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

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mckill, I think this matter is too small to be argued with
You do GUI version, I know you can do it buddy !

As for NB...
Please, be patient for your spell AND AND AND AND AND
Please, be precise on what you're requesting, like confused with Hyper Beam and Solar Beam (day-night activation issue)
 
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.


Alright, I will, it's just that my project is close to be finished so I just need some spells done that's why I'm impatient, sorry. Reposted the spell again just in case you forgot something =)
 
Alright, I will. Reposted the spell again if you forget something =)

in a few minutes now the GUI will be finished...

EDIT:
Finished now in GUI...

Thanks a lot, i will give credits=)

EDIT:Could you change that when the caster channels the spell he can't move, and the AS & MS slow occur after the beam has finished ?! would be nice!
 
I was hoping you could create a triggered evasion "like" spell. What I mean is when a unit attacks another unit, the attacked unit has a chance to take no damage or evade the damage. I was hoping you could base it on an attribute formula. I've searched through the forums and couldn't find anything to my liking and was hoping you could help in any way :) (Also if anything is unclear feel free to message me)
 
Never really played dota so I wouldn't know. But I really only know GUI and simple Jass with instructions, lol. Can you still do it or is that a no?
 
I know the formula, just need the Action...................

@ELECTROLYTE
LoL, your formula is too, confusing @.@
I'll try to create my own formula, okay ?

Level 1 = 10% chance to totally evade damage taken
Level 1 = 15% chance to totally evade damage taken
Level 1 = 20% chance to totally evade damage taken
Level 1 = 25% chance to totally evade damage taken

EDIT:
Test map is attached for ELECTROLYTE
Credits to Weep for GUI Damage Detection System
A special effect will be created at the sword of that unit if the ability is triggered
So if you see a flashing red light on the unit's sword, well, that's the hint for that ability is triggered
 

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  • Set Area = your formula
  • Unit Group - pick all units in Area and do actions
    • Actions
      • Unit - damage picked unit
There's no Area variable type nor can any simulate it.
However, you can pick all units around a point and check whether they belong to a cone.
An easy way would be to compare angle of cone (facing of caster?) and angle between point and filter unit - if the difference is less than X then the unit belongs to cone.
To get angle difference, you can use Acos(Cos(angle1 - angle2)).
 
: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

ok scratch those spells left i have done them now i need some help with more spells that are making my life a lil dificult here they are:


Infected Cleaver - the hero hurls his cleaver, dealing 80/130/180/230/280 damage and slowing the target for a short time. the hero delights in the suffering of others and so is returned some of the health cost when he successfully hits.
The Hero hurls his cleaver, dealing damage 80/130/180/230/280 damage and slowing them by 40% for 2 seconds. Half of the health cost is returned if the cleaver hits a target.
5 lvls
Cost
Costs 50/60/70/80/90 Health
Range
hmm max range the projectile can go should be around 1k and the direction of the cast should be a ground position where the player clicks.
actualy i was a lil lost trying to make this skill cuz making non target projectiles check if they hit a target its a lil hard for me(it should hit 1 target can be a minion can be a hero)

------------------------next------------------------------

Buster Shot - Tristan loads a massive cannonball into his weapon and fires it at an enemy unit. This deals damage and knocks the target back.
Tristan fires a massive cannonball at an enemy unit. This deals 300/400/500 damage and knocks the target unit back 300/500/700 distance.
3 lvls
Cost
140/140/140 Mana
Cast Range
650

------------------------next------------------------------

Infinite Duress - the werewolf lunges at an enemy hero, suppressing his target and dealing damage for a few seconds.
the werewolf lunges at an enemy hero, suppressing his target for 1.7 seconds. While he is suppressed, the werewolf quickly strikes the target 5 times for 33% of his attack damage plus 40/60/80. the hero gains an additional 30% lifesteal while performing Infinite Duress.
3 lvls
Cost
100/125/150 Mana
Range
700
i have actualy made this skill but its glinching all the time.
the skill will have to be unstoppable for example if the werewolf jumps he cant turn back before the skill is done (so if he jumps in the middle of the other team they will have 1.7 free seconds to hit him so its proly better 1vs1 skill) other thing i will be using an item that can block a spell every 40 secs so if the skill is blocked the wherewolf should not move to attack the hero that has reflected the stun(supress stun).
its a lil tricky i can provide the code of the spell that i have done .

