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Spell Request Thread [unofficial]

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Level 5
Joined
Jan 15, 2007
Messages
199
Need_O2 said:
Looooooser (he cant make one)
learn vJASS

hmm like a car spell (Im %30 sure he wants this for a car)

Tip to everone else: Dont ever sig me
Tip to Kodoguy: You are doom3d

And why can't he do this?..

Also, I know VJass >.>
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
I meaned you cant make one Bobo
whatever

Just make a struct that gets created for everyplayers on map enter etc
And move them with what is in struct.
Change struct members with physic rules

Dont mind me I just wanted to have a post
 
Level 5
Joined
Jan 18, 2007
Messages
59
2 Silvenon
I need just arrow spell now.
it'l be better using local handle vars, coz my newgenpack dont work (i dont know why but although i save map few times, when I wonna test my map, it just opens warcraft instead of loading the map)
But u still can do it in vJass. mb i'll fix my newgenproblem...
 
Level 13
Joined
Nov 22, 2006
Messages
1,260
You have to save the map before testing it, otherwise it won' work.

For this, you can use my modified version of KaTTaNa's Local Handle Vars.

Here's the Leap spell code (requires my Jump function):

JASS:
scope Leap

globals
    private constant integer SPELL_ID = 'A000'
    private constant real DUR = 1
    private constant real CURVE = 3
endglobals

constant function Distance takes real l returns real
    return 400 + 50 * l
endfunction

//==========================================================================

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == SPELL_ID
endfunction

private function Actions takes nothing returns nothing
    local unit c = GetTriggerUnit()
    local real l = I2R(GetUnitAbilityLevel(c, SPELL_ID))
    local real a = GetUnitFacing(c) * bj_DEGTORAD
    local real x = GetUnitX(c) + Distance(l) * Cos(a)
    local real y = GetUnitY(c) + Distance(l) * Sin(a)
    
    call SetUnitPathing(c, false)
    call Jump(c, DUR, x, y, CURVE, 0, "", "")
    call SetUnitPathing(c, true)
    
    set c = null
endfunction

//==========================================================================

function InitTrig_Leap takes nothing returns nothing
    local trigger t = CreateTrigger()
    local integer i = 0
    
    loop
        exitwhen i == bj_MAX_PLAYER_SLOTS
        call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
        set i = i + 1
    endloop
    
    call TriggerAddCondition(t, Condition(function Conditions))
    call TriggerAddAction(t, function Actions)
    
    set t = null
endfunction

endscope


Here's the Elune's Arrow code (requires CSSafety):

JASS:
scope ElunesArrow

globals
    private constant integer SPELL_ID = 'A000'
    private constant integer DUMMY_ID = 'h000'
    
    private constant real TIM_INT = 0.035
    private constant real SPEED = 800
    private constant real DIST = 3000
    private constant real COLL = 70
endglobals

private struct ArrowData
    timer t
    unit c
    unit u
    integer l
    real xvel
    real yvel
    trigger trig
    triggeraction ta
    triggercondition tc
    
    static method create takes unit c, real a returns ArrowData
        local ArrowData dat = ArrowData.allocate()
        
        set dat.t = NewTimer()
        set dat.c = c
        set dat.u = CreateUnit(GetOwningPlayer(c), ARROW_ID, GetUnitX(c), GetUnitY(c), a * bj_RADTODEG)
        set dat.l = GetUnitAbilityLevel(c, SPELL_ID)
        set dat.xvel = SPEED * TIM_INT * Cos(a)
        set dat.yvel = SPEED * TIM_INT * Sin(a)
        set dat.trig = CreateTrigger()
        set dat.ta = TriggerAddAction(trig, ArrowData.Actions)
        set dat.tc = TriggerAddCondition(trig, ArrowData.Conditions)
        
        call TriggerRegisterUnitInRange(dat.trig, dat.u, COLL, null)
        
