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Kawaii Spell Workshop

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

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  1. xAerox

    xAerox

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    Owh, so when the ability is casted, just give the cargo hold ability to him? Which makes him channel and not do anything else?
     
  2. Malhorne

    Malhorne

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    Which make him unable to attack.
    So it will run if it gets hit.
     
  3. xAerox

    xAerox

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    It will run if it get hit? What run if it get hit? The ability or the unit? XD
     
  4. Malhorne

    Malhorne

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    The unit.
    A unit that can't attack while being attacked will run away.
    Like a footman attacked by a wyrm.
     
  5. GreeN!X

    GreeN!X

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    The unit. Try giving the cargo hold ability to a neutral hostile then attack it with your unit. It will run away once it's damage. (Unless it has "Cannot Flee" in the OE)
     
  6. Malhorne

    Malhorne

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    Yes.
    But the best option is to do
    call SetUnitPropWindow(u, 0)

    And to store
    GetUnitPropWindow(u)
    because
    GetUnitDefaultPropWindow(u)
    is broken
     
  7. GreeN!X

    GreeN!X

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    LOL, sorry mal, I really didn't notice your post when I posted. XP
     
  8. Malhorne

    Malhorne

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    No problem at all :)
     
  9. Shanghai

    Shanghai

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    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.
     
  10. xAerox

    xAerox

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    But I used GetUnitDefaultPropWindow(u) and it works.. XD Okay thanks guys :)
     
  11. pOke

    pOke

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    Trigs
    • 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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  12. Malhorne

    Malhorne

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    It surely works. But the problem is :)
    Before and after the spell do this :
    call BJDebugMsg(R2S(GetUnitPropWindow(u)))
    and I'm pretty sure it will not show the same :p
     
  13. xAerox

    xAerox

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    O :p But I saw people doing it with "GetUnitPropWindowDefault * bj_DEGTORAD"...
     
  14. Malhorne

    Malhorne

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    Ah maybe try it :)
     
  15. xAerox

    xAerox

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    LOL okay, will try next time XD
     
  16. Shanghai

    Shanghai

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    does anyone wana make this grappling hook. because im in need of it. If units get into the water they r stuck :p
     
  17. Malhorne

    Malhorne

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    Sorry dude we're busy at the moment with feats.
    Nobody is really coding.
    And tomorrow I'll have to work for university it'll be three hell weeks ^^
     
  18. Shanghai

    Shanghai

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  19. xAerox

    xAerox

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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
     
  20. GreeN!X

    GreeN!X

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    What about using a white projectile then tinting it red at first? It's going to be hard if you use projectiles with particles though, since it doesn't int with the rest of the model.
     
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