------------------------next------------------------------

Spear Shot - the hero hurls his spear at an opponent, dealing damage.
teh hero hurls his spear at an opponent, dealing 16/28/40/52/64 (+) physical damage (100/115/130/145/160% of his total Attack Damage).

Cost
45/45/45/45/45 Mana
Range
600
(the problem with this skill is that i cant get the dmg of the hero saved ... so i can add it up with the spell, should be easy for you guys)

for now ill just post this ones but i have many more i need help with most of the spells i can do myself but this complicated ones are taking its time to make.
if anyone is going to take my request send me a message of the spell you are trying to make i can provide some more info.
 
Hmm...
Def, i just thinking about this, dunno this would help you or not
Can you detect whether a unit collide with another unit?
If yes, you could make a multi shot-like trigger that fires in a cone (fires a few arrow at different angle)
Or Make a breath of fire that has no missile, then detect whether the unit is affected by bof or not
Or make a small aoe that increase in size until it reach max range
Like this:
5 range:10 aoe
10 range: 20 aoe
What do you think?
 
I can do both Infected Cleaver and Buster Shot but I'm sorry, I can't do the Infinite Duress and Spear Shot because it involves the calculation of Hero's Current Damage, truly sorry :(
Only JASS/advance GUI trigger can do that, I can't :(

However, I have completed your Buster Shot, what's left is that Infected Cleaver :)
Thanks for being patience, okay ?


Your post counted as suggestion or a request ?
I can't tell, seriously >.<"
 
I can do both Infected Cleaver and Buster Shot but I'm sorry, I can't do the Infinite Duress and Spear Shot because it involves the calculation of Hero's Current Damage, truly sorry :(
Only JASS/advance GUI trigger can do that, I can't :(

However, I have completed your Buster Shot, what's left is that Infected Cleaver :)
Thanks for being patience, okay ?



tnx for getting my request and tell me when the infected cleaver is done id give you more rep but i cant right now :P
 
Defskull, that's counted as suggestion, i just wanna help you out
:)
That idea came up when i played the newest version of dota, when using the skill of troll warlord, jah'rakal
He use 'cone' in the descript, so i think, the same calculation will apply to the cone of mine spell
So, how my spell doin?
 
I want to do your spell as "Instant" picks up enemy units in cone-shape formed in front of the caster, if I use collision detection... That's gonna be "delay" and doesn't get synchronized

The way I want it, is like Medusa's ultimate Stone Gaze, instantly picks up all enemy unit facing her, that's cool calculation :)
 
Hi there, defskull. I wish to request a spell that can actually enchants some effects on the other learned spells, and also the future one... (which means hasn't been learn and will learn soon), so... how do i request it?
 
I have a spell request....

Absorb:

Pulls every hero around the caster in an AOE towards himself, and they are unable to move and slowly slide towards the caster as this is happening. Upon colliding with the caster, the heroes are killed.

Doesn't need to be MUI or even MPI, GUI is fine. I would like to be able to adjust the rate at which they are pulled and the special effects that are attached to those being pulled.
 
Since your request is easy and simple (non-MUI), I decided to do yours first
A test map is attached
This spell:
1. ONLY affects Hero unit
2a. The SFX can be changed in "DG Setup" trigger
2b. SFX[1] is Caster's location Special Effect (the green effect) and SFX[2] is dragged unit SFX where the more bright green formed at the top of the dragged unit's head


I'm about to start on your 2nd spell, too busy nowadays :(


Yours... I still need some experimenting on actions to pick up X-shape area (X is variable shape such as Square, Cone, etc)
Maybe your spell is quite late to be released


I'm sorry if you all not satisfied, but I'm working quite hard over here
Just don't rush me, thank you :)
 

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BEFORE YOU POST please don't make too much requests because it takes loads of days before your spell is done. If you're spell is done, give nice credits to defskull for the spell. He is works hard making spells.
 
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