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Kawaii Spell Workshop

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

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  1. makai

    makai

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    sorry, i downloaded it.. i don't know jass.. and it use different DDS.. jass too.. can you check what you can do? i don't mind if it will take time to be done

    i found a DDS contain critical damage, http://www.hiveworkshop.com/forums/...01-a-227662/?prev=search=critical&d=list&r=20

    can you modify it? i don't really know how to trigger it.. i mean, when the unit cast spell or attack the unit has x% chance to deal crit damage with x% of critical rate.. they can increase their crit rate and crit chance... spell has lower chance to deal crit.. about the dodge and accuracy, i have no idea how to do them.. so, currently i just need the crit.. thanks for your time :)
     
  2. Malhorne

    Malhorne

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    I can't atm I'm really sorry.
    I suck at GUI and I'm fkin busy (by god want more free time to waste xD)
     
  3. makai

    makai

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    That's okay muse, eh wait, i mean moose.. :') hope some of your member can help me :') and just quick question, how to add maximum hp by %?
     
  4. Malhorne

    Malhorne

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    What do you mean ?
    Max_Life = 110% of Max_Life ?
    call SetUnitState(u, UNIT_STATE_MAX_LIFE, GetUnitState(u, UNIT_STATE_MAX_LIFE)*1.1)
     
  5. makai

    makai

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    wew, yes, like that... i wish i know jass.. anyway, thank you :)
     
  6. Malhorne

    Malhorne

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    Use custom script.
    Instead of u use your variable name with the prefix "udg_"

    • Custom script - call SetUnitState(udg_VarName, UNIT_STATE_MAX_LIFE, GetUnitState(udg_VarName, UNIT_STATE_MAX_LIFE)*1.1)
     
  7. xAerox

    xAerox

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    GUI can kill your eyes.. I only can read it through the icons.. :p And sometimes icons are force to be in ugly order :p
     
  8. ZeroGo

    ZeroGo

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    Eh, can i post here spell request or not now?
     
  9. Malhorne

    Malhorne

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    You can always ^^
    Just use our template :)
     
  10. makai

    makai

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    both variable is unit variable right? thank you :) +rep
     
  11. xAerox

    xAerox

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    Yes. udg_<VarName> == unit variable..
     
  12. Malhorne

    Malhorne

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    Variable in GUI : MyVar
    Variable in JASS : udg_MyVar
     
  13. Mythic

    Mythic

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    Oh, the Damage Mod! It's rather fun and easy to manipulate. Before dealing damage, you can set the variable 'DamageEventType' to whatever you wish, and set 'DMGS_Ability' to what ability is dealing that damage.

    0 = physical attack damage
    1 = spell damage

    You can add damage types in the config trigger and set specific hexadecimal coloring for each. For me, I added these:

    2 = DoT damage
    3 = special damage
    4 = healing damage(negative)

    If you want to detect when the damage is taken, go to 'DMGS Crit' or something like that. It's not only for critical hits, but can be used for all damage taken.

    Just check for the damage types, buffs, and/or the DMGS_Ability. Then do your actions.

    Just remember, the source is DamageEventSource and the target is, of course, DamageEventTarget.
    :cgrin:
     
  14. makai

    makai

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    [​IMG]

    Can you post the trigger? :goblin_cry:
     
  15. Mythic

    Mythic

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    0 = Basic attack damage. All damage instances will be counted as that, unless you set it otherwise before dealing damage. It would be easy to manipulate if you understand that.

    Examples
    • DMGS Get Critical
      • Events
      • Conditions
      • Actions
        • -------- Damage Detection --------
        • -------- Critical --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Or - Multiple Conditions
              • -- 1 for spell damage crit, as you mentioned earlier--
              • DamageEventType Equal to 1
              • DamageEventType Equal to 0
          • Then - Actions
            • -------- 50% chance, you can modify this. --------
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Random real number between 0.00 and 1.00) Greater than 0.50
              • Then - Actions
                • -------- Put additional damage to special damage (#3) --------
                • Set DamageEventType = 3
                • Unit - Cause DamageEventSource to damage DamageEventTarget, dealing (DamageEventAmount x 1.50) damage of attack type Chaos and damage type Universal
              • Else - Actions
            • -------- ///OR/// --------
            • -------- Chance --------
            • Set DMGS_CriticalChance = 50.00
            • -------- Critical multiplier --------
            • Set DMGS_CriticalPercent = 1.50
            • -------- Bonus flat damage --------
            • Set DMGS_CriticalBonus = 0.00
          • Else - Actions


    If you feel like the trigger is crowded, make a new one, and direct it here:

