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Taking Spell Requests

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Level 7
Joined
Aug 30, 2008
Messages
347
Well, the spell might be useful but i still needed the life drain thing for the efficiency and the effect.
+ the spell is still at pending.

anyways thanks. forsak3n.
 
Level 11
Joined
Jul 2, 2008
Messages
601
Vincent said:
4
Drains 135 life for 9 seconds, not channeling 0 seconds cast time 775 Aoe.

Vincent said:
breaks if the target leaves the 700 area of effect.

How could it be? :)

darknezz003 said:
Where's my passive metamorphosis?

You see, this is impossible to make such a spell without adding a unit "metamorphosis" ability, which will be shown on the command menu. If that's okey for you, then I'll create it. Otherwise, I can just suggest REPLACING the unit, keeping all the stats, abilitiy levels and items, but this will cause some trouble, if the previous unit has been stored into some variable before or just is a condition for some triggers.

If swapping units in-game will be okay for you, I can create the spell this way too.
 
Level 2
Joined
May 20, 2009
Messages
7
is anyone able to do this ?

1) Bullrush : a passive ability that allows a unit when struck , to charge in what ever direction he is facing. will knock back units (400 range) and deals some damage(just add anything i can change). there is a 20 % of this happening. just one level of this , so i can change the percent of this happening if needed.

in gui if possible?
 
Level 7
Joined
Aug 30, 2008
Messages
347
Well as much as possible i need it in Gui.

and also if you might mistake it for the soul siphon type of spell then here:
Basically its just a life drain without the channeling part, targets only one unit just like life drain, caster can move, target can move, and just like life drain if you go too far the life drain will break.

Just to clarify.
Sorry if there are any misinterpretations.
:)
 
Level 2
Joined
Jun 6, 2009
Messages
6
make it in GUI plz i don't know how to JASS
i need a spell request =(
i need:
Chidori

desc:Sasuke Charges up hes Chakra to make a powerful force called chidori

WELL i need you to put long knockback =D because my Chidori is just Shockwave it sux =( ty!
 
Level 4
Joined
Jun 1, 2009
Messages
87
hi if u can do this is GUI that would help me so much, if not its ok i just want to toss it out there

u know in dota with wild axes, can u make a spell like that, only with storm bolt as the missle? i have been told its impossible to make in GUI so... yea =(

name is called

Hammer throw

describtion

Bal rok unleashes his hammers, throwing it in a wild arc that damages all units in path.

spell level
5
each level should increase damage.
thx for ur help.
 
Level 11
Joined
Jul 2, 2008
Messages
601
Phantomer

Tooltip:

The phantom shoots an arrow towards a target unit. While shooting the phantom merges with the arrow and travels with it. When reaching the targeted unit the phantom appears, dealing 50/75/100/125 + 50% of travel distanced. Also when the arrow strikes its target it will reduce the targets armor for 5/6/7/8 and slow it for 10/15/20/25%. Casting Range increases by level.

Levels: 4

AoE: None

Duration of buffs: 8 seconds

Cooldown: 260/210/170/120

Manacost: not chosen yet, put it as you want to

Other info

Unit target spell, the hero should be hidden while merging and reappering next to the target when the arrow has reached its target. Also you can make the hero turn on auto attack on the target. A trail would be nice too :)

idea by doom sheep and me


Here is your request, friend. :D Feel free to make suggestion and comment it.
 

Attachments

  • Phantomer.w3x
    29.8 KB · Views: 94
Level 11
Joined
Jul 2, 2008
Messages
601
Level 11
Joined
Jul 2, 2008
Messages
601
3.berserk-the lord knight gets kaboom. .making his hitpoints more bigger,but decreases his normal attack.

hitpoint bonus-30000,50000,80000
damage decrease-30%/60%/80%
not target. .when you push it it automatically casts

Bowling Bash-The lord knight knockbacks enemy's away within 500 Aoe From him.and has 12% chance to stun the enemy's

damage-3000,5000,8000
stun duration-0.30
not target. .when you push it it automatically casts


Here are two of your spells. Both MUI, I hope, I wrote tooltips correctly. Anyway, you can change anything you want.

Credits go to Paladon for his Knockback System. I'm not going to reinvent the wheel.

Double-posting again, dumned.
 