        call SetHandleInt(dat.t, "dat", dat)
        call SetHandleInt(dat.trig, "dat", dat)
        
        return dat
    endmethod
    
    static method Conditios takes nothing returns boolean
        local ArrowData dat = GetHandleInt(GetTriggeringTrigger(), "dat")
        return GetWidgetLife(GetTriggerUnit()) > 0 and IsUnitEnemy(GetTriggerUnit(), GetOwningPlayer(dat.c))
    endmethod
    
    static method Actions takes nothing returns nothing
        local ArrowData dat = GetHandleInt(GetTriggeringTrigger(), "dat")
        call UnitDamageTarget(dat.c, GetTriggerUnit(), dat.Damage(), true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, null)
        call dat.destroy()
    endmethod
    
    method Damage takes nothing returns real
        return 100 * .l
    endmethod
    
    static method onDestroy takes nothing returns nothing
        call SetHandleInt(.t, "dat", 0)
        call ReleaseTimer(.t)
        call KillUnit(.u)
        call SetHandleInt(.trig, "dat", 0)
        call TriggerRemoveAction(.trig, .ta)
        call TriggerRemoveCondition(.trig, .tc)
        call DestroyTrigger(.trig)
    endmethod
endstruct

//==========================================================================

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == SPELL_ID
endfunction

private function Execute takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local ArrowData dat = GetHandleInt(t, "dat")
    
    if dat.i * TIM_INT >= DIST then
        call dat.destroy()
    else
        call SetUnitX(dat.u, GetUnitX(dat.u) + xvel)
        call SetUnitY(dat.u, GetUnitY(dat.u) + yvel)
        set dat.i = dat.i + 1
    endif
endfunction

private function Actions takes nothing returns nothing
    local unit c = GetTriggerUnit()
    local location l = GetSpellTargetLoc()
    local real x = GetLocationX(l)
    local real y = GetLocationY(l)
    local real a = Atan2(y - GetUnitY(c), x - GetUnitX(c))
    
    call RemoveLocation(l)
    call TimerStart(ArrowData.create(c, a).t, TIM_INTERVAL, true, function Execute)
    
    set c = null
    set l = null
endfunction

//==========================================================================

function InitTrig_ElunesArrow takes nothing returns nothing
    local trigger t = CreateTrigger()
    local integer i = 0
    
    loop
        exitwhen i == bj_MAX_PLAYER_SLOTS
        call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
        set i = i + 1
    endloop
    
    call TriggerAddCondition(t, Condition(function Conditions))
    call TriggerAddAction(t, function Actions)
    
    set t = null
endfunction

endscope


Now I just need one of the spellmakers that knows vJass (preferably Hindy) to put this in a map.

I think it is quite obvious what has to be changed, but I'll say it anyways: in the Leap spell the SPELL_ID has to be modified to match the spell's rawcode, in the Elune's Arrow spell the SPELL_ID has to be modified also, but DUMMY_ID too, which should point to the arrow dummy unit (the unit that looks like an arrow).

Leap: No Target spell
Elune's Arrow: Point Target spell

There are probably some bugs because I was doing these really quick and I made them in blind (meaning I didn't/couldn't test them, at all), so lets just hope I was lucky and didn't screw anything up :)

I attached LocalHandleVars and CSSafety in case you have trouble with CnP. For CnPing the other codes, you can quote me........err something's wrong with Manage Attachments, I'll attach later.
 
Last edited:
Level 19
Joined
Aug 24, 2007
Messages
2,888
LoL which <hidden content> would want to use handlevars with NewGen :/
hmm you use for storing structs
I'd rether to store them in a global arrayed integer...
like: "INTEGERVAR[H2I(t)-0x100000] = s"
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
I think this wont lag anyway
loop
exitwhen i == 200
call GetHandleInt(h)
set i = i+1
endloop

ZOMG I SHOULD GET UBERMAXIMUMEST SPEED
 
Level 3
Joined
Jun 6, 2007
Messages
48
I was wondering if you could make me a spell i've been having' alot of trouble with since i'm new to Jass but still want to learn, i can't make it in Gui either, which is kind of embarassing.

