- Joined
- Jan 21, 2010
- Messages
- 2,111
yeah why not, knowing me id probably try to find a way to turn them grayish like stone.
that's good if you can do it, hmm...
So are you work on it?
yeah why not, knowing me id probably try to find a way to turn them grayish like stone.
Name | Unit Type | Model Used | Selectable? | Hp(Hp reg) | Armor |
Soul | Dummy | Uses sprit tower's missile model | selectable | 333 hp (0 reg/sec) | 0 medium armor |
No. | Things |
1. | The "Stack" integer type variable |
2. | MUI |
Can you please elaborate more detailed form ?Ninja SPell ...
@Defskull, here come another request. Hope it's not too hard for ya' xD
This is basically a boss-fight-only-revive thing.
There's a boss to fight, when the boss started to fight, it should have a boolean like "BOSS_Infight" turned to true. And as along as the boolean is "active", which means the boss fight in going on, every hero died(ally hero) will spawns a soul a X region. The soul slowly moves toward the boss. Once it reached the boss the player will lost the boss forever and the boss gains 1 stack. For now you just leave it as a integer variable. But if someone managed to kill the soul, the fallen hero will revived at the place the soul died. So, below is a simplified chart.
Boss in fight==>Ally Hero died==>Spawn soul==>soul move toward boss==>Soul reached boss OR soul killed==>
IF soul reached boss==>gain 1 stack.
IF soul killed==>revive at the soul's death point.
Some note:
Name Unit Type Model Used Selectable? Hp(Hp reg) Armor Soul Dummy Uses sprit tower's missile model selectable 333 hp (0 reg/sec) 0 medium armor
Things needed:
No. Things 1. The "Stack" integer type variable 2. MUI
Please help me with this, if you can. Thanks a lot.
I have shown you the way to pick all units within a cone, why wouldn't you use it? :/, you really do hope I make it for you (you must really love me HAHA)
Well, instead of cone, why not circular shape in front of caster ?
Please please please please pleaseeeee !
Anyway, here's how to pick units in cone
Set Loc1 = Cone origin point
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 600.00 (cone's length) of Loc1 matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) and do (Actions)
Loop - Actions
Set Loc2 = (Position of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Acos((Cos((Cone angle - (Angle from Loc1 to Loc2)))))) Less than or equal to 40.00 <- This is half of cone's range so it will pick units within cone with range of 80 degrees
Then - Actions
//Put actions for units within cone here
Else - Actions
Custom script: call RemoveLocation(udg_Loc1)
Name | Type | Description | Note | ||||||||||||
Wild's Presence | Passive/Summon | This is a spell that Shaman had as a basic spell. It contains 4 levels and are auto level up-ed each 5 level the shaman had, which is the 5/10/15/20th level. This spell creates 2 hawk/bird or what ever you wanted to call it, which will FLYING AROUND the shaman(within 1500 range), attacking enemy around. It gives 1500 flying unit's sight, have 550 Hp(0.5 reg) and have a 150~150(melee) piercing air only attack and also a 25~25(600) piercing ranged ground only attack. It's ranged attack had 30% to release a chain lightning and chain heal, each deals/heals 25/50/75/100 for initial target and bounces off to another 2/3/4/5 target with a 35% increased damage/heal. Since it only attack enemy, the chain heal is targeted on the shaman. The bird has locust and are un-select-able unless the Shaman died. When shaman died the bird become target-able/selectable. | -NONE- | ||||||||||||
Nature's Guard | Active/Target Ally | Upon cast creates a nature-ish image of the caster(50% transparent green-ish color). This image casts healing spells every seconds. It alternates from Healing Leaves and Chain of Life. The image casts a chain of life every 5 healing leaves casted. If the target's Hp is fulled then it will heals other guy who are injured. Lasts for 20 seconds. Healing Leaves: Heals target for 25/40/65/80/95 and 75% to nearby ally. This spell has a area of 300. Frost Nova-like "healing" spell without slow. Chain of Life: A Chain heal that heals for 10/30/50/70/90 and bounces off to another 3/4/5/6/7 target each bounce increase healing done by 50%. It's heal value is measured, it won't be over powered in my map. | Healing Leaves doesn't need to be a spell. Simply trigger the heal will be enough, but if it's needed to be a spell that won't be a problem. | ||||||||||||
Shamanism Blessing | Active/Target Ally | This spell targets ALLY ONLY. Cannot target self. It grant random blessing from one of the five, storm, earth, fire, water and wind. Each blessing gives different effect. Storm Blessing: Bonus Agi: 5/10/15/20/25 Special Effect: 35% of the time attack triggers a chain lightning. Deals 125 bounce 4 reduce 5% each. Earth Blessing: Bonus Str: 10/15/20/25/30 Special Effect: Reduce damage taken by 10%/20%/30%/40%/50% Fire Blessing Bonus Str: 5/10/15/20/25 Special Effect: Target do a 80% cleaving attack(with fire effect) Water Blessing: Int Bonus: 5/10/15/20/25 Special Effect: 10%/20%/30%/40%/50 mana reganeration bonus. Wind Blessing: NO STATS BONUS Special Effect: Makes target fly in the air(150 fly height with some wind effect around it). Increase movement speed and attack speed by 10%/20%/30%/40%/50% | Every effect lasts for 6/7/8/9/10 seconds. Every effect must ally a buff to target. 50% chance to apply same effect on self.
