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

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Level 12
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Jan 30, 2009
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Don't bump. not until 48 hours, and it was only 24 hours.

Furthermore, this thread has almost 3000 replies. There's no NEED to bump. It is checked a lot.

Also, DEFSKULL IS ONE PERSON BEING ASKED BY 30 PEOPLE TO DO 50 SPELLS.

One person. A couple dozen requests. He's not a damn robot. He is also not required to help anyone. Remember he does this in his spare time for YOUR benefit, not his own (He already knows JASS, the reason he started this workshop was to improve his triggering skills).
 
Level 1
Joined
Jun 14, 2012
Messages
5
Hm iam about to start make my own triggers with stats based abilitys and such but when i look into the guides they have some actions i dont have so is there any program i need?
Tried cjass but cant use it cause it says i miss patch file or ''sfmpq.dll'' any help would be awesome.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Do you want to make a spell that depends on the stat of a unit ?
Have you ever heard of GUI ?

It has its own functions to get the unit's current stat and you can manipulate that to do some damage based on stats.

  • Actions
    • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (Real((Strength of (Triggering unit) (Include bonuses)))) damage of attack type Spells and damage type Normal
    • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (Real((Agility of (Triggering unit) (Include bonuses)))) damage of attack type Spells and damage type Normal
    • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (Real((Intelligence of (Triggering unit) (Include bonuses)))) damage of attack type Spells and damage type Normal
Those are the 3 functions that get the unit's current stat.
 
Level 10
Joined
Mar 19, 2010
Messages
622
Def do you have any idea how to achieve something like this:

I want the spell to release dummy shockwave based ability,
and i want them to be released in a cone shape + the formula you gave me to make a frontal cone wave ability.

but the problem is how can i change the amount of shock wave casted depends on the cone arc angle which is increased every level?

Example:
level 1: arc angle 40, should release 2 waves
level 2: arc angle 50, should release 2 waves
level 3: arc angle 60, should release 3 waves
level 4: arc angle 70 should release 3 waves
level 5: arc angle 80, should release 4 waves

can you help me by give a formula to do with the waves? currently i have this:
  • Cast trigger
    • Events
    • Conditions
    • Actions
      • Set EB_Point1[EB_Int] = (Position of EB_Caster)
      • Set EB_Point2[EB_Int] = (Target point of ability being cast)
      • Set EB_Dmg[EB_Int] = (6.00 + (1.50 x (Real((Level of EB_Ability for EB_Caster)))))
      • Set EB_Range[EB_Int] = (300.00 + (115.00 x (Real(EB_Level))))
      • Set EB_AngleFacing[EB_Int] = (Angle from EB_Point1[EB_Int] to EB_Point2[EB_Int])
      • Set EB_ArcAngle[EB_Int] = (20.00 + (10.00 x (Real(EB_Level))))
      • Set EB_MaxDur[EB_Int] = (1.50 + (0.50 x (Real(EB_Level))))
      • Set EB_CurntDur[EB_TempInt] = (EB_CurntDur[EB_TempInt] - 0.10)
  • Loop Trig
    • Events
    • Conditions
    • Actions
      • Set EB_TempUnit = (Picked unit)
      • Set EB_TempInt = (Custom value of EB_TempUnit)
      • Set EB_Real[0] = EB_Range[EB_TempInt]
      • Set EB_Real[1] = EB_ArcAngle[EB_TempInt]
      • Set EB_Real[2] = EB_AngleFacing[EB_TempInt]
      • Set EB_Real[3] = EB_Dmg[EB_TempInt]
      • Set EB_Real[4] = (EB_Real[2] / 1.50)
      • Set EB_Real[5] = EB_MaxDur[EB_TempInt]
      • Set EB_Integer = ((Integer(EB_Real[2])) / 25)
      • Set EB_Real[7] = (EB_Real[2] - (EB_Real[2] / 2.00))
      • For each (Integer B) from 1 to EB_Integer, do (Actions)
        • Loop - Actions
          • Set EB_TempSFXPoint = (EB_Point1[EB_TempInt] offset by 100.00 towards (EB_Real[7] + (15.00 x (Real((Integer B))))) degrees)
          • Unit - Create 1 EB_DummyType for (Owner of EB_TempUnit) at EB_Point1[EB_TempInt] facing Default building facing degrees
          • Unit - Add EB_DummyAbility2 to (Last created unit)
          • Unit - Set level of EB_DummyAbility2 for (Last created unit) to (Level of EB_Ability for EB_TempUnit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm EB_TempSFXPoint
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_EB_TempSFXPoint)
 
