• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Mr_Bean's Spell Workshop

Status
Not open for further replies.
Level 6
Joined
Dec 19, 2009
Messages
226
Nah.. no problem, i know you're busy back then..
This is it:
Ravage

Ability Type: Active
Targeting Type: Instant
Ability Hotkey: V

Slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns.

Level: 1/2/3
Mana Cost: 150/225/325
Cooldown: 150
Casting range: N/A
Area of Effect: 825/925/1025
Duration: 1.5/1.8/2.25 seconds
Allowed Targets: Enemy Units
Effects: Deals 200/325/450 damage and stuns for 1.5/1.8/2.25 seconds.

Notes
• Damage type: magical
• Hit units will fly for 0.52 seconds (vulnerable) before the real stun is applied.
• Full damage and stun are dealt to invisible units.
• Ravage waves move outwards at a speed of 775.
Ah, i almost forgot: ^Don't use warcraft 3 current impale, because it cant hit unit that already being impaled and enemy hit by impale is invulnerable while flying^ Thx
 
Level 16
Joined
Dec 15, 2011
Messages
1,423
Nah.. no problem, i know you're busy back then..
This is it:
Ravage

Ability Type: Active
Targeting Type: Instant
Ability Hotkey: V

Slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns.

Level: 1/2/3
Mana Cost: 150/225/325
Cooldown: 150
Casting range: N/A
Area of Effect: 825/925/1025
Duration: 1.5/1.8/2.25 seconds
Allowed Targets: Enemy Units
Effects: Deals 200/325/450 damage and stuns for 1.5/1.8/2.25 seconds.

Notes
• Damage type: magical
• Hit units will fly for 0.52 seconds (vulnerable) before the real stun is applied.
• Full damage and stun are dealt to invisible units.
• Ravage waves move outwards at a speed of 775.
Ah, i almost forgot: ^Don't use warcraft 3 current impale, because it cant hit unit that already being impaled and enemy hit by impale is invulnerable while flying^ Thx

I think I will take this request as my first job :D I have some ideas on how to do this but it seems I will need to code a custom Impale spell to fit your description. Is it fine? Oh and btw I am really, really busy with school right about now so I cannot start working on this until weekend. Sorry for the inconvenience :p
 
Last edited:
Level 6
Joined
Dec 19, 2009
Messages
226
Update:
super_nova - Ravage uploaded!
Please test this spell with a single unit casting it quickly (it may break). However, it will definitely work with lots of units casting it at once.

Thx man!
i've tested it, and so far it was satisfying! (a little doubt about the flying high and time)
thank u very much for your effort, + rep!
but if u dont mind i would like u to check about the flying high (isn't it too low?) and time (is it 0.52?) of hitted unit
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
Thx man!
i've tested it, and so far it was satisfying! (a little doubt about the flying high and time)
thank u very much for your effort, + rep!

Glad you like it! :D

but if u dont mind i would like u to check about the flying high (isn't it too low?) and time (is it 0.52?) of hitted unit

I did set the fly time to 0.52 seconds, but you can change it if you open the spell trigger. You can also change the fly height there.

JASS:
private constant real    AIR_TIME       = 0.52      // How long hit units fly in the air for.
private constant real    AIR_HEIGHT     = 150.0     // Height that hit units reach.

You will see this in the spell's trigger. Change the values as desired.
 
Level 6
Joined
Dec 19, 2009
Messages
226
Glad you like it! :D



I did set the fly time to 0.52 seconds, but you can change it if you open the spell trigger. You can also change the fly height there.

JASS:
private constant real    AIR_TIME       = 0.52      // How long hit units fly in the air for.
private constant real    AIR_HEIGHT     = 150.0     // Height that hit units reach.

You will see this in the spell's trigger. Change the values as desired.

I'm sorry, i dont recognize it before..
That's exactly what i need, thx man! you're really pro spell maker!
 
Level 4
Joined
Aug 22, 2008
Messages
100
I noticed my spell was uploaded. Is it done? It seemed to work fine. Great job!
I can't rep you because I just gave you for the last spell :( But I would if I could. Take my mental rep points and this panda instead :psmile:.
 
Level 6
Joined
Dec 19, 2009
Messages
226
Yes!

Titanic Charge - 4 level
Mana: 40/50/60/70
Cooldown: 36/30/24/18
Cast Range: 1000/1100/1200/1300

Target an enemy unit to charge at it with 50/75/100/125 bonus Movement Speed and 0/2/4/6 Armor and 5%/10%/15%/20% spell reduction, while any enemy units taking contact will take 50%/75%/100%/125% of hero STR as damage. Upon reaching target, the first blow will dealt 50%/70%/90%/120% bonus damage with 40%/60%/80%/100% splash into 200/250/300/350 AoE.
Note that any other order than attacking the charged unit during the charging will cancel the charge itself, and the charge will automically cancelled if the caster is disabled while charging.
 