|
mckill, can you do rysnt11's request ?
It explodes right after the caster cast this spell ?2: The fireball explodes in the casters face, dealing damage.
since it's the easiest, no offence yeohxin, your request kinda hard but I'm working my ass as fast as I could![]()
Wild's Presence- What will happen to the birds that if the Shaman is dead, and be revived, will it be auto-summoned again right after the Shaman is revived ?
Nature's Guard- If the targeted unit is already full HP, how big is the "search area" to find another unit to heal ?
Shamanism Blessing- Earth Blessing - Reduce damage taken (I can only do magical damage reduction for percentual value, but not for physical damage as I can only find an ability that reduce damage based on value, not percentual)
Ok. I'll be glad to answer all of them.Defsukll said:All my questions has been answered but I'm pretty sure more questions will come, but not at the time being
Haha~Awww you made me blushed
...but still easier than a vjass...
hmmm...I think of that one before I learned vjass, so why dont you tell me that when you learn that stuff...
what stuff?
I'm in a confusin right now...
Oh...
Hmm..
Can you help me make a simple spell, in vjass
Hmm...
A spell that does 100 damage each level...
Yap...
I'm wanna learn the vjass!
Can you make it on the test map?
Still working on it...
Seems the lighting i made wont destroyed..
Changed my mind, i use the custom effect made my me, i edited the purification target, and use it as the effect,now workin on your fourth spell, the unit targetable
Still, need some advice on the gui triggering, the skills i used, arent leveling, and i want to post it on world editor's section
scope InstantDamage initializer init
globals
private constant integer SPELLID = 'A000' //raw code of the ability
private constant attacktype ATT = ATTACK_TYPE_MAGIC
private constant damagetype DAM = DAMAGE_TYPE_NORMAL
private constant string SFX1 = "Abilities\\Spells\\Human\\StormBolt\\StormBoltMissile.mdl"
private constant string SFX2 = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
private constant string ATTACHMENT = "overhead"
endglobals
private function Damage takes integer i returns real
return i * 100.
endfunction
private function cast takes nothing returns boolean
local unit u = GetTriggerUnit()
local unit t = GetSpellTargetUnit()
local integer lvl = GetUnitAbilityLevel(u, SPELLID)
local real damage = Damage(lvl)
if GetSpellAbilityId()==SPELLID and IsUnitEnemy(t, GetTriggerPlayer()) then
call UnitDamageTarget(u, t, damage, false, false, ATT, DAM, null)
call DestroyEffect(AddSpecialEffectTarget(SFX1, t, ATTACHMENT))
call DestroyEffect(AddSpecialEffect(SFX2, GetUnitX(t), GetUnitY(t)))
endif
set u = null
set t = null
return false
endfunction
private function init takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ (t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition (t, Condition(function cast))
set t = null
endfunction
endscope
You forgot to say efficientYou just only need to change the raw code of the ability, then any active spell can use, plus this is configurable, MUI and leakless.
It explodes right after the caster cast this spell ?
And it damages the caster only or what ?
I've completed your request, slash (since it's the easiest, no offence yeohxin, your request kinda hard but I'm working my ass as fast as I could)
There are 3 scenarios for your spells:
1. SUCCESS means the spell is casted successfully without any "bug"
2. FAIL #1 means the spell changes direction
3. FAIL #2 the spell just sit there and explode the fireball (without moving it) and has a 1 second life duration
The Fire Trail damage can be changed/edited through Object Editor for "Fire Trail" custom ability (based of Permanent Immolation)
If you have any question, please tell me![]()