Anyone who can make it is definitely a legend in my eyes.


Reference Image

The spells name is Strafe, using this skill my archer will shoot normal arrows (Projectile Art: "Archer, Hippogryph Rider etc") at all enemies infront of her for as far as she can shoot normally. (Her "Combat - Attack 1 - Range")

In my map, you level your skill through Skill books so there is no Learn - Tooltop and you may have to adjust the trigger accordingly

The reference image shows:

(A) The quarter of a circle that enemies will be damaged in.
(B) The way my archer is facing. (For reference)
(C) The 90 degree rectangle or "Skill attack borders".
(D) Area where units cannot be struck by my archers attack range (I don't want the skill firing further then my archer)

Custom icon is a guildwars icon converted for this skill.

http://www.megaupload.com/?d=1MPUDCMS


Most updated tooltip is:

"Alore calls upon the energy of Mother Nature to split her next arrow into multiple arrows to strike all units infront of her for ((1.5 x Your Agility) - 5 per Target)

Cooldown: 45 Seconds"

Strafe has 5 Levels, each level increase the damage by 0.1% and cooldown by 5 seconds making the data:

Level 1 - ((1.5 x Your Agility) - 5 per Target), 45 second Cooldown.
Level 2 - ((1.6 x Your Agility) - 5 per Target), 50 second Cooldown.
Level 3 - ((1.7 x Your Agility) - 5 per Target), 55 second Cooldown.
Level 4 - ((1.8 x Your Agility) - 5 per Target), 60 second cooldown.
Level 5 - ((1.9 x Your Agility) - 5 per Target). 65 second Cooldown.

Anyone who attempts this has my thanks for giving up some time to help me.
 
Level 7
Joined
Jan 13, 2008
Messages
248
ok if u can make me a spell

i want 2 spells if u can make them to me...
First is when lurtz change model to sword model i mean like demun hunter in demon form but instead of demon form i want lurtz to change to my sword lurtz for 30 sec...

and the second is when gandolf reach level 5 he gona change to another model the white .. gandolf the white....
 
Level 11
Joined
Aug 25, 2006
Messages
971
i want 2 spells if u can make them to me...
First is when lurtz change model to sword model i mean like demun hunter in demon form but instead of demon form i want lurtz to change to my sword lurtz for 30 sec...

and the second is when gandolf reach level 5 he gona change to another model the white .. gandolf the white....
Please, try to format your posts in a way we can understand them. I really don't understand at all what you want here...
Also, I will refuse to work on your spells unless they are fully outlined (as specified in the first post) It would also help if you had something other then a red jewel.

@Xzalious

You don't need to be embarrassed. Spells can get complicated.

The math involved is relatively simple.

First a couple of problems:
You can't use triggers to get a lot of information about units. I can't get attack type/projectile model/attack damage/etc. using triggers. Though I might be able to do it by spawning a replica of the caster, making it transparent, removing 'hero', and using these dummies. That might work.. Unfortunitly I haven't the time for a few days, and I want to make my spell for the Zephr (is that how its spelled?) contest. So you can probably expect your spell within the week. (If you don't get it, remind me)
 
Level 3
Joined
Jun 6, 2007
Messages
48
@Xzalious

You don't need to be embarrassed. Spells can get complicated.

The math involved is relatively simple.

First a couple of problems:
You can't use triggers to get a lot of information about units. I can't get attack type/projectile model/attack damage/etc. using triggers. Though I might be able to do it by spawning a replica of the caster, making it transparent, removing 'hero', and using these dummies. That might work.. Unfortunitly I haven't the time for a few days, and I want to make my spell for the Zephr (is that how its spelled?) contest. So you can probably expect your spell within the week. (If you don't get it, remind me)

That's no problem, although i'm pretty sure you can set the projectile model in the object editor to the same as the archers as i don't expect it to change.

