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Kawaii Spell Workshop

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

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  1. Haru

    Haru

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    yes, i realized that only recently, i'm so stupid!
     
  2. Haru

    Haru

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    try making a dummy "Roar" or any ability that has no target then trigger it that when that ability is used it gives the desired spell to the triggering unit but it needs a lot of triggers for a single hero or unit.
     
  3. Malhorne

    Malhorne

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    Don't make this thread a help thread.
    As I said you can't learn a spell from a spellbook it's already learned xD
    Anyway if you want the hero to use it while hiding the book just trigger it.
     
  4. pOke

    pOke

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    I wanna help out the almighty Mal so...

    I can do/did this one, but I have a question-

    Should this slow units that are invis or just damage them, or neither? Lina's damages and stuns invisible units.

    If it should slow invisible units, does anyone in here know the most effective way to have a single dummy cast on unallied invisible units? Currently I do this, but I'm worried that might cause bad things, although you never actually see the unit.
    • Then - Actions
      • Unit - Cause TempUnit to damage TempUnit2, dealing FS_DamageBase[TempInteger] damage of attack type FS_AttackType and damage type FS_DamageType
      • Unit - Grant shared vision of TempUnit2 to TempPlayer
      • Unit - Order TempUnit3 to Human Sorceress - Slow TempUnit2
      • Unit - Deny shared vision of TempUnit2 to TempPlayer


    Trigs
    • Flame Strike Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- Should this ability destroy trees? --------
        • Set FS_DestroyTrees = True
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • FS_DestroyTrees Equal to True
          • Then - Actions
            • Custom script: set udg_FS_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
            • Custom script: call UnitAddAbility(udg_FS_TreeDestroyer, 'Aloc')
            • Unit - Hide FS_TreeDestroyer
          • Else - Actions
        • -------- AoE --------
        • Set FS_DamageAoE = 350.00
        • -------- Trees Destroy AoE --------
        • Set FS_TreeDestructionAoE = 350.00
        • -------- Damage per Level --------
        • Set FS_DamageBase[1] = 100.00
        • Set FS_DamageBase[2] = 180.00
        • Set FS_DamageBase[3] = 280.00
        • Set FS_DamageBase[4] = 370.00
        • -------- Type of Damage --------
        • Set FS_AttackType = Spells
        • Set FS_DamageType = Universal
        • -------- Be sure to set the duration of the Slow in the object editor. --------
    • Flame Strike Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Flame Strike
      • Actions
        • Set TempUnit = (Triggering unit)
        • Set TempPlayer = (Triggering player)
        • Set TempLoc = (Target point of ability being cast)
        • Set TempInteger = (Level of Flame Strike for TempUnit)
        • Set TempGroup = (Units within FS_DamageAoE of TempLoc)
        • Unit - Create 1 FS Dummy (SPX) for TempPlayer at TempLoc facing Default building facing degrees
        • Set TempUnit2 = (Last created unit)
        • Animation - Play TempUnit2's birth animation
        • Unit - Add a 2.00 second Generic expiration timer to TempUnit2
        • Unit - Create 1 Dummy for TempPlayer at TempLoc facing Default building facing degrees
        • Set TempUnit3 = (Last created unit)
        • Unit - Add FS Slow to TempUnit3
        • Unit - Set level of FS Slow for TempUnit3 to TempInteger
        • Unit - Add a 2.00 second Generic expiration timer to TempUnit3
        • Unit Group - Pick every unit in TempGroup and do (Actions)
          • Loop - Actions
            • Set TempUnit2 = (Picked unit)
            • 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 TempPlayer) Equal to True
                • (TempUnit2 is A structure) Equal to False
                • (TempUnit2 is Magic Immune) Equal to False
              • Then - Actions
                • Unit - Cause TempUnit to damage TempUnit2, dealing FS_DamageBase[TempInteger] damage of attack type FS_AttackType and damage type FS_DamageType
                • Unit - Grant shared vision of TempUnit2 to TempPlayer
                • Unit - Order TempUnit3 to Human Sorceress - Slow TempUnit2
                • Unit - Deny shared vision of TempUnit2 to TempPlayer
              • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • FS_DestroyTrees Equal to True
          • Then - Actions
            • Destructible - Pick every destructible within FS_TreeDestructionAoE of TempLoc and do (Actions)
              • Loop - Actions
                • Set TempDestructible = (Picked destructible)
                • Unit - Order FS_TreeDestroyer to Harvest TempDestructible
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Current order of FS_TreeDestroyer) Equal to (Order(harvest))
                  • Then - Actions
                    • Destructible - Kill TempDestructible
                  • Else - Actions
                • Unit - Order FS_TreeDestroyer to Stop
          • Else - Actions
        • Custom script: call DestroyGroup(udg_TempGroup)
        • Custom script: call RemoveLocation(udg_TempLoc)
     

