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Kawaii Spell Workshop

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

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  1. Edge45

    Edge45

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    From spasorc, he said he found the spell here - http://www.hiveworkshop.com/forums/spells-569/floating-text-damage-spells-v2-188456/?prev=search%3Dfloating%2520damage%26d%3Dlist%26r%3D20

    But its just the health, and its still awaiting update

    So i'll be requesting a system
    that shows a number on how much damage, regen health, regen mana, mana lost on ability, low on health, low on mana and critical strike damage (if possible)

    It'll be either Jass or VJass (your choice)
    Does this need template?
     
  2. Ofel

    Ofel

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    @khoyokiko
    yeah caster fly higher than target, but the animation will looks ugly, and making the caster to face target when he fly higher is impossible (i think)...
    But remember this is some kind of suggestion from me... :)
     
  3. chobibo

    chobibo

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    You could add a look-down animation to the the model, but that requires a modeller haha xD.
     
  4. Ofel

    Ofel

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    Yeah, that's what i mean... -,-
    But i think i saw somewhere of how to make a unit animation look down...i forgot..still recovering memory in my brain..lol
     
  5. BunnyAng

    BunnyAng

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    Good luck in finding it :)
     
  6. chobibo

    chobibo

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    You must mean the SetUnitLookAt one? Haven't tried that one, but I remember grim tested it and it has issues (I forgot).
     
  7. khoyokiko

    khoyokiko

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    otherwise, caster fly higher then target to 50/100 distance in behind facing target (maybe it works)
     
  8. kenegeneget13

    kenegeneget13

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    HyperCannon

    DDS: N/A
    Code Type: GUI
    Spell Type: Unit
    Target Type: Target Point
    Area of Effect: 150
    Number of Levels: 1
    Mana Cost: 0
    Cooldown: 14
    In-game Description: ?NA?
    How the spell works: unleash a laser in front the caster...it pushes enemies away and cuts down trees. the damage is 500 magical damage

    the laser like this....

    [Caster] ------------------------------------------------------------>
     
  9. Malhorne

    Malhorne

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    Please use your template ...
    And give more explanation like what kind of funcs do you want ect...
     
  10. Ofel

    Ofel

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    @khoyokiko
    Just telling...
    Sorry i have a busy day so i can't finish the spell atm... :/
    probably tomorrow...
     
  11. GhostHunter123

    GhostHunter123

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    Bladestorm

    DDS: None
    Code Type: No matter
    Spell Type: Hero
    Target Type: n/a
    Area of Effect: 100
    Number of Levels: 1
    Mana Cost: 1000
    Cooldown: 30
    In-game Description: n/a
    How the spell works: It's similar to Bladestorm but with some extra effects. Any enemy that comes within 100 AOE of Blademaster while spell is activated gets sucked into his storm. Enemy units take damage over time inside the storm. See mini game The Predator for a visual details.
     
    Last edited: Dec 7, 2013
  12. Ofel

    Ofel

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  13. Edge45

    Edge45

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    Ohh finaly

    Floating DDS

    DDS: ????(Does it need?)
    Code Type: Jass or vJass(your choice)
    Spell Type: System
    Target Type: N/A
    Area of Effect: N/A
    Number of Levels: N/A
    Mana Cost: N/A
    Cooldown: N/A
    In-game Description: N/A
    How the spell works: This is a system that when a hero is attack, mana regen, health regen, mana loss, critical, low on mana and low on health(this two shows when the hero is low on health and mana). It shows floating numbers on how many damage, mana regen, health regen etc. The damage and critical can only be shown on all units while the others shows only on heroes.

    A reply to Malhorne
     
  14. GreeN!X

    GreeN!X

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    This definitely needs a DDS.
     
  15. Ofel

    Ofel

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    kenegeneget13's request finished

    Changelog:
    v1.0 - Initial version
    v1.1 - Applied a new knockback system
     

    Attached Files:

    Last edited: Dec 8, 2013
  16. khoyokiko

    khoyokiko

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    Thanks for making it +Rep :thumbs_up:

    Btw, how bout the 1st spell request?
     
  17. zachary1428

    zachary1428

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    impure strike

    DDS: any if needed
    Code Type: GUI
    Spell Type: Unit
    Target Type: Passive
    Area of Effect: N/A
    Number of Levels: 1
    Mana Cost: N/A
    Cooldown: N/A
    In-game Description: impurely strikes enemies which will give you 7+ damage for every stack you gain from the attacks. stacks up to 8 and upon striking on the 8th time, you will gain 32 hp + unit level.

    How the spell works: when unit "A" attacks unit "B", Unit "A" gains 1 stack per attack and gives 7+ damage to unit "A",it can only stack to 8, on the 8th attack it gives 32 hp + level of unit "A" and then reverts back to 0 stacks.


    i have an edit to make. there a little more understandable spell.
     
