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

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Level 10
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Mar 19, 2010
Messages
622
see, issue order enterrupts orders and the angle changes evey second so it cant be done...the only thing can do this is to use jass functions which is not recommended also coz your bird will attack in an akward position...besides I already tried boolean and it doesnt work either...
Oh ok i see. So perhaps we should change the mechanic? I've an idea, can you try to make those birds only to move and only issue attack order to it when shaman attacks. Means the birds will fly around but when the shaman attacks a target, the birds will head to the target attacks it. Maybe you can have a trigger to turn off move trigger when shaman attacks. =D

Edit: So 2 birds and 1 shaman will be attacking the same target. and Def our appointment is at tomorrow right?
 
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Level 17
Joined
Jan 21, 2010
Messages
2,111
@yeohxin

Sorry dude, I've decided not to continue the Shamanism Blessing coz it has too much ability in 1 spell...it can be done but its too much...

Anyway here are the spells I've finished including the Shamanism Blessing with 35% done...
@mckill: hmm...
I wonder, is it okay if i use shamanism blessing as your spell?
Or should i make an original spell?
Hmm...
I have another update in your spell
So far i have these 6:
  • Ghost keeper of the grove: mass root with additon slow (instant cast), nature power (forget the name, i'm afk atm) that summons a unit depends on the targeted unit's level, str, and agi (unit cast),war stomp with addition minimize the unit (increasing AS, but decreasing MS, enemy target) (instant cast)
  • Ghost necromancer:howl of terror (increasing ally armor, healing them for 10% of their max hp)(instant), body curse (deal DoT, causes the taget's body to decay, spread a disease, actually phoenix fire)(unit), Curse (something like that, im forgotten the name, reduce hp, mp regen, deal damage over time, lessen the enemies damage)(unit)
That's it, so far i have finished 6 out of 9, the instant is done, unit also done, now for the spammer, blademaster, i have another idea, How about shockwave that ripples another shockwave If there was a unit on the path?
Hmm..
I also thinking about spamming skills such as target point blade strom, or some thing like that
 
Level 3
Joined
Oct 10, 2009
Messages
28
Can I have a spell made please?

If possibal I need 3 spells please.(In GUI please, Im not familiar with JASS)

1: A spell that blinks to a target location and then shoots out a void bolt to nearest enemy dealing damage (Once he gets to target location).

2: A passive spell were every time the hero hits and deals damage(with his melee attack) he gets 50% of that damage back in mana.

3. A spell that shoots out a void bolt at target, damages it, then silences it for 2 seconds.

Thanks, Tvader :ogre_datass:
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
i can do the second and third spell for ya
the second spell we need a damage detection system

EDIT:
i dunno if any one has completed my spells i asked for a like time ago so im going to re-request them.

GUI please

blood seal.
the hero gains attack speed depending on the heros current hp percentage max bonus attack speed 100%
for every 0.4%/0.6%/0.8%/1%/1.2%/1.4%/1.6% hp lost the hero will gain 1% attack speed increase

ice shield
creates a shield of ice around a allied unit or self that takes 60/100/140/180/220/260/300 dammage when the ice has taken all the damage it can it will explode dealing the amount of taken damage to nearby units.
 
Level 3
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Messages
28
That would be great! :ogre_haosis:
I would very much appreciate any spells that could be done, I know the 1st one would be hard to do.(And I don't know to much about spell making, but I'm learning)

I got the spell Ideas from my favorite hero in LoL, Kassadin.

Thank you for replying, and I will give thanks(and rep) for work that is done.
 
Level 15
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Messages
1,552
so the first move is not a target. you teleport to the location then hit a random unit that is the closest?

also does void bolt do damage and nothing else?

ok the spells are done to import them just copy the triggers incuding the damage detection system. also with spell 2 it will give the hero mana when using spells as well i couldent fix it the only way around it is that when u give the hero more spells use a dummy unit for the damage.

the spells arnt levelable u never specified if they are or not.
 

