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~Spell Workshop~

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GUI Workshop

How to request a spell

~Name your spell.
~Give a detailed description on what it does.
~Tell me what base ability to use.
~Submit it on this thread.
How I do spells

All spells I do will be both MUI and leakless.
Spells will be made using vanilla GUI and hashtables.
I will only do one request at a time, in order from who posted first to last.

On finishing a spell I will upload it to the Hiveworkshop spell section.
I request your credit on the map you use this spell in.

Finished Spells
  • LS Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set LSHash = (Last created hashtable)
      • Custom script: call DestroyTrigger(GetTriggeringTrigger())
  • LS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lightning Strike
    • Actions
      • Set TempUnit1 = (Triggering unit)
      • Set TempUnit2 = (Target unit of ability being cast)
      • Custom script: set udg_TempInteger1 = GetHandleId(udg_TempUnit2)
      • Set TempInteger2 = (Level of (Ability being cast) for TempUnit1)
      • -------- Damage --------
      • Set TempReal1 = (100.00 x (Real(TempInteger2)))
      • Unit - Cause TempUnit1 to damage TempUnit2, dealing TempReal1 damage of attack type Magic and damage type Lightning
      • Special Effect - Create a special effect attached to the origin of TempUnit2 using Abilities\Weapons\Bolt\BoltImpact.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- Jumps --------
      • Set TempInteger3 = (TempInteger2 + 1)
      • Set TempReal1 = (TempReal1 x 0.90)
      • Custom script: call SaveReal(udg_LSHash,udg_TempInteger1,0,udg_TempReal1)
      • Custom script: call SaveInteger(udg_LSHash,udg_TempInteger1,1,udg_TempInteger3)
      • Custom script: call SaveUnitHandle(udg_LSHash,udg_TempInteger1,2,udg_TempUnit1)
      • Set TempPoint1 = (Position of TempUnit1)
      • Set TempPoint2 = (Position of TempUnit2)
      • Custom script: set udg_TempReal1=(50+(GetUnitFlyHeight(udg_TempUnit1)+GetLocationZ(udg_TempPoint1)))
      • Custom script: set udg_TempReal2=(50+(GetUnitFlyHeight(udg_TempUnit2)+GetLocationZ(udg_TempPoint2)))
      • Custom script: set udg_TempLightning=AddLightningEx("CLPB",true,GetLocationX(udg_TempPoint1),GetLocationY(udg_TempPoint1),udg_TempReal1,GetLocationX(udg_TempPoint2),GetLocationY(udg_TempPoint2),udg_TempReal2)
      • Custom script: call SaveLightningHandle(udg_LSHash,udg_TempInteger1,3,udg_TempLightning)
      • Set TempReal1 = (Angle from TempPoint1 to TempPoint2)
      • Custom script: call SaveReal(udg_LSHash,udg_TempInteger1,4,udg_TempReal1)
      • Custom script: call RemoveLocation(udg_TempPoint1)
      • Custom script: call RemoveLocation(udg_TempPoint2)
      • Unit Group - Add TempUnit2 to LSGroup
      • Trigger - Turn on LS Periodic <gen>
  • LS Periodic
    • Events
      • Time - Every 0.15 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in LSGroup and do (Actions)
        • Loop - Actions
          • Set TempUnit1 = (Picked unit)
          • Custom script: set udg_TempInteger1 = GetHandleId(udg_TempUnit1)
          • Custom script: set udg_TempInteger2=LoadInteger(udg_LSHash,udg_TempInteger1,1)
          • Custom script: set udg_TempUnit2=LoadUnitHandle(udg_LSHash,udg_TempInteger1,2)
          • Custom script: set udg_TempReal1=LoadReal(udg_LSHash,udg_TempInteger1,0)
          • Custom script: set udg_TempReal2=LoadReal(udg_LSHash,udg_TempInteger1,4)
          • Set TempPoint1 = (Position of TempUnit1)
          • Set TempPoint2 = (TempPoint1 offset by 400.00 towards TempReal2 degrees)
          • Set TempInteger2 = (TempInteger2 - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempInteger2 Greater than 0