Level 10
Joined
Mar 19, 2010
Messages
622
Yea but how to calculate the angle for each wave?
like for level 2's scenario,

2 waves, one should fires toward [[facing of caster] - 12.5] and the other one should be at [[facing of caster] + 12.5] to make equal waves. My current method doesn't seems to achieve that. :(
 
Level 2
Joined
Jun 4, 2009
Messages
9
can some 1 make me a pasive critical chance that multipli by inteligence? I saw a similar spell on wc3u but when I needed it i saw that the site doesnt exist anymore ...
 
Level 10
Joined
Apr 13, 2005
Messages
630
I have an interesting request. Ive attempted to make this spell but it seems my triggering knowledge may be limited. I'll see what you can pull off.

Spell - Infusion
Description - Unit Gains attack damage based off Current Mana Points.
Level 1 - .01 damage per mana point
Level 2 - .05 damage per mana point
Level 3 - .10 damage per mana Point
 
Level 10
Joined
Apr 13, 2005
Messages
630
No i was actually wanting .01 damage because of the matter of balancing issues but if u cant do that do
Level 1 - 1 damage per 100 mana
Level 2 - 1 damage per 75 mana
level 3 - 1 damage per 50 mana
level 4 - 2 damage per 75 mana
level 5 - 2 damage per 50 mana

I dont really need this MUI because it is a passive and players only get 1 of these spells. MPI would just be fine.
 
Level 2
Joined
Jun 4, 2009
Messages
9
A critical strike that has a chance of INT or multiplied by INT ?

Which ?

Well on the wc3u was like 15% chance to deal int% dmg muliply . But I think I will make it something like 15% + hero lvl critical chance , int% dmg multiply.
But Im not realy sure how it will work better.
Well for your question i think the B one . but if you know something better pls tell/show me :). Im oppen mind to anything
 
Level 10
Joined
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Messages
630
Level 33
Joined
Mar 27, 2008
Messages
8,035
No i was actually wanting .01 damage because of the matter of balancing issues but if u cant do that do
Level 1 - 1 damage per 100 mana
Level 2 - 1 damage per 75 mana
level 3 - 1 damage per 50 mana
level 4 - 2 damage per 75 mana
level 5 - 2 damage per 50 mana

I dont really need this MUI because it is a passive and players only get 1 of these spells. MPI would just be fine.

It is done.
The minimum damage you can achieve is +1 (even when your Mana reaches 0) once you have learned this ability.
It can support up to +500 damage.
If you want to increase this limit, just change the level of the Bonus Damage ability at Object Editor (Hold SHIFT + Double-click) and add desired values.
Use Auto Fill Levels to quickly make adjustments for each level.
 

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Level 2
Joined
Jun 19, 2012
Messages
8
Hello. I have multiple requests for ya:

1st: Would you like to have a longer partnership? We're looking for someone to help us out on our current project "New Lordaeron Tactics". I guess you know Kayline's versions and this is a build-over but it's very different (thus the "new").
Mainly we're looking for someone to help with triggering on both spell-triggers and action-triggers. We would like a stable modder rather than switching triggerers. Of course we will make credits for you.

If you're interested you can drop by: http://clanbpr.dyndns.org/showthread.php?tid=743 and make a reply or contact me at: [email protected] or we can take it from in here if you want.


2nd: Whether you could join us in partnership or not, we hope you could make a few spells for us:
Windwalk: A windwalk with a slowing MS-penalty when stealthed and simultaneously adding a Bloodlust-effect to the hero to increase AS and MS. Thus if the stealth is broken early the hero will benefit of a Bloodlust-effect.

Line-Dash: Generally a spell working like a Shockwave but it's the hero-caster which is the projectile. Thus a spell to move/glide the caster to the targeted point without "breaking" through terrain. The spell should also deal damage as the hero dashes by.

Flat bonus Command Aura: A command aura giving a flat dmg bonus rather than a %age of base dmg.

DoT War Stomp (Flame Strike): Basically a War Stomp with the model of Flame Strike. It applies a short stun but instead of damage it applies a Damage over Time-effect on enemies within effect.

