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

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Level 9
Joined
Dec 26, 2010
Messages
475
Here is a request i hope someone can do it!..

Giant Water Wave:
The user of this move creates a giant water wave (use waterfall model) and sends it towards the direction of the target point of abillity and the wave moves until a range of 1200, every unit it encounters will be knocked back with the wave (like the wave catch them and force them to come "along" with the wave until it reaches 1200 range) the unit will be damaged each time a knockback happens and the damage is (INT X 0.20 of caster).
i can make it. but i dont have time.
 
Level 1
Joined
Mar 23, 2011
Messages
5
::spell request::

Hi guys, I have a spell request:

Fatal Blow
Eredor channels all his strength to deal a devastating blow to his next attack target.

Level 1 - Deals 2x normal damage on next attack. Knockback distance is 150.
Level 2 - Deals 3x normal damage on next attack. Knockback distance is 300.
Level 3 - Deals 4x normal damage on next attack. Knockback distance is 450.

Cooldown: 80/75/70 seconds
Mana Cost: 150/175/200

* the buff would last for 15 seconds or for 1 attack only.
* channeling. there should be a 2 second charging time that can be canceled.

Basically, it's a ripoff from DotA hero Tuskarr's ultimate, Walrus Punch (link), but does not launch the victim to the air and does not slow the enemy.

EDIT: It would be much appreciated if this would be done using GUI triggers :D
 
Last edited:
Level 2
Joined
Sep 5, 2010
Messages
12
if you need vjass, after they complete gui version, ill try doing it in vjass..

Nice! :) Well I need a spell, but it could be quite complicated.

What I need is: A unit throws a fireball at a target enemy unit, dealing initial damage + damage over time (represent by fire effect on the unit).

- If the fireball hits a wall, invulnerable unit or object, terrain height, or w/e, the fireball must disintegrate.
- If the fireball hits a unit or doodad, it must deal damage to the target unit and then damage over time (DoT from fire must be easily visible through a special effect)
- Must go through friendly/allied units without damaging them
- I also need it to be 100% MUI (a single unit must be able to cast the spell over and over again while an instance of the spell cast by the caster is still running).

If I could get this done, it would be great and would really help me learn vJASS again :)
 
Level 12
Joined
Apr 26, 2008
Messages
830
Here is a request i hope someone can do it!..

Giant Water Wave:
The user of this move creates a giant water wave (use waterfall model) and sends it towards the direction of the target point of abillity and the wave moves until a range of 1200, every unit it encounters will be knocked back with the wave (like the wave catch them and force them to come "along" with the wave until it reaches 1200 range) the unit will be damaged each time a knockback happens and the damage is (INT X 0.20 of caster).

Forgot to say i want it GUI MUI please...
 
Level 11
Joined
Aug 1, 2009
Messages
714
Can i request a MULTIBOARD? :)
Here's the blueprints.
blueprints-1.jpg

the box is the heroes icons when pick and can you please put the total kills
and can you please put the total team kills too :D thanks

I can do this also if I got some free time.
Wait the minute....Is this a AoS type map??? or Hero Arena Map?
Cause I can make DOUBLE KILL AND TRIPLE KILL or something like that.
Also I can make Killing Spree so on and so forth
 
Level 11
Joined
Aug 1, 2009
Messages
714

I'll do it...but just only on Wednesday (It is Monday in our time)
I got a BETA Test on Tuesday and I am working on my map today.
I know defskull is busy today (These days) so I can do some of the "Simple but Advanced" Multiboards here.

Edit: If you want to Add some sounds like the spree kills
Example "Double Kill" "Triple Kill"
and some rank kills
Example "Killing Spree" "Dominating"
Can you provide me some sounds? and the orders of the sounds?
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
@Nightbrowler
Your Giant Water Wave is done :)

Since you PM'ed me I came here to see the final result.


You are not removing the loc in the dying trigger.
You could set the dummy to Can't revive, does not decay and remove the Remove unit from the game.
When you create the dummy, set it to explode on death. This in conjuction with the expiration timer apparently makes it not leak.
You could use SetUnitX() and SetUnitY() for the wave for smoother movement.
Angle should be a real variable.
 