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  • Tvader's Spells.w3x
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Level 33
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Mar 27, 2008
Messages
8,035
If possibal I need 3 spells please.(In GUI please, Im not familiar with JASS)

1: A spell that blinks to a target location and then shoots out a void bolt to nearest enemy dealing damage (Once he gets to target location).

2: A passive spell were every time the hero hits and deals damage(with his melee attack) he gets 50% of that damage back in mana.

3. A spell that shoots out a void bolt at target, damages it, then silences it for 2 seconds.

Thanks, Tvader :ogre_datass:
The spell is done, test map is attached at the below of this post
If you have any problem, you can tell me :)
i can do the second and third spell for ya
the second spell we need a damage detection system

EDIT:
i dunno if any one has completed my spells i asked for a like time ago so im going to re-request them.

GUI please

blood seal.
the hero gains attack speed depending on the heros current hp percentage max bonus attack speed 100%
for every 0.4%/0.6%/0.8%/1%/1.2%/1.4%/1.6% hp lost the hero will gain 1% attack speed increase

ice shield
creates a shield of ice around a allied unit or self that takes 60/100/140/180/220/260/300 dammage when the ice has taken all the damage it can it will explode dealing the amount of taken damage to nearby units.
Next Request: Yours.
 

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  • Tvader Spell Request.w3x
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Level 4
Joined
Jul 22, 2010
Messages
74
Big Request.. hope you will help me :D

Request:
Spell (pack)
Style: Curse's & Summoning units

Necromancer:
1. Terror. AOE. 1 lvl abillity
Causes monsters to run away in fear, should be not interruptible, last xx seconds.
2. Confuse. AOE.
Confuses monsters causing them to attack randomly (ex. attack allies), try to make this effect not interruptible, last xx seconds.
3. Life Tap. AOE.
Every time the cursed monster take physical damage, the attacker will be healed for % of his attack damage.
4. Lower Resist. AOE.
Lower Resist will lower the enemies' resistance to Fire, Lightning, Cold, and Poison; (dont know if this is posible to detect spell types?) otherwise, it should just increase the taken spell damage in %, last xx seconds.
5. Attract. Single unit.
Causes other monsters to target your enemy. (the target should be attacked by all, enemys AND allies.


Summoner:
0. Raise Skeleton. 1lvl ability
Cast on the corpse of a slain monster. This raises a skeleton warrior that fights for you. (1 unit- max 5 skelletons)
1. Rerive. Single unit (corpse)
Resurrects a monster to fight for you. they should have not 100% of theyre collors (should look grey...), last xx seconds.
2. blood golem. summoning unit, no die timer, cost 20% of max. life.
When that unit attack an enemy, the damage it does, should heal owner of the unit.
3. Summon Resist (passive)
Raises elemental resistances of your Minions. (reduce the spell damage for all summons.
4. Skeleton Mastery (passive)
Improves the quality of your raised Skeletons, Golems, and Revived. (damage, hitpoints etc.) (or should increase the LVL of skill #0-2, by +1)

please make them easy configurable :p
ok thats all, would be realy nice ;))
cr4ck4r
 
Level 33
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Causes monsters to run away in fear, should be not interruptible, last xx seconds.
Monsters = AI controlled ?
Does this "Monsters" a boss or what ?
Neutral Hostile ?

Every time the cursed monster take physical damage, the attacker will be healed for % of his attack damage.
Once again, who is cursed monster ?
And who is attacker ?

Cast on the corpse of a slain monster. This raises a skeleton warrior that fights for you. (1 unit- max 5 skelletons)
Does this skeleton lives forever ?
Doesn't have lifespan ?

2. blood golem. summoning unit, no die timer, cost 20% of max. life.
When that unit attack an enemy, the damage it does, should heal owner of the unit.
So, we spawn a blood golem and when this golem damages enemy unit, the damage is converted and give to the summoner who summoned the golem ?
 
Level 4
Joined
Jul 22, 2010
Messages
74
Monsters = AI controlled ?
Does this "Monsters" a boss or what ?
Neutral Hostile ?

every unit, hero, neutral, AI, just every unit which will be picked from the AOE spell

Once again, who is cursed monster ?
And who is attacker ?

