@Hell_Master here is your Force I can't do your other request due to lack of time. =))
E: @gumx, Here it is =))
Yay! thanks En_Tropy its awesome.
I still gotta rep u

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@Hell_Master here is your Force I can't do your other request due to lack of time. =))
E: @gumx, Here it is =))


I need a passive ability.
Break armor:
A unit having this ability, damages an enemy units armor with every ranged or melee attack hit for a certain time. For example: for every hit, an enemy units armor gets reduced by -1 for 10 seconds.
Mind ControlDescription: Absorbs the targets mana by 10 per second . if the target's mana is 5 or zero, changes the owner of the targeted unit to the caster
Levels: 1
Additional Information
- Channeling
- Duration : if the target's mana is depleted or its inerrupted
- When other unit casted to the same unit the spell will be interrupted
If
Substring(string, integer start, integer end) an integer, Then...
Here are my un-answered requests:
Destroyer Strike:
Levels: 1
Single Target
Description: The caster concentrates all his energy into his weapon, making his weapon heavier. He rushes himself to the enemy, and strikes multiple times using his super enhanced weapon, and the energy released in the strikes causes the air around the target unit to explode dealing AoE damage.
Additional Info:
- Time it takes for the caster to concentrate the energy is 3 seconds.
- Speed the caster moves when rushing towards the enemy is 0.04 seconds
- Each strike in the multiple strikes phase drain 10 mana from the hero.
- Multiple strikes number a random integer between 1 and 20
- AoE is configurable and the AoE damage is configurable.
- Dmage during the multiple strikes is str x 2
Fatal Attraction
Area of Effect
Levels: 1
Description: The Caster summons 10 dense orbs of energy in the area around him, and sends them to the target point of ability being cast. The orbs find 10 units in the AoE, and attaches themselves to those 10 units. Deals periodic damage.
Additional Info:
-The caster is paused during this.
-The Area of Effect is 500,
-The orbs grow when attached to units.
-The periodic damage drains 10 mana from the hero
-The periodic damage deals damage every 0.3 seconds, and increases every time the damage is dealt.
- Periodic Damage == Int x 2 ; increment is str/3
Destructive Force
Levels: 1
Area of Effect
Description: The caster rises from the ground and summons multiple lightning bolts around him, and the bolts deal damage to enemy units in the AoE. After a few strikes, the caster swoops down in wrath, dragging nearby enemy units towards him, and when the enemy units reach him, they are thrown away, dealing periodic damage.
Additional Info:
- AoE is 800
- 3 lightning bolts are summoned every 1.3 seconds
- Lightning Bolts deal damage equal to the Agi x 2
- Caster swoops down after 30 bolts have been summoned
- When the enemy units are knockbacked, the periodic damage is Agi x 2 minus Str
Thanks =)
Please use the coloring for I am color blind, it helps me see areas better.
Hooray! Now this spell workshop is turning alive again.
Here's one spell i have waited, nearly a month i think.
Spell Name: Death Strike
Number of Levels: 3
Mana Cost: 75 / 85 / 95
Cooldown: 30 / 20 / 10
Cast Type: Active
Target Type: Target Unit
Detailed Description: Hero jumps to a target within 750 range, which will always reach the target at 1.10 seconds no matter how far the target is and plays his spell slam animation when he jumps. Once he lands, he deals 120 / 240 / 360 pure damage in an AoE of 300. Once the spell is casted, the target will become immobile (but still able to attack or cast spell) until the hero reaches him.
So sorry for not using your Spell Format. Not much time now so i'll do it next time.
>MUI: Yes
>GUI: No
>JASS: No
> vJASS: No
> Priority: 10
What? You want it neither in JASS, vJASS or GUI?

