- Joined
- Oct 18, 2007
- Messages
- 930
This section is Managed and runned by:
Dynasti - xxdingo93xx - redscores - Paladon
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What we can do1. GUI - Spells
2. GUI - Systems
3. vJass Spells
4. vJass Systems
ProjectsCurrent Spells and Systems in the making
ScripterDynastiTypevJassDescriptionIts like Mirana Arow, i think its called Elune arrow if im not mistaken: A hero throws a arow at group of enemy, and every enemy that are 250AOE of arow get knockbacked and stunned. (AOE, Knockback, stun and damage change per level)ElementPhysical/MoonStatusIN PROGRESS
ScripterPaladonTypeGUIDescriptionFrom the edge of the map a fighter flies out to the target point and beyond. right before you see the fighter going onto the target point, effects such as bullet marks (argh how do you describe it?) pop up in a wide line... argh i think this video explains it all:
If you could make an optional option that adds rocket being fired along side the bullets, that would be cool.ElementTech/ExplosionsStatusIN PROGRESS
ScripterPaladonTypeGUIDescriptionWell the spell describes itself. A Big battle roar that gives nearby friendly units bloodlust.Description: The caster lets out some kind of crazy battle roar thing, and all friendly units (including caster) within 900 of the caster goes into a blood-driven craze. Increases attack speed by 30%, move speed by 60%, and damage by 20%. All units effected by the craze take 60 damage per second. Buff cannot be dispelled. At intervals, the effects of the buff will begin to dwindle.ElementPhysical/MagicStatusIN PROGRESS
Spells and Systems that are done
ScripterPaladonTypeGUIDescriptionThe caster moves at lightning speed to a random unit in an area. Enemies can see the hero as he moves, but can do nothing to stop him. When the caster arrives at the target, he is behind the target, and resumes his normal attacking.
Bare Effect: Alright, here is how the spell works. The caster moves to a random unit from a group of enemy units in a “region”. However, within the region, if the enemy unit is within 200 (of whatever war craft uses as measuring units) of the caster, that unit can not be chosen as the target for this effect. The caster must be able to be seen by players as moving to the target, but must be fast, as in, this needs to occur within 1 or two seconds. If there are no units valid for the target of this ability, the ability does not fire.
Preferred Bonus’s:
-I would like it if summoned units, even if it is out of the 200 area of the caster, does not count as a target for the ability.
-If you like adding eye candy, since they are moving fast, some sort of transparent trail would follow.
Notes:
If it helps in anyway, I believe only a unit with the Death Knight model will be using this…ElementPhysicalScreenshotDownload
ScripterDynastiTypevJassDescriptionCreates a shape from the sides and size on a given locationScreenshotDownload
ScripterPaladonTypeGUIDescriptionThrows a brutal rock that splits into pieces infront of the caster, dealing damage to enemiesElementStone/Earth/SandScreenshotDownload
ScripterDynastiTypevJassDescriptionDescription: see image below
Description add on:The Holy wave should only knockback and stun the vampire units. The vamps should be stunned after they flew away xD. Knockback range should be less then 800. would be nice if the vamp is flewing like in my picture but if its not possible then use a normal knock back. The yellow wave thingy: it would be nice if it could be sphere like (like here)
If you have any questions ask meElementHolyScreenshotDownload
Scripterxxdingo93xxTypevJassDescriptionBasic Functions : Allows me to enable a threat based targeting system to any unit , not player. The chosen unit will target whoever is highest on his threat list.
Example :
1) Unit Boss has threat initialized using the Init_ThreatUnit function.
2) Unit Boss is damaged by unit Attacked1.
3) Threat is added to Attacker1 for Boss using Threat_AddThreatUnit. Attacker1 is now the biggest "Threat" to Boss and Boss will "Target" Attacker1.
4) Attacker2 casts a spell on Boss and threat is added, Boss now sees Attacker2 as the biggest "Threat" and targets Attacker2
I hope I'm getting through with the main idea. Its similar to the WoW Threat System.
Needed Functions :
1) A function to Init Threat System for a particular unit.
2) The unit must change "Targets" periodically, e.g once every 10 seconds to the unit with the Highest Threat.
3) A function that changes the current "Target" and disables changing for "Example" seconds. Needed for a Taunt Spell.
4) A function that adds the threat to an "Attacker" for a "Boss". All threat will be added this way and there is no need for a damage detection system. E.g5) A function that returns the current "Target" of a particular unit.JASS:function Threat_AddThreatUnit takes unit Attacker, unit Receiver, real Threat return nothing
6) A function that can remove threat from a Particular Unit.
These are the basics of the system that I need, I would really appreciate some help making it ( in vJass/Jass ) and of coarse full credit will be given to the creator in the map.ScreenshotDownload
Criteria for Spell
- Spell need to have a name
- Spell must have a good description
- Must have an element or a theme. Do not post: "Some missiles with some damage or something"
Criteria for System
- System need to have a name
- The System must have a good description of what it does and how it works
~Note~Time it takes can be from 2 hours and up, depending on the current spells/systems that is in the making, how complex the spell/system is and what we are currently doing in our lives
If you have a question about this thread please contact us
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