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Mr_Bean's Spell Workshop

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Level 6
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Dec 19, 2009
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226
Hmmm, that is strange. If you disable that trigger, what happens?
If you'd like, you could upload your map to Pastebin and I could look at it.

My map is too big, and it always failed when i'm uploading it.
It works when i'm disabled that trigger, but i kinda need it..
It doesn't matter, maybe i should replace it
Thx btw
EDIT: One more problem, this timer utils clash with the helper too..
i wonder why
 
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Level 17
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Feb 11, 2011
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Hi guys,

Sorry I haven't been very active. University is keeping me busy as well as a (secret) Warcraft 3 project.
I will try to work on the requests this weekend.

@super_nova: I am nearly done with Titanic Charge; I am just having issues getting the hero to play its "walk" animation while charging.
 
Level 6
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Second year, first semester. Studying Computer Science :grin:

What do you mean? Add the spell to your map?

Nice! :goblin_good_job: So how is it? Much fun?
Yes :goblin_yeah:
I already write your name in the credits.. :ogre_haosis:

Ah i forgot something, i would like to request this one, no need to rush it:

Hero's name: James Fury the Gunslinger

[R]apid Fire (Active)
The Gunslinger perform his rapid reloading style, increases his attack speed by short period.
1. Lasts for 3 attacks or 12 seconds.
2. Lasts for 4 attacks or 13 seconds.
3. Lasts for 5 attacks or 14 seconds.
4. Lasts for 6 attacks or 15 seconds.
Cooldown: 14 seconds.
Mana cost: 70/80/90/100
*Increasing attack speed by 300%.

Tripl[e] Shot (Active)
Fires three successive shot in a direction, damaging and slowing enemies in a line.
1. Deals 30 physical damage per bullet and applies 5(1st bullet)/10(2nd bullet)/15%(3rd bullet) movespeed slow.
2. Deals 50 physical damage per bullet and applies 7/14/21% movespeed slow.
3. Deals 70 physical damage per bullet and applies 9/18/27% movespeed slow.
4. Deals 90 physical damage per bullet and applies 10/20/30% movespeed slow.
Range: 650/675/700/725
Slow last: 3.5 seconds.
Delay between each shot: 0.04
Cooldown: 12 seconds.
Mana cost: 100

We[a]pon Shot (Passive)
The Gunslinger mastering the art of weapon shooting, allows him to disarm his enemies and deals extra damage once in a while.
1. Disarm opponent and deals 1.4x damage critical.
2. Disarm opponent and deals 1.6x damage critical.
3. Disarm opponent and deals 1.8x damage critical.
4. Disarm opponent and deals 2.0x damage critical.
Disarm last: 2 seconds.
Cooldown: 16/14/12/10 seconds.

Focused sho[t] (Active)
Take time to focus on an enemy for a while, then release a far more precision shot from a longer range.
1. Deals 255 plus 10% of target maximum hp as damage, a mini stun for 0.2 seconds and tappering 20% movespeed slow for 3.5 seconds upon hit.
2. Deals 305 plus 20% of target maximum hp as damage, a mini stun for 0.3 seconds and tappering 25% movespeed slow for 3.5 seconds upon hit.
3. Deals 355 plus 30% of target maximum hp as damage, a mini stun for 0.4 seconds and tappering 30% movespeed slow for 3.5 seconds upon hit.
Range: 1700/2200/2700
Casting time: 2 seconds.
Cooldown: 50/40/30 seconds.
Mana cost: 150/200/250
*When casting, The Gunslinger gains a vision of its target and loss it when interrupted. The vision also reveals the target unit if its turned invisible.
 
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Level 10
Joined
Jun 9, 2012
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826
Paladin Spellpack

Cleansing Wave (Active) [Q]
The Paladin sends a wave of holy light up to 550 range and is 350 AoE wide. Enemies hit take damage and are knocked back until the wave ends. Allies hit are unaffected but gets healed for the same amount instead.
1. 75 damage.
2. 150 damage.
3. 225 damage.
Cooldown: 10 seconds.
Mana cost: 100 / 75 / 50
Activation: Target point or unit
Wave Speed: 600

Blinding Light (Active) [W]
Upon activation, all enemies within 450 AoE of the Paladin are knocked back and loses attack accuracy for 5 seconds.
1. 40% accuracy loss.
2. 60% accuracy loss.
3. 80% accuracy loss.
Cooldown: 25 / 23 / 20
Mana cost: 65
Activation: No Target

R[e]pelling Shield (Active)
Targeted ally or self will gain a shield that absorbs magical damage. Once the maximum damage is absorbed, the shield is destroyed. Lasts up to 15 seconds only.
1. Up to 150 magical damage.
2. Up to 250 magical damage.
3. Up to 350 magical damage.
Cooldown: 5.
Mana cost: 80
Activation: Target Unit

Celestrial [R]adiance (Active)
Once activated, the Paladin begins channeling for 5 seconds. As long as he channels, all enemies get slowed by 50% within 500 AoE and takes damage based on a percentage of their maximum hit points. If he successfully channels for 5 seconds, enemies within 500 AoE take the damage of what they had receive before again (if they had step in on the 3rd second and only lost 30% hit points, they will lose another 30%). But, if he fails to finish the channel, he loses 50% of his current hit points.
1. 5% loss per second.
2. 10% loss per second.
Cooldown: 120.
Mana cost: 200 / 300
Activation: No target

Off-topic: I am too having problems with Physics lol.
 
