- Joined
- Sep 14, 2012
- Messages
- 3,413
Last edited:
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Reflection
DDS: None
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 200
Number of Levels: 4
Mana Cost: 75
Cooldown: 8
How the spell works: A unit cast this spell to target point, pick all enemy units within 200 AoE of that point, slowing them by 60% movement speed and create an illusion of them. The illusion deals 30/40/50/60% damage and keep attacking the picked unit until the duration is up. Illusion and buff will last for 3.5/4/4.5/5 seconds
Shukuchi
DDS: None
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect:
Number of Levels: 4
Mana Cost: 50/75/100/125
Cooldown: 7
How the spell works: A unit turn invisible for 4 seconds, increasing its movement speed by 100%. Whenever it's move during invisible mode, all units within 200 range will be damaged by 100/150/200/250 damage.
I'm here xD, finished my homework!Jad didn't even start :/
this evening or tomorrow.Guardian Sphere
DDS: Bribe's damage system
Code Type: GUI
Spell Type: Just unit.
Target Type: Passive
Area of Effect: 500
Number of Levels: 1
Mana Cost: nah
Cooldown: nah
In-game Description: look below V
How the spell works: Hmm a passive spell in which a small ball will rotate on the unit randomly and whenever an enemy unit comes by the small boll will lunge forward to the enemy and damage it and will return to the user unit rotating again. put a cooldown in after each attack of the small ball. anyways make it more configurable such as the ball graphic the cooldown rate or the speed of the ball and etc.
this in the queue :3
GS Config

Events


Map initialization

Conditions

Actions


-------- How close should the ball come to do damage/"return" to caster? --------


Set GS_AttackThreshold = 75.00


Set GS_ReturnThreshold = 150.00


-------- How big of an AoE should it look through? --------


Set GS_SearchAoE = 500.00


-------- Cooldown between attacks? --------


Set GS_CooldownAttack = 2.00


-------- How fast should the Guardian move toward the target? --------


Set GS_Speed = 600.00


-------- This just sets it to the proper speed for the loop, dont need to change this --------


Set GS_SpeedInterval = (GS_Speed x 0.03)


-------- Damage with whatever attack type you desire --------


Set GS_AttackType = Normal


-------- Damage with whatever damage type you desire --------


Set GS_DamageType = Universal


-------- Copy the path of the Special Effect you want to put here --------


Set GS_SPX = Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl


-------- How much damage should it deal? --------


Set GS_Damage = 50.00


-------- Orbit Range --------


Set GS_OrbitRange = 150.00
GS Start

Events


Unit - A unit enters (Playable map area)

Conditions


(Level of Guardian Sphere for (Triggering unit)) Greater than 0

Actions


Set GS_MaxIndex = (GS_MaxIndex + 1)


Set GS_Caster[GS_MaxIndex] = (Triggering unit)


Set TempPoint = (Position of GS_Caster[GS_MaxIndex])


Unit - Create 1 Guardian for (Owner of GS_Caster[GS_MaxIndex]) at TempPoint facing Default building facing degrees


Set GS_Dummy[GS_MaxIndex] = (Last created unit)


Custom script: set udg_GS_Group[udg_GS_MaxIndex] = CreateGroup()


Set GS_Cooldown[GS_MaxIndex] = 0.00


Set GS_RotationAngle[GS_MaxIndex] = 0.00


Set GS_Attacking[GS_MaxIndex] = False


Set GS_Returning[GS_CurrentIndex] = False


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




GS_MaxIndex Equal to 1



Then - Actions




Trigger - Turn on GS Loop <gen>



Else - Actions


Custom script call RemoveLocation(udg_TempPoint) // This is missing from the testmap
GS Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer GS_CurrentIndex) from 1 to GS_MaxIndex, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






Or - Any (Conditions) are true







Conditions








(GS_Caster[GS_CurrentIndex] is alive) Not equal to True








(Life of GS_Caster[GS_CurrentIndex]) Less than or equal to 0.41





Then - Actions






Unit - Kill GS_Dummy[GS_CurrentIndex]






Custom script: call DestroyGroup(udg_GS_Group[udg_GS_CurrentIndex])






Set GS_Caster[GS_CurrentIndex] = GS_Caster[GS_MaxIndex]






Set GS_Dummy[GS_CurrentIndex] = GS_Dummy[GS_MaxIndex]






Set GS_Group[GS_CurrentIndex] = GS_Group[GS_MaxIndex]






Set GS_Cooldown[GS_CurrentIndex] = GS_Cooldown[GS_MaxIndex]






Set GS_RotationAngle[GS_CurrentIndex] = GS_RotationAngle[GS_MaxIndex]