Cursed monsters(units) are that units which are affected by the spell
attacker: every unit which damages(physical) the cursed unit (which is affected by the spell)

Does this skeleton lives forever ?
Doesn't have lifespan ?

doesn't have lifespan, lives forever
sorry for missing information...^^

So, we spawn a blood golem and when this golem damages enemy unit, the damage is converted and give to the summoner who summoned the golem ?
right!!
 
Level 4
Joined
Apr 24, 2009
Messages
115
Request

Hi everyone,

First, I want to say thank you for offering this service. It is great you are helping out poor triggerers (like me). Also, if something I am asking for is really easy and not worth your time could you point me to a tutorial?


Ok, so I would prefer GUI since I know that better, but as long as the triggers work and the fields are easy to edit vjass is ok too.


System:

1) I would like a player system like that used in werewolf transylvania. If you have not played the map, allow me to elaborate:

There are 2-8 players on the map. On the first night cycle one player is randomly chosen to be the 'wolf'. This is done by every night replacing the player's hero with another hero owned by a 9th player. The 9th player is hostile to all other players except the controlling player. The trigger also makes it so any units the wolf 'creates' through a skill are also owned by the 9th player. Once it is day again, the chosen player gets their original hero back and the wolf is removed. However, all created units are still controllable by the 'wolf' player. I should also note all data about the hero (levels, items, etc) is maintained. If this is confusing, I can elaborate more.

This one is a priority over the one below because I need it to make my map tick :)


Spells:
1) Thief Item Spell

I would like an activatable item that can target several different units. When the units are targeted, the player gets x to y gold and the item goes on cooldown. The item can be upgraded 5 additional times with the same function. I can adjust the amounts and cooldowns. I would like it to be able to target buildings and units, although if this needs to make it two separate items that is fine.


Let me know if any explanation is needed on either, and ofc I will give credits to the creator.


- Lordrake
 
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Level 11
Joined
Aug 11, 2009
Messages
605
Spell Pack Request

Hi again defskull, thought perhaps you could fix up a Hero spell pack for me this time :) it's for the Pandaren model. I'll go through each spell and you can see if you want to do it :)

Panda Slam (3 ranks)
The Pandaren instantly dissappears and reappears infront of his target, slamming it with his keg for 50/100/150 damage and an additional 1/2/3x Pandarens Dexterity. In addition the target is stunned for 2 seconds from the heavy slam.
700 Cast Range

Animations:
On cast - Spell Throw (good animation for when he dissapears)
Doesn't need an animation for when he appears, just make him face target and play the Attack -2 animation for a hit with his keg. Might wan't to increase animation speed to make the spell faster.

-----

Bad Breath (Use Firebreath, I have a different spell model for it) (3 ranks)
The Pandaren releases a stinking alcoholic breath in a cone infront of him, dealing 50/100/150 damage to all enemies hit. In addition, affected enemies has a 20% chance to miss for 6 seconds.
Use a 150 AoE and a 800 range on it :) think thats all the info you need.

-----

Alcoholic Beverage (3 ranks)
Creates a stout with strong ale in the Pandarens inventory. If it is full, the item is dropped on the ground under him.

The Ale has 3 charges. When used, restores 150/300/450 health and 150/300/450 mana. However, the consumer becomes wasted, reducing his/her chance to hit by 75% and moves/attacks 50% slower for 8 seconds.

-----

Ultimate Panda Kickass (1 rank)
The Pandaren moves at high speed between all enemies within 500 range of the targeted enemy. Striking one of them at a time for 50+3x Dexterity every second for 5 seconds. While moving around, the Pandaren is invulnerable.
700 Cast Range

Animations: Use the Spell Throw animation each time he disappears and normal Attack animation each time he strikes an enemy.
For this to work with a strike every 1 sec you probably have to increase animation speed.

