• 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 7
Joined
Aug 15, 2012
Messages
318
Hello bean I am not sure if your still making these or what but I got a request and if you can make it id greatly appreaciate it my request is based off a spell from another game I wanna use it for a boss in my rpg link to picture of spell http://diablo.wikia.com/wiki/Hoarfrost

Spell Name: Hoarfrost
Number of Levels: 3
Mana Cost: 150/ 200/ 300
Cooldown: 5/ 10/ 15
Cast Type: active
Target Type: point
Detailed Description: Baal summons up his power to cast a powerful wave of frost that pushes back enemies and does .5x his intelligence hitting them again each time moves for a distance of 150. The spell should be in the shape of a triangle like in the picture above if you dont mind hope you like the idea if you decide to make it I would be greateful and credit you for your help.
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
~Accepted. I am not sure about the triangle shape, but I will see when I get to the spell.

@jolelele: I am having problems with Army of Darkness and damage detection. This is because it seems that illusions can't use the Item Attack Frost Bonus ability, meaning illusions can't trigger illusions. The only way around this (as far as I am aware) is to not use a damage detection system. Let me know how you want to move forward.
 
Level 7
Joined
Aug 15, 2012
Messages
318
~Accepted. I am not sure about the triangle shape, but I will see when I get to the spell.

nice ty man also idk if this will help but someone on the helper made this spell but it doesnt work in warcraft you cant test it even if you add it to your map http://www.thehelper.net/threads/hoarfrost.70255/ but this should give you an idea of how to make this work easier
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
Oh dear, it looks like I forgot to fix some things. I will work on it now.

EDIT: Uploaded a new version which should work properly. I tested the splash and it does work. I think the AoE is a bit small for testing, so perhaps make it bigger so you can see it works.

@Manuval: For the 4th spell, you can't properly reduce armour by a percentage. Should I change it to flat values?
 
Last edited:
Level 2
Joined
Mar 2, 2013
Messages
12
Hello, i want you to make these spells :) hope it's clear enought and detailed.
thanks in advance if you are gonna make them ;) +rep

If it's not to much I would like that the model used for the spells is http://www.hiveworkshop.com/forums/models-530/ice-wings-161303/?prev=search%3Dicewings%26d%3Dlist%26r%3D20

  • Spell Name: Universal Crash
  • Number of Levels: 3
  • Mana costs: 135/185/220 (Respective level)
  • Cooldowns: 10/9/8 (Respective level)
  • Cast type: Active (No casting time, caster doesn't have to channel, it's not like monsoon)
  • Cast range: 800
  • Target type: Point (AoE: 150+50 per skill level)
  • Damage: Inteligence/4 / Intelligence/3 / Intelligence/2 (Respective level (Does not include bonuses))
  • Description: In the targeted area and in the same spot (center of targeted area) is created a showering effect (Model: http://www.hiveworkshop.com/forums/models-530/shadowassault-226728/?prev=search%3Dshadow%2520assault%26d%3Dlist%26r%3D20) blasting 10 times and leaving a buff (Universal Distortion), to each unit that got hitted by the spell making them unable to use any type of spells (3/4/5s duration).
  • cannot target: self, allied units, destructibles/trees.


  • Spell Name: Hyperion
  • Number of levels: 3
  • Mana costs: 155/205/245 (Respective level)
  • Cooldowns: 14/13/12 (Respective level)
  • Cast type: Active (No casting time, caster doesn't have to channel, it's not like monsoon)
  • Cast range: 800
  • Target type: Point (AoE: 150 + 50 per skill level)
  • Damage/heal*: Intelligence*2 / Intelligence*2.5 / Intelligece*3 (Respective level (Does not include bonuses))
  • Description: In the targeted area picks every unit and if: unit belongs to an ally or own, it creates a special effect (Holy light) and heals* ; unit belongs to an enemy, it creates a special effect (Animate dead) and damages*.
  • cannot target: neutral units, destructibles/trees.