Set GS_Attacking[GS_CurrentIndex] = GS_Attacking[GS_MaxIndex]






Set GS_Returning[GS_CurrentIndex] = GS_Returning[GS_MaxIndex]






Set GS_CurrentIndex = (GS_CurrentIndex - 1)






Set GS_MaxIndex = (GS_MaxIndex - 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








GS_MaxIndex Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions





Else - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








GS_Attacking[GS_CurrentIndex] Equal to True







Then - Actions








Set TempUnit = (Random unit from GS_Group[GS_CurrentIndex])








Set TempPoint = (Position of GS_Dummy[GS_CurrentIndex])








Set TempPoint2 = (Position of TempUnit)








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(Distance between TempPoint and TempPoint2) Greater than or equal to GS_AttackThreshold









Then - Actions










Set TempReal = (Angle from TempPoint to TempPoint2)










Custom script: call SetUnitX(udg_GS_Dummy[udg_GS_CurrentIndex], GetUnitX(udg_GS_Dummy[udg_GS_CurrentIndex]) + udg_GS_SpeedInterval * Cos(bj_DEGTORAD * udg_TempReal))










Custom script: call SetUnitY(udg_GS_Dummy[udg_GS_CurrentIndex], GetUnitY(udg_GS_Dummy[udg_GS_CurrentIndex]) + udg_GS_SpeedInterval * Sin(bj_DEGTORAD * udg_TempReal))









Else - Actions










Unit - Cause GS_Caster[GS_CurrentIndex] to damage TempUnit, dealing GS_Damage damage of attack type GS_AttackType and damage type GS_DamageType










Special Effect - Create a special effect attached to the chest of TempUnit using GS_SPX










Special Effect - Destroy (Last created special effect)










Unit Group - Remove TempUnit from GS_Group[GS_CurrentIndex]










Set GS_Attacking[GS_CurrentIndex] = False










Set GS_Returning[GS_CurrentIndex] = True








Custom script: call RemoveLocation(udg_TempPoint)








Custom script: call RemoveLocation(udg_TempPoint2)







Else - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








GS_Returning[GS_CurrentIndex] Equal to True







Then - Actions








Set TempPoint = (Position of GS_Dummy[GS_CurrentIndex])








Set TempPoint2 = (Position of GS_Caster[GS_CurrentIndex])








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(Distance between TempPoint and TempPoint2) Greater than or equal to GS_ReturnThreshold









Then - Actions










Set TempReal = (Angle from TempPoint to TempPoint2)










Custom script: call SetUnitX(udg_GS_Dummy[udg_GS_CurrentIndex], GetUnitX(udg_GS_Dummy[udg_GS_CurrentIndex]) + udg_GS_SpeedInterval * Cos(bj_DEGTORAD * udg_TempReal))










Custom script: call SetUnitY(udg_GS_Dummy[udg_GS_CurrentIndex], GetUnitY(udg_GS_Dummy[udg_GS_CurrentIndex]) + udg_GS_SpeedInterval * Sin(bj_DEGTORAD * udg_TempReal))









Else - Actions










Set GS_Returning[GS_CurrentIndex] = False










Set GS_Cooldown[GS_CurrentIndex] = GS_CooldownAttack








Custom script: call RemoveLocation(udg_TempPoint)








Custom script: call RemoveLocation(udg_TempPoint2)







Else - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








GS_Attacking[GS_CurrentIndex] Equal to False








GS_Returning[GS_CurrentIndex] Equal to False







Then - Actions








Set GS_Cooldown[GS_CurrentIndex] = (GS_Cooldown[GS_CurrentIndex] - 0.03)








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










GS_Cooldown[GS_CurrentIndex] Less than or equal to 0.00









Then - Actions










Set TempPoint = (Position of GS_Caster[GS_CurrentIndex])










Set TempGroup = (Units within GS_SearchAoE of TempPoint matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of GS_Caster[GS_CurrentIndex])) Equal to True)))










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












(TempGroup is empty) Not equal to True











Then - Actions












Set TempUnit = (Random unit from TempGroup)












Unit Group - Add TempUnit to GS_Group[GS_CurrentIndex]












Set GS_Attacking[GS_CurrentIndex] = True











Else - Actions










Custom script: call DestroyGroup(udg_TempGroup)










Custom script: call RemoveLocation(udg_TempPoint)









Else - Actions








Set GS_RotationAngle[GS_CurrentIndex] = (GS_RotationAngle[GS_CurrentIndex] + 6.50)








Custom script: call SetUnitX(udg_GS_Dummy[udg_GS_CurrentIndex], GetUnitX(udg_GS_Caster[udg_GS_CurrentIndex]) + udg_GS_OrbitRange * Cos(bj_DEGTORAD * udg_GS_RotationAngle[udg_GS_CurrentIndex]))