Have him appear behind the enemies aswell :)

And yes, I am aware this is much like the DotA spell, just with a few animations extra :)

-----

Would be awesome if you could make this :D thanks
 
Level 33
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Mar 27, 2008
Messages
8,035
However, all created units are still controllable by the 'wolf' player
So, in daytime (the 2nd day of the game cycle), the "wolf" is controlled by AI ?
And it remains its skills level, HP, pretty much the same stat as before ?
In daytime, the wolf is "hidden", is it ?
But when night, the wolf will choose which player to become the wolf and replace the worker, right ?
When the night is over, the worker turns back to normal and the wolf is once again, hidden, is it ?
So, this wolf's stat is kept throughout the game, eh ?
Items, Levels, Skill Level, HP, Armor, etc etc

the player gets x to y gold
x to y gold, is it a ranged calculation ?
Like, you can get 100 ~ 500 gold by using the Thief Item, is it ?


Ultimate Panda Kickass (1 rank)
Does this works like Omnislash ?
He slashes in area of 500 and anything in that area will be slashed, right ?
 
Level 4
Joined
Apr 24, 2009
Messages
115
So, in daytime (the 2nd day of the game cycle), the "wolf" is controlled by AI ?

- It is out of play so to speak. It can either be removed from the game or hidden.

And it remains its skills level, HP, pretty much the same stat as before ?

- Correct, same with the hero it replaces. They basically switch places every 4 minutes (day/night cycle).

In daytime, the wolf is "hidden", is it ?
But when night, the wolf will choose which player to become the wolf and replace the worker, right ?

- Correct. It always replaces the same player randomly chosen on the first night.

When the night is over, the worker turns back to normal and the wolf is once again, hidden, is it ?

- Correct.

So, this wolf's stat is kept throughout the game, eh ?
Items, Levels, Skill Level, HP, Armor, etc etc

- Yes, as are the workers.





- - - I should also add there will be 4-8 user controlled players on the map as well as 3 neutral players. The wolf should only be chosen from the player controlled players.





x to y gold, is it a ranged calculation ?
Like, you can get 100 ~ 500 gold by using the Thief Item, is it ?

- That is correct. The range should be able to be adjusted for target type (unit or building) although if that is not possible I can just copy paste and make two items.







Thanks for the prompt response :)
 
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Level 4
Joined
Apr 24, 2009
Messages
115
Oh, so the "random choose wolf" happens only once per game ?
Means, the first night, Player 3 has been chosen, then from that time onward, Player 3 will be wolf, until the game ends, is it ?


- Correct, if player three is chosen on night one then player three will become the wolf every night for the remainder of the game.

Is "Worker" a normal unit or a Hero ?

- The 'worker' will be one of several hero units. Each player will only control one hero per game.
 
Level 4
Joined
Apr 24, 2009
Messages
115
Basically, you have Worker (more than 1) AND a Hero (ONLY 1 for each Player), right ?

1 hero per player (who is also the builder)

multiple non-hero combat units per player.


The hero is the only one replaced, the player can still control their other units.
 
Level 4
Joined
Apr 24, 2009
Messages
115
There's no approximate calculation when is your request gonna be ready, I myself too, was working on it day and night for outside request and this thread's request

Btw, your Thief System is complete, left is that Wolf System~

Ok, cool, no problem. And thanks for all your hard work.
 
Level 33
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Mar 27, 2008
Messages
8,035
Ok, cool, no problem. And thanks for all your hard work.
Do you wanna see the Thief System yet ?
I'll release the thief system first, check it out on the first post :)
lol, defskull overloaded...take it easy buddy Im here to back you up, I just need to finish outsider's request...
Thanks for caring about me :(
 
Level 4
Joined
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Messages
115
When you finish the wolf system I have another system I am really struggling with if you have some free time. I know you are overworked and underpaid though, so if you are too busy that is fine too. Thanks again for all your hard work.
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
id like to request a muiltboard and a hero revive system.