Attachments

  • breebree123.w3x
    36.7 KB · Views: 78
Level 12
Joined
May 4, 2008
Messages
1,111
u forgot about me? :(
ill just say what i need (if u can get me the firewalls, GREAT!)

Fire Circle:

Axel uses his control over fire to call forth a lava field surounded by a Fire Wall which blocks users of passing through it, Any unit will get 5 damage per seconds and any unit hitting the wall will get 50 damage



Basicly, its he calls a lava circle of 600 area, around it a firewall and no1 can get throu, players trying to get in, get pushed out and players trying to get out gets pushed in and get hurt 50 damage (+ 5 damage per seconds for staying INSIDE the field)
 
Level 4
Joined
Nov 21, 2008
Messages
109
Maybe this will work:

- Set Chance
- Add Ability Metamorphosis to attacked unit (Hero)
- Set Duration.
- remove ability at the end of duration.
 
Level 11
Joined
Apr 5, 2009
Messages
728
well. .thank you for the spells Aspard but. .there were errors D:
Error
call ForGroupBJ( GetUnitsInRangeOfLocMatching(500.00, udg_BB_Loc, Condition(function Trig_Bowling_bash_Func003001003)), function Trig_Bowling_bash_Func003A )
call RemoveLocation(udg_BB_Loc)
endfunction

//===========================================================================
function InitTrig_Bowling_bash takes nothing returns nothing
set gg_trg_Bowling_bash = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Bowling_bash, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Bowling_bash, Condition( function Trig_Bowling_bash_Conditions ) )
call TriggerAddAction( gg_trg_Bowling_bash, function Trig_Bowling_bash_Actions )
endfunction

//===========================================================================
// Trigger: Berserker
//===========================================================================
function Trig_Berserker_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
return true
endfunction

function Trig_Berserker_Actions takes nothing returns nothing
set udg_Bers_Loc = GetUnitLoc(GetSpellAbilityUnit())
// ----------
// ATTENTION!
// In the next action put unused player or random enemy of casting unit!
// ----------
call CreateNUnitsAtLoc( 1, 'unec', Player(11), udg_Bers_Loc, bj_UNIT_FACING )
// ----------
call UnitAddAbilityBJ( 'A002', GetLastCreatedUnit() )
call SetUnitAbilityLevelSwapped( 'A009', GetLastCreatedUnit(), GetUnitAbilityLevelSwapped('A00A', GetSpellAbilityUnit()) )
call IssueTargetOrderBJ( GetLastCreatedUnit(), "cripple", GetSpellAbilityUnit() )
call UnitApplyTimedLifeBJ( 3.00, 'BTLF', GetLastCreatedUnit() )
call RemoveLocation(udg_Bers_Loc)
endfunction

//===========================================================================
function InitTrig_Berserker takes nothing returns nothing
set gg_trg_Berserker = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Berserker, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Berserker, Condition( function Trig_Berserker_Conditions ) )
call TriggerAddAction( gg_trg_Berserker, function Trig_Berserker_Actions )
endfunction

//===========================================================================
// Trigger: Berserker Check
//===========================================================================
function Trig_Berserker_Check_Func002Func001C takes nothing returns boolean
if ( not ( UnitHasBuffBJ(GetEnumUnit(), 'B003') == true ) ) then
return false
endif
return true
endfunction

function Trig_Berserker_Check_Func002A takes nothing returns nothing
if ( Trig_Berserker_Check_Func002Func001C() ) then
call UnitAddAbilityBJ( 'A008', GetEnumUnit() )
call SetUnitAbilityLevelSwapped( 'A008', GetEnumUnit(), GetUnitAbilityLevelSwapped('A00A', GetEnumUnit()) )
else
call UnitRemoveAbilityBJ( 'A008', GetEnumUnit() )
endif
endfunction

function Trig_Berserker_Check_Actions takes nothing returns nothing
Error
call ForGroupBJ( GetUnitsInRectAll(GetPlayableMapRect()), function Trig_Berserker_Check_Func002A )
endfunction

//===========================================================================
function InitTrig_Berserker_Check takes nothing returns nothing
set gg_trg_Berserker_Check = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_Berserker_Check, 1.00 )
call TriggerAddAction( gg_trg_Berserker_Check, function Trig_Berserker_Check_Actions )
endfunction