    Attached Files:

  5. Malhorne

    Malhorne

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    Ahah thanks pOke ;)
    I'll upload this ;)
     
  6. kenegeneget13

    kenegeneget13

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    glad its finished :)
     
  7. kenegeneget13

    kenegeneget13

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    here's another

    Spell Steal

    DDS: N/A
    Code Type: GUI
    Spell Type: Hero
    Target Type: Single Target
    Area of Effect: 0
    Number of Levels: 3
    Mana Cost: 25
    Cooldown: 25
    In-game Description: Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.|n|n|cffffcc00Level 1|r - 3 minutes. |n|n|cffffcc00Level 2|r - 4 minutes. |n|n|cffffcc00Level 3|r - 5 minutes.

    How the spell works: Steals the last spell target hero used
    if he have the stolen ability in cooldown and steal it again it will not destroy the cooldown.
     
  8. Daffa the Mage

    Daffa the Mage

    Map Moderator

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  9. kenegeneget13

    kenegeneget13

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    that spell dont do..:(
     
  10. jakeZinc

    jakeZinc

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    At the link of daffa, yes it will work just register the ability and the hero.
    At the light strike array, actually icefrog doesn't do a trigger in such kind of that spell because he just use an inferno ability of dreadlord and use a dummy that act as a model of flame strike and spawned.
     
  11. Ofel

    Ofel

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    Off-topic (sorry :D): srry guys...can't help for a moment...
    i've been busy with calisthenics, and now i have selected and putted in the main team
    i heard our president will come to see this massive calisthenics...and there are some school stuff need to be done!
     
  12. pOke

    pOke

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    Here is the Hell Stinger Ability, I think it should be to your liking, I wasn't sure if you wanted it to destroy trees so just set the Boolean accordingly.