Custom script: call SetUnitY(udg_GS_Dummy[udg_GS_CurrentIndex], GetUnitY(udg_GS_Caster[udg_GS_CurrentIndex]) + udg_GS_OrbitRange * Sin(bj_DEGTORAD * udg_GS_RotationAngle[udg_GS_CurrentIndex]))







Else - Actions
Requirements:
| |
Request Format:Follow the following format to make us easier and faster at completing your requested spell. Your requested spell will be rejected if you are not following this format if your requested spell has unclear description, we will ask you for more information regarding your spell. Copy the text in hidden tag and update it with the information relevant to your spell(s). [box=Your Spell Name] DDS: Damage Detection System you have? Code Type: GUI/Jass/vJass Spell Type: Hero/Unit Target Type: Single Target/Target Point/Instant/Passive Area of Effect: ? Number of Levels: ? Mana Cost: ? Cooldown: ? In-game Description: Description inside the game How the spell works: Describe to us how your spell work [/box] And here is the result:
| |
Working in Progress:
| |
|
Copyright © Malhorne
|
[TABLE][tr][TD][/TD][TD][TABLE][tr][TD][CENTER][FONT="Comic Sans MS"][SIZE="7"][rainbow]Kawaii Spell Workshop![/rainbow][/SIZE][/FONT][/CENTER][/TD][/tr][tr][td]
[table][color="lightblue"]Welcome to "Kawaii Spellworkshop!", here you can make a spell request and our team will do it for you!
If you are working on a Warcraft III project which requires spells, describe the detail of the spell(s) you would like to be done and we will create them for you!
Please be sure to follow the request format (as shown below) otherwise your request may be rejected! I'm not joking !
Note : If you ask for vJASS tell us what libraries you already have in order to not make conflicts between libraries.
[/color][/table]
[CENTER][box=Table of Contents]
[goto=Team]The Team[/goto]
[goto=Req]Requirements[/goto]
[goto=format]Request Format[/goto]
[goto=wip]Working in Progress[/goto]
[goto=credits]Credits[/goto]
[/box][/CENTER]
[/td][/tr][tr][TD]
[point]Team[/point][CENTER][FONT="Comic Sans MS"][h1][COLOR="LightBlue"]Team:[/COLOR][/h1][/FONT][/CENTER]
[table]
[LEFT][SIZE="1"][COLOR="White"]Main Team:[/COLOR][/SIZE][/LEFT][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/malhorne]Malhorne[/url][/CENTER][c][COLOR="White"]Malhorne the Almighty, the creator of this spellworkshop... the leader of us all. A God being who sended to earth to help people on making spell(s)![/COLOR][c][CENTER][COLOR="Blue"]vJass[/COLOR][/CENTER]
[r][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/rheiko]Rheiko[/url][/CENTER][c][COLOR="White"]The first guy malhorne asked before the others about his idea on making this spellworkshop. Come to help as GUI spell maker![/COLOR][c][CENTER][COLOR="White"]GUI[/COLOR][/CENTER]
[r][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/Jad]Jad[/url][/CENTER][c][COLOR="White"]Former member of Mr_Bean's spellworkshop. He is a perfectionist, adept at both GUI and Jass. He is also a spammer (in a good way of course).[/COLOR][c][CENTER][COLOR="LightBlue"]Jass[/COLOR] / [COLOR="White"]GUI[/COLOR][/CENTER]
[r][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/Daffa the Mage]Daffa the Mage[/url][/CENTER][c][COLOR="White"]Former unofficial spellmaker, come to join us for help you on making GUI request. He can also use Jass though.[/COLOR][c][CENTER][COLOR="White"]GUI[/COLOR][/CENTER]
[r][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/Hera_]Hera_[/url][/CENTER][c][COLOR="White"]A guy who only want to do the simplest GUI request![/COLOR] [c][CENTER][COLOR="White"]GUI[/COLOR][/CENTER]
[r][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/nhocklanhox6]nhocklanhox6[/url][/CENTER][c][COLOR="White"]Also known as Elphis. She could make Spells and Models. she is Adept at vJass/Jass spell-making. As we expected from vJass spell-maker, Kawaii Elphis-chan![/COLOR][c][CENTER][COLOR="Blue"]vJass[/COLOR][/CENTER]
[r][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/pOke]pOke[/url][/CENTER][c][COLOR="White"]He is joining as GUI spell-maker, pOke is a guy who always running (you know what i mean if you look at his avatar)[/COLOR][c][CENTER][COLOR="White"]GUI[/COLOR][/CENTER]
