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

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Level 33
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Well, I think it's about time to edit the trigger by yourselves, after all, the addition of damage is too simple

Just use the Unit - Damage Target and refer those target as KnockbackUnitGS

Example;
  • Unit - Cause CasterGS to damage KnockbackUnitGS, dealing (2.00 x (Real((Intelligence of CasterGS (Include bonuses))))) damage of attack type Spells and damage type Normal
You can do it !
 
Level 4
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Ok well first i want to ask you where i put this
Example;
Unit - Cause CasterGS to damage KnockbackUnitGS, dealing (2.00 x (Real((Intelligence of CasterGS (Include bonuses))))) damage of attack type Spells and damage type Normal

i mean in which trigger?
in the GS Setup?
in the GS Cast?
or in the GS Loop?
and in what line ?
 
Level 33
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  • Unit Group - Pick every unit in (Units within AOE_GS of CasterLocGS matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Triggering pl and do (Actions)
    • Loop - Actions
      • Set KnockbackUnitGS = (Picked unit)
      • Set KnockbackLocGS = (Position of KnockbackUnitGS)
      • Set KnockbackAngleGS = (Angle from CasterLocGS to KnockbackLocGS)
      • Unit - Cause CasterGS to damage KnockbackUnitGS, dealing (2.00 x (Real((Intelligence of CasterGS (Include bonuses))))) damage of attack type Spells and damage type Normal
      • Custom script: set udg_HandleGS = GetHandleId(udg_KnockbackUnitGS)
      • Hashtable - Save KnockbackDurationGS as (Key Duration) of HandleGS in HashtableGS
      • Hashtable - Save KnockbackAngleGS as (Key Angle) of HandleGS in HashtableGS
      • Unit Group - Add KnockbackUnitGS to KnockbackGroupGS
      • Custom script: call RemoveLocation(udg_KnockbackLocGS)
Damn I helped you again haha
 
Level 4
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thanks again!!
I make the fix myself with your instructions of course !

Now my new request !

I want a trigger that transform a model (example player 1 have a paladin and when player 1 type : ss and the paladins level is greater than or equal to 30 then the hero transforms to another model like Blood Mage !
But i want when the hero transforms to the other hero i want to raise up the attributes to the new hero like + 15 to all attributes ! And when the player 1 type revert the New hero Blood Mage Transform Back to Paladin with the old attributes i mean -15 to all atributes ! thats the trigger i want !
 
Level 4
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Thanks once again !

I need another one !
You created me the energy ball so think something about it i want when we start the ability of the energy ball the hero throws the one ball to an enemy as you did exactly in the map you created to me but i want to push back the units that the ball touches and after 4 seconds the damage starts and do AOE damage x4 inteligence !
Only One time the damage will start at the AOE damage not earlier !
 
Level 11
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Since i got a little busy, i have more requests for you (sorry! :( )


A good ranged hero. Bad on one-on-one especially on Tankers an other Carry heroes. Can use his abilities to easily deceive enemies and strike. Abilities rely on terrain.



BTNHeroFarseer.png

Hork Stiffarrow, Jungle Hunter - AGI (Carry/Jungler)[r]
Abilities:


Jungle Tactics - No Target
Active Effect: Can only be casted outside the lanes/inside forests. Hork gets bonus movement speed and attack speed inside by up to x percent. Lasts until he exits the jungle.

Passive Effect: Hork covers himself with bushes to camouflage himself with his surroundings. This increases in evasiveness by up to x percent, making enemy attacks miss. He is unnoticed when nearby enemy/hostile units when he is blending with the environment.


Volley - Point Target
Fires a volley of x arrows into the target point. This deals x damage to hit units. Units get more damage when they do not see Hork.

Special effects may happen while possessing certain items.

NOTE: These effects would be like burning/cold arrows when carrying say Oil or an object of some sorts.


Call of the Jungle - Unit/Point Target
Unit Target: Strikes an arrow that the target unit that could befriend a Neutral Hostile. Befriending the unit would have an x percent chance of activation, which goes higher as the level goes lower. Only units level x or lower can be befriended. Lasts x second.

