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===[NEW] Spell Workshop [NEW]===

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@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:
NameUnit TypeModel UsedSelectable?Hp(Hp reg)Armor
SoulDummyUses sprit tower's missile modelselectable333 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.
 
Level 33
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Ninja SPell ...
Can you please elaborate more detailed form ?

@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:
NameUnit TypeModel UsedSelectable?Hp(Hp reg)Armor
SoulDummyUses sprit tower's missile modelselectable333 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.

Oh, for the "stack" Integer, that's for you to decided what do, right ?
I'll be creating multiboard for that to keep track of the number of stack, okay ?

EDIT:
Okay, the system is done, but I'm not sure yet if this works for multiplayer BECAUSE, this system supports player-only, where I need to test it with someone, if you're willing to test it, PM me then :)
(This system doesn't work with AIs)
 
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Level 33
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PM me and we must arrange a meeting over what platform should we test the system (I can't test with AI), Garena Platform should be nice :)


, 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 !
 
Level 20
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, 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 !
I have shown you the way to pick all units within a cone, why wouldn't you use it? :/

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)
 
Level 15
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i'd like to request a sorta yu-gi-oh like system,where there is a draw system and also your hand appears out in front of you and if you click on it there will be the summon and set and also activate and such,the in front of you is so you can't cheat and see em in your inventory,and to double make sure the cards won't be seen they will have a shadowmeld ability and are revealed for cards with reveal hand effect don't worry there will only be 4 cards that reveal hands:honourable bell,Truth Bond,Eye Of Value,and Trade market,that way....all is fair for the players.and also only the master of the facedown cards can see a special text telling him what monster it is and their atk and def.i'll send you a message later of the monster names since i'll have variety...thanks i'm sure you'll make the system to your best...or is this rather a system?if not well then sorry for wasting your time.
 
Level 10
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Messages
622
Def, I'd had another request up for ya.

NameTypeDescriptionNote
Wild's PresencePassive/SummonThis 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 GuardActive/Target AllyUpon 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 BlessingActive/Target AllyThis 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.
EffectChance
Storm10%
Earth30%
Fire15%
Water15%
Wind30%
That's all for now. Take your time, don't be rush. If can I would like to test SOME of this at saturday or sunday =D

Edit 1: Changed number of Hwak Summoned.
 
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Level 13
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Ohaio Def, I happen to have a nice little niche' request for you, Description as applied:

Maximum Level:
10​
Target type:
Point Target​
Effect:
Creates and sends a fireball flying towards target point, while moving the fireball creates a firetrail which lasts for 2 seconds, which deals damage every second to units caught in the fire (Scales with level of abillity) Upon reaching the target point, the fireball explodes dealing damage (Scaling with the level of the abillity).​
However, there is a 10% chance that a misshap will happen. On a 1-2 the following effects happen:
1: The fireball goes astray, having the same effects but instead of exploding at target point, the fireball rotates position while moving and explodes somewhere else.

2: The fireball explodes in the casters face, dealing damage.​
 
Level 33
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2: The fireball explodes in the casters face, dealing damage.
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 :D)

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 :)
 

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Level 33
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What I truly wanna say was, sorry for doing slash's request first although you requested it first by order of queue
But, his was easier so I made his first, well got some development for your spell pack and it is completed 30% :)

Got some questions:

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)
That's all for now.
 
Level 10
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Oh that's okey. But I'd had a little request, is that can you TRY to complete the Wild presence before sunday and added into the test map? I wound like to test it.
And now for the questions:
1) If the shaman is revived, the birds will be teleported back to the shaman and become unselect-able (locust) again. And their hp will be fully recovered.

2) 1000 range. And heals had 1000 range also. If healing leave you make it a trigger then just make it heals target within 1000 range. Btw the image follows the target at a range of 300. Means the image is standing 300 to the target.

3) That's just fine. You mean "harden skin" skill? If yes the value should be 100% block for 15/30/45/60/75 damage. min 0 damage.

One more thing for the birds. Make they fly like "locust swarm"'s dummy unit. But if cannot then just simply flying randomly within 1500 range will do. Good luck =D

Edit: Changed my mind. Just make them flying around in 1500 range. But if the shaman stops attack or moving, order them to fly towards the shaman(using command like just "right-click" the shaman will do)
 
Level 33
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That "someone" is opened to all that can do it
But the most responsible person is me
So, you can request for any spell in this thread


All my questions has been answered but I'm pretty sure more questions will come, but not at the time being


Awww you made me blushed :D
 
Okay this is a very serious request, I am not so great with variables. But I can work my way around them time to time.

I am requesting a complexish multi-board... Well to me it is complex.


Heaven------kills ------deaths------game time
Player 1
Player 2
Player 3
Player 4
Player 5

Hell------------kills------deaths------game difficulty
Player 6
Player 7
Player 8
Player 9
Player 10

And when you make it, can you make it so I can edit it without me getting so damn comfused what is what.

+2 rep will be given and you will be added to my list of people that have help'd with my project. You don't have to do this but would be something id like done.

If you cant get that one complete can you please make a difficulty system.

Easy: 75% Hit Points
Normal: 100% Hit Points
Hard: 150% Hit Points
Nightmare: 200% Hit Points
 
Level 17
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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
 
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

No need to post, just tell me what do you need?...
here's your vJass spell, it's very very simple...

You just only need to change the raw code of the ability, then any active spell can use, plus this is configurable, MUI and leakless...

JASS:
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



sorry Defskull if I posted it here, somebody requested, then I made :)...
 
Level 17
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Messages
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i found the problem..
Haha~
The problem was:
1. Item damage bonus (add 1 damage for 2 str) won't leveled - fixed
2. Item armor bonus (add 1 armor for 8 agi) wont leveled - fixed
3. Item life bonus (add 50 hp for each target's hero level) wont add the hp bonus - fixed


Overall, you spell is finished ( not all, just this one), need 5 more spell, for the necromancer especialy
 
Level 13
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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 :D)

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 :)

Thanks Def, Havent been on Hive in a while.
I have +rep'd you for you help.

Okay now then. When I meant "It changes direction" I actually meant "Veers off course" so that instead of heading straight, it curves. other than that, what you have made is perfect.

Edit: Just re-read coding, don't have access to war3 atm; Seems like the fireball curves like I initially wanted. Too bad I can only +Rep once....

But anywho, Expect me to be coming back here with an extremely challenging idea next time...
 
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