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Kawaii Spell Workshop

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

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  1. pOke

    pOke

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    Here is the Draenei Realm request

    Trigs
    • DR Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- Set the Duration per Level --------
        • Set DR_SetDuration[1] = 4.00
        • Set DR_SetDuration[2] = 5.00
        • Set DR_SetDuration[3] = 6.00
    • DR Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Draenei Realm
      • Actions
        • Set DR_MaxIndex = (DR_MaxIndex + 1)
        • Set DR_Caster[DR_MaxIndex] = (Triggering unit)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Level of Reality for DR_Caster[DR_MaxIndex]) Equal to 0
          • Then - Actions
            • Unit - Add Reality to DR_Caster[DR_MaxIndex]
          • Else - Actions
        • Custom script: set udg_DR_IllusionGroup[udg_DR_MaxIndex] = CreateGroup()
        • Set DR_Duration[DR_MaxIndex] = DR_SetDuration[(Level of Draenei Realm for DR_Caster[DR_MaxIndex])]
        • Set DR_HeroCount[DR_MaxIndex] = 0
        • Set TempPoint = (Position of DR_Caster[DR_MaxIndex])
        • Unit - Create 1 Dummy for (Owner of DR_Caster[DR_MaxIndex]) at TempPoint facing Default building facing degrees
        • Set TempUnit = (Last created unit)
        • Unit - Add Illusions to TempUnit
        • Unit - Add a 1.00 second Generic expiration timer to TempUnit
        • Set DR_EnemyHeroGroup[DR_MaxIndex] = (Units in (Playable map area) matching (((((Matching unit) is A Hero) Equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of DR_Caster[DR_MaxIndex])) Equal to True)))
        • Custom script: set udg_TempGroup = CreateGroup()
        • Unit Group - Add all units of DR_EnemyHeroGroup[DR_MaxIndex] to TempGroup
        • Trigger - Turn on DR Cast2 <gen>
        • Unit Group - Pick every unit in TempGroup and do (Actions)
          • Loop - Actions
            • Set TempUnit2 = (Picked unit)
            • Custom script: call IssueTargetOrderById(udg_TempUnit, 852274, udg_DR_Caster[udg_DR_MaxIndex])
            • Set DR_HeroCount[DR_MaxIndex] = (DR_HeroCount[DR_MaxIndex] + 1)
        • Unit Group - Pick every unit in DR_IllusionGroup[DR_MaxIndex] and do (Actions)
          • Loop - Actions
            • Set TempUnit3 = (Picked unit)
            • Custom script: set udg_TempUnit4 = FirstOfGroup(udg_TempGroup)
            • Custom script: call SetUnitX(udg_TempUnit3, GetUnitX(udg_TempUnit4))
            • Custom script: call SetUnitY(udg_TempUnit3, GetUnitY(udg_TempUnit4))
            • Custom script: call GroupRemoveUnitSimple(udg_TempUnit4, udg_TempGroup )
        • Trigger - Turn off DR Cast2 <gen>
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • DR_MaxIndex Equal to 1
          • Then - Actions
            • Trigger - Turn on DR Loop <gen>
          • Else - Actions
        • Custom script: call DestroyGroup(udg_TempGroup)
        • Custom script: call RemoveLocation(udg_TempPoint)
    • DR Cast2
      • Events
        • Unit - A unit Spawns a summoned unit
      • Conditions
      • Actions
        • Set DR_TempUnit = (Triggering unit)
        • Custom script: if IsUnitIllusion(udg_DR_TempUnit) == true then
        • Unit Group - Add DR_TempUnit to DR_IllusionGroup[DR_MaxIndex]
        • Unit - Add Illusion Distinguish to DR_TempUnit
        • Custom script: endif
    • DR Loop
      • Events
        • Time - Every 0.05 seconds of game time
      • Conditions
      • Actions
        • For each (Integer DR_CurrentIndex) from 1 to DR_MaxIndex, do (Actions)
          • Loop - Actions
            • Set DR_Duration[DR_CurrentIndex] = (DR_Duration[DR_CurrentIndex] - 0.05)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • DR_Duration[DR_MaxIndex] Less than or equal to 0.00
              • Then - Actions
                • Unit Group - Pick every unit in DR_IllusionGroup[DR_CurrentIndex] and do (Actions)
                  • Loop - Actions
                    • Set TempUnit2 = (Picked unit)
                    • Unit - Remove TempUnit2 from the game
                • Custom script: call DestroyGroup(udg_DR_IllusionGroup[udg_DR_CurrentIndex])
                • Custom script: call DestroyGroup(udg_DR_EnemyHeroGroup[udg_DR_CurrentIndex])
                • Set DR_Caster[DR_CurrentIndex] = DR_Caster[DR_MaxIndex]
                • Set DR_Duration[DR_CurrentIndex] = DR_Duration[DR_MaxIndex]
                • Set DR_EnemyHeroGroup[DR_CurrentIndex] = DR_EnemyHeroGroup[DR_MaxIndex]
                • Set DR_IllusionGroup[DR_CurrentIndex] = DR_IllusionGroup[DR_MaxIndex]
                • Set DR_HeroCount[DR_CurrentIndex] = DR_HeroCount[DR_MaxIndex]
                • Set DR_CurrentIndex = (DR_CurrentIndex - 1)
                • Set DR_MaxIndex = (DR_MaxIndex - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • DR_MaxIndex Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
              • Else - Actions
                • Custom script: set udg_TempGroup = CreateGroup()
                • Unit Group - Add all units of DR_EnemyHeroGroup[DR_CurrentIndex] to TempGroup
                • Custom script: set udg_TempGroup2 = CreateGroup()
                • Unit Group - Add all units of DR_IllusionGroup[DR_CurrentIndex] to TempGroup2
                • For each (Integer TempInteger) from 1 to DR_HeroCount[DR_CurrentIndex], do (Actions)
                  • Loop - Actions
                    • Custom script: set udg_TempUnit = FirstOfGroup(udg_TempGroup)
                    • Custom script: set udg_TempUnit2 = FirstOfGroup(udg_TempGroup2)
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Current order of TempUnit2) Not equal to (Order(attack))
                      • Then - Actions
                        • Set TempPoint = (Position of TempUnit2)
                        • Unit - Order TempUnit2 to Attack-Move To TempPoint
                        • Custom script: call RemoveLocation(udg_TempPoint)
                      • Else - Actions
                    • Unit Group - Remove TempUnit from TempGroup
                    • Unit Group - Remove TempUnit2 from TempGroup2
                    • Custom script: set udg_TempUnit = null
                    • Custom script: set udg_TempUnit2 = null
                • Custom script: call DestroyGroup(udg_TempGroup)
                • Custom script: call DestroyGroup(udg_TempGroup2)
    • Reality
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Reality
      • Actions
        • Custom script: set udg_TempUnit = null
        • Custom script: set udg_TempUnit2 = null
        • Custom script: set udg_TempUnit3 = null
        • Set TempUnit = (Triggering unit)
        • Set TempPoint = (Target point of ability being cast)
        • Set TempGroup = (Units within 1000.00 of TempPoint)
        • 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 an illusion) Equal to True
                • (Level of Illusion Distinguish for TempUnit2) Equal to 1
                • (TempUnit2 is alive) Equal to True
              • Then - Actions
                • Set TempPoint2 = (Position of TempUnit2)
                • Set TempReal = 1000000000.00
                • Set TempReal2 = (Distance between TempPoint and TempPoint2)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • TempReal2 Less than TempReal
                  • Then - Actions
                    • Set TempReal = TempReal2
                    • Set TempUnit3 = (Picked unit)
                  • Else - Actions
                • Custom script: call RemoveLocation(udg_TempPoint2)
              • Else - Actions
        • Custom script: if udg_TempUnit3 != null then
        • Custom script: call SetUnitX(udg_TempUnit, GetUnitX(udg_TempUnit3))
        • Custom script: call SetUnitY(udg_TempUnit, GetUnitY(udg_TempUnit3))
        • Custom script: else
        • Set TempForce = (Player group((Owner of TempUnit)))
        • Game - Display to TempForce the text: No valid Illusion
        • Custom script: call DestroyForce(udg_TempForce)
        • Custom script: endif
        • Unit - Kill TempUnit3
        • Custom script: call RemoveLocation(udg_TempPoint)
        • Custom script: call DestroyGroup(udg_TempGroup)
        • Custom script: set udg_TempUnit = null
        • Custom script: set udg_TempUnit2 = null
        • Custom script: set udg_TempUnit3 = null
     