I have little experience with dummies aswell, so even then it'll give me a good tutorial on how to use them properly in Jass and that'll be greatly appreciated. :)
 
Level 3
Joined
Jun 6, 2007
Messages
48
@Xzalious

http://world-editor-tutorials.thehelper.net/cat_usersubmit.php

Search under Spells. Btw, you're posts are really good and clear, it's rare to see a new member typing such good posts, you will certainly raise your reputation pretty soon :)

Wow thanks for the link and also, i cud typ lik ths if yu want? :gg:

As an update i've made another one of the rangers skills but even though i've set a custom buff, why does the default buff and the custom buff both show up on units? (It's an aura)

Another question (Sorry), but if i have a trigger run another trigger, is that considered MUI? I know turning a trigger off is not MUI.
 
Level 11
Joined
Aug 25, 2006
Messages
971
Do you still want the spell you requested? I'm so sorry I didn't have the time to make it last week. This week I will have plenty of free time on Thursday.

If you still need the spell, tell me before then.

Having a trigger run another trigger may/may not affect your MUI.

Its not so much whether something is considered MUI as it is whether it is (in truth) actually MUI.

MUI means Multi-Unit Instanceable. Meaning multiple units can cast the same spell at the same time.
MPI means Multi-Player-Instanceable, this means each player can cast the spell at the same time.

Wait actions are the most likely thing to stop something from being MUI.
 
Level 4
Joined
Feb 25, 2008
Messages
58
Hey guys, in case you weren't too busy already, I had this kinda cool idea for a spell. Basically picture a life/mana drain type thing, but like 5 from one hero, each connecting to a different unit, and instead of the hero draining away the life/mana, would it be possible to make it so that as long as the unit is within a certain range of the hero, it remains silenced? So like, Hero casts Ability on unit A, unit A becomes unable to cast and spells, Hero casts Ability on unit B, unit B becomes unable to cast spells, etc. Also, like, starting at lvl 1, the hero could only silence 2 units, +1 for every additional level kinda thing. I guess that the hard part about that woud be cancelling the first one when the third one gets cast. Basically the siphon mana anim. would just be there to let the player know when a unit left the range, and then the spell would stop working -> the effect ceases.

But yeah I hope you can understand that, and don't feel too obligated to fulfill my request it's not a huge problem if you can't/don't have time.

Thanks
-NS
 
Level 3
Joined
Jun 6, 2007
Messages
48
Do you still want the spell you requested? I'm so sorry I didn't have the time to make it last week. This week I will have plenty of free time on Thursday.

If you still need the spell, tell me before then.

Having a trigger run another trigger may/may not affect your MUI.

Its not so much whether something is considered MUI as it is whether it is (in truth) actually MUI.

MUI means Multi-Unit Instanceable. Meaning multiple units can cast the same spell at the same time.
MPI means Multi-Player-Instanceable, this means each player can cast the spell at the same time.

Wait actions are the most likely thing to stop something from being MUI.

Thanks for the explanation, and i would be extremely greatful if you could make my skill for me. :thumbs_up:
 
Level 6
Joined
Feb 12, 2008
Messages
207
Ensnare Trap Request

well... exactly thats what i need...

i've tried a lot when i started with the WE, and i got nothing
so if someone would be so kind to make for me this spell, i would really appreciate it, and will appear on the credits of my current (unnamed) project :)

i'll leave some info:
exactly what i need is: the skill is 5 seconds casting time, when it finishes, it should create a unit (the ensnare trap, i suppose the ward type) with a generic timer of 20 MINUTES. when any unit comes by a range of 100 from the trap, it should be ensnared inmediately for 10 MINUTES (yeah i need a lot of time) and the minimap should ping for the owner of the unit at the position of the trap for 2 seconds using a flashy ping of color white. (obviously, a Camera - Set a spacebar-point for (Owner of TRAP) at (Position of TRAP) should be added too)
also, the trap could be disarmed by just attacking it, but has the invisible skill, so in order to see them, you would need TRUE SIGHT.
the model file for the trap should be "Aura of Blight" (with the size of the range of the trap)