Point Target: Summons a random jungle beats to fight for Hork. It may be:
- A Bear, with high attack damage and hp, but low armor. (15%, but becomes 30% when max level of this ability)
- A Hawk, excellent for scouting and killing ground units. Low hp. (30%, but becomes 10% when max level of this abiltiy)
- A Wolf. Balanced unit. (30%, but becomes 15% as the max level of this ability)
- A Boar. Ranged unit, which is good when one-on-one. (20%, but becomes as 30% as the max level of this abiltiy)
- A Dragon. Beast possible unit. Siege unit. (5%, but becomes 15% as the max level of this ability)


Ultimate:

Arrow of the Beast - Unit Target
Fires Horks special arrow, which takes the spirit of his last summoned beast. If:
- A Bear, the arrow deals x damage and gives Fear to the target unit and nearby allied units. Fear makes them run away from attacks and unable to attack or cast spells for x seconds.
- A Hawk, the arrow hits the target unit at unparalleled speed. The arrow deals x initial damage. It then reduces the target units movement and attack speed greatly. Lasts x seconds.
- A Wolf. It deals x initial damage. After, x damage is continuously dealt for x seconds. Lasts x seconds.
- A Boar. Deals x damage. After it hits the unit, spikes fly out from different, random directions. It then flies out until it hits a unit or a debris. Deals x damage upon impact.
- A Dragon. Deals x damage upon impact. After x seconds, explosions burst out nearby the location of the unit. It burns all affected units, which deals x damage per second. Lasts x seconds.



you can forget the last requests i made, just finish this one ;)
 
Level 33
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Jungle Tactics - No Target
Active Effect: Can only be casted outside the lanes/inside forests. Hork gets bonus movement speed and attack speed inside by up to x percent. Lasts until he exits the jungle.

Passive Effect: Hork covers himself with bushes to camouflage himself with his surroundings. This increases in evasiveness by up to x percent, making enemy attacks miss. He is unnoticed when nearby enemy/hostile units when he is blending with the environment.
You said to increase its evasiveness (evasion) but he is invisible while in the Jungle ?
Well, Invisible + Evasion, is this what you want ?

Also, please tell me how many levels does all the spell have.
 
Level 33
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So...
Drunken's idea but presented by him ?

How can that happen ?

The only way I can think of is creating regions inside the Jungle area

Because, you can't differentiate when you're in lane or out of lane by simply getting near bushes of a jungle

In DotA, your lane is connected with Jungle and Jungle is connected with lane, therefore making them interrelated and hard to differentiate whether the unit is outside the lane or in jungle

Regions is the best method I choose... for now
 
Level 4
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60
Don't worry, every spells I created is MUI :)

Ooooh, this pretty hard, if the fireball only splits once, I think I can do it
But if it is several splits, I'm down for that request sorry :( (Remain on hold until further notice)

I can't do the part flinging all zombies up into the air because I don't learn yet the smooth in parabolic projection but if you want me to knockback the zombies, well, that can be done. (Remain on hold until further notice)
So you mean the fireball would have to only hit 1 additional monster instead of 24?
 
Level 11
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Don't worry, every spells I created is MUI :)

Ooooh, this pretty hard, if the fireball only splits once, I think I can do it
But if it is several splits, I'm down for that request sorry :( (Remain on hold until further notice)

I can't do the part flinging all zombies up into the air because I don't learn yet the smooth in parabolic projection but if you want me to knockback the zombies, well, that can be done. (Remain on hold until further notice)

Ahh, that's alright. I was thinking of whurl wind being cast to all of them, or would that have lots of lag?
 
Level 4
Joined
Aug 5, 2011
Messages
94
I need another one !
Name : Gigantic Meteor
Levels : one only :)
Damage :x4 inteligence
Description :You created me the energy ball so think something about it i want when we start the ability of the energy ball the hero throws the one ball to an enemy as you did exactly in the map you created to me but i want to push back the units that the ball touches and after 4 seconds the damage starts and do AOE damage x4 inteligence !
Only One time the damage will start at the AOE damage not earlier !


