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

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ok..

72-1.png

Crystal Slash
Cooldown: 3.5
Cost: 20+2 per level Mana
Range: 350
Description: lashes out with his claws, dealing 75 + 5 per level physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while powered by Crystal Energy, he deals bonus 60+5 per lvl magic damage and slows all targets hit.

91-2.png

Rake
Cooldown: 10
Cost: 60+5 per level
Range: 650
Description: sends out a volley of daggers that then return back to him, dealing 30+10 per level physical damage every time it passes through an enemy. Additionally the enemy is slowed for 3seconds.
110-1.png

Piercing Arrow
Cooldown: 16-1 per level
Cost: 70+5 per level
Range: 925
Description: shoots an powerful arrow to its targed dealing 85+5per level magic damage and leaves a trail of fire. Trail of fire lasts for 5 seconds and if a hero entered a trail of fire it will suffer 5+5 per level magic damage per second
56-1.png

Duskbringer
Cooldown: 10
Cost: 60+5 per level
Range: 1125
Description: throws a shadow blade that deals 90 + 10 damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, ignores unit collision and has increased Movement Speed by 20% and Attack Damage by 40%.

Skill Levels 10

I expect you can't do this :goblin_good_job:
 
Level 12
Joined
Dec 17, 2009
Messages
951
x2
Request: 1
Name: Iten Drone
Type: System
Description: a passive spell that attach dummy units (every 0.03 as detection) as "drones",to player owned of iten, over the carrying iten unit, shooting, and aiming the target.
Method: GUI/MUI
Cooldown: Refreshes/remove at iten drop
Extra: Units can be killed, 1 unit per iten attached
Request: 2
Name: Shoot!
Type: System
Description: a shoot system that launch a dummy project in a random point btw -90 / + 90 (as a normal shoot system), using channel ability as spell, so fast/no coldown spell.
Method: GUI/MUI
Cooldown: n/a
Extra: Can hit Doodads, may add custom procs, exemple: shoot, if hits a ally friend, then heal
 
Level 12
Joined
Dec 17, 2009
Messages
951
You can change the model yourself but let me see what to do with the dash...

@VTZ
can it be done in jass?...

killed who?, what u mean?...is iten means item?...

this really cant be maded with GUI? nOOb maded a attached unit system to his map (Monter) in full GUI, i got a demo map if you need it to. http://www.hiveworkshop.com/forums/...-202/111517d1330550995-monter-monter-v16d.w3x
quote
Units can be killed, 1 unit per iten attached
sorry i wrote "iten" as portuguese, i mean item :p
'unit' i mean you can kill the attached unit, and each iten support 1 attached unit for each iten carryed
 
yeap I prefer jass coz its easy to code, but I can do it in GUI...
a passive spell that attach dummy units (every 0.03 as detection) as "drones",to player owned of iten, over the carrying iten unit, shooting, and aiming the target.
so when unit gets an item, 1 drone will appear for the hero, and when item drops, drone dies, what is it's movement?, flying?...
this drone can be attacked and when it dies it will spawn another?...

if you say YES, then it's easier...
 
Level 12
Joined
Dec 17, 2009
Messages
951
yeap I prefer jass coz its easy to code, but I can do it in GUI...

so when unit gets an item, 1 drone will appear for the hero, and when item drops, drone dies, what is it's movement?, flying?...
this drone can be attacked and when it dies it will spawn another?...

if you say YES, then it's easier...

yes
attached on you
 
Level 12
Joined
Dec 17, 2009
Messages
951
Done

@Zyne
Your update is next

the drone system is perfect!

but about the shoot! system, I think you got me wrong
the spell is launching several missiles at once :X

i need it to launch 1 projectile for each time you use shoot!
in random directions btw -90/+90 (not sure about 90, like a cone)

and can you make a variable setup with which spell should proc on hit ?

bugg.jpg
 
the drone system is perfect!

but about the shoot! system, I think you got me wrong
the spell is launching several missiles at once :X

i need it to launch 1 projectile for each time you use shoot!
in random directions btw -90/+90 (not sure about 90, like a cone)

and can you make a variable setup with which spell should proc on hit ?

bugg.jpg

OK now sorry for the long wait as Im little bit busy with my own map...

as for the others give me another 3 days...
 

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  • VTZ Requests.w3x
    54.7 KB · Views: 45
Level 2
Joined
Jun 19, 2012
Messages
8
Hello. I have multiple requests for ya:

We hope you could make a few spells for us:

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

I wrote this request a while back but not really answered.