  18. kenegeneget13

    kenegeneget13

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    @Ofel

    Can u make the laser more instant?? to the target point...
     
  19. Anderhil

    Anderhil

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    hi, i know this is not the place to ask, but i really don't want you making an spell for me, rather just fixing one. i'll paste the triggers here, and i have to ask you to share ideas on how to fix them. i'd be thankful if you fix them for me though.
    is free btw, isnt it? :D
    • Thunder form
      • Events
        • Unit - A unit Finishes casting an ability
      • Conditions
        • (Ability being cast) Equal to Staton Form
      • Actions
        • Set DashInteger[1] = (DashInteger[1] + 1)
        • Set DashCaster[DashInteger[1]] = (Triggering unit)
        • Set CastinHeroAgi = (Real((Agility of DashCaster[DashInteger[1]] (Include bonuses))))
        • Set CastinHeroInt = (Real((Intelligence of DashCaster[DashInteger[1]] (Include bonuses))))
        • Set HellionboltLvl = (Level of Staton Form for DashCaster[1])
        • Set Region = (Region centered at (Position of (Casting unit)) with size (500.00, 500.00))
        • Special Effect - Create a special effect attached to the chest of (Casting unit) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        • Player Group - Pick every player in (All enemies of (Owner of (Casting unit))) and do (Actions)
          • Loop - Actions
            • Unit Group - Pick every unit in (Units in Region owned by (Picked player)) and do (Actions)
              • Loop - Actions
                • Unit - Cause (Casting unit) to damage (Picked unit), dealing (0.50 x ((CastinHeroAgi + CastinHeroInt) x (Real(HellionboltLvl)))) damage of attack type Spells and damage type Normal
        • Set CHANCE = (10 x HellionboltLvl)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Justtorollhellionspell Less than or equal to CHANCE
          • Then - Actions
            • Hero - Modify Agility of (Casting unit): Add 1
            • Floating Text - Create floating text that reads |CFF009900 +1 AGI |... above (Casting unit) with Z offset 70.00, using font size 7.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
            • Floating Text - Set the velocity of (Last created floating text) to 34.00 towards 90.00 degrees
            • Floating Text - Change (Last created floating text): Disable permanence
            • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
          • Else - Actions
        • Special Effect - Destroy (Last created special effect)
        • Set DashSpeed[DashInteger[1]] = (Current movement speed of DashCaster[DashInteger[1]])
        • Set Thunderduration[DashInteger[1]] = (3 + HellionboltLvl)
        • Unit - Set DashCaster[DashInteger[1]] movement speed to ((Current movement speed of (Triggering unit)) + (100.00 x (Real(HellionboltLvl))))
        • Unit - Turn collision for DashCaster[DashInteger[1]] Off
        • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
        • Set Specialeffecthunder[DashInteger[1]] = (Last created special effect)
        • Animation - Change DashCaster[DashInteger[1]]'s animation speed to 200.00% of its original speed
        • Animation - Change DashCaster[DashInteger[1]]'s vertex coloring to (60.00%, 60.00%, 100.00%) with 50.00% transparency
        • Trigger - Turn on Thunder form loop <gen>

    the loop trigger
    • Thunder form loop
      • Events
        • Time - Every 1.00 seconds of game time
      • Conditions
      • Actions
        • For each (Integer DashInteger[2]) from 1 to DashInteger[1], do (Actions)
          • Loop - Actions
            • Set Thunderduration[DashInteger[2]] = (Thunderduration[DashInteger[2]] - 1)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Thunderduration[DashInteger[2]] Equal to 0
              • Then - Actions
                • Unit - Turn collision for DashCaster[DashInteger[2]] On
                • Animation - Change DashCaster[DashInteger[2]]'s animation speed to 100.00% of its original speed
                • Animation - Change DashCaster[DashInteger[2]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                • Special Effect - Destroy Specialeffecthunder[DashInteger[2]]
                • Unit - Set DashCaster[DashInteger[2]] movement speed to DashSpeed[DashInteger[2]]
                • Trigger - Turn off (This trigger)
              • Else - Actions

    i know this looks really bad, cuz i didnt know anything about MUI and just copied triggers from another spell, dash, and it didnt work. can someone fix this for me?
     
  20. T. D. W.

    T. D. W.

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    I'm on mobile so i can't give the reason why it doesn't work, besides, i am not so good at indexing xD

    Nevertheless, after creating a special effect, destroy it:
    • Special Effect - Destroy (Last Created Special Effect)

    And do not pick units like this, you should either store them into a variable, or add the following line before picking units:
    • Custom script: set bj_wantDestroyGroup = true


    EDIT: Oh my.. 700th comment xD
     
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