And another request !
Name : Gigantic Flame
Damage : x4 inteligence
Levels : only one :)
Description : When we start the Evil Flame ability we select our target and it will be like shockwave the target so i can cast it everywhere i want ! Then an big flame goes towards the enemies ! Any anemies caught in the flame will cause them damage !I want to be something like this http://www.youtube.com/watch?v=KO98QqsApdc go to 4:32 so you can see what i mean ! Make it without any imported model of course ! :) Also see my other request its before this spell :)

Here check my map ! http://www.youtube.com/watch?v=0e3cRaxlfAY&feature=youtu.be i have it already started it so dont criticize me !
Second Video http://www.youtube.com/watch?v=dJOfJpSmFwg&feature=youtu.be
 
Last edited:
Level 2
Joined
May 7, 2012
Messages
21
Good day. I want to request a spell.
Target: friendly unit
Duration: unlimited
Effect: increase target's attack speed (+30%/+50%/+70%) and movement speed (+15%/+20%/+25%) but decrease caster's attack speed (-25%/-45%/-65%) and movement speed (-20%/-30%/-40%)
Additional:
- stop effect if distance between caster and target becomes more than 450
- caster can cancel the effect at any moment
- independ of ability's level, caster always casts lvl 1 effect
- caster can "charge" effect and increase effect level
- maximum of effect level by charges is ability's level

Thank you in advance

UPD: Of course You can use any level-count (but I still need charges, so at least 2 levels) and speed values, I need just to change attack and movement speed of caster and target
 
Last edited:
Level 33
Joined
Mar 27, 2008
Messages
8,035
Good day. I want to request a spell.
Target: friendly unit
Duration: unlimited
Effect: increase target's attack speed (+30%/+50%/+70%) and movement speed (+15%/+20%/+25%) but decrease caster's attack speed (-25%/-45%/-65%) and movement speed (-20%/-30%/-40%)
Additional:
- stop effect if distance between caster and target becomes more than 450
- caster can cancel the effect at any moment
- independ of ability's level, caster always casts lvl 1 effect
- caster can "charge" effect and increase effect level
- maximum of effect level by charges is ability's level

Thank you in advance

UPD: Of course You can use any level-count (but I still need charges, so at least 2 levels) and speed values, I need just to change attack and movement speed of caster and target

Your request is completed.

But, you must follow this instructions if you want to import it successfully to another map

Copy this;
JASS:
function SimError takes player ForPlayer, string msg returns nothing
    set msg="\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n|cffffcc00"+msg+"|r"
    if (GetLocalPlayer() == ForPlayer) then
        call ClearTextMessages()
        call DisplayTimedTextToPlayer( ForPlayer, 0.52, 0.96, 2.00, msg )
        set udg_Error=CreateSoundFromLabel("InterfaceError", false, false, false, 10, 10)
        call StartSound(udg_Error)
    endif
endfunction

After you copy that, paste it in your map header
In case you don't what is map header;
1. Go to Trigger Editor
2. At the most left of your Trigger Editor, there is your map name, right ? Click your map name (usually if you create a new map, it's above the Initialization folder)
3. After you click it, check your right side of the screen and notice there's a Custom Script Code (not the Custom Script Code Comment) there, right ? Paste those copied text into that field (inside the code field)
4. Create a variable named "Error" (Sound type variable, must follow exactly as in E is in capital and others are small letters, make sure spell them right too)

Other than that, just import the abilities as you would normally import it such as copy the buffs, abilities, in the Object Editor.

SimError Source: http://www.wc3c.net/showthread.php?t=101260
 

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Level 2
Joined
May 7, 2012
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Your request is completed.

But, you must follow this instructions if you want to import it successfully to another map

Copy this;
JASS:
function SimError takes player ForPlayer, string msg returns nothing
    set msg="\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n|cffffcc00"+msg+"|r"
    if (GetLocalPlayer() == ForPlayer) then
        call ClearTextMessages()
        call DisplayTimedTextToPlayer( ForPlayer, 0.52, 0.96, 2.00, msg )
        set udg_Error=CreateSoundFromLabel("InterfaceError", false, false, false, 10, 10)
        call StartSound(udg_Error)
    endif
endfunction

After you copy that, paste it in your map header
In case you don't what is map header;
1. Go to Trigger Editor
2. At the most left of your Trigger Editor, there is your map name, right ? Click your map name (usually if you create a new map, it's above the Initialization folder)
3. After you click it, check your right side of the screen and notice there's a Custom Script Code (not the Custom Script Code Comment) there, right ? Paste those copied text into that field (inside the code field)
4. Create a variable named "Error" (Sound type variable, must follow exactly as in E is in capital and others are small letters, make sure spell them right too)

Other than that, just import the abilities as you would normally import it such as copy the buffs, abilities, in the Object Editor.