the mualtiboard needs to display

Code:
hero icon,playername, [COLOR="White"]level (L)[/COLOR] [COLOR="Lime"]Hero Kills (K)[/COLOR]  [COLOR="Red"]deaths (D)[/COLOR]  [COLOR="Orange"]Assists (A)[/COLOR]  [COLOR="DimGray"]revive time (R) [/COLOR]  [COLOR="Yellow"]Gold[/COLOR] 

[COLOR="Orange"]team one (organge)[/COLOR]
[COLOR="Red"]player 1 red[/COLOR]
[COLOR="Blue"]player 2 blue[/COLOR]
[COLOR="Cyan"]player 3 teal[/COLOR]
[COLOR="DarkOrchid"]player 4 purp[/COLOR]
[COLOR="Yellow"]player 5 yellow[/COLOR]

[COLOR="Sienna"]team two (brown)[/COLOR]
[COLOR="Lime"]player 7 green[/COLOR]
[COLOR="Magenta"]player 8 pink[/COLOR]
[COLOR="Gray"]player 9 grey[/COLOR]
[COLOR="LightBlue"]player 10 light blue[/COLOR]
[COLOR="DarkGreen"]player 11 darkgreen[/COLOR]

[COLOR="LightBlue"]Game time :(game time minutes and secionds)[/COLOR]

also the total of kills and deaths in the teams rows

im asking for muiltiboard + revival because im not good with multiboards and i want the revival to be displayed in the board as well. also another thing i dunno how to do it with maultiboards. display gold for only the team u are on.

use the letter in Brackets are to display each thing where the brackets so it looks somthing like this at the top.
space for player names and what not then.
[L KDA R gold]

simple revive system
revival time formula 3+2.5x level of hero

team 1 heros revived on one side and team 2 revied on the other side
 
Level 4
Joined
Apr 24, 2009
Messages
115
Def, i could help you here
Tjdrake, can you specify the system?

Sure, incoming wall of text.


So, there are three AI players involved here. Neutral passive, brown, and light blue. I will explain the system in three chunks.


1. Neutral passive

There needs to be X amount of neutral passive units roaming between three regions during the day time. They will be an equal number of male villager, female villager, and child. If one is killed, they should be replaced by another of the same kind after about 30 seconds. They should all roam between areas A, B, and C. They only roam during the day and are deleted each night and replaced in the morning by new units (or same units if that makes coding easier, just thinking of leaks).

2. Light Blue

There will be several shops on the map that sell units. All units sold by these shops should go under player light blues control. When first bought, they should go into a storage region on the map and be visible but not be moving.
Light blue is allied with players 1-8 BUT hostile to player Brown. Players should not share vision with light blue BUT they should be able to see the region where light blues units are stored at all times (except for the werewolf player. The werewolf player is a random player chosen by an array variable at the beginning of the game). Each night, light blues units should patrol the same three areas as the neutral passive units. Each morning, the units should be transported back to their storage space. Killed units are not replaced.

If Light Blue has no more unit space (food limitation) a message of some sort should be played if players 1-8 try to buy a unit.

3. Brown

Brown is hostile to all players except for neutral passives and the 'werewolf player'. Brown units should also be stored in a region when not in use. This region is visible at all times only to the 'werewolf player'. Brown units should be created by a custom spell. Below is what the spell needs.

a. Brown casts a spell on target unit.
b. If the target unit is neutral passive it kills it instantly.
c. If the target unit is player controlled it does X damage.
d. When a unit dies from this skill an icon (any is fine for now) is placed over its corpse.
e. After 15 seconds the corpse becomes a brown unit.
f. The resulting unit should be different for different types of units (eg different unit for killing a footman and a knight).



I know it is long and complex, if you have any questions let me know. Thanks for taking a look.
 