Level 9
Joined
Dec 26, 2010
Messages
475
I'll do it...but just only on Wednesday (It is Monday in our time)
I got a BETA Test on Tuesday and I am working on my map today.
I know defskull is busy today (These days) so I can do some of the "Simple but Advanced" Multiboards here.

Edit: If you want to Add some sounds like the spree kills
Example "Double Kill" "Triple Kill"
and some rank kills
Example "Killing Spree" "Dominating"
Can you provide me some sounds? and the orders of the sounds?
Here's the sound. btw what do ya mean? rank kills. spree kills?
 

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  • DotA Audio.zip
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Level 33
Joined
Mar 27, 2008
Messages
8,035
You are not removing the loc in the dying trigger.
Fixed
You could set the dummy to Can't revive, does not decay and remove the Remove unit from the game.
Fixed, but now, the waterfall unit will disappear not instantly, but have some "delay" effect
When you create the dummy, set it to explode on death. This in conjuction with the expiration timer apparently makes it not leak.
Fixed
You could use SetUnitX() and SetUnitY() for the wave for smoother movement.
I always wanna know how to execute this command function
But doesn't know how to, please teach :)
Angle should be a real variable.
Fixed


How are my spells progressing?
Apparently, your spell request needs a function that detects the unit's current base damage (which I had been learning it too)
Will take some time to do it, though


Test map for Giant Water Wave has been updated, thanks to Maker :)
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
You can hide the unit ;)

SetUnit commands:

  • GWW Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in WaveGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Set Angle = (Load (Key Angle) of (Key (Picked unit)) from HashtableGWW)
              • Set Damage = (Load (Key Damage) of (Key (Picked unit)) from HashtableGWW)
              • Set Wave = (Picked unit)
              • Set PickedLoc = (Position of Wave)
              • Custom script: call SetUnitX(udg_Wave , GetUnitX(udg_Wave) + 15 * Cos(udg_Angle*bj_DEGTORAD))
              • Custom script: call SetUnitY(udg_Wave , GetUnitY(udg_Wave) + 15 * Sin(udg_Angle*bj_DEGTORAD))
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 150.00 of PickedLoc matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))) and do (Actions)
                • Loop - Actions
                  • Set AffectedUnit = (Picked unit)
                  • Set AffectedUnitLoc = (Position of AffectedUnit)
                  • Set AffectedMove = (AffectedUnitLoc offset by 15.00 towards Angle degrees)
                  • Special Effect - Create a special effect attached to the chest of AffectedUnit using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Cause Wave to damage AffectedUnit, dealing Damage damage of attack type Spells and damage type Normal
                  • Unit - Move AffectedUnit instantly to AffectedMove
                  • Custom script: call RemoveLocation(udg_AffectedUnitLoc)
                  • Custom script: call RemoveLocation(udg_AffectedMove)
              • Custom script: call RemoveLocation(udg_PickedLoc)
            • Else - Actions
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in HashtableGWW
              • Unit Group - Remove (Picked unit) from WaveGroup
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in WaveGroup) Greater than 0
                • Then - Actions
                • Else - Actions
                  • Trigger - Turn off (This trigger)
 
Level 1
Joined
Mar 23, 2011
Messages
5
defskull said:
@annarchi
Fatal Blow is done
Credits to Weep for Damage Detection System

Thanks! But I have a problem...
The critical strike spellbook and the buff would also dissapear when I damage the enemy by other means (using another spell, etc) :( Is there a way to detect whether the unit is damaged through an attack only and not through other spells?
 
Last edited:
Level 12
Joined
Apr 26, 2008
Messages
830
@annarchi
Fatal Blow is done
Credits to Weep for Damage Detection System

@Nightbrowler
Your Giant Water Wave is done :)

EDIT:
Fixed some trigger error (new test map) for what Maker had mentioned (Giant Water Wave)

Thanks for the spell but can't you remove the delay of the dissapearing of the wave?!

