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Spell Factory

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Level 18
Joined
Oct 18, 2007
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930
attachment.php

This section is Managed and runned by:
Dynasti - xxdingo93xx - redscores - Paladon
---

What we can do
1. GUI - Spells
2. GUI - Systems
3. vJass Spells
4. vJass Systems
Projects
Current Spells and Systems in the making


Scripter
Dynasti
Type
vJass
Description
Its 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)
Element
Physical/Moon
Status
IN PROGRESS


Scripter
Paladon
Type
GUI
Description
From 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.
Element
Tech/Explosions
Status
IN PROGRESS


Scripter
Paladon
Type
GUI
Description
Well 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.
Element
Physical/Magic
Status
IN PROGRESS



Spells and Systems that are done


Scripter
Paladon
Type
GUI
Description
The 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…
Element
Physical
Screenshot
spells_1828_screenshot.jpg
Download


Scripter
Dynasti
Type
vJass
Description
Creates a shape from the sides and size on a given location
Screenshot
attachment.php
Download


Scripter
Paladon
Type
GUI
Description
Throws a brutal rock that splits into pieces infront of the caster, dealing damage to enemies
Element
Stone/Earth/Sand
Screenshot
spells_1829_screenshot.jpg


Scripter
Dynasti
Type
vJass
Description
Description: see image below
HolyWave.gif

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 me :D
Element
Holy
Screenshot
spells_1837_screenshot.jpg


Scripter
xxdingo93xx
Type
vJass
Description
Basic 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.g
JASS:
function Threat_AddThreatUnit takes unit Attacker, unit Receiver, real Threat return nothing
5) A function that returns the current "Target" of a particular unit.
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.
Screenshot
spells_1852_screenshot.jpg

If you want a spell or system made, just post it below.

Criteria for Spell
  1. Spell need to have a name
  2. Spell must have a good description
  3. Must have an element or a theme. Do not post: "Some missiles with some damage or something"
Criteria for System
  1. System need to have a name
  2. 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
Please keep this thread clean and do not post anything but Thread related subjects

If you have a question about this thread please contact us

Daily Note
 

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Level 18
Joined
Oct 18, 2007
Messages
930
im just wondering, if any of you could create a shapes system.

Like, creating special effects in particular shapes, and (boolean) damaging, or perhaps Dot, them?

You have a mixed description. You want a system that acts as a spell.

Ok, so a shape system? like you call a func with a number of sides and size?

Should the shape lines be lots of effects or a lightning beam?

Please, explain more ;)
 
Level 18
Joined
Oct 18, 2007
Messages
930
Ok, you could call a custom script like this:

Custom Script: call CreateShape(Which Special effect, damage, how many in a 'row', shape)

Or such.
And well, its a system, meant for spells.


We kinda need size to

Size = Distance from the x,y to the shape end, so you can decide the size of the shape

Edit: Would be more like
JASS:
 call CreateShape(real X, real Y, string Effect, integer Shape, real Size)

then the distance between each effect etc. would be decided in the globals
 
Level 14
Joined
Dec 9, 2006
Messages
1,091
Alright, as said, I have checked the spell system, and found good quality spells/systems. Imma start with something seemingly simple, so I don’t take up too much of your time. I may have a more complicated spell over the horizon, but I’ll hold off on that.

I will post my requests in a simple fashion, the Name, Type, Description, The bare minimum effect of the ability, and then preferred bonuses (Stuff I would like to add to the spell to make it more appeasing if it is possible, but it is ok if it is not there).

Ability Name: Charge

Type: Physical - GUI

Description: The 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…

Thanks again for your time gentlemen.

~Asomath
 
Level 18
Joined
Oct 18, 2007
Messages
930
Alright, as said, I have checked the spell system, and found good quality spells/systems. Imma start with something seemingly simple, so I don’t take up too much of your time. I may have a more complicated spell over the horizon, but I’ll hold off on that.

