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

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Level 9
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Mar 31, 2011
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496
  • Type: Request
  • Info: Arrow key movement system
  • Details:
  • Note: You'll wondering why I requested this, but there are too many on the spell section, Why? Because, the systems in the spell section > the trigger requires the exact unit the will be using the movement system, but here, it will be enabled by entering a particular region. (heroes only)
  • When the hero enters the region, the system will be turned on for the entering hero.
  • After enabling it, the hero will be using arrow keys as movement system.
  • It can be used by 8 players or more.
 
Level 5
Joined
Feb 15, 2011
Messages
67
umm a spell like Rumble's Ultimate in League of Legends: fires out rockets in a line (about 7 rockets in a line) dealing X damage, the rockets have fire around them that damages nearby enemies by X and slows by X, remember its in a line, if you can make it ty
 
Level 4
Joined
Apr 24, 2009
Messages
115
It is actually too long for vm, so I will post it here again:


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. When a unit dies from this skill an icon (any is fine for now) is placed over its corpse.
c. After 15 seconds the corpse becomes a brown unit.
d. The resulting unit should be different for different types of units (eg different unit for killing a footman and a knight).

The werewolf should not share vision with any units created this way (can make them a different color than brown if needed to make this work).
 
Level 10
Joined
Aug 10, 2008
Messages
1,912
Excuse me but how can you make a hero spell to deal damage like [100% of the hero's total intelligence plus 100] and how can you make an ability to apply a buff on the target, like you throw a fireball or and "Slow" buff is applied to the target.
 
Excuse me but how can you make a hero spell to deal damage like [100% of the hero's total intelligence plus 100] and how can you make an ability to apply a buff on the target, like you throw a fireball or and "Slow" buff is applied to the target.

make a formula when you cast the ability...

set Damage = HeroInt + 100

I dont have my WE to me now so I cant explain it very well, about the buff just make a custom buff on the buff editor then change the buff on the ability editor...
 
Level 17
Joined
Jan 21, 2010
Messages
2,111
Excuse me but how can you make a hero spell to deal damage like [100% of the hero's total intelligence plus 100] and how can you make an ability to apply a buff on the target, like you throw a fireball or and "Slow" buff is applied to the target.
Set this in trigger:
Unit - make triggering unit damage picked unit dealing integer(intelegence of triggering unit + 100)

For the second, like this
Event
A unit starts an effect of an ability
Condition
Ability being cast equal to you spell
Action
Create 1 dummy unit in center of playable map area
Add slow to last created unit
Order last created unit to human sorcerress slow target unit of ability being cast // only if your spell is a single target
Add 1.5s generic expiration timer to last created unit

Try to open the trigger and see the smiliar command in trigger editor
 
Level 9
Joined
Mar 31, 2011
Messages
496
oh... simple :)

i got this from -Kobas-'s system, the button model, which you'll use up the hero's icon as the texture, so it will show up on the ground, i only need is when you double click the icon of the hero, that will be your hero chosen and will spawn on a region.

I can make the system but, all i can't do is hiding the button like what -Kobas- said, cuz i ask him how to hide the model, but didn't reply at all.
 
Level 9
Joined
Mar 31, 2011
Messages
496
:) there are currently two buttons, one is the ziggurat, and one is for the icons.
so how do i suppose to hide the ziggurat? but clickable?
 
Level 17
Joined
Jan 21, 2010
Messages
2,111
The ziggurat actualy clickable and isn't hided, the button image below it hovering at the very top of the ziggurat, and...ppl won't see it
For the button one, i think kobas use destructible, since destructible has replaceable id texture, it can be changed to any button as long, as the button (.blp) is in the map (mpq, import)
 
Level 9
Joined
Mar 31, 2011
Messages
496
thanks, i finished it :) but the last problem is :(

when I double click the icon, it creates the button of the hero, instead of the hero :cry:

btw is used this trigger:

  • CCSetup
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
      • Player - Player 9 (Gray) Selects a unit
      • Player - Player 10 (Light Blue) Selects a unit
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • HeroSelected[(Player number of (Triggering player))] Equal to False
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Button Naruto 0011 <gen>
              • (Triggering unit) Equal to Button Rock Lee 0014 <gen>
              • (Triggering unit) Equal to Button Nejii 0012 <gen>
              • (Triggering unit) Equal to Button Gaara 0006 <gen>
              • (Triggering unit) Equal to Button Sai 0015 <gen>
              • (Triggering unit) Equal to Button Kimimaru 0009 <gen>
              • (Triggering unit) Equal to Button Pein 0013 <gen>
              • (Triggering unit) Equal to Button Kisame 0010 <gen>
              • (Triggering unit) Equal to Button Ulquiorra 0016 <gen>
              • (Triggering unit) Equal to Button Byakuya 0005 <gen>
              • (Triggering unit) Equal to Button Ishida 0008 <gen>
              • (Triggering unit) Equal to Button Ichigo 0007 <gen>
    • Actions
      • Selection - Clear selection for (Triggering player)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to HSelectedUnit[(Player number of (Triggering player))]
        • Then - Actions
          • Unit - Create 1 (Unit-type of (Triggering unit)) for (Triggering player) at (Center of HeroSpawn <gen>) facing Default building facing degrees
          • Set HeroSelected[(Player number of (Triggering player))] = True
        • Else - Actions
          • Set HSelectedUnit[(Player number of (Triggering player))] = (Unit-type of (Triggering unit))
          • Wait 1.50 seconds
          • Set HSelectedUnit[(Player number of (Triggering player))] = No unit-type
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to Button Naruto 0011 <gen>
            • Then - Actions
              • Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: Are you sure?
            • Else - Actions
 
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