//===========================================================================
// Trigger: Cast A Knockback
//===========================================================================
function Trig_Cast_A_Knockback_Func001Func003Func001C takes nothing returns boolean
if ( not ( udg_KB_Units[udg_KB_GeneralIntegers[1]] == udg_KBA_TargetUnit ) ) then
return false
endif
return true
endfunction

function Trig_Cast_A_Knockback_Func001Func004C takes nothing returns boolean
if ( not ( udg_KB_TotalKnockUnits > udg_KB_GeneralIntegers[1] ) ) then
return false
endif
return true
endfunction

function Trig_Cast_A_Knockback_Func001Func007C takes nothing returns boolean
if ( not ( udg_KB_CountBuffs == 0 ) ) then
return false
endif
return true
endfunction

function Trig_Cast_A_Knockback_Func001C takes nothing returns boolean
if ( not ( IsUnitInGroup(udg_KBA_TargetUnit, udg_KB_KnockbackedUnits) == true ) ) then
return false
endif
return true
endfunction

function Trig_Cast_A_Knockback_Func002C takes nothing returns boolean
if ( not ( udg_KB_CountBuffs == 0 ) ) then
return false
endif
return true
endfunction

function Trig_Cast_A_Knockback_Actions takes nothing returns nothing
if ( Trig_Cast_A_Knockback_Func001C() ) then
call GroupRemoveUnitSimple( udg_KBA_TargetUnit, udg_KB_KnockbackedUnits )
set udg_KB_CountBuffs = ( udg_KB_CountBuffs - 1 )
set udg_KB_GeneralIntegers[2] = 1
loop
exitwhen udg_KB_GeneralIntegers[2] > udg_KB_TotalKnockUnits
if ( Trig_Cast_A_Knockback_Func001Func003Func001C() ) then
set udg_KB_GeneralIntegers[1] = udg_KB_GeneralIntegers[2]
set udg_KB_GeneralIntegers[2] = udg_KB_TotalKnockUnits
else
endif
set udg_KB_GeneralIntegers[2] = udg_KB_GeneralIntegers[2] + 1
endloop
if ( Trig_Cast_A_Knockback_Func001Func004C() ) then
set udg_KB_Levels[udg_KB_GeneralIntegers[1]] = udg_KB_Levels[udg_KB_TotalKnockUnits]
set udg_KB_Units[udg_KB_GeneralIntegers[1]] = udg_KB_Units[udg_KB_TotalKnockUnits]
set udg_KB_Angle[udg_KB_GeneralIntegers[1]] = udg_KB_Angle[udg_KB_TotalKnockUnits]
set udg_KB_MaxDistance[udg_KB_GeneralIntegers[1]] = udg_KB_MaxDistance[udg_KB_TotalKnockUnits]
set udg_KB_ReachedDistance[udg_KB_GeneralIntegers[1]] = udg_KB_ReachedDistance[udg_KB_TotalKnockUnits]
set udg_KB_ReduceSpeedReal[udg_KB_GeneralIntegers[1]] = udg_KB_ReduceSpeedReal[udg_KB_TotalKnockUnits]
set udg_KB_SpecificSpeed[udg_KB_GeneralIntegers[1]] = udg_KB_SpecificSpeed[udg_KB_TotalKnockUnits]
set udg_KB_Effects_1[udg_KB_GeneralIntegers[1]] = udg_KB_Effects_1[udg_KB_TotalKnockUnits]
set udg_KB_Effects_2[udg_KB_GeneralIntegers[1]] = udg_KB_Effects_2[udg_KB_TotalKnockUnits]
set udg_KB_DestroyTrees[udg_KB_GeneralIntegers[1]] = udg_KB_DestroyTrees[udg_KB_TotalKnockUnits]
set udg_KB_EffectCounter[udg_KB_GeneralIntegers[1]] = udg_KB_EffectCounter[udg_KB_TotalKnockUnits]
set udg_KB_EffectCounter2[udg_KB_GeneralIntegers[1]] = udg_KB_EffectCounter2[udg_KB_TotalKnockUnits]
set udg_KB_GeneralIntegers[1] = ( udg_KB_GeneralIntegers[1] - 1 )
else
endif
set udg_KB_Units[udg_KB_TotalKnockUnits] = null
set udg_KB_TotalKnockUnits = ( udg_KB_TotalKnockUnits - 1 )
if ( Trig_Cast_A_Knockback_Func001Func007C() ) then
set udg_KB_TotalKnockUnits = 0
call DisableTrigger( gg_trg_Get_Knockback )
else
endif
else
endif
if ( Trig_Cast_A_Knockback_Func002C() ) then
call EnableTrigger( gg_trg_Get_Knockback )
else
endif
set udg_KB_CountBuffs = ( udg_KB_CountBuffs + 1 )
set udg_KB_TotalKnockUnits = ( udg_KB_TotalKnockUnits + 1 )
set udg_KB_Casters[udg_KB_TotalKnockUnits] = udg_KBA_Caster
set udg_KB_Levels[udg_KB_TotalKnockUnits] = udg_KBA_Level
set udg_KB_Units[udg_KB_TotalKnockUnits] = udg_KBA_TargetUnit
set udg_KB_StartPositions[udg_KB_TotalKnockUnits] = udg_KBA_StartingPosition
set udg_KB_TempPoint[udg_KB_TotalKnockUnits] = GetUnitLoc(udg_KBA_TargetUnit)
set udg_KB_Angle[udg_KB_TotalKnockUnits] = AngleBetweenPoints(udg_KB_StartPositions[udg_KB_TotalKnockUnits], udg_KB_TempPoint[udg_KB_TotalKnockUnits])
set udg_KB_MaxDistance[udg_KB_TotalKnockUnits] = ( udg_KBA_DistancePerLevel * I2R(udg_KBA_Level) )
set udg_KB_ReachedDistance[udg_KB_TotalKnockUnits] = 0.00
set udg_KB_ReduceSpeedReal[udg_KB_GeneralIntegers[1]] = 0.00
set udg_KB_SpecificSpeed[udg_KB_TotalKnockUnits] = udg_KBA_Speed
set udg_KB_Effects_1[udg_KB_TotalKnockUnits] = udg_KBA_SpecialEffects[1]
set udg_KB_Effects_2[udg_KB_TotalKnockUnits] = udg_KBA_SpecialEffects[2]
set udg_KB_DestroyTrees[udg_KB_TotalKnockUnits] = udg_KBA_DestroyTrees
set udg_KB_EffectCounter[udg_KB_GeneralIntegers[1]] = 0
set udg_KB_EffectCounter2[udg_KB_GeneralIntegers[1]] = 0
call GroupAddUnitSimple( udg_KBA_TargetUnit, udg_KB_KnockbackedUnits )
call RemoveLocation (udg_KBA_StartingPosition)
call RemoveLocation (udg_KB_TempPoint [udg_KB_TotalKnockUnits] )
call RemoveLocation (udg_KB_StartPositions [udg_KB_TotalKnockUnits] )
endfunction