            • Then - Actions
              • For each (Integer TempInteger4) from 1 to 2, do (Actions)
                • Loop - Actions
                  • Set TempUnit3 = No unit
                  • Set TempReal5 = 400.00
                  • Custom script: set bj_wantDestroyGroup= true
                  • Unit Group - Pick every unit in (Units within 400.00 of TempPoint2 matching ((((Matching unit) is alive) Equal to True) and ((((Owner of TempUnit2) is an enemy of (Owner of (Matching unit))) Equal to True) and (((Matching unit) is in LSGroup) Equal to False)))) and do (Actions)
                    • Loop - Actions
                      • Set TempUnit4 = (Picked unit)
                      • Set TempPoint3 = (Position of TempUnit4)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Distance between TempPoint1 and TempPoint3) Less than TempReal5
                        • Then - Actions
                          • Set TempReal5 = (Distance between TempPoint1 and TempPoint3)
                          • Set TempUnit3 = TempUnit4
                        • Else - Actions
                      • Custom script: call RemoveLocation(udg_TempPoint3)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • TempUnit3 Not equal to No unit
                    • Then - Actions
                      • Set TempPoint3 = (Position of TempUnit3)
                      • Custom script: set udg_TempInteger3=GetHandleId(udg_TempUnit3)
                      • Unit - Cause TempUnit2 to damage TempUnit3, dealing TempReal1 damage of attack type Magic and damage type Lightning
                      • Special Effect - Create a special effect attached to the origin of TempUnit3 using Abilities\Weapons\Bolt\BoltImpact.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Set TempReal1 = (TempReal1 x 0.90)
                      • Custom script: call SaveReal(udg_LSHash,udg_TempInteger3,0,udg_TempReal1)
                      • Custom script: call SaveInteger(udg_LSHash,udg_TempInteger3,1,udg_TempInteger2)
                      • Custom script: call SaveUnitHandle(udg_LSHash,udg_TempInteger3,2,udg_TempUnit2)
                      • Custom script: set udg_TempReal3=(50+(GetUnitFlyHeight(udg_TempUnit1)+GetLocationZ(udg_TempPoint1)))
                      • Custom script: set udg_TempReal4=(50+(GetUnitFlyHeight(udg_TempUnit3)+GetLocationZ(udg_TempPoint3)))
                      • Custom script: set udg_TempLightning=AddLightningEx("CLPB",true,GetLocationX(udg_TempPoint1),GetLocationY(udg_TempPoint1),udg_TempReal3,GetLocationX(udg_TempPoint3),GetLocationY(udg_TempPoint3),udg_TempReal4)
                      • Custom script: call SaveLightningHandle(udg_LSHash,udg_TempInteger3,3,udg_TempLightning)
                      • Custom script: call SaveReal(udg_LSHash,udg_TempInteger3,4,udg_TempReal2)
                      • Custom script: call RemoveLocation(udg_TempPoint3)
                      • Unit Group - Add TempUnit3 to LSGroup
                    • Else - Actions
            • Else - Actions
          • Custom script: call RemoveLocation(udg_TempPoint1)
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Unit Group - Remove TempUnit1 from LSGroup
          • Custom script: set udg_TempLightning=LoadLightningHandle(udg_LSHash,udg_TempInteger1,3)
          • Lightning - Destroy TempLightning
          • Hashtable - Clear all child hashtables of child TempInteger1 in LSHash
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (LSGroup is empty) Equal to True
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
ToolTip
tooltip.jpg
Requested by sonofjay in my spell workshop.
Spell Info
211785-albums5265-picture55484.jpg
How to import

