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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Spells & Systems Mini-Contest #20

Discussion in 'Triggers & Scripts' started by Bribe, May 18, 2011.

  1. rysnt11

    rysnt11

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    @vengeancekael: can you make one, for my spell?
     
  2. Marsal

    Marsal

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    @vengeancekael: Could you make one for me too? ~.~
     
  3. Vengeancekael

    Vengeancekael

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    Yeah sure. I'll edit this post with the videos.
    Uploading . . .
    Uploaded.
    http://www.youtube.com/watch?v=49TGfzqbx4c
    http://www.youtube.com/watch?v=0n_JMLBQCG8
     
    Last edited: Jun 12, 2011
  4. Marsal

    Marsal

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    Ah, thanks :)
     
  5. -Berz-

    -Berz-

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    I've updated my spell, used some common logic and figured out that % works just fine.

    Updated version is is located here

    Now good luck guys and girls and may the best "copy pasta" spell wins x)
     
  6. Marsal

    Marsal

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    Weeeee, thanks again :)
     
  7. Adiktuz

    Adiktuz

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    I like pasta... haha...

    Yeah, good luck to all of us... ^_^
     
  8. Ketsuno Anson

    Ketsuno Anson

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    what recording prog are you using?
     
  9. Adiktuz

    Adiktuz

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    nice hades army... but I was wondering why it was multicolored... haha... and I wonder what it would look like when a fitting ghost model is used...
     
  10. rysnt11

    rysnt11

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    Test the map adiktuz, and you will notice why it's multi colored..
    Hehe~
    Btw, i can't see the vids from my hp, i'll see them if i had time to watch them in my pc..
    Hehe~
    Btw, thanks vengeancekael!
    Oh, and adiktuz, i try to make one of those ghost, and it's look nice...
    Tehehe~
     
  11. Garfield1337

    Garfield1337

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    Meh...i think i'll resign. I've kinda lost motivation since i have to rework the whole spell due to some limitations.
    And i've already reworked it several times D:

    I hope TRD wins :D
    Meteor effect is just awesome.
     
  12. Adiktuz

    Adiktuz

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    maybe you could've added special property to the poison and frost (due to them being weaker in damage)... ^_^
     
  13. rysnt11

    rysnt11

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    Since kratos is a mortal warrior trained by a god of war, then i use str as his primary attribute, but i'll think about the slow, and poison properties, may be, phoenix fire will do the poison thingy, and an endurance aura would do
     
  14. Vengeancekael

    Vengeancekael

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    Fraps.
     
  15. Adiktuz

    Adiktuz

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    who became the God of War afterwards... haha... It was just that I thought that the damage reduction is unneeded, since his agility and int is already lower than his strength, so it already hits for less damage even if you set the multipliers to same value... but ofc that's just a suggestion... ^_^
     
  16. rysnt11

    rysnt11

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    Oh..
    Okay, i'll think about that too, thanks for feed back!
    Edit: wait, the spell already have that balance
    fire deal str+0,75*str
    So, the damage is base off by the attribute, and then its get stronger by adding 75% from the str, so currently, it deal 175% str damage (forget in which level)
     
  17. Klingo

    Klingo

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    There's my final submission (maybe)

    Purgatory
    Whoever cast this spell will use his great fire skills to create a cylinder of flames which will gradually become larger until a certain point and then, an explosion will trigger at the center which will burn all enemies inside the prism.
    Level #1: 3 x Int + 50 damage, 300 AOE.
    Level #2: 5 x Int + 100 damage, 400 AOE.
    Level #3: 7 x Int + 150 damage, 500 AOE.