//===========================================================================
function InitTrig_Cast_A_Knockback takes nothing returns nothing
set gg_trg_Cast_A_Knockback = CreateTrigger( )
call TriggerAddAction( gg_trg_Cast_A_Knockback, function Trig_Cast_A_Knockback_Actions )
endfunction

//===========================================================================
// Trigger: Get Knockback
//===========================================================================
function Trig_Get_Knockback_Func001Func001Func002Func003C takes nothing returns boolean
if ( not ( udg_KB_TotalKnockUnits > udg_KB_GeneralIntegers[1] ) ) then
return false
endif
return true
endfunction

function Trig_Get_Knockback_Func001Func001Func002Func006C takes nothing returns boolean
if ( not ( udg_KB_CountBuffs == 0 ) ) then
return false
endif
return true
endfunction

function Trig_Get_Knockback_Func001Func001Func002Func014Func002A takes nothing returns nothing
call KillDestructable( GetEnumDestructable() )
endfunction

function Trig_Get_Knockback_Func001Func001Func002Func014C takes nothing returns boolean
if ( not ( udg_KB_DestroyTrees[udg_KB_GeneralIntegers[1]] == true ) ) then
return false
endif
return true
endfunction

function Trig_Get_Knockback_Func001Func001Func002Func015C takes nothing returns boolean
if ( not ( udg_KB_EffectCounter[udg_KB_GeneralIntegers[1]] == 6 ) ) then
return false
endif
return true
endfunction

function Trig_Get_Knockback_Func001Func001Func002Func016C takes nothing returns boolean
if ( not ( udg_KB_EffectCounter2[udg_KB_GeneralIntegers[1]] == 8 ) ) then
return false
endif
return true
endfunction