What? You want it neither in JASS, vJASS or GUI?
Name: Death Strike
Casting Type: Target Unit
Targets Allowed: Enemy / Ground / Ally (doesn't damage though)
Description: Hero jumps to a target within 750 range, which will always reach the target at 1.10 seconds no matter how far the target is and plays his spell slam animation when he jumps. Once he lands, he deals 120 / 240 / 360 pure damage in an AoE of 300. Once the spell is casted, the target will become immobile (but still able to attack or cast spell) until the hero reaches him.
Execution:
> The hero jumps to target.
> Target is disabled from moving in the process until the hero arrives but is capable of casting spells or attacking.
> Hero reaches in 1.1 seconds no matter the range while playing spell slam animation in mid-air.
> Once hero reaches, he deals aoe damage.
> End
Additional info:
- Plays a voice from Pit Lord's attack command as he jumps (I Bring Darkness!)
- This will be the sfx explosion https://www.hiveworkshop.com/forums/models-530/levelupcaster-48179/?prev=search%3Dshadow%26r%3D20%26d%3Dlist%26page%3D2
- Manacost and Cooldown will be configured by me so leave it 0
Simple Yes/No Questions:
MUI - Yes
GUI - No
Jass - No
VJass - Yes
Hero Spell - Yes
Unit Spell - No
Item Spell - No
Priority of needed to be done:10 XD
You can do GUI instead if you feel like it. And i need to know, how frequently do you allow someone to request, seeing that you only do one spell at a time.
Edit: This may sound stupid but how do you colour the words?
Answer to your Question: You can post as many as you want, but know this. I work alone, so spamming me with spells wont make me get them to you faster.
Your Colors are way to dark. Use The Royal Blue. I converted the colors for you above.
Also, I only do GUI. So you will have to wait for someone else if you want Vjass/Jass.
Ok, Well Everyone isn't listing everything I need in one post, I'm still having to send them private message questions so There is a new Offical Format for Spell Requests. Be very detailed, I will read the whole thing, I will not lazy out on it.
Use this Format:
Name: Label your Spells name here
Casting Type: Lets me know if its (Target Location, Target Area, Target Unit, No Target, Passive)
Targets Allowed: Labels the targets so I know what I have to detect and work with, helps me not have to give you touch ups later.
Number of Levels: If the spell has levels place how many here and please list the increases.
Description: Please Explain the spell as if it is a tooltip, leave nothing un-explained.
Execution: Let me know all data structures and between interval things you want going on.
Additional info: This will let me know Data numbers and extra requests for the spell.
MUST ANSWER Yes/No Questions:
GUI - Yes/No
Jass - Yes/No (Note, I do not do Jass)
VJass - Yes/No (Note, I do not do Vjass)
Hero Spell - Yes/No
Unit Spell - Yes/No
Item Spell - Yes/No (I hate item requests so don't go over board with it)
Interuptable - Yes/No (lets me know if I should detect to see if he is stunned or knocked back or dies to cancel out his spell)
Priority of needed to be done: 1-10 (ten being ASAP like you needed it a month ago)
This Spell format is directly towards me, other people who do spells here may request other formats.
You must Copy Paste this Format. Then use it to the fullest extent you can. This makes it easy for me to see Different lines of text when I am swapping back and forth between editor.
was my format ok?
I Edited the spell format. Hope it's okay now. Kinda like the format since it helps counter game bugs.
Name:Fire Tricks
Casting Type: target point (just like the original blink)
Targets Allowed: Enemy, ground, air
Description: The hero blinks to the targeted area within 1000 AOE. Leaving a clone explosion that is triggered when enemy units go near it. At the area that the hero blinks to he creates a explosion that damages enemies 750 pure.
Execution:
> The hero blinks
> The original position where the hero was has a clone of himself (like a shadow)
> Enemies go near his shadow will be damaged
> where he reappears there will be an explosion of fire damaging enemy units.
Additional Information
> when he blinks away he leaves an explosion just like dota's raijin thunderkeg's lightning remnant
> the triggered explosion can have 300 AOE sensing range.
> the clone triggered explosion deals 500 damage pure.
MUI - yes
GUI - Yes
Hero Spell - Yes
Priority of needed to be done - 9
Fire Tricks

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Fire Tricks [ Custom Spell ]

Actions


-------- Customize Configs (here is where you should set the damages according to the level of spell) --------


-------- You can put them in yourself since you never listed amount of levels. Or you can tell me the amount --------


Set Blink_Damage = 750.00


Set Blink_Explosion_AOE = 300.00


Set Dummy_Damage = 500.00


Set Sensor_And_Dummy_Bomb_AOE = 300.00


-------- End of Customization --------


Set MaxIndex1 = (MaxIndex1 + 1)


For each (Integer CurrentIndex1) from 1 to MaxIndex1, do (Actions)



Loop - Actions




Set StoreCaster[CurrentIndex1] = (Casting unit)