Level 4
Joined
Aug 22, 2008
Messages
100
Does this apply to me aswell or have I requested to much already?
When you have time can you do a fairly complex spell for me. I have a working version myself so its not a hurry at all but it leaks, it bugs and its not MUI. Its actually not only one spell its three spells working together. Here goes:

Spell Name: Army of Darkness
Number of Levels: 5
Cast Type: passive
Detailed Description: For every attack made there is a 15% chance to create an illusion of yourself. These illusions in turn have a 5% chance to create a new illusion. (illusions take 300% damage and deal 25% damage. Max of 1/2/3/4/5 illusions. (If you are into Dota, think phantom lancer)

Spell Name: Shadow Step
Number of Levels: 5
Mana Cost: 50/45/40/35/30
Cooldown: 12/12/8/8/4
Cast Type: active
Target Type: point
Detailed Description: This is basicly a blink but the illusions you have at the moment will also teleport to a random point somewhere in range. Range: 650/700/750/800/850. (If you store the illusions into some kind of variable I believe I could do this one myself)

Spell Name: Spiraling Death Blossom
Number of Levels: 3
Mana Cost: 200
Cooldown: 120
Cast Type: active
Target Type: unit
Detailed Description: Think Omnislash but with the illusions aswell. Dealing 200 damage per hit with the main hero and 50 damage per hit with the illusions. The hits can summon new illusions with the limitations of Army of Darkness. 4/6/8 hits. Fell free to denie me if its to much work.
 
Level 16
Joined
Dec 15, 2011
Messages
1,423
Does this apply to me aswell or have I requested to much already?
When you have time can you do a fairly complex spell for me. I have a working version myself so its not a hurry at all but it leaks, it bugs and its not MUI. Its actually not only one spell its three spells working together. Here goes:

Spell Name: Army of Darkness
Number of Levels: 5
Cast Type: passive
Detailed Description: For every attack made there is a 15% chance to create an illusion of yourself. These illusions in turn have a 5% chance to create a new illusion. (illusions take 300% damage and deal 25% damage. Max of 1/2/3/4/5 illusions. (If you are into Dota, think phantom lancer)

Spell Name: Shadow Step
Number of Levels: 5
Mana Cost: 50/45/40/35/30
Cooldown: 12/12/8/8/4
Cast Type: active
Target Type: point
Detailed Description: This is basicly a blink but the illusions you have at the moment will also teleport to a random point somewhere in range. Range: 650/700/750/800/850. (If you store the illusions into some kind of variable I believe I could do this one myself)

Spell Name: Spiraling Death Blossom
Number of Levels: 3
Mana Cost: 200
Cooldown: 120
Cast Type: active
Target Type: unit
Detailed Description: Think Omnislash but with the illusions aswell. Dealing 200 damage per hit with the main hero and 50 damage per hit with the illusions. The hits can summon new illusions with the limitations of Army of Darkness. 4/6/8 hits. Fell free to denie me if its to much work.

May I inquire something about Army of Darkness. Do you want it to be triggered on attack order like DotA or need a damage detection to check if the attack has damaged a unit or not?
 
Level 4
Joined
Aug 22, 2008
Messages
100
I do not believe it willmake that much of a difference... The friends I am making my map for will however abuse the slightest mistake I put into the map so i would prefere a damage detction system. I would also like that you couldnt get illusions of attacking friendly units.
 
Level 12
Joined
May 12, 2012
Messages
631
Hey there mr. Bean i've got a request, i've tried everything i can but i cannot make it in Gui so i'm requesting it in vJass :)

Spell Name: Divine Light
Number of Levels: 1
Mana Cost: 300
Cooldown: 2 mins
Cast Type: active
Target Type: instant
Detailed Description: when the spell is casted all the dead units around the caster (default range of Ressurection spell) will be revived and will be invulnerable. The dead units that belongs to enemy will also be ressurected, but it will change side to the owner of the casting unit, they will also gain invunerability

Thanks in advance :grin:
 
Level 6
Joined
Dec 19, 2009
Messages
226
Hey there mr. Bean i've got a request, i've tried everything i can but i cannot make it in Gui so i'm requesting it in vJass :)

Spell Name: Divine Light
Number of Levels: 1
Mana Cost: 300
Cooldown: 2 mins
Cast Type: active
Target Type: instant
Detailed Description: when the spell is casted all the dead units around the caster (default range of Ressurection spell) will be revived and will be invulnerable. The dead units that belongs to enemy will also be ressurected, but it will change side to the owner of the casting unit, they will also gain invunerability

Thanks in advance :grin:

Are you kidding? Its Death Knight's Animate dead
It doesn't even need a trigger...

@Mr.bean: i've downloaded it, then how can i merge it with my NewGen WE?
EDIT: I've figured it out already, sorry.