function Trig_Get_Knockback_Func001Func001Func002C takes nothing returns boolean
if ( not ( udg_KB_ReachedDistance[udg_KB_GeneralIntegers[1]] >= udg_KB_MaxDistance[udg_KB_GeneralIntegers[1]] ) ) then
return false
endif
return true
endfunction

function Trig_Get_Knockback_Func001Func001C takes nothing returns boolean
if ( not ( IsUnitInGroup(udg_KB_Units[udg_KB_GeneralIntegers[1]], udg_KB_KnockbackedUnits) == true ) ) then
return false
endif
return true
endfunction

function Trig_Get_Knockback_Actions takes nothing returns nothing
set udg_KB_GeneralIntegers[1] = 1
loop
exitwhen udg_KB_GeneralIntegers[1] > udg_KB_TotalKnockUnits
if ( Trig_Get_Knockback_Func001Func001C() ) then
if ( Trig_Get_Knockback_Func001Func001Func002C() ) then
call GroupRemoveUnitSimple( udg_KB_Units[udg_KB_GeneralIntegers[1]], udg_KB_KnockbackedUnits )
set udg_KB_CountBuffs = ( udg_KB_CountBuffs - 1 )
if ( Trig_Get_Knockback_Func001Func001Func002Func003C() ) then
set udg_KB_Levels[udg_KB_GeneralIntegers[1]] = udg_KB_Levels[udg_KB_TotalKnockUnits]
set udg_KB_Units[udg_KB_GeneralIntegers[1]] = udg_KB_Units[udg_KB_TotalKnockUnits]
set udg_KB_Angle[udg_KB_GeneralIntegers[1]] = udg_KB_Angle[udg_KB_TotalKnockUnits]
set udg_KB_MaxDistance[udg_KB_GeneralIntegers[1]] = udg_KB_MaxDistance[udg_KB_TotalKnockUnits]
set udg_KB_ReachedDistance[udg_KB_GeneralIntegers[1]] = udg_KB_ReachedDistance[udg_KB_TotalKnockUnits]
set udg_KB_ReduceSpeedReal[udg_KB_GeneralIntegers[1]] = udg_KB_ReduceSpeedReal[udg_KB_TotalKnockUnits]
set udg_KB_SpecificSpeed[udg_KB_GeneralIntegers[1]] = udg_KB_SpecificSpeed[udg_KB_TotalKnockUnits]
set udg_KB_Effects_1[udg_KB_GeneralIntegers[1]] = udg_KB_Effects_1[udg_KB_TotalKnockUnits]
set udg_KB_Effects_2[udg_KB_GeneralIntegers[1]] = udg_KB_Effects_2[udg_KB_TotalKnockUnits]
set udg_KB_DestroyTrees[udg_KB_GeneralIntegers[1]] = udg_KB_DestroyTrees[udg_KB_TotalKnockUnits]
set udg_KB_EffectCounter[udg_KB_GeneralIntegers[1]] = udg_KB_EffectCounter[udg_KB_TotalKnockUnits]
set udg_KB_EffectCounter2[udg_KB_GeneralIntegers[1]] = udg_KB_EffectCounter2[udg_KB_TotalKnockUnits]
set udg_KB_GeneralIntegers[1] = ( udg_KB_GeneralIntegers[1] - 1 )
else
endif
set udg_KB_Units[udg_KB_TotalKnockUnits] = null
set udg_KB_TotalKnockUnits = ( udg_KB_TotalKnockUnits - 1 )
if ( Trig_Get_Knockback_Func001Func001Func002Func006C() ) then
set udg_KB_TotalKnockUnits = 0
call DisableTrigger( GetTriggeringTrigger() )
else
endif
else
set udg_KB_ReducedReal = ( ( udg_KB_SpecificSpeed[udg_KB_GeneralIntegers[1]] / udg_KB_MaxDistance[udg_KB_GeneralIntegers[1]] ) * udg_KB_ReachedDistance[udg_KB_GeneralIntegers[1]] )
set udg_KB_ReduceSpeedReal[udg_KB_GeneralIntegers[1]] = ( udg_KB_ReducedReal - ( udg_KB_ReduceSpeedReal[udg_KB_GeneralIntegers[1]] * 0.10 ) )
set udg_KB_TempReal = ( ( udg_KB_SpecificSpeed[udg_KB_GeneralIntegers[1]] - udg_KB_ReduceSpeedReal[udg_KB_GeneralIntegers[1]] ) * 2.00 )
set udg_KB_TempPoint[1] = GetUnitLoc(udg_KB_Units[udg_KB_GeneralIntegers[1]])
set udg_KB_TempPoint[2] = PolarProjectionBJ(udg_KB_TempPoint[1], udg_KB_TempReal, udg_KB_Angle[udg_KB_GeneralIntegers[1]])
set udg_KB_EffectCounter[udg_KB_GeneralIntegers[1]] = ( udg_KB_EffectCounter[udg_KB_GeneralIntegers[1]] + 1 )
set udg_KB_EffectCounter2[udg_KB_GeneralIntegers[1]] = ( udg_KB_EffectCounter2[udg_KB_GeneralIntegers[1]] + 1 )
if ( Trig_Get_Knockback_Func001Func001Func002Func014C() ) then
call EnumDestructablesInCircleBJ( 200.00, udg_KB_TempPoint[2], function Trig_Get_Knockback_Func001Func001Func002Func014Func002A )
else
endif
if ( Trig_Get_Knockback_Func001Func001Func002Func015C() ) then
set udg_KB_EffectCounter[udg_KB_GeneralIntegers[1]] = 0
call AddSpecialEffectLocBJ( udg_KB_TempPoint[1], udg_KB_Effects_1[udg_KB_GeneralIntegers[1]] )
call DestroyEffectBJ( GetLastCreatedEffectBJ() )
else
endif
if ( Trig_Get_Knockback_Func001Func001Func002Func016C() ) then
set udg_KB_EffectCounter2[udg_KB_GeneralIntegers[1]] = 0
call AddSpecialEffectLocBJ( udg_KB_TempPoint[1], udg_KB_Effects_2[udg_KB_GeneralIntegers[1]] )
call DestroyEffectBJ( GetLastCreatedEffectBJ() )
else
endif
call SetUnitPositionLoc( udg_KB_Units[udg_KB_GeneralIntegers[1]], udg_KB_TempPoint[2] )
call RemoveLocation (udg_KB_TempPoint[1])
call RemoveLocation (udg_KB_TempPoint[2])
set udg_KB_ReachedDistance[udg_KB_GeneralIntegers[1]] = ( udg_KB_ReachedDistance[udg_KB_GeneralIntegers[1]] + udg_KB_TempReal )
endif
else
endif
set udg_KB_GeneralIntegers[1] = udg_KB_GeneralIntegers[1] + 1
endloop
endfunction