EDIT: Solved

  • GWW Loop
    • Ereignisse
      • Zeit - Every 0.03 seconds of game time
    • Bedingungen
    • Aktionen
      • Einheitengruppe - Pick every unit in WaveGroup and do (Actions)
        • Schleifen - Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • ((Picked unit) is alive) Gleich True
            • 'THEN'-Aktionen
              • Set Angle = (Load (Key Angle) of (Key (Picked unit)) from HashtableGWW)
              • Set Damage = (Load (Key Damage) of (Key (Picked unit)) from HashtableGWW)
              • Set Wave = (Picked unit)
              • Set PickedLoc = (Position of Wave)
              • Set MoveLoc = (PickedLoc offset by 15.00 towards Angle degrees)
              • Einheit - Move Wave instantly to MoveLoc
              • Custom script: set bj_wantDestroyGroup = true
              • Einheitengruppe - Pick every unit in (Units within 210.00 of PickedLoc matching ((((Matching unit) is alive) Gleich True) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Gleich True))) and do (Actions)
                • Schleifen - Aktionen
                  • Set AffectedUnit = (Picked unit)
                  • Set AffectedUnitLoc = (Position of AffectedUnit)
                  • Set AffectedMove = (AffectedUnitLoc offset by 15.00 towards Angle degrees)
                  • Spezialeffekt - Create a special effect attached to the chest of AffectedUnit using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
                  • Spezialeffekt - Destroy (Last created special effect)
                  • Einheit - Cause Wave to damage AffectedUnit, dealing Damage damage of attack type Zaubersprüche and damage type Normal
                  • Einheit - Move AffectedUnit instantly to AffectedMove
                  • Custom script: call RemoveLocation(udg_AffectedUnitLoc)
                  • Custom script: call RemoveLocation(udg_AffectedMove)
              • Custom script: call RemoveLocation(udg_PickedLoc)
              • Custom script: call RemoveLocation(udg_MoveLoc)
            • 'ELSE'-Aktionen
              • Hashtabelle - Clear all child hashtables of child (Key (Picked unit)) in HashtableGWW
              • Einheitengruppe - Remove (Picked unit) from WaveGroup
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • (Number of units in WaveGroup) Größer als 0
                • 'THEN'-Aktionen
                • 'ELSE'-Aktionen
                  • Einheit - Remove Wave from the game <-------------------------
                  • Auslöser - Turn off (This trigger)
 
Last edited:
Level 33
Joined
Mar 27, 2008
Messages
8,035
Anyone know how one would do line damage through triggers? but trying to avoid using a dummy unit

Edit: Would select all units between caster and point with offset work?

Use IF/THEN/ELSE Multiple Function
First, pick *YourAffectedUnit* around *YourArea* from *YourUnit* and do the I/T/E
IF that unit is in *YourNewlyCreatedGroupVariable*
THEN do nothing (don't use the "Do nothing" action lol)
ELSE damage the affected unit and add them to the Unit Group

Not sure if this what you mean by "line"
 
Level 12
Joined
Apr 26, 2008
Messages
830
Hi I wanted to request another Spell(s), they are pretty much the same so it's not so hard to make a copy of it and change it,

The first one is Solar Beam:

The user of this move utilizes the sunrays of the sun (use some SFX sunrays to charge the ball) to create a yelloish ball infront of him and after the ball is charged (let's say 1 second), it creates a beam that goes in the direction of (target point of spell being cast) and has a range of 1100, you can think of it as a kamehameha (the spell I mean, you can find it in the spell section) and it deals (INT X 10 of caster) as damage, no secondary effect. IMPORTANT: Can only be used if time of the day is day!

Second spell is Hyper Beam:

The same thing as above just that it doesn't need sunrays so no sunray SFX, but it needs 1 second to charge as well , and it deals (INT X 12 of caster) and has a secondary effect: it silences the caster for 5 seconds, and his MS and AS are decreased for 50% each for 5 seconds as well.