OPTIONAL: due to the long generic timer the unit should have, if is it possible, cause i dont think so, there could be a max number of traps armed, so you cant put more than 10?
OPTIONAL2: ping the minimap same as when the trap is triggered, but with color red, and when the trap timer is gone (the trap dies)

if anyone needs a proof of my map, i could give some screenies, (im at the beggining , but made some nice systems for my map though) or even since its not even 20% finished i could (only to those with more than 20 rep) give the map to check it out.

EDIT: i've been able to finish something like what i need... the hunter summons a trap just in front of him (edited water elemental, no movement, no attacks enabled) and gave the trap the ability "web" from the undead crypt fiends (just edited the missile and effect on the target). the problem is that the auto-cast doesnt works properly and the trap sometimes doesnt trigger at all.

thanks in advance, i really appreciate it

PD: i posted a thread with this, then i just realized now that theres this spell request one... sorry
 
Level 4
Joined
Dec 3, 2007
Messages
117
Bone Crushing

Ok i dont know if you guys are too busy to make this ability or not but, id want a skill that has 5 levels, it will create a circle of bone spears around multiple targets. The circle of bones will fly towards one point, the center. By flying throught enemies, it will do damage depending on level and then, there will be a little explosion of blood and bones and that would also deal a certain damage depending on the level of the skill :

Level 1 : Very Small Circle, Does 10 531 damage by flying into the point, 15 800 with the explosion

Level 2 : Small Circle, Does 20 094 damage by flying into the point, 25 096 with the explosion

Level 3 : Medium Circle, Does 24 731 damage by flying into the point, 33 000 with the explosion

Level 4 : Big Circle, Does 31 301 damage by flying into the point, 42 000 with the explosion

Level 5 : Very Big Circle, Does 40 000 damage by flying into the point, 45 000 with the explosion

Will add the names of the people who made the spell in the credits on my map of course :)
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
Ok i dont know if you guys are too busy to make this ability or not but, id want a skill that has 5 levels, it will create a circle of bone spears around multiple targets. The circle of bones will fly towards one point, the center. By flying throught enemies, it will do damage depending on level and then, there will be a little explosion of blood and bones and that would also deal a certain damage depending on the level of the skill

Targets ? Is the damage really so high ? :razz:, and last but not least, you do know it can be done pretty easy by casting a shockwave (or any spell of that type) ?
 
Level 4
Joined
Dec 3, 2007
Messages
117
yea in my nap, its all about big damage and so and the ability can only be learned in the last 5 levels which is quite long. The targets are the units inside the circle of bone spears. finally, no i didnt knew it could be down a simple skill and everything. Also if you dont want to make it into a circle, you could always make like the same thing but around the hero, like the spears fly around the caster
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
yea in my nap, its all about big damage and so and the ability can only be learned in the last 5 levels which is quite long. The targets are the units inside the circle of bone spears. finally, no i didnt knew it could be down a simple skill and everything. Also if you dont want to make it into a circle, you could always make like the same thing but around the hero, like the spears fly around the caster

Decide what you want ^^

And by targets I meant Enemies, Allies, everyone, flying, etc.
 