//===========================================================================
function InitTrig_Get_Knockback takes nothing returns nothing
set gg_trg_Get_Knockback = CreateTrigger( )
call DisableTrigger( gg_trg_Get_Knockback )
call TriggerRegisterTimerEventPeriodic( gg_trg_Get_Knockback, 0.02 )
call TriggerAddAction( gg_trg_Get_Knockback, function Trig_Get_Knockback_Actions )
endfunction

//===========================================================================
function InitCustomTriggers takes nothing returns nothing
call InitTrig_Water_Shield( )
call InitTrig_Water_Shield_effect( )
call InitTrig_Regen_Aura( )
call InitTrig_destiny_push( )
call InitTrig_push( )
call InitTrig_Game( )
call InitTrig_Untitled_Trigger_001( )
call InitTrig_Initialization( )
call InitTrig_Add_Events( )
call InitTrig_Damage( )
call InitTrig_see_all( )
call InitTrig_Attachsheild( )
call InitTrig_wew( )
call InitTrig_AtachAxe( )
call InitTrig_picking_hero6( )
call InitTrig_picking_hero5( )
call InitTrig_picking_hero4( )
call InitTrig_picking_hero3( )
call InitTrig_picking_hero2( )
call InitTrig_picking_hero( )
call InitTrig_wisps( )
call InitTrig_Damage_Triger( )
call InitTrig_Runing_Damage_Triger( )
call InitTrig_Bowling_bash( )
call InitTrig_Berserker( )
call InitTrig_Berserker_Check( )
call InitTrig_Cast_A_Knockback( )
call InitTrig_Get_Knockback( )
endfunction

