• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!

[Spell Work Shop]Come on in!

Status
Not open for further replies.
Level 22
Joined
Feb 3, 2009
Messages
3,292
Hello, I realise that this is a really tough request, but I can't continue my map Monster Showdown Ultimate without it (as many of the helpers with the map will leave if I remove it).

So the problem is that I have an old spell in my map and it's not MUI.
So I'll have to remove it (which would anger my team heavily) from the map.

In conclusion I need the spell reworked into MUI.

Since I don't have a link to where I originally got it from I can only post the triggers or ask you to check it out in my test map bellow.

Whoever could make this for me will get +rep, credits and will pretty much save my map.

Triggers (you are free to optimize the new trigger into less triggers, functions, JASS or GUI - as long as the effect stays the same):

  • Revenge Lotus Main
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Insane Revenge
    • Actions
      • Set LotusCaster = (Casting unit)
      • Set LotusTarget = (Target unit of ability being cast)
      • Set LotusPoint = (Position of LotusTarget)
      • Set Eye_Angle = 36.00
      • Sound - Play IllidanMorphedPissed5 <gen>
      • Unit - Pause LotusCaster
      • Unit - Pause LotusTarget
      • Unit - Add Crow Form to LotusCaster
      • Unit - Add Crow Form to LotusTarget
      • Unit - Turn collision for LotusCaster Off
      • Unit - Turn collision for LotusTarget Off
      • Animation - Play LotusCaster's attack animation, using only Rare animations
      • Wait 0.10 seconds
      • Unit - Cause LotusCaster to damage LotusTarget, dealing 250.00 damage of attack type Chaos and damage type Normal
      • Unit - Create 1 Normal Hit for (Owner of LotusTarget) at (Position of LotusCaster) facing Default building facing degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Special Effect - Create a special effect attached to the overhead of LotusCaster using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Animation - Change (Last created unit) flying height to 200.00 at 1000000000.00
      • Animation - Change LotusTarget flying height to 500.00 at 500.00
      • Animation - Play LotusTarget's death animation
      • Wait 0.50 seconds
      • Set LotusFade = 0.00
      • Trigger - Turn on Primary Lotus Fade <gen>
      • Set LotusAngle = (Random angle)
      • Unit - Make LotusCaster face LotusAngle over 0.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((LotusCaster is dead) Equal to True) or ((LotusTarget is dead) Equal to True)
        • Then - Actions
          • Sound - Play Levelupcaster <gen>
          • Trigger - Turn off Primary Lotus Fade <gen>
          • Trigger - Turn off Primary Lotus TargetMove <gen>
          • Animation - Change LotusTarget flying height to 0.00 at 1000.00
          • Animation - Change LotusCaster flying height to 0.00 at 1000.00
          • Animation - Change LotusCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Wait 0.50 seconds
          • Unit - Remove Crow Form from LotusCaster
          • Unit - Remove Crow Form from LotusTarget
          • Unit - Unpause LotusCaster
          • Unit - Unpause LotusTarget
          • Unit - Turn collision for LotusTarget On
          • Unit - Turn collision for LotusCaster On
          • Custom script: call RemoveLocation (udg_LotusPoint)
          • Custom script: set udg_LotusCaster = null
          • Custom script: set udg_LotusTarget = null
          • Skip remaining actions
        • Else - Actions
          • Do nothing
      • Wait 0.40 seconds
      • For each (Integer B) from 1 to 10, do (Actions)
        • Loop - Actions
          • Wait 0.05 seconds
          • Trigger - Turn on Primary Lotus TargetMove <gen>
          • Animation - Change LotusCaster's animation speed to 500.00% of its original speed
          • Animation - Change LotusCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Unit - Move LotusCaster instantly to ((Position of LotusTarget) offset by 10.00 towards (LotusAngle + 180.00) degrees), facing (Position of LotusTarget)
          • Animation - Change LotusCaster flying height to (Current flying height of LotusTarget) at 1000000000.00
          • Animation - Play LotusCaster's attack animation
          • Animation - Play LotusTarget's death animation
          • Wait 0.05 seconds
          • Unit - Cause LotusCaster to damage LotusTarget, dealing 100.00 damage of attack type Chaos and damage type Normal
          • Unit - Create 1 Tilted Hit for (Owner of LotusCaster) at (Position of LotusTarget) facing (Facing of LotusCaster) degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Special Effect - Create a special effect attached to the overhead of LotusCaster using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((LotusCaster is dead) Equal to True) or ((LotusTarget is dead) Equal to True)
            • Then - Actions
              • Trigger - Turn off Primary Lotus Fade <gen>
              • Trigger - Turn off Primary Lotus TargetMove <gen>