    Trigs
    • HS Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- How fast should they move to the target? --------
        • Set HS_Speed = 800.00
        • Set HS_SpeedInterval = (HS_Speed x 0.03)
        • -------- Should it destroy trees along the way? --------
        • Set HS_DestroyTrees = True
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • HS_DestroyTrees Equal to True
          • Then - Actions
            • Custom script: set udg_HS_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
            • Custom script: call UnitAddAbility(udg_HS_TreeDestroyer, 'Aloc')
            • Unit - Hide HS_TreeDestroyer
          • Else - Actions
        • -------- In how big of an AoE should it destroy trees? --------
        • Set HS_TreeDestructionAoE = 125.00
        • -------- Damage Per Level --------
        • Set HS_DamageBase[1] = 100.00
        • Set HS_DamageBase[2] = 150.00
        • Set HS_DamageBase[3] = 200.00
        • -------- Stun Chance in % --------
        • Set HS_StunChance[1] = 10
        • Set HS_StunChance[2] = 20
        • Set HS_StunChance[3] = 25
        • -------- Types --------
        • Set HS_AttackType = Spells
        • Set HS_DamageType = Universal
        • -------- Slide Effect --------
        • Set HS_SlideEffect = Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
        • -------- Damage Effect --------
        • Set HS_DamageEffect = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
        • -------- How close should the caster get to the target before it "ends" --------
        • Set HS_Threshold = 100.00
    • HS Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Hell Stinger
      • Actions
        • Set HS_MaxIndex = (HS_MaxIndex + 1)
        • Set HS_Caster[HS_MaxIndex] = (Triggering unit)
        • Set HS_Target[HS_MaxIndex] = (Target unit of ability being cast)
        • Set HS_Damage[HS_MaxIndex] = HS_DamageBase[(Level of Hell Stinger for HS_Caster[HS_MaxIndex])]
        • Set HS_Stun[HS_MaxIndex] = HS_StunChance[(Level of Hell Stinger for HS_Caster[HS_MaxIndex])]
        • Custom script: call SetUnitPropWindow(udg_HS_Caster[udg_HS_MaxIndex], 1)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • HS_MaxIndex Equal to 1
          • Then - Actions
            • Trigger - Turn on HS Loop <gen>
          • Else - Actions
    • HS Loop
      • Events
        • Time - Every 0.03 seconds of game time
      • Conditions
      • Actions
        • For each (Integer HS_CurrentIndex) from 1 to HS_MaxIndex, do (Actions)
          • Loop - Actions
            • Set TempLoc = (Position of HS_Caster[HS_CurrentIndex])
            • Set TempLoc2 = (Position of HS_Target[HS_CurrentIndex])
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Distance between TempLoc and TempLoc2) Greater than HS_Threshold
              • Then - Actions
                • Special Effect - Create a special effect at TempLoc using HS_SlideEffect
                • Special Effect - Destroy (Last created special effect)
                • Set TempReal = (Angle from TempLoc to TempLoc2)
                • Custom script: call SetUnitX(udg_HS_Caster[udg_HS_CurrentIndex], GetUnitX(udg_HS_Caster[udg_HS_CurrentIndex]) + udg_HS_SpeedInterval * Cos(bj_DEGTORAD * udg_TempReal))
                • Custom script: call SetUnitY(udg_HS_Caster[udg_HS_CurrentIndex], GetUnitY(udg_HS_Caster[udg_HS_CurrentIndex]) + udg_HS_SpeedInterval * Sin(bj_DEGTORAD * udg_TempReal))
                • Animation - Play HS_Caster[HS_CurrentIndex]'s walk animation
                • Unit - Make HS_Caster[HS_CurrentIndex] face TempReal over 0.00 seconds
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • HS_DestroyTrees Equal to True
                  • Then - Actions
                    • Destructible - Pick every destructible within HS_TreeDestructionAoE of TempLoc and do (Actions)
                      • Loop - Actions
                        • Set TempDestructible = (Picked destructible)
                        • Unit - Order HS_TreeDestroyer to Harvest TempDestructible
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (Current order of HS_TreeDestroyer) Equal to (Order(harvest))
                          • Then - Actions
                            • Destructible - Kill TempDestructible
                          • Else - Actions
                        • Unit - Order HS_TreeDestroyer to Stop
                  • Else - Actions
              • Else - Actions
                • Set TempInteger = (Random integer number between 1 and 100)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • HS_Stun[HS_CurrentIndex] Greater than or equal to TempInteger
                  • Then - Actions
                    • Unit - Create 1 Dummy for (Owner of HS_Caster[HS_CurrentIndex]) at TempLoc2 facing Default building facing degrees
                    • Set TempUnit = (Last created unit)
                    • Unit - Add Stun to TempUnit
                    • Unit - Order TempUnit to Human Mountain King - Storm Bolt HS_Target[HS_CurrentIndex]
                    • Unit - Add a 2.00 second Generic expiration timer to TempUnit
                  • Else - Actions
                • Unit - Order HS_Caster[HS_CurrentIndex] to Attack HS_Target[HS_CurrentIndex]
                • Special Effect - Create a special effect attached to the chest of HS_Target[HS_CurrentIndex] using HS_DamageEffect
                • Special Effect - Destroy (Last created special effect)
                • Unit - Cause HS_Caster[HS_CurrentIndex] to damage HS_Target[HS_CurrentIndex], dealing HS_Damage[HS_CurrentIndex] damage of attack type HS_AttackType and damage type HS_DamageType
                • Custom script: call QueueUnitAnimation(udg_HS_Caster[udg_HS_CurrentIndex], "stand")
                • Custom script: call SetUnitPropWindow(udg_HS_Caster[udg_HS_MaxIndex], 1)
                • Set HS_Caster[HS_CurrentIndex] = HS_Caster[HS_MaxIndex]
                • Set HS_Target[HS_CurrentIndex] = HS_Target[HS_MaxIndex]
                • Set HS_Damage[HS_CurrentIndex] = HS_Damage[HS_MaxIndex]
                • Set HS_Stun[HS_CurrentIndex] = HS_Stun[HS_MaxIndex]
                • Set HS_CurrentIndex = (HS_CurrentIndex - 1)
                • Set HS_MaxIndex = (HS_MaxIndex - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • HS_MaxIndex Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
            • Custom script: call RemoveLocation(udg_TempLoc)
            • Custom script: call RemoveLocation(udg_TempLoc2)
     

    Attached Files:

  13. kenegeneget13

    kenegeneget13

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    Sink

    DDS: N/A
    Code Type: GUI
    Spell Type: Hero
    Target Type: Target Point
    Area of Effect: 400
    Number of Levels: 4
    Mana Cost: 100/110/120/130
    Cooldown: 15
    In-game Description: Creates an abyss upon a chosen parameter, pulling in and damaging foes in the area.

    How the spell works: it suck all enemy units on 400 AOE of the target area,Drags units over 0.4 seconds before dealing damage.
     
  14. Haru

    Haru

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    so you can set it up to not destroy trees? that's good.
     
  15. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    nambo's Request
    Would somebody handle the request instead of me? I'm pretty tight in hand and can't handle anything.
     
  16. chobibo

    chobibo

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    Don't worry dude, Malhorne will re-assign the spell. Thanks for telling man.
     
  17. Malhorne

    Malhorne

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    Ok moosy php on the road.
     
  18. pOke

    pOke

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    I replied to your post in the WEHZ. ^
     
  19. Haru

    Haru

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    thanks for the help mister poke.
     
  20. Ofel

    Ofel

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    LOL! "vJAWS"??!! o_O
     
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