    Attached Files:

  2. kenegeneget13

    kenegeneget13

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    help me to fix this error on the spell.. ^^'

    if i cast it no illusions spawn /....
     
    Last edited: Nov 29, 2013
  3. Ofel

    Ofel

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    Try create these variables manually after imported:
    - TempUnit4
    - TempUnit3
    - TempGroup
     
  4. pOke

    pOke

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    Test map fails or import problems?

    If import problems--

    Make sure all variables are there.
    Make sure all abilities have been copied over from OE. I'm assuming if you're saying no illusions are spawning you did not copy the Illusions ability in the OE, look under the special tab.
    Be sure that the imported illusions ability is being added to the dummy in DR Cast, and not some other ability.
    PM or VM me if you're still having issues.
     
  5. kenegeneget13

    kenegeneget13

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    when i import the spell,,,,
    and cast it when a enemy hero is near it creates an permanent illusion...
     
    Last edited: Nov 30, 2013
  6. Razer!X

    Razer!X

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    Tidal Aura

    Code Type: GUI/Jass
    Spell Type: Hero
    Target Type: Passive
    Area of Effect: 300
    Number of Levels: 4
    Mana Cost: 0
    Cooldown: 0
    In-game Description: The powers of the tides saps the energies of his opponents. Nearby opponents will lose 0.2%/0.4%/0.6%/0.8% of their max hp per second.
    How the spell works: Nearby enemies within a 300 AoE will lose hp at an interval of 0.05 second but deals the exact damage at 1 second.