  • Spell Name: Grandiosa Armada
  • Number of levels: 3
  • Mana costs: 125/165/200 (Respective level)
  • Cooldowns: 10/9/8 (Respective level)
  • Cast type: Active (No casting time, caster doesn't have to channel, it's not like monsoon)
  • Cast range: 600
  • Target type: Point (Targeted unit)
  • Damage: Intelligence*1.5 / Intelligence*1.75 / Intelligence*2 (Respective level (Does not include bonuses))
  • Description: The "Hero" jumps back (waits 2 seconds, shows special effect that looks like it's charging energy) and charges into the targeted unit (shows a special effect that looks like a blue/yellow explosion) also damages units between the "Hero" and the targeted unit (Only enemies units), stunning the targeted unit and if it has the buff (Universal Distortion) it makes the buff permanent and the targeted unit takes damage (10/20/30 damage per second)over 5 seconds.
  • cannot target: allied units, neutral units, destructibles/trees, self.


  • Spell Name: Universal Entity
  • Number of levels: 1
  • Cast type:passive
  • Target type: It's Passive, so Instant.
  • Heal/Mana restore: 5% of total life (If healing) or mana ( If restoring)
    [+]Chance: Scuare root of total Intelligence (Does not include bonuses)
  • Description: When the "Hero" casts a spell it has a chance to heal or restore mana. when healing or restoring create a special effect on him ( Tome of retraining). The spell cannot heal and restore mana at the same time, it's one or the other.
  • Affects only itself.

 
Level 6
Joined
Dec 19, 2009
Messages
226
@Mr_Bean: Tested it, thx for the fix, it works just the way it should be now :)
EDIT: Sorry for bothering again, but i guess the splash isn't working right, the units around the target take more damage than the target, i even tried to changed the factor to just 5*level+5 but the splash does damage more than it should be.. how is it?
It would be better if you give it a temporary cleave ability..
QUESTION: one more, i have a question "how we create a special effect on a unit that only visible to allies?(in GUI please)"
 
Last edited:
Level 4
Joined
Aug 22, 2008
Messages
100
If you do not use a damage detection system... what does that mean? Would this enable you to animation cancel spam to get illusions (because thats the only thing I see being an issue with not using damage detection) or does it mean something else aswell? Either way make it as good as you can. It cant be worse then the homemade non MUI GUI leaksystem I am using :p
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
@Mr_Bean: Tested it, thx for the fix, it works just the way it should be now :)
EDIT: Sorry for bothering again, but i guess the splash isn't working right, the units around the target take more damage than the target, i even tried to changed the factor to just 5*level+5 but the splash does damage more than it should be.. how is it?
It would be better if you give it a temporary cleave ability..
QUESTION: one more, i have a question "how we create a special effect on a unit that only visible to allies?(in GUI please)"

Okay, I will add a temporary cleaving ability.
I'm not great with GUI, but this should work:

  • Set tempPlayer = Player 1 (Red)
  • Player Group - Pick every player in (All players) and do (Actions)
    • Loop - Actions
      • Custom script: if (IsPlayerAlly(GetEnumPlayer(), udg_tempPlayer) and GetLocalPlayer() == udg_tempPlayer) then
      • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: endif
If you do not use a damage detection system... what does that mean? Would this enable you to animation cancel spam to get illusions (because thats the only thing I see being an issue with not using damage detection) or does it mean something else aswell? Either way make it as good as you can. It cant be worse then the homemade non MUI GUI leaksystem I am using :p

Yes, you would be able to animation-cancel to spam illusions. Unfortunately there is no way around this as far as I can see. Sorry!
 
Level 2
Joined
Mar 4, 2013
Messages
9
MR bean

can i ask..

because im a newbie here and same goes to world editor

i want to create a skill.


but im lack of knowledge on that

and you are the one knows it -_-


if i have a request to you a ability or skill


and you created it where i will put that file on my warcraft folder so i can attach that on my world editor



Super confuse :)) thnx for reply this
 
Level 2
Joined
Mar 2, 2013
Messages
12
Sorry to bother you @Mr_Bean but did you ignored my petition because of something or you didn't noticed? :(
 
Level 4
Joined
Apr 14, 2012
Messages
72
I think my request was ignored too, although my spells shouldn't be that hard to make O_O
Could you please tell me if they are ignored or not?
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
@Aries: Sorry, forgot to add it to the first post. It is accepted.
@Fiend_68: It has been accepted. Please look at the first post which contains a list of accepted requests.