//===========================================================================
function RunInitializationTriggers takes nothing returns nothing
call ConditionalTriggerExecute( gg_trg_Untitled_Trigger_001 )
call ConditionalTriggerExecute( gg_trg_Initialization )
call ConditionalTriggerExecute( gg_trg_see_all )
call ConditionalTriggerExecute( gg_trg_wisps )
endfunction

//***************************************************************************
//*
//* Players
//*
//***************************************************************************

function InitCustomPlayerSlots takes nothing returns nothing

// Player 0
call SetPlayerStartLocation( Player(0), 0 )
call SetPlayerColor( Player(0), ConvertPlayerColor(0) )
call SetPlayerRacePreference( Player(0), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(0), true )
call SetPlayerController( Player(0), MAP_CONTROL_USER )

endfunction

function InitCustomTeams takes nothing returns nothing
// Force: TRIGSTR_006
call SetPlayerTeam( Player(0), 0 )

endfunction

//***************************************************************************
//*
//* Main Initialization
//*
//***************************************************************************

//===========================================================================
function main takes nothing returns nothing
call SetCameraBounds( -15616.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -13824.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 15616.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 13312.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -15616.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 13312.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 15616.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -13824.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM) )
call SetDayNightModels( "Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl", "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl" )
call NewSoundEnvironment( "Default" )
call SetAmbientDaySound( "LordaeronSummerDay" )
call SetAmbientNightSound( "LordaeronSummerNight" )
call SetMapMusic( "Music", true, 0 )
call CreateRegions( )
call CreateAllItems( )
call CreateAllUnits( )
call InitBlizzard( )
call InitGlobals( )
call InitCustomTriggers( )
call RunInitializationTriggers( )

endfunction

//***************************************************************************
//*
//* Map Configuration
//*
//***************************************************************************

function config takes nothing returns nothing
call SetMapName( "TRIGSTR_001" )
call SetMapDescription( "TRIGSTR_003" )
call SetPlayers( 1 )
call SetTeams( 1 )
call SetGamePlacement( MAP_PLACEMENT_USE_MAP_SETTINGS )

call DefineStartLocation( 0, -9472.0, -13184.0 )

// Player setup
call InitCustomPlayerSlots( )
call SetPlayerSlotAvailable( Player(0), MAP_CONTROL_USER )
call InitGenericPlayerSlots( )
endfunction


and this. .the Bowling Bash. .

Error
call ForGroupBJ( GetUnitsInRangeOfLocMatching(500.00, udg_BB_Loc, Condition(function Trig_Bowling_bash_Func003001003)), function Trig_Bowling_bash_Func003A )
call RemoveLocation(udg_BB_Loc)
endfunction

//===========================================================================
function InitTrig_Bowling_bash takes nothing returns nothing
set gg_trg_Bowling_bash = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Bowling_bash, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Bowling_bash, Condition( function Trig_Bowling_bash_Conditions ) )
call TriggerAddAction( gg_trg_Bowling_bash, function Trig_Bowling_bash_Actions )
endfunction

tell me what should i do :D


can you make it GUI?
 
Last edited:
Level 11
Joined
Jul 2, 2008
Messages
601
breebree123 said:
well. .thank you for the spells Aspard but. .there were errors D:
error
can you make it GUI?

They ARE GUI. And it works fine for me.
All this code for me looks like a handnote of insane =)) I don't know Jass. Can you tell me, when the problem appears?

darknezz003 said:
Maybe this will work:

- Set Chance
- Add Ability Metamorphosis to attacked unit (Hero)
- Set Duration.
- remove ability at the end of duration.

The icon of the spell would be shown on the hero control panel then. That's what I've been talking about. Will it be okay?

kevv2 said:
u forgot about me? :(
I'm busy with other requests right now, sorry =\
 
Level 11
Joined
Jul 2, 2008
Messages
601
Aspard can you make the spiral peirce?
the link http://www.hiveworkshop.com/forums/requests-341/spells-requesters-lol-130527/ and the spell
spiral peirce- the lord knight uses his powerful spear and damaging an enemy unit 5 times. .

damage:random damage-800-1000/1000-2500/2500-3500
target unit

I probably can, but I can't get the idea. Should he strike the single enemy 5 times? Or what? Should he become invulnerable? Or is it just DotA's omnishlash?

By the way, I'm leaving for Sunday, so don't wait for any answerts till then.
 
Level 14
Joined
Nov 2, 2008
Messages
579
Hey guys im in need of a spear type spell.