1. Open the spell map
2. Copy and paste the Lightning Strike spell to your map
3. Copy the lightning strike trigger folder to your triggers in your map
4. Edit condition under LS Cast and make it
  • (Ability being cast) Equal to Lightning Strike
5.Edit
  • -------- Damage --------
  • Set TempReal1 = (100.00 x (Real(TempInteger2)))
  • -------- Jumps --------
  • Set TempInteger3 = (TempInteger2 + 1)
to fit your needs
6. Enjoy and give credits ;p
Triggers
  • AT setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set ATHash = (Last created hashtable)
      • Custom script: call DestroyTrigger(GetTriggeringTrigger())
  • AT Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ax Toss
    • Actions
      • Set TempUnit1 = (Triggering unit)
      • Set TempInteger1 = (Level of (Ability being cast) for TempUnit1)
      • Set TempPoint1 = (Position of TempUnit1)
      • Set TempPoint2 = (Target point of ability being cast)
      • Set TempPlayer = (Triggering player)
      • Set TempReal1 = (Angle from TempPoint1 to TempPoint2)
      • Unit - Create 1 AT Missile for TempPlayer at TempPoint1 facing TempReal1 degrees
      • Set TempUnit2 = (Last created unit)
      • Custom script: set udg_TempInteger2 = GetHandleId(udg_TempUnit2)
      • Custom script: call SaveReal(udg_ATHash,udg_TempInteger2,5,udg_TempReal1)
      • -------- Distance --------
      • Set TempReal1 = (400.00 + (100.00 x (Real(TempInteger1))))
      • Custom script: call SaveReal(udg_ATHash,udg_TempInteger2,0,udg_TempReal1)
      • -------- Speed --------
      • Set TempReal1 = 30.00
      • Custom script: call SaveReal(udg_ATHash,udg_TempInteger2,1,udg_TempReal1)
      • -------- Damage --------
      • Set TempReal1 = ((Real(TempInteger1)) x 85.00)
      • Custom script: call SaveReal(udg_ATHash,udg_TempInteger2,2,udg_TempReal1)
      • Custom script: call SaveUnitHandle(udg_ATHash,udg_TempInteger2,3,udg_TempUnit1)
      • Custom script: call SaveReal(udg_ATHash,udg_TempInteger2,4,0.0)
      • Unit Group - Add TempUnit2 to ATGroup
      • Trigger - Turn on AT Periodic <gen>
      • Custom script: call RemoveLocation(udg_TempPoint1)
      • Custom script: call RemoveLocation(udg_TempPoint2)
  • AT Periodic
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in ATGroup and do (Actions)
        • Loop - Actions
          • Set TempUnit1 = (Picked unit)
          • Custom script: set udg_TempInteger1 = GetHandleId(udg_TempUnit1)
          • Custom script: set udg_TempReal1 = LoadReal(udg_ATHash,udg_TempInteger1,0)
          • Custom script: set udg_TempReal2 = LoadReal(udg_ATHash,udg_TempInteger1,1)
          • Custom script: set udg_TempReal3 = LoadReal(udg_ATHash,udg_TempInteger1,2)
          • Custom script: set udg_TempReal4 = LoadReal(udg_ATHash,udg_TempInteger1,4)
          • Custom script: set udg_TempReal5 = LoadReal(udg_ATHash,udg_TempInteger1,5)
          • Custom script: set udg_TempUnit2 = LoadUnitHandle(udg_ATHash,udg_TempInteger1,3)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempReal4 Less than TempReal1
            • Then - Actions
              • Set TempReal4 = (TempReal4 + TempReal2)
              • Custom script: call SaveReal(udg_ATHash,udg_TempInteger1,4,udg_TempReal4)
              • Set TempPoint1 = (Position of TempUnit1)
              • Set TempPoint2 = (TempPoint1 offset by TempReal2 towards TempReal5 degrees)
              • Custom script: call SetUnitX(udg_TempUnit1,GetLocationX(udg_TempPoint2))
              • Custom script: call SetUnitY(udg_TempUnit1,GetLocationY(udg_TempPoint2))
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 50.00 of TempPoint2 matching ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of TempUnit1)) Equal to True))) and do (Actions)
                • Loop - Actions
                  • Hashtable - Clear all child hashtables of child TempInteger1 in ATHash
                  • Unit - Kill TempUnit1
                  • Unit Group - Remove TempUnit1 from ATGroup
                  • Set TempUnit3 = (Picked unit)
                  • Unit - Cause TempUnit2 to damage TempUnit3, dealing TempReal3 damage of attack type Pierce and damage type Force
                  • Set TempPoint3 = (Position of TempUnit2)
                  • Set TempPoint4 = (Position of TempUnit3)
                  • Custom script: set udg_TempInteger1 = GetHandleId(udg_TempUnit2)
                  • -------- Jump Height Speed --------