I hope you get them done, would be very helpfull thanks !!

EDIT: Both spells should be MUI GUI, please.

EDIT2: Every beam explodes on touch/colliding, dealing damage.
 
Level 3
Joined
Mar 3, 2010
Messages
37
:ogre_hurrhurr: only now found this tread and its good cuz i have alot of complicated spells to add to my map
ill get the list on what they do and add them here.

edit : heres the list the skilsl are from another game but i want to put em in my map

Blood Scent - passively senses weakened enemy heros around the hero. The scent of blood sends him into a fury causing him to move faster.
Passive: the hero senses enemy heros under 50% life within 1500/2300/3100/3900/4700 distance of him; while he detects a low-health enemy, he gains 20/25/30/35/40% Movement Speed.
Passive

Bloodlust - Whenever the hero kills a unit or critically strikes, he temporarily gains increased attack damage.
Passive: Whenever the hero kills or critically strikes a unit, he gains 5 Attack Damage (stackable 8 times).
Active: the hero consumes his Bloodlust charges, restoring 10/20/30/40/50 health per Bloodlust stack.

Heartseeker Strike - The hero focuses and unleashes 5 swift strikes to the area in front of him, dealing double damage to heros. the hero also becomes more aware of his enemy's vital spots, allowing him to always crit enemies below 15% health.
Active: the hero focuses and deals 5 swift strikes in front of him for 4/6/8/10/12 (+) physical damage per strike (20/25/30/35/40% of total Attack Damage). Deals double damage to heros.
Cost 70/70/70/70/70 Mana Range 400

Spell Flux - The hero releases an orb of pure magical power which deals damage and bounces from the initial target up to 5 times.
The hero unleashes an orb of magical power which bounces to enemy units, up to 5 times. Each bounce deals 50/70/90/110/130 damage.
Cost 60/75/90/105/120 Mana Range 675
 
Last edited:
Blood Scent - passively senses weakened enemy heros around the hero. The scent of blood sends him into a fury causing him to move faster.
Passive: the hero senses enemy heros under 50% life within 1500/2300/3100/3900/4700 distance of him; while he detects a low-health enemy, he gains 20/25/30/35/40% Movement Speed.
Passive

This is interesting, I'll try making this one :)...
 
Level 3
Joined
Mar 3, 2010
Messages
37
btw blood scent also gives the hero visibility of the weakened enemy hero

so he can detect if hes in the forest even if he doesnt know he has low hp and is even there ! :D
and i want a sound of a wolf when the skill is activated ... example when time of day is going to night :ogre_hurrhurr:
 
Level 12
Joined
Apr 26, 2008
Messages
830
Hi I wanted to request another Spell(s), they are pretty much the same so it's not so hard to make a copy of it and change it,

The first one is Solar Beam:

The user of this move utilizes the sunrays of the sun (use some SFX sunrays to charge the ball) to create a yelloish ball infront of him and after the ball is charged (let's say 1 second), it creates a beam that goes in the direction of (target point of spell being cast) and has a range of 1100, you can think of it as a kamehameha (the spell I mean, you can find it in the spell section) and it deals (INT X 10 of caster) as damage, no secondary effect. IMPORTANT: Can only be used if time of the day is day!

Second spell is Hyper Beam:

The same thing as above just that it doesn't need sunrays so no sunray SFX, but it needs 1 second to charge as well , and it deals (INT X 12 of caster) and has a secondary effect: it silences the caster for 5 seconds, and his MS and AS are decreased for 50% each for 5 seconds as well.


I hope you get them done, would be very helpfull thanks !!

EDIT: Both spells should be MUI GUI, please.

EDIT2: Every beam explodes on touch/colliding, dealing damage.

Could somebody take my requests pls?!
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Hi I wanted to request another Spell(s), they are pretty much the same so it's not so hard to make a copy of it and change it,

The first one is Solar Beam:

The user of this move utilizes the sunrays of the sun (use some SFX sunrays to charge the ball) to create a yelloish ball infront of him and after the ball is charged (let's say 1 second), it creates a beam that goes in the direction of (target point of spell being cast) and has a range of 1100, you can think of it as a kamehameha (the spell I mean, you can find it in the spell section) and it deals (INT X 10 of caster) as damage, no secondary effect. IMPORTANT: Can only be used if time of the day is day!