              • Animation - Change LotusTarget flying height to 0.00 at 1000.00
              • Animation - Change LotusCaster flying height to 0.00 at 1000.00
              • Animation - Change LotusCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Wait 0.50 seconds
              • Unit - Remove Crow Form from LotusCaster
              • Unit - Remove Crow Form from LotusTarget
              • Unit - Unpause LotusCaster
              • Unit - Unpause LotusTarget
              • Unit - Turn collision for LotusTarget On
              • Unit - Turn collision for LotusCaster On
              • Custom script: call RemoveLocation (udg_LotusPoint)
              • Custom script: set udg_LotusCaster = null
              • Custom script: set udg_LotusTarget = null
              • Skip remaining actions
            • Else - Actions
              • Do nothing
          • Set LotusFade = 0.00
          • Trigger - Turn on Primary Lotus Fade <gen>
          • If ((Distance between (Position of LotusTarget) and LotusPoint) Greater than or equal to 500.00) then do (Set LotusAngle = (Angle from (Position of LotusTarget) to LotusPoint)) else do (Set LotusAngle = (Random angle))
          • Special Effect - Create a special effect attached to the overhead of LotusCaster using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Unit - Make LotusCaster face LotusAngle over 0.00 seconds
      • Trigger - Turn off Primary Lotus TargetMove <gen>
      • Unit - Hide LotusCaster
      • Unit - Cause LotusCaster to damage circular area after 0.00 seconds of radius 500.00 at (Position of LotusCaster), dealing 300.00 damage of attack type Chaos and damage type Universal
      • Unit - Create 1 Normal Hit for Player 1 (Red) at (Position of LotusTarget) facing Default building facing degrees
      • Set LotusDummy = (Last created unit)
      • Unit - Turn collision for LotusDummy Off
      • Animation - Change LotusDummy flying height to 650.00 at 1000000000.00
      • Unit - Cause LotusCaster to damage circular area after 0.00 seconds of radius 500.00 at (Position of LotusTarget), dealing 300.00 damage of attack type Chaos and damage type Universal
      • Wait 0.05 seconds
      • Trigger - Turn off Primary Lotus Fade <gen>
      • Wait 0.20 seconds
      • Animation - Play LotusDummy's spell throw animation
      • Animation - Play LotusTarget's death animation
      • Wait 0.05 seconds
      • Unit - Create 1 Tilted Hit for (Owner of LotusCaster) at (Position of LotusTarget) facing Default building facing degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Animation - Change LotusCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Animation - Change (Last created unit) flying height to 600.00 at 1000000000.00
      • Animation - Change LotusDummy flying height to 0.00 at 2100.00
      • Animation - Change LotusTarget flying height to 0.00 at 2100.00
      • Wait 0.30 seconds
      • Environment - Create a 4.00 second Normal ripple deformation at (Position of LotusTarget) with starting radius 300.00, ending radius 1024.00, and depth 64.00, using 0.50 second ripples spaced 100.00 apart
      • Unit - Unhide LotusCaster
      • Unit - Move LotusCaster instantly to (Position of LotusDummy), facing (Facing of LotusDummy) degrees
      • Animation - Change LotusCaster flying height to 0.00 at 1000000000.00
      • Unit - Remove LotusDummy from the game
      • Unit - Remove Crow Form from LotusCaster
      • Unit - Remove Crow Form from LotusTarget
      • Special Effect - Create a special effect at (Position of LotusTarget) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Unit - Cause LotusCaster to damage circular area after 0.00 seconds of radius 500.00 at (Position of LotusTarget), dealing 500.00 damage of attack type Chaos and damage type Universal
      • Special Effect - Destroy (Last created special effect)
      • Unit - Cause LotusCaster to damage LotusTarget, dealing 500.00 damage of attack type Chaos and damage type Normal
      • Special Effect - Create a special effect attached to the overhead of LotusCaster using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Wait 1.00 seconds
      • Unit - Turn collision for LotusTarget On
      • Unit - Turn collision for LotusCaster On
      • Unit - Unpause LotusCaster
      • Unit - Unpause LotusTarget
      • Custom script: call RemoveLocation (udg_LotusPoint)
      • Custom script: set udg_LotusCaster = null
      • Custom script: set udg_LotusDummy = null
      • Custom script: set udg_LotusTarget = null
  • Revenge Fade
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set LotusFade = (LotusFade + 3.00)
      • Animation - Change LotusCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with LotusFade% transparency
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • LotusFade Greater than or equal to 100.00
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Do nothing
  • Revenge TargetMove
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Unit - Move LotusTarget instantly to ((Position of LotusTarget) offset by 7.00 towards LotusAngle degrees)
Test map:
 