                  • Set TempReal1 = (250.00 x 0.03)
                  • Custom script: call SaveReal(udg_ATHash,udg_TempInteger1,0,udg_TempReal1)
                  • -------- Time --------
                  • Set TempReal2 = 1.00
                  • -------- Angel --------
                  • Set TempReal3 = (Angle from TempPoint3 to TempPoint4)
                  • Custom script: call SaveReal(udg_ATHash,udg_TempInteger1,4,udg_TempReal3)
                  • -------- Distance --------
                  • Set TempReal4 = (Distance between TempPoint3 and TempPoint4)
                  • Custom script: call SaveReal(udg_ATHash,udg_TempInteger1,1,udg_TempReal4)
                  • -------- Jump Speed --------
                  • Set TempReal5 = ((TempReal4 / TempReal2) x 0.03)
                  • Custom script: call SaveReal(udg_ATHash,udg_TempInteger1,2,udg_TempReal5)
                  • Custom script: call SaveReal(udg_ATHash,udg_TempInteger1,3,0)
                  • Custom script: if UnitAddAbility(udg_TempUnit2,'Amrf') then
                  • Custom script: call UnitRemoveAbility(udg_TempUnit2,'Amrf')
                  • Custom script: endif
                  • Unit - Turn collision for TempUnit2 Off
                  • Unit Group - Add TempUnit2 to LeapGroup
                  • Trigger - Turn on Leap Periodic <gen>
                  • Custom script: call RemoveLocation(udg_TempPoint3)
                  • Custom script: call RemoveLocation(udg_TempPoint4)
              • Custom script: call RemoveLocation(udg_TempPoint1)
              • Custom script: call RemoveLocation(udg_TempPoint2)
            • Else - Actions
              • Unit - Kill TempUnit1
              • Unit Group - Remove TempUnit1 from ATGroup
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (ATGroup is empty) Equal to True
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
  • Leap Periodic
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in LeapGroup and do (Actions)
        • Loop - Actions
          • Set TempUnit1 = (Picked unit)
          • Custom script: set udg_TempInteger1 = GetHandleId(udg_TempUnit1)
          • -------- Jump Height --------
          • Custom script: set udg_TempReal1 = LoadReal(udg_ATHash,udg_TempInteger1,0)
          • -------- Distance --------
          • Custom script: set udg_TempReal2 = LoadReal(udg_ATHash,udg_TempInteger1,1)
          • -------- Velocity --------
          • Custom script: set udg_TempReal3 = LoadReal(udg_ATHash,udg_TempInteger1,2)
          • -------- Distance Covered --------
          • Custom script: set udg_TempReal4 = LoadReal(udg_ATHash,udg_TempInteger1,3)
          • -------- Angel --------
          • Custom script: set udg_TempReal5 = LoadReal(udg_ATHash,udg_TempInteger1,4)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempReal4 Less than TempReal2
            • Then - Actions
              • Set TempReal4 = (TempReal4 + TempReal3)
              • Custom script: call SaveReal(udg_ATHash,udg_TempInteger1,3,udg_TempReal4)
              • Set TempPoint1 = (Position of TempUnit1)
              • Set TempPoint2 = (TempPoint1 offset by TempReal3 towards TempReal5 degrees)
              • Unit - Move TempUnit1 instantly to TempPoint2
              • Custom script: call RemoveLocation(udg_TempPoint1)
              • Custom script: call RemoveLocation(udg_TempPoint2)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (TempReal2 x 0.50) Less than or equal to TempReal4
                • Then - Actions
                  • Set TempReal1 = (TempReal1 x -1.00)
                • Else - Actions
              • Animation - Change TempUnit1 flying height to ((Current flying height of TempUnit1) + TempReal1) at 0.00
            • Else - Actions
              • Animation - Change TempUnit1 flying height to (Default flying height of TempUnit1) at 0.00
              • Unit Group - Remove TempUnit1 from LeapGroup
              • Special Effect - Create a special effect attached to the origin of TempUnit1 using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Turn collision for TempUnit1 On
              • Hashtable - Clear all child hashtables of child TempInteger1 in ATHash
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (LeapGroup is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
Tooltip
tool.jpg
Requested by thegreatninjaman in my spell workshop
 