Level 4
Joined
Apr 24, 2009
Messages
115
id like to request a muiltboard and a hero revive system.

the mualtiboard needs to display

Code:
hero icon,playername, [COLOR="White"]level (L)[/COLOR] [COLOR="Lime"]Hero Kills (K)[/COLOR]  [COLOR="Red"]deaths (D)[/COLOR]  [COLOR="Orange"]Assists (A)[/COLOR]  [COLOR="DimGray"]revive time (R) [/COLOR]  [COLOR="Yellow"]Gold[/COLOR] 

[COLOR="Orange"]team one (organge)[/COLOR]
[COLOR="Red"]player 1 red[/COLOR]
[COLOR="Blue"]player 2 blue[/COLOR]
[COLOR="Cyan"]player 3 teal[/COLOR]
[COLOR="DarkOrchid"]player 4 purp[/COLOR]
[COLOR="Yellow"]player 5 yellow[/COLOR]

[COLOR="Sienna"]team two (brown)[/COLOR]
[COLOR="Lime"]player 7 green[/COLOR]
[COLOR="Magenta"]player 8 pink[/COLOR]
[COLOR="Gray"]player 9 grey[/COLOR]
[COLOR="LightBlue"]player 10 light blue[/COLOR]
[COLOR="DarkGreen"]player 11 darkgreen[/COLOR]

[COLOR="LightBlue"]Game time :(game time minutes and secionds)[/COLOR]

also the total of kills and deaths in the teams rows

im asking for muiltiboard + revival because im not good with multiboards and i want the revival to be displayed in the board as well. also another thing i dunno how to do it with maultiboards. display gold for only the team u are on.

use the letter in Brackets are to display each thing where the brackets so it looks somthing like this at the top.
space for player names and what not then.
[L KDA R gold]

simple revive system
revival time formula 3+2.5x level of hero

team 1 heros revived on one side and team 2 revied on the other side

Although I am not part of this project, I could point you to some really good multiboard guides. I am not great at triggers and I was able to put one together.
 
Level 17
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Jan 21, 2010
Messages
2,111
3. Brown
Brown is hostile to all players except for neutral passives and the 'werewolf player'. Brown units should also be stored in a region when not in use. This region is visible at all times only to the 'werewolf player'. Brown units should be created by a custom spell. Below is what the spell needs.

a. Brown casts a spell on target unit.
b. If the target unit is neutral passive it kills it instantly.
c. If the target unit is player controlled it does X damage.
d. When a unit dies from this skill an icon (any is fine for now) is placed over its corpse.
e. After 15 seconds the corpse becomes a brown unit.
f. The resulting unit should be different for different types of units (eg different unit for killing a footman and a knight).
So, if i kill a footman, then the corpse will turn out into a ghoul?
About the icon, what do you mean?
An icon appeared above the corpse?
 
Level 4
Joined
Apr 24, 2009
Messages
115
So, if i kill a footman, then the corpse will turn out into a ghoul?
About the icon, what do you mean?
An icon appeared above the corpse?

Yes, if you kill a footman it will turn into a ghoul, if you kill a knight it will turn into an acolyte (or whatever, I can edit that part later).

For icon I mean just a small special effect hovering above the corpse.


I also forgot to mention no player should be able to control the units created by the spell, even though player brown is creating the units.
 
Level 17
Joined
Jan 21, 2010
Messages
2,111
Yes, if you kill a footman it will turn into a ghoul, if you kill a knight it will turn into an acolyte (or whatever, I can edit that part later).

For icon I mean just a small special effect hovering above the corpse.


I also forgot to mention no player should be able to control the units created by the spell, even though player brown is creating the units.
Even the passive?
I was thinking about neutrals, since they aren't controllable, and has no player slots
How about adding locust?
But that make the unit unkillable...
Hmmm...
The only way is using the neutral victim or extra...
I'll try to experiment with them..
 
Level 4
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Apr 24, 2009
Messages
115
Even the passive?
I was thinking about neutrals, since they aren't controllable, and has no player slots
How about adding locust?
But that make the unit unkillable...
Hmmm...
The only way is using the neutral victim or extra...
I'll try to experiment with them..

Actually, I just realized they just need to look brown. So you can make them neutral hostile or dark green and I can just manually change the color for whatever units I use. They shouldn't attack the werewolf player, Brown, or neutral passive, but they should attack everyone else and be controlled by no one (except their AI patrols).
 
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