    Purgatory

    Constant
    • Purgatory Constant
      • Events(On)
        • Time - Elapsed game time is 0.01 seconds
      • Conditions
      • Actions
        • Set PgFHUp = 80.00
        • Set PgLateralSpeed = 5.00
        • Set PgSpiralAngle = 20.00
        • Set PgSizeCylinder = 150.00
        • Set PgSizeExplosion = 300.00
        • Set PgSpeed = 0.10
        • Set PgSpell = Purgatory


    Init
    • Purgatory Init(On)
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Purgatory
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • PgB Equal to 0
          • Then - Actions
            • Trigger - Turn on Purgatory Periodic <gen>
          • Else - Actions
        • Set PgB = (PgB + 1)
        • Set PgA = (PgA + 1)
        • Set PgCaster[PgA] = (Triggering unit)
        • Set PgLevel = (Level of PgSpell for PgCaster[PgA])
        • Set PgIntDmgPart = ((1.00 + (2.00 x (Real(PgLevel)))) x (Real((Intelligence of PgCaster[PgA] (Include bonuses)))))
        • Set PgBonusDmgPart = (50.00 x (Real(PgLevel)))
        • Set PgDamage[PgA] = (PgIntDmgPart + PgBonusDmgPart)
        • Set PgTargetPoint[PgA] = (Target point of ability being cast)
        • Set PgOwner[PgA] = (Owner of PgCaster[PgA])
        • Set PgMaxAOE[PgA] = (200.00 + (100.00 x (Real(PgLevel))))
        • Set PgCurrentAOE[PgA] = 100.00
        • Set PgAngleLeft1 = 360.00
        • Set PgAngleRight1 = 0.00
        • Set PgAngleLeft2 = 450.00
        • Set PgAngleRight2 = 90.00
        • Set PgAngleLeft3 = 540.00
        • Set PgAngleRight3 = 180.00
        • Set PgAngleLeft4 = 630.00
        • Set PgAngleRight4 = 270.00
        • Set PgFlyingHeight = 0.00
        • For each (Integer A) from 1 to 10, do (Actions)
          • Loop - Actions
            • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
            • Set PgSpiralPointL1 = (PgTargetPoint[PgA] offset by PgCurrentAOE[PgA] towards PgAngleLeft1 degrees)
            • Set PgSpiralPointL2 = (PgTargetPoint[PgA] offset by PgCurrentAOE[PgA] towards PgAngleLeft2 degrees)
            • Set PgSpiralPointL3 = (PgTargetPoint[PgA] offset by PgCurrentAOE[PgA] towards PgAngleLeft3 degrees)
            • Set PgSpiralPointL4 = (PgTargetPoint[PgA] offset by PgCurrentAOE[PgA] towards PgAngleLeft4 degrees)
            • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
            • Unit - Create 1 PurgDummy[Cylindre] for PgOwner[PgA] at PgSpiralPointL1 facing 0.00 degrees
            • Set PgCylinderDummy[PgA] = (Last created unit)
            • Unit - Set the custom value of PgCylinderDummy[PgA] to (Integer(PgAngleLeft1))
            • Animation - Change PgCylinderDummy[PgA]'s size to (PgSizeCylinder%, PgSizeCylinder%, (2.00 x PgSizeCylinder)%) of its original size
            • Animation - Change PgCylinderDummy[PgA] flying height to PgFlyingHeight at 0.00
            • Unit Group - Add PgCylinderDummy[PgA] to PgDummyGroup[PgA]
            • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
            • Unit - Create 1 PurgDummy[Cylindre] for PgOwner[PgA] at PgSpiralPointL2 facing 0.00 degrees