Attachments

  • Lightning Strike v1.0.w3x
    28.4 KB · Views: 91
  • Ax Toss v1.0.w3x
    28.9 KB · Views: 73
Last edited:
Level 28
Joined
Oct 28, 2011
Messages
4,759
I want to request a spell!!!

Name: Lightning Strike

Detail: It almost like a chain lightning but really powerful, If a unit cast the Lightning Strike the lightning will hit the target and if a target have two or more enemy at the back the targeted unit will release two lightning that will hit two unit(1 lightning per unit) then if the unit that hit by the lightning have a two or more enemy at the back it will release two lightning and then hit the enemy at the unit's back. I will make an image.

211785-albums5265-picture55484.jpg


The red line is the lightning, remember that the spell should target random units on the back of the targeted unit, let's say the lightning will strike the unit on the targeted unit's back in 400 distance.

Base Ability: I think you should use the Chain Lightning.

I agree on the agreement that the spell I requested will be post on Hiveworkshop spell section but my name should be put as the source of idea^.^


If you did not understand my request please tell me what part of it so I can explain it more clearly.

+rep and credits if the spell is made
 
Level 4
Joined
Jul 20, 2011
Messages
77
i request 2 spells

1 - Axe Toss - the hero throws an axe, if the Axe hits an enemy then it deals 85xLevel of spell damage. then allows the hero too cast Leap. skill needs too be a skillshot that stops when it hits an enemy.

2 - Leap (None hero spell) - leap makes the hero jump too the unit hit by Axe Toss and deal 50xLevel of spell. the hero model im going too use for this hero is rexxar if that matters.

name the variables after the spell if you can.

thanks you in advance.
 
Level 8
Joined
Oct 12, 2011
Messages
483
MAD I MUST TEST THE LIMITS TO YOUR CODING SKILLS
I request a spell that targets the three nearest units, jumps behind the first one, slashes him, then jumps behind the second one, slashes him, jumps behind the third, slashes him, and jumps back to the original position. The units should be poisoned, explode on death, create a unit that clones itself every 10 seconds, and every attack by the summoned units heal the original caster the damage taken.
YOU MUST NOT FAIL ME MADDEEM. I will implement this in my *mumbles incoherently* map so you must not give in.

Btw this isn't the most insane skill I can think up...
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
@Maddeem

Ah just like how I imagine the spell +rep and credits


@Tonex


Lol what map are you making? Matrix? hahaha that spell is insane but it is possible because I know a spell that that make the triggering unit jump on a target position but the damage is aoe. Then another spell that when target a unit teleport the triggering unit to the targeted unit then do 10 slashes and if the targeted unit have less than 60hp the triggering unit will do a slow motion slash that will kill the unit

so if those two spell that I mention is possible then your request is also possible to code and also those spells are gui/mui/leak free
 
Level 19
Joined
Feb 15, 2008
Messages
2,184
yes but i neeed to send you the map. I think?

So basicly what i need is.

Meat Hook item. Makes the meat hook do more damage. And all heroes have same spells. So you gotta do so it only make the hero do more damage that has the items.

And same for the rot spell. Also do more damage.

When can you start?
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
@Sonofjay

I just be testing Mad's mad spell making skills. He doesn't like using other people's codes, so he would have to code it by himself. Unless he cheats...

I'm just saying that the spell you are requesting is possible I did not mean that maddeem should use other spell codes just to make the spell you mention.

But I'm telling you the spells that I posted up there are really epic spells I would put a link if I found it.




Hey bro I know it only been two days when I requested a spell on you, but here I am again requesting another one.

Don't worry the first one is already in the map that I am working on and I expected to release it two days from now and credit is already putted in game, this spell is just a add for the items spells that my map features:

Okay about the spell

Name: Destructive Shot

Detail: I want the triggering unit to shoot a missile when the missile reach the targeted area make the missile explode(this should be a eye-candy explosion) and release more missiles hitting and damaging every unit nearby, all nearby enemy units will be knockback by 300units backward and slow them the further the unit the lesser the damage and the slow effect, and make the units silent for 2 second. AoE of the spell is 500.