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Level 10
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826
BunnyAng, your first skill is somewhat related to something I've made.. With a few modifications it can be made. Mr.Bean can I make it please? :grin:

Though something needs to be clear, still. Any light effect will do? I'll make it configurable even so.

Wow really? Thanks for the reply and yeah, i guess it's okay if you do the spell. For the first wave, i would much prefer a light that looks more of a wave if it's possible, as for the other three, any sfx that looks good with the spell will do. You don't have to make it configurable though since i don't want to give you too much trouble :)
 
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super_nova: Yes the 2nd skill is exactly the same i guess, only that it is activated at your position. For the third spell, it's much more similar to the Ember Spirit's Fire Shield, if i'm right since it only absorbs magic damage only and deals dps to nearby. My paladin won't have the dps in the shield but the damage is dealt upon the death of the shield though depending on the magic damage absorbed.
 
Level 4
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Apr 14, 2012
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Hi there, I am creating a RPG map and I have some problems with creating these spells:

Darkness Orb. ( Instant Cast - A dark ball which deals 3x Int to main target and jumps on up to 2 more targets, Damage decreases by 10% with each jump, Casting time: 1.5 sec. Cooldown: 8 seconds. Mana cost: 70, Rank2 (same but with 150 mana cost))

Survival Instincts. (Instant cast - Increases your hp by 30% for 12 seconds. Cooldown: 150 seconds, Mana cost: 400.)

Living Spirit. (Passive - Increases your HP and MP by 7% and healing of all your spells by 0.33x int.)
 
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Level 4
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Apr 14, 2012
Messages
72
@Fiend_68
nice spells you got there

Arcane Fortitude
sorry but its impossible to reduce casting time for spells.if all spells has 0 cast time,then yes but if all of the spells haas their own casting time,we need to duplicate all of the other spells so we can reduct it

Okay I will edit: Replace the spell with other one.
 
Level 4
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@BunnyAng, Fiend_86: Do you guys mind having your spells done in vJASS?
Unless En_Tropy is keen to do them in GUI, there is no other option, sorry.

@En_Tropy: Are you going to do BunnyAng's Cleansing Wave in GUI?

I'd prefer them in GUI but since my partner can work a little bit with vJASS there's not a big difference. As soon as you can create we can accept everything. ;D
 
Level 23
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Oct 20, 2012
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You mind if I request sumthing? tried it and failed miserably..

Spell Name: Hunger
Number of Levels: 4 levels
Mana Cost: 80
Cooldown: 25 seconds
Cast Type: active skill
Target Type: instant cast
Duration: 10 seconds
Detailed Description:
Gives the hero life steal based on his attack. Whenever a unit within 400 units of the hero dies, it's soul travels towards the hero. When the soul reaches the hero, it is then absorbed and life steal is increased.

Level 1 - 10% base life steal. .5% bonus life steal per soul collected.
Level 2 - 13% base life steal. 1% bonus life steal per soul collected.
Level 3 - 16% base life steal. 1.5% bonus life steal per soul collected.
Level 4 - 19% base life steal. 2% bonus life steal per soul collected.

Bonus lifesteal has no limit. so if the hero kills more than a hundred units within 10 seconds, he will recieve 10% + 50% life steal, 13% + 100% life steal, 16% +150% life steal, 19% + 200% life steal.

would be great if you guys could do it in GUI.. :3
 
Level 10
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@BunnyAng, Fiend_86: Do you guys mind having your spells done in vJASS?
Unless En_Tropy is keen to do them in GUI, there is no other option, sorry.

@En_Tropy: Are you going to do BunnyAng's Cleansing Wave in GUI?

Feel free to do it in vJASS. I only know how to import vJASS so it's no problem. But, my cleansing wave also has a knockback so i'm pretty sure he's not doing it either. If possible, please don't allow the units knockbacked to go over boundaries and cliffs or bugs regarding gameplay might happen.

To super_nova: Cleansing Wave knocks back units in the wave until the wave ends. For my Blinding Light, it knocks them back out of the AoE like Ezalor's Blinding Light in DotA, only that mine is activated with no target and both my knockbacks don't go over cliffs.
 
Level 6
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Feel free to do it in vJASS. I only know how to import vJASS so it's no problem. But, my cleansing wave also has a knockback so i'm pretty sure he's not doing it either. If possible, please don't allow the units knockbacked to go over boundaries and cliffs or bugs regarding gameplay might happen.

To super_nova: Cleansing Wave knocks back units in the wave until the wave ends. For my Blinding Light, it knocks them back out of the AoE like Ezalor's Blinding Light in DotA, only that mine is activated with no target and both my knockbacks don't go over cliffs.

And how far they will getting knockbacked?
 
Level 10
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Cleansing Wave (Active) [Q]
The hero sends a wave up to 550 range and is 350 AoE wide. Enemies hit take damage and are knocked back until the wave ends.

Blinding Light (Active) [W]
All enemies within 450 AoE of the Paladin are knocked back until they are 450 AoE away from the caster.
 
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Level 6
Joined
Dec 19, 2009
Messages
226
Cleansing Wave (Active) [Q]
The hero sends a wave up to 550 range and is 350 AoE wide. Enemies hit take damage and are knocked back until the wave ends.

Blinding Light (Active) [W]
All enemies within 450 AoE of the Paladin are knocked back until they are 450 AoE away from the caster.

Of course they'll will get knockback as long as the wave still on, what i meant is how far the distance of each enemy that knockbacked?
 
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