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Kawaii Spell Workshop

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

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  1. Malhorne

    Malhorne

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    No problem nhock ;)
    Take your time IRL :)
    Always remember that real life is more important than the workshop !
    Anyway thanks for telling this so I can see what to do :p
     
  2. T. D. W.

    T. D. W.

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    I just noticed something... people tend to request GUI or vJASS spells, maybe asking some of them if they would like them in JASS?

    Now that KB3D v. 1.8.0 is finished, i am more available for other stuff :)
     
  3. nambo

    nambo

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    Spells
    Strip Cross

    Code Type: GUI or Jass
    Spell Type: Hero
    Target Type: Target Point
    Damage: Middle 500. Left right 300.
    Area of Effect: 500
    Number of Levels: 1
    Mana Cost: 100
    Cooldown: 10
    In-game Description: Emperor strips in front of audience. Cross burning in Cross Angel.
    How the spell works: Create a big [Hero double size] gold christian 'cross' at the back of Hero'. Once Hero attacks, burn the ground with cross-shaped gold explosions with low height, same size as the initial buff.



    Dead Wish

    Code Type: GUI or Jass
    Spell Type: Hero
    Target Type: Target Point
    Area of Effect: 200
    Number of Levels: 1
    Mana Cost: 100
    Cooldown: 10
    Distance: 700
    Damage: Deal 50 damage for every unit knockbacked.
    In-game Description: Knight Soul in rampage. The heart is beating!
    How the spell works: Make Knight Hero run to one point. Knocking everyone in process.


    Thunder Humiliation

    Code Type: GUI or Jass
    Spell Type: Hero
    Target Type: Self
    Last for 100 seconds, can be turn off
    Number of Levels: 1
    Mana Cost: 0
    Cooldown: 150
    In-game Description: Thunder vibe around Hero. Hero has thunder smell.
    How the spell works: Strike the Hero with white thunder. Then add thunder effect to Hero like Dragonball. Hero blood buff when taking damage. Decrease Hero health by 20 per second. 20 % chance able to create a big thunder sword [Hero double size] that appears from vertical line to crush the enemies in horizontal dealing 1000 in damage in straight line with distance 800, when attack.


    Dance Weird

    Code Type: GUI or Jass
    Spell Type: Hero
    Target Type: Self
    Number of Levels: 1
    Last for 10 seconds.
    Mana Cost: 100
    Cooldown: 10
    In-game Description: Hero move with dancing.
    How the spell works: Hero got a blurry/ghostly image behind him while walking. Distance 30. You know the effect dizzy while walking? That's it. Once a unit touch that image, he'll explode. Chance 10 percent.


    EDIT:
    Thunder Sword: White lightning with length like a sword. Or as intense as a sword.
    Cross: Use two light buffs and cross them.
     
  4. T. D. W.

    T. D. W.

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    ^ firstly, lol
    Secondly, some spells need custom models, the model needs to be specified, like the cross
    Thirdly, third spell is.. Un described well, like some others
    Fourfth, these spells are HARD, (some of them)
     
  5. pOke

    pOke

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    I can handle this request, although I have three questions:

    1. Should trees be destroyed?
    2. 100% of intelligence, does this mean if a hero has 100 int at level 1 it would deal 150 damage?
    3. How fast should they move the 500 distance? (At what rate?)
     
  6. ~Nightmare

    ~Nightmare

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    @pOke:
    * Trees Cannot be Destroyed
    * Yes
    * Maybe 522?
     
  7. chobibo

    chobibo

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    You'll get stuck inside tree walls if you don't destroy the trees with the dash, unless you have pathing off.
     
  8. ~Nightmare

    ~Nightmare

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    Okay then, It Destroys trees, or we can make the unit have flying movement while dashing?
     
  9. chobibo

    chobibo

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    If the flying movement gets removed after the dash, you still get stuck.
     
  10. BunnyAng

    BunnyAng

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    Oh nothing. I just solved it.
     
  11. ~Nightmare

    ~Nightmare

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    Okay now then..It Destroys trees no more flying movement
     
  12. pOke

    pOke

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    Here is the Wing Dash Request, its seems to work fine, if anyone has a minute maybe they could check my usage of world bounds, never used it before and was kind of in a hurry.

    Edit: Fixed, attached new map.
     

    Attached Files:

    Last edited: Nov 12, 2013
  13. ~Nightmare

    ~Nightmare

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    Gonna try it now! thanks pOke! +rep I'll test it so that I can ask you some things to fix
     
  14. chobibo

    chobibo

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    Hurray for pOke!
    EDIT: pOke, you're not using the World Bounds sentinels (minX,minY,maxX,maxY)

    Pseudo-code:
    Code (Text):

    If newX>MaxX then set newX=MaxX
    If newX<MinX then set newX=MinX
    If newY>MaxY then set newY=MaxY
    If newY<MinY then set newY=MinY
     
     
  15. ~Nightmare

    ~Nightmare

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    I think it has a bug. I can dash through boundaries and I'm stuck.
     
  16. T. D. W.

    T. D. W.

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    Actually, world bounds isn't the thing to use, but bj_PlayableMapArea .. World bounds will still let the unit go out to the darken area
     
  17. Malhorne

    Malhorne

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    Yes use bj_PlayableMapArea it is better
    World Bounds is a bit broken (except for DDS registering)
     
  18. T. D. W.

    T. D. W.

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    bj_mapInitialPlayableArea
    is the Rect where the the unit can move, which does not include the dark areas at the edges
    However:
    GetWorldBounds()
    is the Map Rect, including the dark areas, this is supposed to be used to not let the game crash if the unit is going through out the map, but if
    bj_mapInitialPlayableArea
    is used, this will be prevented too
     
  19. Malhorne

    Malhorne

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    Yop you're right :)
     
  20. pOke

    pOke

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    Updated. No longer leaves the playable map area. Thanks for the guidance guys :)

    ~Nightmare let me know if you have any further trouble, sorry about the wait.
     
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