Set PointLeaks1[CurrentIndex1] = (Position of StoreCaster[CurrentIndex1])




Set StoreOwningPlayer[CurrentIndex1] = (Owner of StoreCaster[CurrentIndex1])




Unit - Create 1 Shadow image [Custom Dummy for StoreOwningPlayer[CurrentIndex1] at PointLeaks1[CurrentIndex1] facing (Facing of StoreCaster[CurrentIndex1]) degrees




Custom script: call RemoveLocation(udg_PointLeaks1[udg_CurrentIndex1])




Custom script: set udg_PointLeaks1[udg_CurrentIndex1] = null




-------- Traveling Data over to Second Trigger --------




Set MaxIndex2 = (MaxIndex2 + 1)




Set StoreDummy[MaxIndex2] = (Last created unit)




Game - Display to (All players) for 30.00 seconds the text: (Setting data to Max Index 2 = + (String(MaxIndex2)))




Set StoreCaster[MaxIndex2] = (Casting unit)




Set StoreOwningPlayer[MaxIndex2] = (Owner of StoreCaster[CurrentIndex1])




Set Index_is_in_use[MaxIndex2] = True




-------- Right after I clear out of anti_leak, I use it again to remove the leak from create unit. --------




Set PointLeaks1[CurrentIndex1] = (Position of (Last created unit))




Custom script: call RemoveLocation(udg_PointLeaks1[udg_CurrentIndex1])




Custom script: set udg_PointLeaks1[udg_CurrentIndex1] = null




-------- Right after I clear out two leaks I instantly use it for damaging units --------




Set PointLeaks1[CurrentIndex1] = (Target point of ability being cast)




Set Targets1[CurrentIndex1] = (Units within Blink_Explosion_AOE of PointLeaks1[CurrentIndex1])




Unit Group - Pick every unit in Targets1[CurrentIndex1] and do (Actions)





Loop - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








((Picked unit) is A structure) Not equal to True








((Picked unit) is alive) Equal to True








((Picked unit) belongs to an enemy of StoreOwningPlayer[CurrentIndex1]) Equal to True







Then - Actions








Unit Group - Add (Picked unit) to Victim1[CurrentIndex1]








Unit Group - Pick every unit in Victim1[CurrentIndex1] and do (Unit - Cause StoreCaster[CurrentIndex1] to damage (Picked unit), dealing Blink_Damage damage of attack type Chaos and damage type Normal)








Unit Group - Remove (Picked unit) from Victim1[CurrentIndex1]







Else - Actions




Custom script: call RemoveLocation(udg_PointLeaks1[udg_CurrentIndex1])




Custom script: set udg_PointLeaks1[udg_CurrentIndex1] = null




Custom script: call DestroyGroup(udg_Targets1[udg_CurrentIndex1])




Custom script: set udg_Targets1[udg_CurrentIndex1] = null




-------- Recycle Index --------




Set MaxIndex1 = (MaxIndex1 - 1)




Set CurrentIndex1 = (CurrentIndex1 - 1)
Dummy Tricks

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


For each (Integer CurrentIndex2) from 1 to MaxIndex2, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






Index_is_in_use[CurrentIndex2] Equal to True





Then - Actions






Set PointLeaks2[CurrentIndex2] = (Position of StoreDummy[CurrentIndex2])






Set Targets2[CurrentIndex2] = (Units within Sensor_And_Dummy_Bomb_AOE of PointLeaks2[CurrentIndex2])






Unit Group - Pick every unit in Targets2[CurrentIndex2] and do (Actions)







Loop - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










((Picked unit) is A structure) Not equal to True










((Picked unit) is alive) Equal to True










((Picked unit) belongs to an enemy of StoreOwningPlayer[CurrentIndex2]) Equal to True









Then - Actions










Special Effect - Create a special effect at PointLeaks2[CurrentIndex2] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl










Set SpecialEffect[CurrentIndex2] = (Last created special effect)










Unit Group - Add (Picked unit) to Victim2[CurrentIndex2]










Unit Group - Pick every unit in Victim2[CurrentIndex2] and do (Unit - Cause StoreCaster[CurrentIndex2] to damage (Picked unit), dealing Dummy_Damage damage of attack type Chaos and damage type Normal)










Unit Group - Remove (Picked unit) from Victim2[CurrentIndex2]










Special Effect - Destroy SpecialEffect[CurrentIndex2]