            • Set PgCylinderDummy[PgA] = (Last created unit)
            • Unit - Set the custom value of PgCylinderDummy[PgA] to (Integer(PgAngleLeft2))
            • Animation - Change PgCylinderDummy[PgA]'s size to (PgSizeCylinder%, PgSizeCylinder%, (2.00 x PgSizeCylinder)%) of its original size
            • Animation - Change PgCylinderDummy[PgA] flying height to PgFlyingHeight at 0.00
            • Unit Group - Add PgCylinderDummy[PgA] to PgDummyGroup[PgA]
            • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
            • Unit - Create 1 PurgDummy[Cylindre] for PgOwner[PgA] at PgSpiralPointL3 facing 0.00 degrees
            • Set PgCylinderDummy[PgA] = (Last created unit)
            • Unit - Set the custom value of PgCylinderDummy[PgA] to (Integer(PgAngleLeft3))
            • Animation - Change PgCylinderDummy[PgA]'s size to (PgSizeCylinder%, PgSizeCylinder%, (2.00 x PgSizeCylinder)%) of its original size
            • Animation - Change PgCylinderDummy[PgA] flying height to PgFlyingHeight at 0.00
            • Unit Group - Add PgCylinderDummy[PgA] to PgDummyGroup[PgA]
            • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
            • Unit - Create 1 PurgDummy[Cylindre] for PgOwner[PgA] at PgSpiralPointL4 facing 0.00 degrees
            • Set PgCylinderDummy[PgA] = (Last created unit)
            • Unit - Set the custom value of PgCylinderDummy[PgA] to (Integer(PgAngleLeft4))
            • Animation - Change PgCylinderDummy[PgA]'s size to (PgSizeCylinder%, PgSizeCylinder%, (2.00 x PgSizeCylinder)%) of its original size
            • Animation - Change PgCylinderDummy[PgA] flying height to PgFlyingHeight at 0.00
            • Unit Group - Add PgCylinderDummy[PgA] to PgDummyGroup[PgA]
            • Set PgAngleLeft1 = (PgAngleLeft1 - PgSpiralAngle)
            • Set PgAngleLeft2 = (PgAngleLeft2 - PgSpiralAngle)
            • Set PgAngleLeft3 = (PgAngleLeft3 - PgSpiralAngle)
            • Set PgAngleLeft4 = (PgAngleLeft4 - PgSpiralAngle)
            • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
            • Set PgSpiralPointR1 = (PgTargetPoint[PgA] offset by PgCurrentAOE[PgA] towards PgAngleRight1 degrees)
            • Set PgSpiralPointR2 = (PgTargetPoint[PgA] offset by PgCurrentAOE[PgA] towards PgAngleRight2 degrees)
            • Set PgSpiralPointR3 = (PgTargetPoint[PgA] offset by PgCurrentAOE[PgA] towards PgAngleRight3 degrees)
            • Set PgSpiralPointR4 = (PgTargetPoint[PgA] offset by PgCurrentAOE[PgA] towards PgAngleRight4 degrees)
            • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
            • Unit - Create 1 PurgDummy[Cylindre] for PgOwner[PgA] at PgSpiralPointR1 facing 0.00 degrees
            • Set PgCylinderDummy[PgA] = (Last created unit)
            • Unit - Set the custom value of PgCylinderDummy[PgA] to (Integer(PgAngleRight1))
            • Animation - Change PgCylinderDummy[PgA]'s size to (PgSizeCylinder%, PgSizeCylinder%, (2.00 x PgSizeCylinder)%) of its original size