    Click
    • DMGS CritEvadeBlock
      • Events
        • Game - DamageModifierEvent becomes Equal to 1.00
      • Conditions
      • Actions
        • -------- Get Data --------
        • Trigger - Run DMGS_CalculateEvasion (ignoring conditions)
        • -------- Evasion --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Random percentage) Greater than DMGS_Evasion
          • Then - Actions
            • -------- Critical --------
            • Trigger - Run DMGS_CalculateCrit (ignoring conditions)
            • ---------------
            • ---------------
            • --Added Lines--
            • Trigger - Run NewTrigger (ignoring conditions)
            • --Added Lines--
            • ---------------
            • ---------------
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Random percentage) Less than or equal to DMGS_CriticalChance
              • Then - Actions
                • Set DMGS_CriticalEvent = 0.00
                • Set DMGS_CriticalEvent = 1.00
                • Set DamageEventAmount = (DamageEventAmount + DMGS_CriticalBonus)
                • Set DamageEventAmount = (DamageEventAmount x DMGS_CriticalPercent)
                • Set DamageEventCritical = True
                • Set DMGS_CriticalEvent = 2.00
              • Else - Actions
            • -------- Block --------
            • Trigger - Run DMGS_CalculateBlock (ignoring conditions)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • DMGS_Block Not equal to 0.00
              • Then - Actions
                • Set DMGS_BlockEvent = 0.00
                • Set DMGS_BlockEvent = 1.00
                • -------- Reduction --------
                • Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x DMGS_Reduction))
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • DMGS_Block Less than DamageEventAmount
                  • Then - Actions
                    • Set DamageEventAmount = (DamageEventAmount - DMGS_Block)
                  • Else - Actions
                    • Set DamageEventAmount = 0.00
                • Set DMGS_BlockEvent = 2.00
              • Else - Actions
          • Else - Actions
            • Set DMGS_EvasionEvent = 0.00
            • Set DMGS_EvasionEvent = 1.00
            • -------- Evaded --------
            • Set DamageEventAmount = 0.00
            • Set DMGS_EvasionEvent = 2.00
        • Set DMGS_Evasion = 0.00
        • Set DMGS_Block = 0.00
        • Set DMGS_Reduction = 0.00
        • Set DMGS_CriticalBonus = 0.00
        • Set DMGS_CriticalPercent = 0.00
        • Set DMGS_CriticalChance = 0.00
        • Set DamageEventCriticalOverride = False
        • Set DMGS_Ability = DMGS_ResetAbility


    For abilities, here:

    Click
    • Holy Light Damage
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Holy Light
      • Actions
        • // 1 = Spell Damage
        • Set DamageEventType = 1
        • // Sets the ability for future use in the damage detection trigger
        • Set DMGS_Ability = (Ability being cast)
        • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 100.00 damage of attack type Spells and damage type Universal


    All of those triggers are from the Damage Modification System. I hope you get it.

    E: Sorry for the ultra late reply, lost internet.
     
  16. makai

    makai

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    Thanks Wrathion, +rep :) i will start trigger it
     
  17. ZeroGo

    ZeroGo

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    Time Field

    DDS: No i havent and there is no need.
    Code Type: I prefer GUI, but i thing it is impossible in it so JASS or vJASS (what is easiest)
    Spell Type: Hero
    Target Type: Target Point
    Area of Effect: 300/400/500
    Number of Levels: 3
    Range: 400/500/600
    Duration: 10/15/20
    Mana Cost: 75/90/100
    Cooldown: 20/30/40
    Slowed by: 35%/55%/75%
    In-game Description: I can make own ;)
    How the spell works: So, hero will cast target point spell. On point will be created Some kind of sphere, where will be all arrows and missiles (unit and spell missiles) slowed. Guided missiles (almost all missile spells) will still in this sphere follow target (but slowly) and when they leave field, slow effect will disappear. If it is possible, that all effects and enemy units in this sphere will be slowed too (i mean their attack too with slowed animations). Simply everything will be slowed in this sphere. I will love, if you can atd GUI variables (duration, area of effect and slow)

    I thing this will be hard, so if you cant do this, you dont must.
    Anyway Thank you ^_^
     
  18. GreeN!X

    GreeN!X

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    ZeroGo, I don't think the manipulation of missiles in the game is possible unless every one of your missiles in spells, attacks, etc are dummy units. :/

    This is definitely true with GUI but I might be wrong though, it might be possible in Jaws or VJaws

    I'll take this request. Just a few questions though:
    • Are "agi" and "strength" the names of the buffs?
    • "Increase critical and dodge chance" Does this mean the unit already has evasion or critical skill? or will the unit have these two only when the buff is applied?
    • How much is the increase in critical and dodge? (25% to miss? 15% to critical?) (Or maybe do you want these to be configurable?)
    • How much is the critical damage? (2x more damage? Additional 50 damage? Insta Kill?) (Or do you want the critical damage amount to be configurable too?)

    That's all my questions for now. I'll work on this once these are clarified. :D
     
  19. Malhorne

    Malhorne

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    Sorry I didn't even red ^^
    It is not possible unless everything is triggered.
    The only person who did that is Maker xD
     
  20. ZeroGo

    ZeroGo

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    And is there way to transform missiles into units? (Better in GUI)
     
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