Unit - Remove StoreDummy[CurrentIndex2] from the game










Set Index_is_in_use[CurrentIndex2] = False









Else - Actions






-------- Index Recycle --------






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








Index_is_in_use[CurrentIndex2] Equal to False







Then - Actions








Set CurrentIndex2 = (CurrentIndex2 - 1)








Set MaxIndex2 = (MaxIndex2 - 1)







Else - Actions






-------- Leak Destroying --------






Custom script: call DestroyGroup(udg_Targets2[udg_CurrentIndex2])






Custom script: call RemoveLocation(udg_PointLeaks2[udg_CurrentIndex2])






Custom script: set udg_Targets2[udg_CurrentIndex2] = null






Custom script: set udg_PointLeaks2[udg_CurrentIndex2] = null





Else - Actions
Hello Orthane, just a question:
I though you did spell requests according to their priority, right?
Spell Workshop
You can request any kinds of Spell / System Request in this thread and we'll make it for you !
The priority of the request to be completed will not be based on "first come first serve" but it will based on the difficulty of the request.
Ohh... sorry looks like I misunderstood something. It's just that all this time I thought you do requests by priority so... sorry.
But thanks again for doing so! =) +REP to you.
Hello,
I'm requesting an item ability. Why? Because my own thing sucks and it bugs so I'm requesting someone who's better than me with coding. There's an item set that has three parts.
GUI please.
The Magic Damage I will do. Just create an example buff there.
No need to be MUI. There's only 1x item in the whole game.
There's no hurry but within 2 weeks it would be nice to have(before next version). Also rep and credits for the maker.
Elemental Stone
Every third second gives a charge. When 60 charges, can activate a stance upon click to increase Magic Damage by 25% for 60 seconds.
(the charge goes down)
Bear Fur
Every third second gives a charge. When 60 charges, can activate a stance upon click to increase Armor by 15 for 60 seconds.
Ghost Wolf's Claws
Every third second gives a charge. When 60 charges, can activate a stance upon click to increase Attack Damage by 25% for 60 seconds.
Animal Set
(maybe a dialog?)
(when player has all three items this item is given to the player)
Every third second gives a charge. When there's 60 charges, can activate a stance upon click to increase either Attack Damage by 25%, Magic Damage by 25% or Armor by 15 for 60 seconds.
Hello,
I'm requesting an item ability. Why? Because my own thing sucks and it bugs so I'm requesting someone who's better than me with coding. There's an item set that has three parts.
GUI please.
The Magic Damage I will do. Just create an example buff there.
No need to be MUI. There's only 1x item in the whole game.
There's no hurry but within 2 weeks it would be nice to have(before next version). Also rep and credits for the maker.
Elemental Stone
Every third second gives a charge. When 60 charges, can activate a stance upon click to increase Magic Damage by 25% for 60 seconds.
(the charge goes down)
Bear Fur
Every third second gives a charge. When 60 charges, can activate a stance upon click to increase Armor by 15 for 60 seconds.
Ghost Wolf's Claws
Every third second gives a charge. When 60 charges, can activate a stance upon click to increase Attack Damage by 25% for 60 seconds.
Animal Set
(maybe a dialog?)
(when player has all three items this item is given to the player)
Every third second gives a charge. When there's 60 charges, can activate a stance upon click to increase either Attack Damage by 25%, Magic Damage by 25% or Armor by 15 for 60 seconds.
I don't get why you needed to go so formal but fine. Let's waste some more time here.
Name: -
Casting Type: Click item
Targets Allowed: -
Number of Levels: -
Description:
Execution: -
Additional info: -
MUST ANSWER Yes/No Questions:
GUI - Yes
MPI - No
MUI - No
Jass - No
VJass - No
Hero Spell - No
Unit Spell - No
Item Spell - Yes
Interuptable - No
Priority of needed to be done: 5
At the moment you don't explain if the charges are always active or not.
-> Hmm. The charges increases by 1 per second(up to 60 charges) and decreases 1 per second if the special thing is activated.
It's an item set. The first three parts that works individually. Only when the player has the whole set a dialog is needed so that player can choose what buff he wants to activate.
I really don't know what else to write here. Really. When I create requests I expect questions. I can't know if I have answered to all questions. I thought this was pretty simple, seems not.
Maybe I'm in wrong place and we should withdraw with this case?