Attachments

  • Insane Revenge testmap.w3x
    29.4 KB · Views: 25
Level 17
Joined
Jan 21, 2010
Messages
2,111
Adiktuz: check post #51
Mckill: thanks, and i have some info on your third skill (sorry, i just opened my we this afternoon, so your spell is on hold)
This skill is based on battle roar, the spell is increasing ally's armor, healing them by 10% of their max hp, and damaging any enemies in aoe, and healing the necro by 25% of his max mana
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
I already finished that...just change the damage and spell description...100% MUI...

@RaijinSpark
I'll take a look at it, do you mind I'll be doing it in JASS?...

Thank you but I found quite a few problems:

1. The caster is supposed to teleport to the target on hit number 1, and the fade of the caster is missing.
2. Both units need to be paused.
3. The final hit (if he finishes the spell) is missing.

I hope you could add these things, as it just feels boring without them.
If you don't understand what I mean with the above mentioned things, compare the JASS version to the GUI version and you should see what I meant.

+rep

EDIT: Can't give it yet (limit).
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
Thank you but I found quite a few problems:

1. The caster is supposed to teleport to the target on hit number 1, and the fade of the caster is missing.
2. Both units need to be paused.
3. The final hit (if he finishes the spell) is missing.



when I saw the spell, it's...

1. Hit then fade then pause - fixed
2. Fly
3. Hits random locations
4. Back to normal
5. Terrain deformation - fixed
6. Final hit - didnt recognize it

NEXT >>> RaijinSpark's request
 
Last edited:
Level 22
Joined
Feb 3, 2009
Messages
3,292
when I saw the spell, it's...

1. Hit then fade then pause - fixed
2. Fly
3. Hits random locations
4. Back to normal
5. Terrain deformation - fixed
6. Final hit - didnt recognize it

NEXT >>> RaijinSpark's request

Found last two problems:

1. The Demon isn't playing his attack animation on each hit
2. It looks like by you the caster moves first instead of the target, seems like the target teleports to the caster (maybe I just see it different than in the GUI one for some reason).

Thank you again, very appreciated.
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
I have another spell request if that's okay, I'm sure this one should be easier.

Name: Spell Deflect
Type: Passive
Levels: 4
What it does:

3 Functions:

1. Any unit that has this spell learned and is targeted by a target unit spell creates a dummy which casts that spell right back at the source.

2. Any Instant/No target spell casted in 1000 AOE around the hero with this spell, creates a dummy which casts the source spell.

3. Any Target ground spell casted in 1000 AOE around the hero with this spell, creates a dummy which casts the source spell back at the casters location.

Each level improves the 1000 AOE by 250.
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
I have another spell request if that's okay, I'm sure this one should be easier.

Name: Spell Deflect
Type: Passive
Levels: 4
What it does:

3 Functions:

1. Any unit that has this spell learned and is targeted by a target unit spell creates a dummy which casts that spell right back at the source.

2. Any Instant/No target spell casted in 1000 AOE around the hero with this spell, creates a dummy which casts the source spell.

3. Any Target ground spell casted in 1000 AOE around the hero with this spell, creates a dummy which casts the source spell back at the casters location.

Each level improves the 1000 AOE by 250.

See my spell in the spell section called http://www.hiveworkshop.com/forums/spells-569/mimic-v1-2-a-195175/?prev=d=list&r=20&u=mckill2009

meanwhile, here's your spell...

@For the leader os this thread
How bout my request people?...
 
Last edited:
Level 22
Joined
Feb 3, 2009
Messages
3,292
See my spell in the spell section called http://www.hiveworkshop.com/forums/spells-569/mimic-v1-2-a-195175/?prev=d%3Dlist%26r%3D20%26u%3Dmckill2009

meanwhile, here's your spell...

@For the leader os this thread
How bout my request people?...

The spell is perfect now and the mimic spell makes the whole thing even better (I like the chance function of it).

I'll give you credit in map for both.

Thank you very much.