You did contact me and I wrote back a reply when you seemed somewhat interested. However I never got a reply back or confirmation/denial of my request. So would you reconsider to make these spells?
 
Level 4
Joined
May 27, 2012
Messages
85
2 requests:

1.A unit that stand on higher place (like ramp) have more attack range then a unit in a lower place (Maybe there is other way to do that instead of ability/spell. I'm new so tell me if there is...).
2.If a unit on higher place use hold fire(making the units not attack(basiclly it's 2 requests in 1 :D)) he won't be seen by a unit in lower place untill the first unit shoots, or the unit on the higher place come close enough to see him (kind of realistic war)
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
I wrote this request a while back but not really answered.

You did contact me and I wrote back a reply when you seemed somewhat interested. However I never got a reply back or confirmation/denial of my request. So would you reconsider to make these spells?

I have completed all request except for Line Dash (does not start yet) and DoT War Stomp.
I'm quite understand how Line Dash works but not quite sure how does this DoT War Stomp works.

War Stomp
- When we cast this spell, a War Stomp will be created at the caster location each second ? Is that how it works ? If not, can you please be more detail on how it works.

This is your WIP so far.
 

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  • The Dragon Man - Spell Pack.w3x
    18.9 KB · Views: 91
Level 8
Joined
Aug 13, 2009
Messages
363
I'll try my luck here.

I'm pretty oblivious to all this spell stuff. I know how to import spells and edit them, I just don't know how to make them.

What I'd like:

A zerg larva system. I am going to use larva to spawn all my units. I'd like there to be no more than 3 larva spawned on a "Queen" at any given time. I'd like the larva to spawn every 5 seconds, till there are 3 active larva on the "Queen".

Is this at all possible? I can try to clarify. Also, it has to be in WorldEditor triggers, not JASS or anything like that, haha.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
I'll try my luck here.

I'm pretty oblivious to all this spell stuff. I know how to import spells and edit them, I just don't know how to make them.

What I'd like:

A zerg larva system. I am going to use larva to spawn all my units. I'd like there to be no more than 3 larva spawned on a "Queen" at any given time. I'd like the larva to spawn every 5 seconds, till there are 3 active larva on the "Queen".

Is this at all possible? I can try to clarify. Also, it has to be in WorldEditor triggers, not JASS or anything like that, haha.
How does this system executes ?
Like at a start of test map, all players have their own Queen to begin with ?
How to "spawn" a larva ? By casting spell from Queen ? Build it ?
Also, how does this larva spawns unit out of it ? Train ? Automatically ?

A system is more complicated than spell you know, please give me the information as detailed as you can.
What I love most, is that you include it with an example of situation.
 
Level 2
Joined
Jun 19, 2012
Messages
8
Thank you. It is much appreciated.

Regarding the Warstomp with DoT it's generally just a Warstomp when activated. It deals no direct damage but stuns for a little while.
What I need is a trigger to apply a debuff to the affected units in the Warstomp. This debuff is a Damge over Time (figure something like the poison from Shadow Strike - as it can kill but most creep-poisons cannot. However if the debuff is taken from Shadow Strike the movement reduction needs to be nullified.)

I hope that helps.
 
Level 2
Joined
Jun 4, 2009
Messages
9
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

so.... can any1 do something similar?
 
Level 1
Joined
Nov 7, 2011
Messages
9
Hello everyone!

I need a few spells for my map, would be nice if someone could make these:

Waterform:
Makes the target unit semi-transparent and decreases all incoming damage. Increases life regeneration when target unit is in shallow water. Lasts 30 seconds.
Level 1 - Reduces damage by 50%, +100% life regeneration when in shallow water
Level 2 - Reduces damage by 60%, +150% life regeneration when in shallow water
Level 3 - Reduces damage by 70%, +200% life regeneration when in shallow water
Level 4 - Reduces damage by 80%, +250% life regeneration when in shallow water


Blizzard:
I want to have a Diablo 2/3-like blizzard. Instead of being based on a number of waves, I want it to be time based. I also don't want the shards to come down in "waves", but I want a constant "rain" of shards, you know, just like in Diablo 2 or 3. However, I still want it to be a channeling spell. If an enemy unit is hit by a shard, it is slowed. Lasts 10 seconds.

Level 1 - 50 damage per Shard, slow lasts 4 seconds
Level 2 - 75 damage per Shard, slow lasts 6 seconds
Level 3 - 100 damage per Shard, slow lasts 8 seconds
Level 3 - 125 damage per Shard, slow lasts 10 seconds

I also thought the Frost Wyrm's missile would make a nice graphic for the shards.