@Mr.bean: I can't change the area of effect of the Ravage, i already change to this:
JASS:
   // Configure the distance of each Impale per level:
    private function GetDistance takes integer level returns real
        return 150.0 + (50.0 * level)
    endfunction
but it doesn't seem to work, how can i?
 
Last edited:
Level 17
Joined
Feb 11, 2011
Messages
1,860
@Mr.bean: I can't change the area of effect of the Ravage, i already change to this:
JASS:
   // Configure the distance of each Impale per level:
    private function GetDistance takes integer level returns real
        return 150.0 + (50.0 * level)
    endfunction
but it doesn't seem to work, how can i?

I checked the code and it should work.
What did you change the distance to?
 
Level 6
Joined
Dec 19, 2009
Messages
226
I checked the code and it should work.
What did you change the distance to?

I changed it there, i've even modified it to 1. but the area of effect is still too large, its here isn't it:
JASS:
    // Configure the distance of each Impale per level:
    private function GetDistance takes integer level returns real
        return 725.0 + (100.0 * level)
    endfunction
 
Last edited:
Level 17
Joined
Feb 11, 2011
Messages
1,860
You will also need to fiddle with some other settings:

JASS:
private constant real    WAVE_INTERVAL  = 0.1       // Time in between each wave.
private constant real    WAVE_DIST      = 150.0     // How far each wave travels.

Explanation:
Ravage is made up of lots of Impales that go outward from the caster.
Each Impale is made up of "waves".
You will need to set how far apart each of these waves are (using WAVE_DIST).
WAVE_INTERVAL is the time in between each wave.
 
Level 6
Joined
Dec 19, 2009
Messages
226
You will also need to fiddle with some other settings:

JASS:
private constant real    WAVE_INTERVAL  = 0.1       // Time in between each wave.
private constant real    WAVE_DIST      = 150.0     // How far each wave travels.

Explanation:
Ravage is made up of lots of Impales that go outward from the caster.
Each Impale is made up of "waves".
You will need to set how far apart each of these waves are (using WAVE_DIST).
WAVE_INTERVAL is the time in between each wave.

And what is the math?
If i want it to have a 600 AoE or else maybe?
 
Level 6
Joined
Dec 19, 2009
Messages
226
Are you using the default Impale model? If so, you shouldn't need to change WAVE_DIST (it's basically the length of a single Impale model). WAVE_INTERVAL is used for the speed, so you won't need that for the distance. You only need to change the GetDistance function.

That's exactly what i do, but it didn't work at all
I've changed the numbers in GetDistance function, but it doesn't work man..
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
Just tested it and I see what you mean.
Going to figure out what's wrong.

EDIT: It must be something with the Impale System I used, because all the right values are being used...
EDIT 2: I found the problem. Will upload a fixed version soon. Sorry for the problems.
EDIT 3: Fixed and uploaded.
 
Level 6
Joined
Dec 19, 2009
Messages
226
Just tested it and I see what you mean.
Going to figure out what's wrong.

EDIT: It must be something with the Impale System I used, because all the right values are being used...
EDIT 2: I found the problem. Will upload a fixed version soon. Sorry for the problems.
EDIT 3: Fixed and uploaded.

Thx man, glad you figured it out!
EDIT: One more question, where can i change the missile speed?
 
Level 6
Joined
Oct 24, 2012
Messages
242
Spell Name: Rolling Stone
Number of Levels: 5
Mana Cost: 80
Cooldown: 12 seconds
Cast Type: Active
Target Type: Line Target
Detailed Description: Hero takes a medium rock from the ground and throws it in a line. The rock bounces 2 times. Each place where it bounces it deals 20/25/30/40/50 damage to units in a small area. When it collides with a unit, it stuns it for 0.5 sec, and deals 40/50/60/70/80 damage. Upon reaching final range, it will bounce towards the nearest unit dealing 100 damage and stunning it for 1 sec. 800 range.

Spell Name: Avalanche
Number of Levels: 5
Mana Cost: 65
Cooldown: 18 seconds
Cast Type: Active
Target Type: Area Target
Detailed Description: Hero smashes the ground, dealing 35/40/45/50/60 area damage, provoking a delayed avalanche over targeted area. They will be slowed by 25% for 5 sec. 500 area range.

Spell Name: Stone Skin
Number of Levels: 5
Mana Cost: 15
Cooldown: 8 seconds
Cast Type: Passive
Target Type: No Target
Detailed Description: Allows the hero to deflect 5%/10%/15%/20%/25% of incoming damage to attacker, adding a small stun of 0.5 sec, but costing mana.

Spell Name: Rock Wastage
Number of Levels: 5
Mana Cost: 40
Cooldown: 24 seconds
Cast Type: Passive
Target Type: No Target
Detailed Description: With small smashed stones, this skill makes him deal 10/20/30/40/50 bonus damage, and reduce enemy armor for 5%/10%/15%/20%/25% for 3 sec. Stunned units instead will get double damage, and their stun will be gone.
 
Last edited:
Status
Not open for further replies.
Top