[r][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/Assassins-Creed]Assassins-Creed[/url][/CENTER][c][COLOR="White"]A new recruit motivated for GUI requests[/COLOR][c][CENTER][COLOR="White"]GUI[/COLOR][/CENTER]
[r][c][c]
[r][CENTER][url=www.hiveworkshop.com/forums/members/jakeZinc]jakeZinc[/url][/CENTER][c][COLOR="White"]He is joining as GUI spell-maker after a small period of inactivity.[/COLOR][c][CENTER][COLOR="White"]GUI[/COLOR][/CENTER]
[r][LEFT][SIZE="1"][COLOR="Lime"]Additional Helpers:[/COLOR][/SIZE][/LEFT][c][c]
[r][center][URL="https://www.hiveworkshop.com/forums/members/chobibo"]chobibo[/URL][/center][c][COLOR="White"]He is a lazy guy who can help us sometimes.[/COLOR][c][center][COLOR="Blue"]vJass/JASS[/COLOR][/center]
[/table]
[/tr][/TD][tr][td]
[point]Req[/point][CENTER][FONT="Comic Sans MS"][COLOR="Yellow"][h1]Requirements:[/h1][/COLOR][/FONT][/CENTER]
[table][COLOR="Green"]Depending on the nature of your request, you may need additional "systems" (triggers written by others) to help with the spell(s).
Any required systems will be included in the demo map and clear instructions will be given on how to import them into your map.
If (and only if) you are wanting your request to be done in vJASS, you will need the latest JASS NewGen Pack (JNGP).[/COLOR][/table]
[/td][/tr][tr][TD]
[point]format[/point][CENTER][FONT="Comic Sans MS"][COLOR="white"][h1]Request Format:[/h1][/COLOR][/FONT][/CENTER]
[COLOR="Orange"]Follow the following format to make us easier and faster at completing your requested spell.
Your requested spell will be rejected if you are not following this format
if your requested spell has unclear description, we will ask you for more information regarding your spell.
Copy the text in hidden tag and update it with the information relevant to your spell(s).[/COLOR]
[hidden=Copy this][plain]
[box=Your Spell Name]
DDS: Damage Detection System you have?
Code Type: GUI/Jass/vJass
Spell Type: Hero/Unit
Target Type: Single Target/Target Point/Instant/Passive
Area of Effect: ?
Number of Levels: ?
Mana Cost: ?
Cooldown: ?
In-game Description: Description inside the game
How the spell works: Describe to us how your spell work
[/box]
[/plain][/hidden]
[COLOR="Orange"]And here is the result:[/COLOR]
[box=Your Spell Name]
DDS: Damage Detection System you have?
Code Type: GUI/Jass/vJass
Spell Type: Hero/Unit
Target Type: Single Target/Target Point/Instant/Passive
Area of Effect: ?
Number of Levels: ?
Mana Cost: ?
Cooldown: ?
In-game Description: Description inside the game
How the spell works: Describe to us how your spell work
[/box]
[/TD][/tr][tr][td]
[point]wip[/point][CENTER][FONT="Comic Sans MS"][COLOR="white"][h1]Working in Progress:[/h1][/COLOR][/FONT]
[box=WIP:]
[URL="https://www.hiveworkshop.com/threads/kawaii-spell-workshop.243222/post-2432952"]Reflection and Shukuchi[/URL] by Creative ArtStudio
[URL="https://www.hiveworkshop.com/threads/kawaii-spell-workshop.243222/post-2433069"]Guardian Sphere[/URL] by goldenflame
[/box][/CENTER]
[/td][/tr]
[tr][TD]
[CENTER][point]Credits[/point][CENTER][FONT="Comic Sans MS"][COLOR="white"][h1]Credits:[/h1][/COLOR][/FONT]
[URL="https://www.hiveworkshop.com/forums/group.php?groupid=730"]WEHZ & T&S Helpers Group[/URL]
[goto=Team]All Team Members[/goto]
[/CENTER]
[/CENTER]
[/TD][/tr][tr][TD][RIGHT][size="1"][i]Copyright © Malhorne[/i][/size][/RIGHT][/TD][/tr]
[/TABLE][/TD][TD][/TD][/tr][/TABLE]
PowerShot
DDS: N/A
Code Type: GUI
Spell Type: Hero/Unit
Target Type: Target Point
Area of Effect: 125
Number of Levels: 1
Mana Cost: 0
Cooldown: 8
In-game Description: Fires an arrow that shoots through targets with 360 initial damage, and 10% reduced damage for each other target hit
How the spell works: Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels up to 1700 distance, dealing damage and destroying trees in its path. The damaged dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through.
