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

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Level 3
Joined
Dec 23, 2011
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40
Download link is below.

Comment on the test map, if you want.

Sorry to bother you, defskull. Can you make the eggs in the egg hatching ability kill-able? Also, can you make the spawn and alien become allies when the alien spawns them?

Edit: Lastly, can you modify locust swam, so that the unit casting the spell flies with it, acting like blink while doing damage also.
 
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Level 6
Joined
Dec 19, 2009
Messages
226
Okay, i have a new spell request..
Can anyone make this?

"The Chains that Bind

The Rider (hero name) can use chains he carries around to grab an enemy hero/unit, stunning them and dragging them behind himself for a limited time.

Activation
Binds the target to Rider for 2.5 / 3 / 3.5 seconds and the target will be dragged behind him as he moves.

The dragged target will take 20 / 30 / 40% of the distance they are dragged in Physical damage.

If Rider and the target he is dragging get seperated by more than 600 units the chains are brokens."
 
Level 3
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Jan 21, 2011
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46
I'm making a AoS map with 4 teams each team has 3 players and I'm planning to add AI but I don't how to order computer to pick a hero from tavern..

please please please help me!
 
Level 6
Joined
Mar 31, 2009
Messages
247
System Request:
Need a Jass or GUI system for some resistances like:
-Shadow Resist
-Nature Resist
-Element Resist (Fire, Wind, Frost)
-Magic Resist
P.S: Please, make it Jass or GUI but give detailed explanation for a better learning.
 
Level 3
Joined
Dec 23, 2011
Messages
40
Sorry to bother you, defskull. Can you make the eggs in the egg hatching ability kill-able? Also, can you make the spawn and alien become allies when the alien spawns them?

Edit: Lastly, can you modify locust swam, so that the unit casting the spell flies with it, acting like blink while doing damage also.

Edit: Also, can you create this ability? It is fusion.

Description: Fuse of two heroes or two units. Requirements: level, stats, or location requirement for fusion.
 
Level 10
Joined
Mar 19, 2010
Messages
622
new sluf said:
Maybe my patience is enough WHERE IS MY REQUEST ANYWAY?.....FAERIE SKILLS PACK (FAERIE ORB,ETC.)just asking.

Where is your request? Maybe I can do it, if it's not that hard.


System Request:
Need a Jass or GUI system for some resistances like:
-Shadow Resist
-Nature Resist
-Element Resist (Fire, Wind, Frost)
-Magic Resist
P.S: Please, make it Jass or GUI but give detailed explanation for a better learning.

Give more information please, kinda like to make wow-like system lately xD

Things I wanna know:
-Do the resistance apply on spell only or normal attack also?
-If I'm doing it, it's probably GUI only
-Do Element Resist split into Fire/Wind/Frost ? or it's just one type but included all of 'em?
 
Level 6
Joined
Feb 5, 2012
Messages
1,685
Okay yeohxin if you want to make my request you can view it at PAGE 165-166 on this thread.
Well if you make it for me then i would be very glad.I requested that for almost two weeks ago but i don't think someone make that.I would recommend to you ask first if someone is working at my spell because some already working at it but he still not releasing it! or he just say it he do but i he don't!.
 
Level 12
Joined
Jan 30, 2009
Messages
1,067
Def is one person. There's probably half a dozen open requests at this time. He can only do so much.
 
Level 11
Joined
Nov 1, 2008
Messages
828
I request a hard spell, (I think it's hard, i suck at abilities, you guys might not):

Airplane: 3 Abilities, dive, shoot, balance, takeoff

Dive: When you set the plane to dive the plane will dive slightly downwards and then you can shoot the ground.

Shoot: Shoot the air and the grown depending on the position.

Balance: To balance the plane from a dive.

Takeoff: Upwards

Other: If the dive gets to close to the ground, the plane will explode, or land.
 
Level 10
Joined
Mar 19, 2010
Messages
622
I request a hard spell, (I think it's hard, i suck at abilities, you guys might not):

Airplane: 3 Abilities, dive, shoot, balance, takeoff

Dive: When you set the plane to dive the plane will dive slightly downwards and then you can shoot the ground.

Shoot: Shoot the air and the grown depending on the position.

Balance: To balance the plane from a dive.