    Swamp Slash

    Code Type: GUI/Jass
    Spell Type: Hero
    Target Type: Passive
    Area of Effect: 0
    Number of Levels: 4
    Mana Cost: 0
    Cooldown: 0
    In-game Description: Each attack inflicts the wrath of the swamp. An attack reduces your targets armor by 2/4/6/8 for 10 seconds.
    How the spell works: Reduces attacked unit's armor by 2/4/6/8 on an attack and lasts for 10 seconds.


    Natural Being

    Code Type: GUI/Jass
    Spell Type: Hero
    Target Type: Passive
    Area of Effect: 900
    Number of Levels: 4
    Mana Cost: 0
    Cooldown: 0
    In-game Description: The murloc's natural being allows him to turn invisible, has max movespeed, nearby units lose 5 mana for every 30/20/10 damage taken and regenerates 4% of his current hp every second.
    How the spell works: Turns invisible, grants max movespeed, nearby enemies lose 5 mana for every 30/20/10 damage and regenerates 4% of his current hp every second. Casting unit cannot be seen by truesight, fairie fire or any other truesight effects.
     
  7. khoyokiko

    khoyokiko

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    excuse me sir,
    can someone in there make a simple cinematic anime edition spells?

    i have a example for that

    if someone from this crew can please respon :D
    thanks
     
  8. Edge45

    Edge45

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    Does anyone here know what System was the Sunken City use. The System that when a unit is damage (not include doodads), regaining health, lost mana, regains mana, critical damage or others, theres a floating number(depends on colors). Does anybody know that system?. I forgot its name.
     
  9. GreeN!X

    GreeN!X

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    Everything is triggered I think. The critical, the damage the mana regen and stuff so that floating texts can be shown. That's the way I know it though. It would be hard to create a system if we don't know what the possible sources of damage or heals there would be since, as I recall, you cannot detect when critical procs.
     
  10. BunnyAng

    BunnyAng

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    Why don't we just ask spasorc? Maybe he'll give some tips :)
     
  11. Malhorne

    Malhorne

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    We do not do cinematics :)
    For systems : it is a DDS using floating text.
     
  12. khoyokiko

    khoyokiko

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    i didnt mean cinematic like that,

    its just a spells (hmm difficult to say it)
    just like this spells http://www.youtube.com/watch?v=k1PiBnHDAzI (the 4th spells)

    the 4th skills, i mean can here make some spells like that, turn around and fly or from up slash..

    thanks again :thumbs_up:

    edit : here the 4th skills ( http://www.youtube.com/watch?v=mMAJtPrOSH4 )
    the 4th skills 1:10 ( http://www.youtube.com/watch?v=6a7Es4Nwf9k )
     
    Last edited: Dec 2, 2013
  13. chobibo

    chobibo

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    I embedded the video
    http://www.youtube.com/watch?v=k1PiBnHDAzI
     
  14. Malhorne

    Malhorne

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    I can't watch videos at university -> too much lag ...
    Thanks chobi
     
  15. Mythic

    Mythic

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    Okay, so to summarize the fourth spell, it's a unit target that makes the caster go in a semi-circle until he reaches the back of the target, damaging it in a blood explosion.

    While dashing, has some dust on the ground.

    Correct if wrong.
     
  16. khoyokiko

    khoyokiko

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    ya correct, but its just an example... i'll make my version of skills like that.. okay?

    edit : can i request 2 skills at once? and take it private?
     
    Last edited: Dec 2, 2013
  17. Malhorne

    Malhorne

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    You can put many skills at the same time.
     
  18. khoyokiko

    khoyokiko

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    okay i take 2 skills for now..
    there are skills is Mikasa Ackerman


    the 1th :
    3D Manuever Combo

    Code Type: I prevent GUI/MUI
    Spell Type: Hero
    Target Type: Single Target
    Area of Effect: 0
    Number of Levels: 1
    Mana Cost: 175
    Cooldown: 140
    Damage : 10xAgi
    Cast time : 1s (it can be canceled if still 0.9s below, if that possible :p)
    In-game Description: -
    How the spell works: As the spells move pause 1 and 2, no invulnerable

    After cast, Mikasa (1) move to front of the target (2)
    then 1 slash the 2, 2 fly to the sky 600/700 height,
    then 1 fly into front of 2 and move semi circle,
    until 1 be behind the 2 then slow motion slash the 2..
    deal damage and 2 go down and explode (explode and dustwave sfx)
    -add dust effect at mikasa fly/circle flying
    -blood effect at mikasa slash




    2th spell :
    Rage Combo

    Code Type: GUI/MUI
    Spell Type: Unit
    Target Type: Single Target
    Area of Effect: 0
    Number of Levels: 1
    Mana Cost: 195
    Cooldown: 185
    Cast : 1s
    Damage : 12xAgi
    In-game Description: -
    How the spell works: As the spells move pause 1 and 2, no invulnerable


    Can understand?? :ogre_haosis:
     
  19. Malhorne

    Malhorne

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    Ahha thanks for the schemas xD
     
  20. chobibo

    chobibo

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    Hey Mal, you agree with the private thing? I thought we all make open source spells?
     
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