Avatar with static Stat-bonus and active spell-bonus: When learnt the skill grants some static Str and Agi-bonuses. Upon activating the Avatar it grants the usual bonuses for Avatar: HP, Armor and dmg but also enables a Pulverize for the duration.

Again we'll include you in credits if you choose to help us.

If you need numbers on the spells just tell and I'll post some.


We hope to hear from you soon :D
 
Level 3
Joined
Apr 29, 2012
Messages
64
have a request:

Mythic Flame Wall [R] - active, point target
Level : 3
effect : create a fire wall with the length of 1000 range, every unit walk thru will take 30/50/70 damage overtime for 10 second and silence for 5 second. and being teleport to the position of the caster
the firewall last 30 second
Mana cost : 200
60 second cooldown
 
Level 3
Joined
May 9, 2011
Messages
37
hey req here!
can you make this:
if a weak unit dies, a random weak unit spawns! if normal, normal unit spawns...

its a respawn sys for my map!
thanks and will give credits.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Always remember that Computers ≠ Humans, therefore it needs a definite and solid value, not just by guessing numbers, Computers to think for themselves.

That's why I ask, how would he determine the Units' Strength ?

If you said by level, okay, which level ? Does it have a range ? You must be particular in this field.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
I sure hope he meant that way.
Because I must set the variable of unit type, therefore I must know which unit is weak/moderate/strong for him.

Well I guess I'll create my own way and later, he will configure the variable for himself but I just want a confirmation from him first, that's all.
 
Level 12
Joined
May 12, 2012
Messages
631
Hi there I'm want to request a spell, it is quite hard but i'm in no hurry, so you can take as much time to create this spell...

Ok. here's the spell

(sorry for the really long explanation.. but if you know or watch the movie you don't have to read it :xxd:)

Omnislash (this is a different version than the usual)
-the spell works just like the omnislash of Cloud Strife in Final Fantasy Advent Children, the hero strikes the enemy (melee) and then disappears (you may like to do this by playing the blink animation) and then creates sword clones circling the target ( a total of 6 swords, only 6, not the original count because that will be much harder) the hero then appears in any random sword and then dash/slash the enemy towards another sword (the sword then disappears after use) and keep doing these until all sword are done....
-the level skill should only be 1 (i'll try to make it less difficult for you :grin:)

Again i'm in no hurry so take as much time as you need... :grin: o can it be in GUI :wink:
 
~cancel the last request try this one
THE FROZEN BLADES BARRAGE

- Spell Name : Frozen Blades Barrage
- Spell Type : AoE
- Description : Shoots 3\6\7\8\9\12\15\20\25 to the target dealing 20\22\24\26\28\30\32\34\36 magic damage. and slows by 20% for 3 seconds. after the barrage a meteor drops and damages [Level 9 = 500Mgic dmg] then stuns for 2 seconds. then the caster throws a last Frozen Blade dealing 40 Damage Knocking it back by a range of 400 dealing 2 damage per sec while knocking back
- Spell Level : 9 [SS]
- AoE : [Lvl1-3 250] [Lvl 4-6 500] [Lvl 7-9 1000]
- Cooldown : 320[Fixed]

:goblin_yeah:
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
@Jas.per
Your description really... just, really.

Shoots 3\6\7\8\9\12\15\20\25
Is this the Frozen Blade count ?
Like Blizzard, falling ice shards ?
Also, can you scale the the damage value in order ?
Like 3/6/9/12 and so on (each +3 per level)
Instead, you have this: 3/6/7/8/9/12 (it is not balanced at all)

to the target dealing 20\22\24\26\28\30\32\34\36 magic damage
Is this damage per Frozen Blade ?

Level 9 = 500Mgic dmg
What about Level 1 ? 2 ? 3 ? 4 ? 5 ? 6 ? 7 ? 8 ? 9 ?

then the caster throws a last Frozen Blade dealing 40 Damage Knocking it back by a range of 400 dealing 2 damage per sec while knocking back
So, in the duration of this spell, the caster is paused ?

Spell Level : 9 [SS]
What is [SS]

AoE : [Lvl1-3 250] [Lvl 4-6 500] [Lvl 7-9 1000]
So at Level 1, it has a shares a constant AOE ? All 250 for that 3 consecutive levels ?
Once again, please make it in an ordered scale.

There are many flaws in your request, I can't even say I should accept your request or not.
 
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