (Damage == + (String(amount)))
                  • Set SC_MaxIndex = (SC_MaxIndex + 1)
                  • Set TempLoc = (Position of target)
                  • Unit - Create 1 Dummy for (Owner of source) at TempLoc facing Default building facing degrees
                  • Set SC_Dummy[SC_MaxIndex] = (Last created unit)
                  • Unit - Add a 3.50 second Generic expiration timer to SC_Dummy[SC_MaxIndex]
                  • Set SC_Target[SC_MaxIndex] = target
                  • Special Effect - Create a special effect attached to the SC_AttachmentPoint of SC_Target[SC_MaxIndex] using SC_Effect
                  • Special Effect - Destroy (Last created special effect)
                  • Set SC_Duration2[SC_MaxIndex] = SC_Duration[TempInteger]
                  • Set SC_Damage[SC_MaxIndex] = (SC_DamageBase[TempInteger] x amount)
                  • Game - Display to (All players) the text: (DPS == + (String(SC_Damage[SC_MaxIndex])))
                  • Set SC_Tick[SC_MaxIndex] = SC_TimeBetweenTicks
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SC_MaxIndex Equal to 1
                    • Then - Actions
                      • Trigger - Turn on Sharp Claw Loop <gen>
                    • Else - Actions
                  • Custom script: call RemoveLocation(udg_TempLoc)
                • Else - Actions
            • Else - Actions
          • -------- End of Actions for PHYISCAL damage --------
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • damageType Equal to SPELL
            • Then - Actions
              • -------- Actions for SPELL damage --------
              • -------- End of Actions for SPELL damage --------
            • Else - Actions
              • -------- Actions for CODE damage --------
              • -------- End of Actions for CODE damage --------
PM or VM me if you have a problem or question.

Because the DPS on the hero I used is so small I left 2 game messages in the code to show you the damage and the DPS simply delete them once you're satisfied it works as you desire.
 

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Woah... I could make from red blue and green. I dunno how to do white since if the model is originally red, it cannot be white. I probably need custom model. Do you have any custom model for your spells? If no, I'll just use default. :p

Notice: I'll be inactive at weekdays due to school and my mother not letting me use the laptop on school days T^T
 
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