Level 7
Joined
Oct 5, 2007
Messages
118
well... exactly thats what i need...

i've tried a lot when i started with the WE, and i got nothing
so if someone would be so kind to make for me this spell, i would really appreciate it, and will appear on the credits of my current (unnamed) project :)

i'll leave some info:
exactly what i need is: the skill is 5 seconds casting time, when it finishes, it should create a unit (the ensnare trap, i suppose the ward type) with a generic timer of 20 MINUTES. when any unit comes by a range of 100 from the trap, it should be ensnared inmediately for 10 MINUTES (yeah i need a lot of time) and the minimap should ping for the owner of the unit at the position of the trap for 2 seconds using a flashy ping of color white. (obviously, a Camera - Set a spacebar-point for (Owner of TRAP) at (Position of TRAP) should be added too)
also, the trap could be disarmed by just attacking it, but has the invisible skill, so in order to see them, you would need TRUE SIGHT.
the model file for the trap should be "Aura of Blight" (with the size of the range of the trap)

OPTIONAL: due to the long generic timer the unit should have, if is it possible, cause i dont think so, there could be a max number of traps armed, so you cant put more than 10?
OPTIONAL2: ping the minimap same as when the trap is triggered, but with color red, and when the trap timer is gone (the trap dies)

if anyone needs a proof of my map, i could give some screenies, (im at the beggining , but made some nice systems for my map though) or even since its not even 20% finished i could (only to those with more than 20 rep) give the map to check it out.

EDIT: i've been able to finish something like what i need... the hunter summons a trap just in front of him (edited water elemental, no movement, no attacks enabled) and gave the trap the ability "web" from the undead crypt fiends (just edited the missile and effect on the target). the problem is that the auto-cast doesnt works properly and the trap sometimes doesnt trigger at all.

thanks in advance, i really appreciate it

PD: i posted a thread with this, then i just realized now that theres this spell request one... sorry
If you have enough patience, I'm going to make the spell for you. It is not that hard but every spell needs his time :)
 
Level 6
Joined
Feb 12, 2008
Messages
207
thanks XieLong ^^ i know that its possible to be made by using goblin land mine. Thanks a lot. I got time so its ok. For sure you will be on my map's credits ^^
 
Level 6
Joined
Feb 12, 2008
Messages
207
i tried, but stasis trap stuns, and i need to Ensnare, wich allows the victim to still cast spells or attack, but do not move. If you can do it using stasis trap (i tried but got nothing) then cheers!

EDIT: Sorry, a friend just made it for me... thanks anyway for the help :)
If you want the spell code, just PM me (any of you) and i will send the trigger made by hvo-busterkomo :)
 
Last edited:
Level 3
Joined
Mar 2, 2008
Messages
62
Hey guys, in case you weren't too busy already, I had this kinda cool idea for a spell. Basically picture a life/mana drain type thing, but like 5 from one hero, each connecting to a different unit, and instead of the hero draining away the life/mana, would it be possible to make it so that as long as the unit is within a certain range of the hero, it remains silenced? So like, Hero casts Ability on unit A, unit A becomes unable to cast and spells, Hero casts Ability on unit B, unit B becomes unable to cast spells, etc. Also, like, starting at lvl 1, the hero could only silence 2 units, +1 for every additional level kinda thing. I guess that the hard part about that woud be cancelling the first one when the third one gets cast. Basically the siphon mana anim. would just be there to let the player know when a unit left the range, and then the spell would stop working -> the effect ceases.

But yeah I hope you can understand that, and don't feel too obligated to fulfill my request it's not a huge problem if you can't/don't have time.

Thanks
-NS

Do you want the hero to still be able to move when this is happening? i'll try to make it, sounds like a fun challenge.
 
Level 11
Joined
Aug 25, 2006
Messages
971
Thanks for the explanation, and i would be extremely greatful if you could make my skill for me. :thumbs_up:
Working on it now.
------------------------------------------------------------------------------------------------------------------------------------------------------

Spell complete! Requires vJass (for globals)

I didn't add your custom icon, if you want that icon simply change the dummy spell.
 