SimError Source: http://www.wc3c.net/showthread.php?t=101260

Thanks a lot, man (+rep). You saved my map :) Some things are not exactly what I need (I mean "charges") but I can handle it.
Spellbooks... How I dare to forget about you?..
 
Level 2
Joined
May 7, 2012
Messages
21
What do you meant by "charges" ?
Really did not understand that part.

For example, the hero has the 2nd lvl of Evil Bond. The Hero casts EB to another allied hero and target hero gains +30% attack speed and +15% movement speed (1st lvl of EB). Caster gets the new temporary "Charge" ability and when he uses it, the target hero gains +50% attack speed and +20% movement speed (2nd lvl of EB). After that, "Charge" in our example disappears because lvl of effect equals lvl of EB.
This system should look like this: a greater lvl of EB allows the hero use greater magic for the bond but anyway the caster has to spend time to accelerate the bonding to the maximum.

PS Caster gains approriate penalties when accelerates the bonding
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
So you want them part by part ?

As in, the unit has Level 3 EB, than first cast will affect both Caster and Target by Level 1 EB effect, and next cast is Level 2 EB effect, lastly the Level 3 EB effect (since that is the maximum level currently for that unit), is this what you want ?

Well, you should clearly state this in the first place...
Hmmm, if the spell needs to be re-make, it will take a total remake of the spell triggers, might be confused.
 
Level 2
Joined
May 7, 2012
Messages
21
Yea, you understood it right. It is my fault that I didn't explain my thought clearly - this is the fault of my bad English :(
Don't worry about it - I can fix it, it's easy. You did everthing I needed, thank you.
 
Level 12
Joined
Jan 30, 2009
Messages
1,067
Man, now I feel bad cause I looked at it and understood what you meant. I debated on posting a clarifying post but decided against it.

My fault it's not perfect, D:

Seriously, though, awesome idea. Love it. +Rep to you sir for being a good sport. We need more people like you around.
 
Level 4
Joined
Aug 5, 2011
Messages
94
I need another one !
Name : Gigantic Meteor
Levels : one only :)
Damage :x4 intelligence
Description :You created me the energy ball so i think something about it i want when we start the ability of the energy ball the hero throws the one ball to an enemy as you did exactly in the map you created to me but i want to push back the units that the ball touches and after 4 seconds the damage starts and do AOE damage x4 intelligence !
Only One time the damage will start at the AOE damage not earlier !


And another request !
Name : Gigantic Flame
Damage : x4 intelligence
Levels : only one :)
Description : When we start the Evil Flame ability we select our target and it will be like shockwave the target so i can cast it everywhere i want ! Then an big flame goes towards the enemies ! Any enemies caught in the flame will cause them damage !I want to be something like this http://www.youtube.com/watch?v=KO98QqsApdc go to 4:32 so you can see what i mean ! Make it without any imported model of course ! :) Also see my other request its before this spell :)
 
Level 12
Joined
Jan 30, 2009
Messages
1,067
One person is in charge of creating the 20+ spells all of you have just given him.

He's not a machine. It takes time. Be patient. He doesn't have to make these things for you.
 
can i request a skill named Windy Gust?
The Windmaster gathers energy for 2/1.5/1/0.5 seconds then blows the target area, knocking enemies back by 10/15/20/25 range. Range multiplies by this: (normal level range) x number of enemies hit.
Level 1: Deals 15 Damage, can be multiplied by number of enemies hit.
Level 2: Deals 20 Damage, can be multiplied by number of enemies hit.
Level 3: Deals 25 Damage, can be multiplied by number of enemies hit.
Level 4: Deals 30 Damage, can be multiplied by number of enemies hit.
 
Level 10
Joined
Mar 19, 2010
Messages
622
What do you mean by this;


What is 'normal level range' ?
Is it the Level of that ability ?
And 'number of enemies hit', is it how many enemy units are there in the AOE ?

He means that the knockback range is determined by the total amount of enemy hit. So means:

At level 2: if the spell hits 3 targets, damage = 20 * 3 = 60 range and knockback range = 15 * 3 = 35 range

Def if you're busy I can make this request.
 
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