            • Animation - Change PgCylinderDummy[PgA] flying height to PgFlyingHeight at 0.00
            • Unit Group - Add PgCylinderDummy[PgA] to PgDummyGroup[PgA]
            • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
            • Unit - Create 1 PurgDummy[Cylindre] for PgOwner[PgA] at PgSpiralPointR2 facing 0.00 degrees
            • Set PgCylinderDummy[PgA] = (Last created unit)
            • Unit - Set the custom value of PgCylinderDummy[PgA] to (Integer(PgAngleRight2))
            • Animation - Change PgCylinderDummy[PgA]'s size to (PgSizeCylinder%, PgSizeCylinder%, (2.00 x PgSizeCylinder)%) of its original size
            • Animation - Change PgCylinderDummy[PgA] flying height to PgFlyingHeight at 0.00
            • Unit Group - Add PgCylinderDummy[PgA] to PgDummyGroup[PgA]
            • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
            • Unit - Create 1 PurgDummy[Cylindre] for PgOwner[PgA] at PgSpiralPointR3 facing 0.00 degrees
            • Set PgCylinderDummy[PgA] = (Last created unit)
            • Unit - Set the custom value of PgCylinderDummy[PgA] to (Integer(PgAngleRight3))
            • Animation - Change PgCylinderDummy[PgA]'s size to (PgSizeCylinder%, PgSizeCylinder%, (2.00 x PgSizeCylinder)%) of its original size
            • Animation - Change PgCylinderDummy[PgA] flying height to PgFlyingHeight at 0.00
            • Unit Group - Add PgCylinderDummy[PgA] to PgDummyGroup[PgA]
            • -------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------
            • Unit - Create 1 PurgDummy[Cylindre] for PgOwner[PgA] at PgSpiralPointR4 facing 0.00 degrees
            • Set PgCylinderDummy[PgA] = (Last created unit)
            • Unit - Set the custom value of PgCylinderDummy[PgA] to (Integer(PgAngleRight4))
            • Animation - Change PgCylinderDummy[PgA]'s size to (PgSizeCylinder%, PgSizeCylinder%, (2.00 x PgSizeCylinder)%) of its original size
            • Animation - Change PgCylinderDummy[PgA] flying height to PgFlyingHeight at 0.00
            • Unit Group - Add PgCylinderDummy[PgA] to PgDummyGroup[PgA]
            • Set PgAngleRight1 = (PgAngleRight1 + PgSpiralAngle)
            • Set PgAngleRight2 = (PgAngleRight2 + PgSpiralAngle)
            • Set PgAngleRight3 = (PgAngleRight3 + PgSpiralAngle)
            • Set PgAngleRight4 = (PgAngleRight4 + PgSpiralAngle)
            • -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
            • Set PgFlyingHeight = (PgFlyingHeight + PgFHUp)
            • Custom script: call RemoveLocation(udg_PgSpiralPointL1)
            • Custom script: call RemoveLocation(udg_PgSpiralPointL2)
            • Custom script: call RemoveLocation(udg_PgSpiralPointL3)
            • Custom script: call RemoveLocation(udg_PgSpiralPointL4)
            • Custom script: call RemoveLocation(udg_PgSpiralPointR1)
            • Custom script: call RemoveLocation(udg_PgSpiralPointR2)
            • Custom script: call RemoveLocation(udg_PgSpiralPointR3)
            • Custom script: call RemoveLocation(udg_PgSpiralPointR4)