Second spell is Hyper Beam:

The same thing as above just that it doesn't need sunrays so no sunray SFX, but it needs 1 second to charge as well , and it deals (INT X 12 of caster) and has a secondary effect: it silences the caster for 5 seconds, and his MS and AS are decreased for 50% each for 5 seconds as well.


I hope you get them done, would be very helpfull thanks !!

EDIT: Both spells should be MUI GUI, please.

EDIT2: Every beam explodes on touch/colliding, dealing damage.
Accepted, just be patients, okay ?
:ogre_hurrhurr: only now found this tread and its good cuz i have alot of complicated spells to add to my map
ill get the list on what they do and add them here.

edit : heres the list the skilsl are from another game but i want to put em in my map

Blood Scent - passively senses weakened enemy heros around the hero. The scent of blood sends him into a fury causing him to move faster.
Passive: the hero senses enemy heros under 50% life within 1500/2300/3100/3900/4700 distance of him; while he detects a low-health enemy, he gains 20/25/30/35/40% Movement Speed.
Passive

Bloodlust - Whenever the hero kills a unit or critically strikes, he temporarily gains increased attack damage.
Passive: Whenever the hero kills or critically strikes a unit, he gains 5 Attack Damage (stackable 8 times).
Active: the hero consumes his Bloodlust charges, restoring 10/20/30/40/50 health per Bloodlust stack.

Heartseeker Strike - The hero focuses and unleashes 5 swift strikes to the area in front of him, dealing double damage to heros. the hero also becomes more aware of his enemy's vital spots, allowing him to always crit enemies below 15% health.
Active: the hero focuses and deals 5 swift strikes in front of him for 4/6/8/10/12 (+) physical damage per strike (20/25/30/35/40% of total Attack Damage). Deals double damage to heros.
Cost 70/70/70/70/70 Mana Range 400

Spell Flux - The hero releases an orb of pure magical power which deals damage and bounces from the initial target up to 5 times.
The hero unleashes an orb of magical power which bounces to enemy units, up to 5 times. Each bounce deals 50/70/90/110/130 damage.
Cost 60/75/90/105/120 Mana Range 675
I've got problems with Heartseeker Strike because, it uses base damage of the enemy hero (and as far as I know, to get the physical damage of the hero is by using JASS function (which I won't be using right now))
can you make a simple sucking tornado system that use set unit x and y?
Will think about this.
Hmmmm, iv been working on a spell of my own but its complicated xD
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http://www.hiveworkshop.com/forums/requests-341/help-me-my-spell-193138/
Tell me what problem did you face ?
And, please use Signature

Please be patients for the request, as I'm not a robot.
 
Level 12
Joined
Jan 30, 2009
Messages
1,067
I'm not really back. I'm just logged in for the first time in a while.

Busy with IRL issues atm, hardly playing Rift, guild falling apart, etc., let alone messing with wc3. Which, btw, doesn't work on my desktop atm. Got a new system, had to reinstall windows on my old HDD, so I have 3 copies now. Nothing works on that computer but Ventrilo and Rift, lol. All I need for the moment, though.

Thing is, I need to find my maps. >.>

First things first, gotta get home. Two deaths in a month is too much :(
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
I'm not really back. I'm just logged in for the first time in a while.

Busy with IRL issues atm, hardly playing Rift, guild falling apart, etc., let alone messing with wc3. Which, btw, doesn't work on my desktop atm. Got a new system, had to reinstall windows on my old HDD, so I have 3 copies now. Nothing works on that computer but Ventrilo and Rift, lol. All I need for the moment, though.

Thing is, I need to find my maps. >.>

First things first, gotta get home. Two deaths in a month is too much :(

Vizel, as always :)
 
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