Takeoff: Upwards

Other: If the dive gets to close to the ground, the plane will explode, or land.

You're actually requesting a whole system i think, to handle the plane stuff. Yes, it's hard :D

sorry I can't help you in this :(
 
Level 6
Joined
Apr 12, 2012
Messages
179
1. Lightning arrow ( Active, Target unit ) [H]
Shoot the enemy with lightning arrow.

1. deals 20 damage x armor enemies, slows ms by 35% for 3 second
2. deals 25 damage x armor enemies, slows ms by 40% for 3 second
3. deals 30 damage x armor enemies, slows ms by 45% for 3 second
4. deals 35 damage x armor enemies, slows ms by 50% for 3 second

Manacost: 40/60/70/90
Cooldown: 6/6/6/6

--------------------------------------------------------------------------

2. Risser ( Passive )
As a lightning archer she has speed and agility, lightning makes her becomes fast and agile.

1. Increases Armor by 3, and MS by 10
2. Increases Armor by 4, and MS by 15
3. Increases Armor by 5, and MS by 20
4. Increases Armor by 6, and MS by 25

--------------------------------------------------------------------------

3. Lightning skin ( Passive )
When she has attacked she have chane to Make unit around her damaged and purging.

1. 25% chance for deals 25 damage + 2x her armor as damage , and slow as and ms by 80% for 0.5 sec
2. 25% chance for deals 30 damage + 3x her armor as damage , and slow as and ms by 80% for 0.5 sec
3. 25% chance for deals 40 damage + 4x her armor as damage , and slow as and ms by 80% for 0.5 sec
4. 25% chance for deals 45 damage + 5x her armor as damage , and slow as and ms by 80% for 0.5 sec

--------------------------------------------------------------------------

4. Enlightning Bow ( Active )
Use bow lightning with pemanently

1. 3x her armor as bonus damage
2. 4x her armor as bonus damage
3. 5x her armor as bonus damage

Manacost: 4/8/12
Cooldown: 0/0/0

--------------------------------------------------------------------------

Will give credit to who mk this spell pack map :D :D
 
Level 8
Joined
Feb 17, 2007
Messages
368
Can anyone make this DBZ Frieza spell for me? Heres a link to what it is: http://dragonball.wikia.com/wiki/Crazy_Finger_Beam

Basically I just want a specified number of death beams to fire outward from the caster in different random directions, traveling a specified distance and exploding once that distance is reached; but they can also explode if they collide with any unit. Would really appreciate it :) GUI is fine!
 
Level 12
Joined
Jan 30, 2009
Messages
1,067
guys is there a guide for importing a Jass or vJass system into your map?

Well, the Hive's Tutorial section is an amalgamation of all sorts of things related to mapmaking. Going to the Tutorial section and performing a find function (CTRL-F for windows) and typing in your keyword will generally yield results. To get the answer you're looking for, I searched "import"

http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/spells-importing-tutorial-19626/

Scroll down a bit till you see jass code. It explains a lot about how to understand and import it!
 
Level 6
Joined
Feb 14, 2011
Messages
104
Can u make a simple GUI jump spell please? it's not hard, but I faced problems with setting the height.
I will use it for wolf hero for swoop spell.
Wolf will swoop on the target from range dealing damage and slowing nearby opponents.
Target type: Instant (Like Mirana's Leap).
Range: 600.
Damage: 200.
Slowing: 40% MS, 10%AS.
Height: The best u see.
 
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Level 3
Joined
Apr 29, 2012
Messages
64
Spell Request:
Disappear [Q] - active, unit target
Level : 4
effect : once cast on a target, the target will disappear for a period, within this period, target will take damage overtime, then reappear.
mana cost : 80/95/110/125
cooldown : 11 second
disappear period : 5 second
[Level 1] - 15 dps.
[Level 2] - 30 dps.
[Level 3] - 45 dps.
[Level 4] - 60 dps.
* unit hp and mana regeneration is still enable within the disappear period.

Thanks alot.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Spell Request:
Disappear [Q] - active, unit target
Level : 4
effect : once cast on a target, the target will disappear for a period, within this period, target will take damage overtime, then reappear.
mana cost : 80/95/110/125
cooldown : 11 second
disappear period : 5 second
[Level 1] - 15 dps.
[Level 2] - 30 dps.
[Level 3] - 45 dps.
[Level 4] - 60 dps.
* unit hp and mana regeneration is still enable within the disappear period.