EDIT:

It took me long enough, but I found out that yours is only made for target unit spells, while I also require it for ground target and no target spells.
If you are able to make it, then thank you even more.
 
Last edited:
Level 4
Joined
Jul 22, 2010
Messages
74
Spell Request.
Name : flame ring (diablo spell)
Info: a ring which increases with increasing distance
(ex. start radius 100, => grow up to 2000 from the caster.)

name: red lightning (diablo spell)
info: a channeling spell,
create a big red lightning effect in front of the hero, will damage units which are in range of the lightning

look at the video, there you will see both spells i want :D
 
Level 6
Joined
May 9, 2011
Messages
228
Type : Request
Info :
Lightning Punch
>>The caster cast on its hands a lightning and targets a unit and dash into the unit.
>>The unit will miss the the attack causing to blind.

>>When the caster start to cast the ability and hits the targets other units around the target will be knock bash and blinded
>>Must Be in GUI
Thanks
 
Level 7
Joined
Apr 1, 2010
Messages
289
X3glike could i join your team?

Spell Request.
Name : flame ring (diablo spell)
Info: a ring which increases with increasing distance
(ex. start radius 100, => grow up to 2000 from the caster.)

name: red lightning (diablo spell)
info: a channeling spell,
create a big red lightning effect in front of the hero, will damage units which are in range of the lightning

look at the video, there you will see both spells i want :D
[
Because i could take this request.

Edit:View attachment Diablo Spell Pack - a map for cr4ck4r.w3x
 
Last edited:
Level 17
Joined
Jan 21, 2010
Messages
2,111
Since i haven't removed from the team, i'll take your request cracker
For the first spell, it looks like macropyre of jakiro in dota?
Or looks like, creating 5 - 10 collum of fire?
For the second, ony infront of the caster?
Or it's an aoe spell?

For wicked cool, did you mind, if i using hasthable?
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
id like to request 2 spells

blood seal.
the hero gains attack speed depending on the heros current hp percentage max bonus attack speed 100%
for every 0.4%/0.6%/0.8%/1%/1.2%/1.4%/1.6% hp lost the hero will gain 1% attack speed increase

ice shield
creates a shield of ice around a allied unit or self that takes 60/100/140/180/220/260/300 dammage when the ice has taken all the damage it can it will explode dealing the amount of taken damage to nearby units.

in gui plz
 
Level 4
Joined
Jul 22, 2010
Messages
74
Since i haven't removed from the team, i'll take your request cracker
For the first spell, it looks like macropyre of jakiro in dota?
Or looks like, creating 5 - 10 collum of fire?
For the second, ony infront of the caster?
Or it's an aoe spell?
i will draw you a picture :D hope it says more then 1000 words :D
194224-albums4721-picture47329.jpg
 
Last edited:
Level 9
Joined
Mar 31, 2011
Messages
496
Life & Mana bar System
● Type: Request
Info:
● Title says it all? but I want it like this, watch the video below.
● Red (HP) Blue (MP)

 
Level 11
Joined
Aug 11, 2009
Messages
594
Hero Spell Pack

So I need another spell pack for my Hero, the Ghostly Magi (using the Kel'thuzad Ghost model)

Here is a list of the spells:

Arcane Bolt (3 ranks)
Channels a spell upon a targeted enemy for 5 seconds. Each second a bolt of Arcane energy is released upon the target dealing 25/50/75 damage. If the target gets 800 or further away from the Ghostly Magi the channel ends.
Cast Range: 700

--

Arcane Recharge (3 ranks)
Instantly restores 100/200/300 mana to a targeted friendly unit or himself.
Cast Range: 700

--

Overload (3 ranks)
Channels a powerful spell at a targeted point for up to 5 sec. For each second spent channeling, all enemies in a 500 radius of the targeted point will take 50/100/150 damage when the channel ends. Can be interrupted before 5 sec of channeling, then deals damage based on seconds he had spent channeling so far.
Cast Range: 1000

--

Arcane Affinity (1 rank)
Passively enhances the Ghostly Magis spells.
Arcane Bolt - Increases damage of each bolt by 2 per Wisdom of the Ghostly Magi.
Arcane Recharge - Restores an additional 5 mana per Wisdom of the Ghostly Magi.
Overload - Increases damage per sec spent channeling by 4 per Wisdom of the Ghostly Magi.

----

Would be very grateful if anyone could manage to make this :) Thanks for your time and effort.
 
Last edited:
Status
Not open for further replies.
Top