I am going to start rejecting requests if they aren't done in the right format (see my signature).
I am very busy so I don't get much time to work on requests.

EDIT:
@super_nova: Uploaded a new version of Titanic Charge which uses a Cleave ability instead.

EDIT 2:
Earthshaker - Spell Pack uploaded!
 
Last edited:
Level 4
Joined
Aug 22, 2008
Messages
100
To solve the problem with damage detection you can remove the illusion creation on illusions and instead add this: When using Spiraling Death Blossom the chance to create an illusion is increased by 20% or something.
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
I have thought of another solution:
What about using damage detection for the hero and then the other method for the illusions?
This would mean that the player couldn't spam with the actual hero, but they still could do it with illusions (which they would be less likely to do, in my opinion).
Your opinion?
 
Level 6
Joined
Oct 24, 2012
Messages
242
Thank you very much, Mr. Bean for finishing the request.
I copied & pasted all the resources that you said I will import in the provided trigger comment. There are bugs and I don't know how to fix it. Please fix it, sir :)
I will attach the map :D
 

Attachments

  • Hero Arena.w3x
    300.5 KB · Views: 57
Level 4
Joined
Aug 22, 2008
Messages
100
Looks amazing. The only thing I would like to be changed is the blink model the other models i could fix myself. I tried changing it myself but i kept getting errors when saving. It works if I change to an already existing model but I want an imported one. Could you please tell me how to import these models into the spells or (if its simpler) do it yourself?


Edit: If you have time you could also add a special effect. Whenever there is more then 0 illusions out both the main hero and the illusions turn black and slightly transparent.
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
@Manuval: You didn't read the instructions properly. You must copy all of the required triggers (see the disabled "Instructions" trigger). Also, you need JASS NewGen Pack.

@jolelele: I uploaded a new version to the first post. I included your custom Blink effects and the transparency effect. Also, be sure to check the instructions again because I added an extra part about the "Illusion" trigger.
 
Last edited:
Level 10
Joined
Jun 9, 2012
Messages
826
Looks amazing. The only thing I would like to be changed is the blink model the other models i could fix myself. I tried changing it myself but i kept getting errors when saving. It works if I change to an already existing model but I want an imported one. Could you please tell me how to import these models into the spells or (if its simpler) do it yourself?


Edit: If you have time you could also add a special effect. Whenever there is more then 0 illusions out both the main hero and the illusions turn black and slightly transparent.

I had that problem before. But i learnt myself that every "\" should be added by another, making it "\\".

This is an example.
return "Objects\\Spawnmodels\\Undead\\UndeadBlood\\UndeadBloodNecromancer.mdl"

Edit: I'm going to use some the spells here you made Mr. Bean. They are well-documented and i kinda like them.
 
Level 4
Joined
Aug 22, 2008
Messages
100
Looks good. Everything that is not in order I can fix myself now. Thank you very much and please take more of my mental rep points. I could even add "Mr Bean rules" to my signature if you want :)
 
Level 10
Joined
Jun 9, 2012
Messages
826
Don't know why when i tried Earthshaker's spellpack, each spell creates a corrupted moon well that moves to the targets. The rolling stone creates moon wells on units hit by the boulder. Stoneskin creates a moon well on the enemy that attacks the hero. Avalanche creates a mass of corrupted moon well on the entire AoE. Lastly, Rock Wastage creates a few of those on the units it hit. Did i do something wrong with the import?
 