I will post my requests in a simple fashion, the Name, Type, Description, The bare minimum effect of the ability, and then preferred bonuses (Stuff I would like to add to the spell to make it more appeasing if it is possible, but it is ok if it is not there).

Ability Name: Charge

Type: Physical - GUI

Description: The 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…

Thanks again for your time gentlemen.

~Asomath

Charge e'y? - Charge v0.5 - The Hive Workshop - A Warcraft III Modding Site
 
Level 14
Joined
Dec 9, 2006
Messages
1,091
You made a good charge, but its varied from my request in its nature.

-I would like for it to be GUI.
-The charge you made before is based on a target, while I need for the ability to be clicked, and a random target to be chosen.
-The whole idea of the target being in an area, but outside of an area as well is missing in your current charge.

So, thanks for the attempt at the starting solution, but my request still stands, if you can edit it or somthing.

~Asomath

Edit: Oh, you guys replied quickly, thanks for the understanding :)
 
Level 4
Joined
Apr 11, 2007
Messages
97
Could you make an AoE time stopping spell (stops every enemy unit in area around the unit for like 5seconds), I would like it GUI if its possible but Jass works just fine too :p BTW make it as an ULTI spell :p and name it like Time Control or something :p
 
Last edited:
Level 5
Joined
Jun 29, 2008
Messages
54
Hi i have a spell request:

Name: Holy Wave
Element: Holy
Spell Type: No Target
Levels: 3
Damage: should be changeable
Effects: Knockbacking, Stuning and Damaging
Triggering Type: vJASS
Description: see image below
HolyWave.gif

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 me :D

thank you in advance
~Jay-D
 
Last edited:
Level 4
Joined
Sep 12, 2006
Messages
31
Hi. I have 2 spell request to make. They are not that hard to do, because most work are done by others.

Name: Stun Arow
Spell Type: No Target
Levels: 3
Damage: should be changeable
Effects: Knockbacking, Stuning and Damaging
Triggering Type: VJASS
Description: Its 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)

Second spell: Name: Mass Hook
Spell Type: No Target
Levels: 3
Damage: should be changeable
Effects: Hook and dmg.
Triggering Type: VJASS
Description: Its like Meat Hook: A hero throws a hook at group of enemy, and every enemy that are 250AOE of hook get hooked to you, that mean its same with meat hook, the only diference is that all enemy in 200-300AOE get hooked to you. (AOE , DMG, Range change per level)
You can find the spell here: [Spell] Pudge Wars Meat Hook - The Helper Forums
So you just need to change one thing, that all units in 200-300 AOE get hooked back to you and get dmg.

Thanks and i hope my spell request its not too hard to do.
Forgot one thing, spells can be GUI if they are from Paladon.
 
Last edited:
Level 18
Joined
Oct 18, 2007
Messages
930
Hi. I have 2 spell request to make. They are not that hard to do, because most work are done by others.

Name: Stun Arow
Spell Type: No Target
Levels: 3
Damage: should be changeable
Effects: Knockbacking, Stuning and Damaging
Triggering Type: VJASS
Description: Its 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)

Second spell: Name: Mass Hook
Spell Type: No Target
Levels: 3
Damage: should be changeable
Effects: Hook and dmg.
Triggering Type: VJASS
Description: Its like Meat Hook: A hero throws a hook at group of enemy, and every enemy that are 250AOE of hook get hooked to you, that mean its same with meat hook, the only diference is that all enemy in 200-300AOE get hooked to you. (AOE , DMG, Range change per level)
You can find the spell here: [Spell] Pudge Wars Meat Hook - The Helper Forums
So you just need to change one thing, that all units in 200-300 AOE get hooked back to you and get dmg.

Thanks and i hope my spell request its not too hard to do.
Forgot one thing, spells can be GUI if they are from Paladon.

Ok ^^, i will try.