I'll make an image for the scenario hope you understand it

211785-albums5265-picture55532.jpg


Base Ability: I don't really know maybe the flame strike ability.
About the dummy model for the missile use the rocket model from the cluster missile or attack ahh I don't remember it but that was a default spell of tinker on neutral units

I agree on the agreement that the spell I requested will be post on Hiveworkshop spell section but my name should be put as the source of idea^.^

If you did not understand my request please tell me what part of it so I can explain it more clearly.

Credits will be given if the spell is made
 
Last edited:
Level 8
Joined
Oct 12, 2011
Messages
483
@Omnislash Sry I don't play DotA, didn't know what to look up

...But then, how about a spell that causes nearby units (but not channeling one) to take no damage nor the affect of abilities cast on them, but are still targetable. (Basically targetable Big Bad Voodoo)
 
Level 4
Joined
Jul 20, 2011
Messages
77
thegreatninjaman I have finished your spell and will upload it in a sec :D

sonofjay I'll start on your spell shortly ;p

Edit: Ok I've finished, it is in the spell section.
View attachment 110903

thank you, i will test it as soon as i get the chance.

EDIT. the spell is good but the leaping part seems a little slower, think you can speed it up or tell me how to?
 
Last edited:
Level 6
Joined
Aug 17, 2011
Messages
188
Can someone make a spell for bat raider in witch he destroy him self and change his form to phenix ?
And if it is poasable before he activate it he will say:Fire it up man it is in troll bat raider sound set....
 
Can someone make a spell for bat raider in witch he destroy him self and change his form to phenix ?
And if it is poasable before he activate it he will say:Fire it up man it is in troll bat raider sound set....

You wanna say something as a permanent transformation ?

The batrider is a hero or an unit normal ?
 
Level 2
Joined
Aug 30, 2011
Messages
17
Greetings kind sir. *sips some tea* I have indeed come for a request.

Name of Spell: Death Waltz
Effect: Causes nearby units to be slowed and take damage overtime. If they die under the effect of Death Waltz, they become a Greater Dark Minion. Reduces movement speed by 75% and does 20 DPS.

This would be a channeling ability lasting 20 or so seconds good sir.
 
Last edited:
Level 2
Joined
Aug 30, 2011
Messages
17
There's a spell like that in Blizzard's Monolith. You could just copy it from there good sir.

Just replace werewolf with your bat rider and the model in triggers to phoenix.
 
Level 2
Joined
Aug 30, 2011
Messages
17
I'll just make it for you, since I can't find a download link for the proper map.
 

Attachments

  • TrollPhoenixMorph.w3x
    14.6 KB · Views: 36
Last edited:
Level 6
Joined
Feb 5, 2012
Messages
1,685
Can you make me a spell. named shadow raze
Description
Blast an area in front that deals damage.AoE type of Skill.No target, 250 DISTANCE forward from the caster.Each agility increase 1 AoE and chaos damage by 15.
I need three of that skill.1st Shadow Raze is 250 distance, 2ND sHADOW raze is 500 and the third is 750.:ogre_haosis:
NEVERMORE SHADOW RAZE.
 
Level 1
Joined
Oct 21, 2010
Messages
2
I want to request this spell name:Ice Bomb
using this model:ICEBOMB
models_4617_screenshot.jpg
maybe in GUI cause i don`t know how to import/use jass

first the caster summon a giant ICEBOMB(unit) on the sky (maybe 320 height)Then after when its in the sky it exploded into a small pieces of icebomb in random area where it damage a unit 100-300 damages in a medium area the icebomb get smaller and smaller until its gone(maybe 5 to 10 seconds)then those who will be hitted will be slowdown by ice in 10 sec.

If it its impossible its like
Goku Spells summoning a energy bomb in the sky then it explode.
then for the explosion its like a a missile rocket striking into the ground(random)


thanks if you made it or even not
 
Last edited:
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