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Last edited:
Level 11
Joined
Aug 25, 2006
Messages
971
Ok i dont know if you guys are too busy to make this ability or not but, id want a skill that has 5 levels, it will create a circle of bone spears around multiple targets. The circle of bones will fly towards one point, the center. By flying throught enemies, it will do damage depending on level and then, there will be a little explosion of blood and bones and that would also deal a certain damage depending on the level of the skill :

Level 1 : Very Small Circle, Does 10 531 damage by flying into the point, 15 800 with the explosion

Level 2 : Small Circle, Does 20 094 damage by flying into the point, 25 096 with the explosion

Level 3 : Medium Circle, Does 24 731 damage by flying into the point, 33 000 with the explosion

Level 4 : Big Circle, Does 31 301 damage by flying into the point, 42 000 with the explosion

Level 5 : Very Big Circle, Does 40 000 damage by flying into the point, 45 000 with the explosion

Will add the names of the people who made the spell in the credits on my map of course :)
I don't understand this at all. Also specify what models you want used for what. (Even if their in-game models.)
 
Level 4
Joined
Dec 3, 2007
Messages
117
k its like a circle of bone spears or any model that you can find thats related to bones or something XD, and theyre gonna fly to the center of the circle. That would damage the ppl in the circle. Then, once the bones have reached the center, theyre going to make an explosion and damage a small AoE
 
Level 4
Joined
Feb 25, 2008
Messages
58
yeah Metov, I'd like the hero to be able to move after casting the spell.. and thanks for offering. It's fine if you don't feel up to it though..
-NS
 
Level 3
Joined
Mar 2, 2008
Messages
62
well it works fine at the moment, except after another cast it crashes the game ><

im using GUI for it, so might need to do it in jass instead. will give me an excuse to learn jass :p
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
k its like a circle of bone spears or any model that you can find thats related to bones or something XD, and theyre gonna fly to the center of the circle. That would damage the ppl in the circle. Then, once the bones have reached the center, theyre going to make an explosion and damage a small AoE

I basicly made it before like 2 weeks but it bugs for... err... no reason lol.

This is what I made (yes it doesn't look good, I was just trying to fix it).
If someone can find any problem (which me and hindy couldn't) please notify me or just change it.

The no-reason-problem is that the dummies spawn too far, totaly ignoring my calculations. Beh ! stubburn bastards ! :p
 

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Level 5
Joined
Oct 18, 2007
Messages
139
If this thread is still open, and anyone wants to make/help me on two spells.

Geyser Eruption - A mix of blink and impale I suppose, you cast to a point, and blink there, geysers of water erupt following behind you, damaging/knocking back/stunning what ever is on the way to your destination.

10 Levels, customizable if you can

Data Clone - Makes a unit of some sort (circle of power flying would work) and when ever it gets near an enemy hero it'll *scan* some of their data up to 500% (10% a scan would work out, scan could just represent an attack, every attack would add 10% to this counter) it could probably use a scoreboard or a command (-percent ?) to check the number. Once the % is at least 100, you can use a different skill *Data Clone* to make a clone of a target hero with 25-125% of its damage and taking 1000 --> 200% damage. Every 100% of scan data you have would add an extra 25% damage and let it take 200% less (IE: at 400% scan data, a clone with 100% damage and 400% damage taken would be created). Using *Data Clone* would reset the scan percent back to 0 if possible.


10 Levels, levels would just lower the cool down/mana cost on the actual cloning skill (Thinking back, its pretty much a modded morphling replicate from dota isn't it?) The first part of the ability is a passive.

Thanks for taking the time to look at these walls of text, and greater thanks if someone decides to pick up the abilities.
 
Level 15
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Aug 18, 2007
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Ok, heres an idea, it might sound like crap, and be absolutely impossible, but:

What if all ranged weapons had 2 variables, one for range and one for item, like Item_Ranged(1) for the first ranged weapon and Inte_Ranged(1) for its range. When it picks up, it upgrades an upgrade :)P) the amount of times of the Inte_Ranged(1)'s value, divided with 5. Then the upgrade got 100 (wich is the maximum) levels, and each level gives +5 range. When dropping the item, it just decreases the level of the upgrade by 100.

is it possible? or just a stupid idea from a desperad boy?
 
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