Thanks alot.

Download the test map below.
 

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Level 10
Joined
Mar 19, 2010
Messages
622
Is there anyway we could track:
-a cooldown of a spell
-unit/hero's base damage
-unit/hero's bonus damage
-life regeneration rate
-mana regeneration rate

Is it possible? Since it's in the Warcarft 3 program I think it's possible that we could track these values.
 
Level 12
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Messages
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The damages and regens I know are possible because I've seen them done in YouTD.

As for the cooldown, I'm not sure there's a direct way, but you could when an ability is cast, fire a timer that would show you the cooldown. Of course, then there's the chinese who figured out a way to put cooldown values on the cooldown model (The black mask that rotates over the icon) which the people here at the hive are still trying to figure out how to do.

I guess the real question regarding this is, do you wish them to be displayed in a multiboard (or some sort of UI element for players), or are you thinking something like "when spell has 5 seconds left..." for trigger purposes?
 
Level 10
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622
@Vizel: You're half right. I'm planning to make spells that will affect one's spell's cooldown, like a buff to reduce cooldown by 50%, or a debuff to increase cooldown of one's spell by 200%. For the other values I'm not going to show it. Thanks for the information on the cooldown value on cooldown model thingy.
 
1. Open World Editor.
2. Go to File (in the toolbar), then in Preferences and in the General tab, mark the compartment " Create unknown variables by pasting data release mechanism".
3. Open the map example supplied by the creator of the model of spell since World Editor.
4. Copy the Units, the Spells, the Effects / Buffs and Triggers bound to the spell one by one.
Tip: for a spell with several triggers, it is possible to put quite triggers in the same category and so to have only the category need to be copied/paste.
5. Open your Map since World Editor.
6. Paste Units/Abilities/Effects/Buffs/Triggers copied previously.
7. Repeat the stages 3, 4 and 5 until have copied / paste everything in the map, then pass in the stage 8.
8. Verify in triggers, if skills and units if ID of the spells / effects / buffs did not change a map in the other one (if the spells / effects / buffs are good). If they changed, then modify to put ID of the spell / effect / buff in your map (choose in the list ^^).
9. Put credits for the creator of the spell. [Optionnal]
 
Level 12
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Messages
1,067
Well, Yeo, the chinese figured it out, but we can't figure out how to do it ourselves (Or had not the last time I peeked into the thread containing the relevant information on doing so).

As for what you are talking about, the only way I can think of to alter the cooldown like that is to have the cooldowns of spells handled with triggers. My suggestion in this case would be to bypass the regular cooldown function entirely, and use DISBTNs to denote cooldowns (For some visual representation to the player that the spell is on cooldown).

The way I would advise going about this would be complicated, but I believe the effect would be quite nice. You would remove the normal spell from the unit (So you need to store all your spells in hashtables or something - that's the complicated part) and replace it with a dummy icon with a DISBTN of the normal spell, or some sort of different icon that can visibly show the players that it is on cooldown. Then through triggers you have timers set and once the timer is up, you remove the dummy icon and place the normal spell on there.

Mind you, I understand this would likely be a lot of work, but it's really the only way that I can think of to do what you're trying to do, if I understand correctly.

Also, might I add a suggestion... on such buffs that reduce cooldown times. Such buffs and abilities that alter cooldown times should only affect the cooldowns of spells used after their effects are in play.

Hope some of this was remotely useful, :p
 
Level 10
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Mar 19, 2010
Messages
622
@vizel: the informations are really useful. But I think I won't make that system just yet. But if there's any chance that you can find the Chinese's thread which he introduces the cooldown thingy could you give me it's link? I could read Chinese so maybe I could do some translation work, or figure out how he did it.
 
Level 3
Joined
Apr 29, 2012
Messages
64
New Request :
Stand Shot [Q] -Autocast (If its not possible then make it active)
Level : 4
effect : shoot at a target enemy unit, the unit become unable to move.
duration : 1/2/3/4
extra damage dealt each shot: 10/15/20/25
manacost : 20
casting range : 900
 
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