    Loop
    • Purgatory Periodic(Off)
      • Events
        • Time - Every 0.04 seconds of game time
      • Conditions
      • Actions
        • For each (Integer Pg) from 1 to PgA, do (Actions)
          • Loop - Actions
            • Unit Group - Pick every unit in PgDummyGroup[Pg] and do (Actions)
              • Loop - Actions
                • Set PgCylinderDummy[Pg] = (Picked unit)
                • Set PgMovingAngle[Pg] = ((Real((Custom value of PgCylinderDummy[Pg]))) + PgLateralSpeed)
                • Set PgMovePoint[Pg] = (PgTargetPoint[Pg] offset by PgCurrentAOE[Pg] towards PgMovingAngle[Pg] degrees)
                • Unit - Move PgCylinderDummy[Pg] instantly to PgMovePoint[Pg]
                • Set PgCurrentAOE[Pg] = (PgCurrentAOE[Pg] + PgSpeed)
                • Unit - Set the custom value of PgCylinderDummy[Pg] to (Integer(PgMovingAngle[Pg]))
                • Custom script: call RemoveLocation(udg_PgMovePoint[udg_Pg])
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • PgCurrentAOE[Pg] Greater than or equal to PgMaxAOE[Pg]
                  • Then - Actions
                    • Unit Group - Add all units of PgDummyGroup[Pg] to PgDummyGroup2[Pg]
                    • Custom script: call DestroyGroup(udg_PgDummyGroup[udg_Pg])
                  • Else - Actions
            • Unit Group - Pick every unit in PgDummyGroup2[Pg] and do (Actions)
              • Loop - Actions
                • Set PgCylinderDummy[Pg] = (Picked unit)
                • Set PgMovingAngle[Pg] = ((Real((Custom value of PgCylinderDummy[Pg]))) + PgLateralSpeed)
                • Set PgMovePoint[Pg] = (PgTargetPoint[Pg] offset by PgCurrentAOE[Pg] towards PgMovingAngle[Pg] degrees)
                • Unit - Move PgCylinderDummy[Pg] instantly to PgMovePoint[Pg]
                • Set PgCurrentAOE[Pg] = (PgCurrentAOE[Pg] - PgSpeed)
                • Unit - Set the custom value of PgCylinderDummy[Pg] to (Integer(PgMovingAngle[Pg]))
                • Custom script: call RemoveLocation(udg_PgMovePoint[udg_Pg])
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • PgCurrentAOE[Pg] Less than or equal to 50.00
                  • Then - Actions
                    • Unit - Kill PgCylinderDummy[Pg]
                    • Unit - Create 1 PurgDummy[Final Explosion] for PgOwner[Pg] at PgTargetPoint[Pg] facing 0.00 degrees
                    • Set PgExplosionDummy[Pg] = (Last created unit)
                    • Set PgExplosionPoint[Pg] = (Position of PgExplosionDummy[Pg])
                    • Unit - Add a 2.00 second Generic expiration timer to PgExplosionDummy[Pg]
                    • Animation - Change PgExplosionDummy[Pg]'s size to (PgSizeExplosion%, PgSizeExplosion%, (2.00 x PgSizeExplosion)%) of its original size
                    • Set PgTargetGroup = (Units within PgMaxAOE[Pg] of PgExplosionPoint[Pg])
                    • Unit Group - Pick every unit in PgTargetGroup and do (Actions)
                      • Loop - Actions
                        • Set PgTarget = (Picked unit)
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (PgTarget is A structure) Equal to False
                            • (PgTarget is Magic Immune) Equal to False
                            • (PgTarget belongs to an enemy of PgOwner[Pg]) Equal to True
                          • Then - Actions
                            • Unit - Cause PgCaster[Pg] to damage PgTarget, dealing PgDamage[Pg] damage of attack type Spells and damage type Normal
                          • Else - Actions
                    • Custom script: call RemoveLocation(udg_PgExplosionPoint[udg_Pg])
                    • Custom script: call DestroyGroup(udg_PgTargetGroup)
                    • Custom script: call RemoveLocation(udg_PgTargetPoint[udg_Pg])
                    • Unit Group - Remove PgCylinderDummy[Pg] from PgDummyGroup2[Pg]
                    • Set PgB = (PgB - 1)
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • PgB Equal to 0
                        • (PgDummyGroup[Pg] is empty) Equal to True
                        • (PgDummyGroup2[Pg] is empty) Equal to True
                      • Then - Actions
                        • Set PgA = 0
                        • Trigger - Turn off Purgatory Periodic <gen>
                      • Else - Actions
                  • Else - Actions





    I Hope you enjoyed to test my spell.
    Feel free to give comments or suggestion.

    View attachment Purgatory spell contest.w3x
     
  18. Berb

    Berb

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    Eh; I've got to get to bed and go to the airport in the morning so it doesn't look like I'll have time to finalize things. I felt like I had more time. Good luck to all the contestants, wish me luck in Europe.
     
  19. Marsal

    Marsal

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    Europe? Where will you go?
     
  20. The Reborn Devil

    The Reborn Devil

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    Just a few days left now :D

    Btw, to those who are submitting their final submissions: Please post a video or a description of the spell you're copying together with your spell, so the Judge has something to compare to. This is after all, a copy pasta contest.

    @Berb, have fun in Europe!