Ice Wall:
Creates a wall of ice that is impassable, thus blocking any unit that tries that tries to move through it. If an enemy unit is too close to the wall, it is slowed.

Level 1 - The wall lasts 6 seconds, slow lasts 3 seconds
Level 2 - The wall lasts 8 seconds, slow lasts 4 seconds
Level 3 - The wall lasts 10 seconds, slow lasts 5 seconds
Level 4 - The wall lasts 12 seconds, slow lasts 6 seconds


Would be awesome if someone did these. GUI please, if possible.
 
Level 18
Joined
May 11, 2012
Messages
2,108
I want spell called Illusionate. In GUI trigger.

It has chance to create illusion on every attack and make illusions also have chance to replicate themselves by attacking and make illusions last 60 seconds.

Spell should have 5 levels

Level 1: (hero) has 5% chance too create illusion and illusions have 5% to replicate.

Level 2: (hero) has 10% chance too create illusion and illusions have 7% to replicate.

Level 3: (hero) has 15% chance too create illusion and illusions also have 9% to replicate.

Level 4: (hero) has 20% chance too create illusion and illusions also have 11% to replicate.

Level 5: (hero) has 25% chance too create illusion and illusions also have 13% to replicate.

Can you do this for me plz? I need another illusion spell besides mirror image. I would really appreciate that.
 
Last edited:
Level 12
Joined
May 12, 2012
Messages
631
Blizzard:
I want to have a Diablo 2/3-like blizzard. Instead of being based on a number of waves, I want it to be time based. I also don't want the shards to come down in "waves", but I want a constant "rain" of shards, you know, just like in Diablo 2 or 3. However, I still want it to be a channeling spell. If an enemy unit is hit by a shard, it is slowed. Lasts 10 seconds.

Level 1 - 50 damage per Shard, slow lasts 4 seconds
Level 2 - 75 damage per Shard, slow lasts 6 seconds
Level 3 - 100 damage per Shard, slow lasts 8 seconds
Level 3 - 125 damage per Shard, slow lasts 10 seconds

I also thought the Frost Wyrm's missile would make a nice graphic for the shards.

you can do this by reducing the Stats - Casting Time and the Frost Wyrm as the shards can be done in the Buff/Effects of Blizzard
 
Level 1
Joined
Nov 7, 2011
Messages
9
you can do this by reducing the Stats - Casting Time and the Frost Wyrm as the shards can be done in the Buff/Effects of Blizzard
No you can not. Tried that already. I also can't make Blizzard slow enemies by editing the original WC3 Blizzard. Also, I don't want my shards to come down in "waves", however the original Blizzard does that. I want a constant rain of shards, hard to explain. Re-read my post.

The Blizzard I want can't be achieved by simply editing the original WC3 Blizzard.
 
Level 10
Joined
Mar 19, 2010
Messages
622
@wingthor: he didnt say that the slow part can be done in object editor. That needs triggering work. For the 'wave' part, set the casting time to about .1 will work well in visual effect. but if you want the individual shard to deals damage in it's own small area, that needs triggering work as well.

Do you mean:

The spell have aoe of 1000 range,
a shard will fall down within the 1000 range, dealing damage to unit within 200 range on impact point and slows them. Im i right? Ofc the value is just examples.
 
ok..

72-1.png

Crystal Slash
Cooldown: 3.5
Cost: 20+2 per level Mana
Range: 350
Description: lashes out with his claws, dealing 75 + 5 per level physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while powered by Crystal Energy, he deals bonus 60+5 per lvl magic damage and slows all targets hit.

91-2.png

Rake
Cooldown: 10
Cost: 60+5 per level
Range: 650
Description: sends out a volley of daggers that then return back to him, dealing 30+10 per level physical damage every time it passes through an enemy. Additionally the enemy is slowed for 3seconds.
110-1.png

Piercing Arrow
Cooldown: 16-1 per level
Cost: 70+5 per level
Range: 925
Description: shoots an powerful arrow to its targed dealing 85+5per level magic damage and leaves a trail of fire. Trail of fire lasts for 5 seconds and if a hero entered a trail of fire it will suffer 5+5 per level magic damage per second
56-1.png

Duskbringer
Cooldown: 10
Cost: 60+5 per level
Range: 1125
Description: throws a shadow blade that deals 90 + 10 damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, ignores unit collision and has increased Movement Speed by 20% and Attack Damage by 40%.

Skill Levels 10


Reminder
:grin::grin:
 
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