Level 6
Joined
Dec 19, 2009
Messages
226
Looks good. Everything that is not in order I can fix myself now. Thank you very much and please take more of my mental rep points. I could even add "Mr Bean rules" to my signature if you want :)

That's what i thought too!
He's very good on working spells right now, far beyond from he was back then :goblin_good_job:
EDIT: @Mr_Bean: ahh! i just remember! one more thing i would like you to add to my request, an attachment to the caster's weapon too when he's casting the ulti and disappear when he cancel or finish it.. thx
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
jolelele said:
Looks good. Everything that is not in order I can fix myself now. Thank you very much and please take more of my mental rep points. I could even add "Mr Bean rules" to my signature if you want :)

Cool, glad you like it. Thanks for the kind words :wink:

BunnyAng said:
Don't know why when i tried Earthshaker's spellpack, each spell creates a corrupted moon well that moves to the targets. The rolling stone creates moon wells on units hit by the boulder. Stoneskin creates a moon well on the enemy that attacks the hero. Avalanche creates a mass of corrupted moon well on the entire AoE. Lastly, Rock Wastage creates a few of those on the units it hit. Did i do something wrong with the import?

I just downloaded the map from the first post and it works properly. Did you download it from the first post too?

super_nova said:
That's what i thought too!
He's very good on working spells right now, far beyond from he was back then :goblin_good_job:

Haha, thank you :grin:

super_nova said:
ahh! i just remember! one more thing i would like you to add to my request, an attachment to the caster's weapon too when he's casting the ulti and disappear when he cancel or finish it.. th

No problem. You are referring to the ultimate in the Gunslinger spell pack, correct?
 
Level 12
Joined
Dec 25, 2010
Messages
972
Spell Name: Holy smite
Coded In: vJASS
Number of Levels: 3
Mana Cost: 0
Cooldown: 35
Cast Type: active
Target Type: instant
Detailed Description: Faithful beyond comparison, An High Archangel of the Circle of Faith is able to create to create 3/4/5 Pillars of light that go in a straight line directly,Dealing 30/40/50 damage to any unit caught near or in it. Undead suffers Double Damage.
if enhanced by the Final Sacrifice ability, it creates in an medium area of effect the same total of pillars dealing double the of the original, non enhanced, damage.Undead suffers Triple Damage

Spell Name: Holy Zeal
Coded In: vJASS
Number of Levels: 3
Mana Cost: 0
Cooldown: 40
Cast Type: active
Target Type: unit
Detailed Description: Zealous even in death, an High Archangel of the Circle of Zeal can share their own Zeal to any unit. Uny Friendly Unit that is targeted by this ability gains 2/3/4 points of armor for 10/15/20 Seconds.
If enhanced by the Final Sacrifice Ability, The unit has an additional point of armor in par of the one that he has. Has no effect on Undead

Spell Name: Honor Beyond Death
Coded In: vJASS
Number of Levels: 3
Mana Cost: 0
Cooldown: 0
Cast Type: passive
Target Type: instant
Detailed Description: Being Natural leaders in life, the High Archangels of the Circle of Honor can command even the largest armies of the Heavens into war against Gods with ease as they are blessed by Sigma, The Great Defender and patron Leviathan of Westernmar, with the honor of all the High Archangel's Comrades. All units near the High Archangel can deal an extra 20/40/60 damage for every ally unit near the Hero.
If enhanced by the Final Sacrifice Ability, The unit can deal an additional 10 points of damage in par of the one that he has. Has no effect on Undead

Spell Name: Final Sacrifice
Coded In: vJASS
Number of Levels: 1 (Ultimate)
Mana Cost: 250 Plus 1 per second
Cooldown: 90
Cast Type: active
Target Type: instant
Detailed Description: The Final Symbol of an angel's way, The Circle of Sacrifice is the Hardest circle an angel, Archangel, Seraph, and Even an High Archangel can achieve to enter. In a final symbol of it, the High archangel can tap into his inner magical reserves to enhance his abilities beyond the capabilities of any Living god. All his abilities will have an extra effect.

Try to base on The Angel model by Tranquil and on The Femal Angel model by Tranquil
 
Last edited:
Level 17
Joined
Feb 11, 2011
Messages
1,860
hey would I be able to request another spell or 2? this would be the only other one I need they would be from diablo also and idk how the f*** I could make it in gui

Go ahead.

Yeah i did download the first post but the bug appears after i imported it. Can't seem to find the problem.

Hmmm, okay. I will check the importing instructions when I get a chance.

@Foxhound03: ~Accepted.
 
Status
Not open for further replies.
Top