The first one is easy to do, so yay me. The second one could be a pain, but il try. I'l maybe have to do something simple like using the MeatHook library as the main system then just make it hook multiple units.
 
Level 12
Joined
Apr 26, 2008
Messages
830
Hi i would need too some spells if you have time ...they are a bit hard through well all spells are conected to the "Spell 2:Lightning/rain/snow Cloud"...

Spell 2:Lightning/rain/snow Cloud
Create a unit(cloud)(the cloud must be controlable) (i have the model) ... that flies around
effect comes in spell 3/4/5 well ; lvl 1 creates a cloud for 60 seconds and adds 30 extra damage to spell 3/4/5 ; lvl 2 creates a cloud for 65 seconds and adds 60 extra damage to spell 3/4/5 ; lvl 3 creates a cloud for 70 seconds and adds 90 extra damage to spell 3/4/5 ; lvl 4 creates a cloud for 75 seconds and adds 120 extra damage to spell 3/4/5 ; lvl 5 creates a cloud for 80 seconds and adds 150 extra damage to spell 3/4/5 (the cloud must be in 1200 aoe of the caster if the cloud goes farer away the cloud returns to the caster)

Spell 3:Lightning
The caster creates a lightning ball with his staff(have the model of lightning ball) that flies up to the Lightning/rain/snow Cloud(Spell 2) and then creates randomly lightning strikes at the clouds position (AOE=400) for 3.5 seconds,(without the cloud the spell doesn´t work) ; lvl 1 deals 70 damage and paralyze for 0.5 seconds ; lvl 2 deals 100 damage and paralyze for 0.8 seconds ; lvl 3 deals 130 damage and paralyze for 1.2 seconds ; lvl 4 deals 160 damage and paralyze for 1.5 seconds ; lvl 5 deals 190 damage and paralyze for 0.5 seconds.(IMPORTANT: If the unit has Rain buff then adds +50 damage)

Spell 4:Rain
The caster creates a Rain ball with his staff(have the model of Rain ball) that flies up to the Lightning/rain/snow Cloud(Spell 2) and then creates rain at the clouds position (AOE=600) for 3.5 seconds,(without the cloud the spell doesn´t work) ; lvl 1 adds Rain buff to all units in the target spot(Buff remains for 20 seconds) and slows the Movement Speed of the units in the target spot 20% ; lvl 2 adds Rain buff to all units in the target spot(Buff remains for 21 seconds) and slows the Movement Speed of the units in the target spot 25% ; lvl 3 adds Rain buff to all units in the target spot(Buff remains for 22 seconds) and slows the Movement Speed of the units in the target spot 30% ; lvl 4 adds Rain buff to all units in the target spot(Buff remains for 23 seconds) and slows the Movement Speed of the units in the target spot 35% ; lvl 5 adds Rain buff to all units in the target spot(Buff remains for 24 seconds) and slows the Movement Speed of the units in the target spot 40%.

Spell 5:Snow
The caster creates a Snow ball with his staff(have the model of Snow ball) that flies up to the Lightning/rain/snow Cloud(Spell 2) and then creates Blizzards at the clouds position (AOE=400) for 8 seconds,(without the cloud the spell doesn´t work) ; lvl 1 deals 40 damage and 15% chance to freeze the unit for 2 seconds ; lvl 2 deals 70 damage and 18% chance to freeze the unit for 2.6 seconds ; lvl 3 deals 100 damage and 21% chance to freeze the unit for 3.2 seconds ; lvl 4 deals 130 damage and 24% chance to freeze the unit for 3.8 seconds ; lvl 5 deals 160 damage and 27% chance to freeze the unit for 4.4 seconds. (IMPORTANT: If the unit has Rain buff then adds +20% to freeze the enemy unit for x(spell lvl) seconds)

HERE IS A PIC TO SHOW HOW I WANT THE SPELL:thumbs_up:.
42691d1227876239-spell-request-semple.jpg
 
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