I'm making a hero survival and I need spells for a Spear Based Hero (Weaponless Blademaster with a spear).

Can you guys make these spells?

Rotating Spears:

Conjures 4\5\6\7 (efficient) spears rotating around the hero dealing 20\30\40\50 (efficient ^^) damage per second to each unit is encounters.

Spear Dash:'
Dashes forward knocking enemies aside (like with Rexxar on dota) dealling 100 x level of ability to all units he encounters.

I'd give you guys credits nd rep. Tanx

Edit:

SpearModel
 
Level 4
Joined
Jun 1, 2009
Messages
87
Hey guys im in need of a spear type spell.

I'm making a hero survival and I need spells for a Spear Based Hero (Weaponless Blademaster with a spear).

Can you guys make these spells?

Rotating Spears:

Conjures 4\5\6\7 (efficient) spears rotating around the hero dealing 20\30\40\50 (efficient ^^) damage per second to each unit is encounters.

Spear Dash:'
Dashes forward knocking enemies aside (like with Rexxar on dota) dealling 100 x level of ability to all units he encounters.

I'd give you guys credits nd rep. Tanx

Edit:

SpearModel


hi for ur spells i beleive its already been made, for ur spells u need a model, import into your map and just change the special effect to add ur spears in, the two spells u needed i beleive are here.

spear http://www.hiveworkshop.com/forums/spells-569/axes-of-wonder-v1-00-a-131152/

and the dash forward with knock aside r found here

http://www.hiveworkshop.com/forums/spells-569/ruinous-onslaught-v1-1-a-113726/?prev=search%3Dcharge%26d%3Dlist%26r%3D20
 
Level 11
Joined
Apr 5, 2009
Messages
728
here

can you make this for me?
Storm Gust-Summons an icy Water Element storm that hits targets in the area of effect every 0.5 seconds (for damage per hit see below) and pushes them around randomly. units hit 3 times will freeze and not receive further hits.
(The Freeze will be activated when the damaging in finished)
cooldown-6/4/1 seconds
Casting time-5/3/0 seconds
AoE-500
Freeze duration- 10 seconds
Damage- Random damage maybe. . .600-3400
__________________________________________________________________________________________
Meteor Storm-Casts a meteors from the sky,1 meteor will be fall every 2 seconds,damaging enemy units and stunning them for 0.01 seconds.

AoE-800
Duration-when all meteors are done falling
falling meteors-5
random damage-700-5300 maybe. .
(the meteors should be color red)
casting time-6/3/0
____________________________________________________________________________________________
Amplify Magic Power- casts a magic spell,that increases you magic spells.

storm gust damage increase-200/600/900
Jupitel thunder damage increase-400/700/1200
meteor storm damage increase-100/300/500
__________________________________________________________________________________________
Jupiter Thunder-Targets An enemy Unit With lightning balls.damaging an enemy unit for 8 times,the targeted unit will be stunned for 0.01 when damaged.

damage-Random damage. .maybe 500-3400
Duration-until the damaging is done. .
type-target unit
casting time- 2/1/0
 
Last edited:
Can you guys please make this for me:

Spell Name: Double Slam

What it does:

The hero slams the ground twice. The first slam tosses all enemy organic, non spell immune and non etheral units in the air in an AoE of 360. The second slam knocks all units back for a total of distance of 87 units away. The first slam deals 285/395/420 damage and the second slam deals 75 + 0.7/1.1/1.6 x the strength of the hero. This is supposed to be an imba ultimate for one of my heroes in my map which I am working on.

Tooltip:

The mighty tauren unleashes his fury on two slams. The first one dealing an incredible amount of damage and as a result, tossing all nearby organic non spell immune and non etheral units in the air while the second slam knocks back all nearby units and thus dealing damage based on his power.

Extra Info:

While the spell is taking effect, the hero will be paused, become invulnerable and become unselectable so that no enemy unit will disrupt the spell. I actually wanted this uninterrupted since I wanted to see the sweet flow of the spell. If I may request just one little thing, can it be in GUI, I am horrible at jass since I can't even write jass or modify it.


Please, I beg of you guys, I have dreamed of this spell over and over but I just couldn't get the proper triggering. I promise to +rep you both. I sware!


With regards,
thereallywhitekid
 
Last edited:
Level 3
Joined
Oct 21, 2008
Messages
37
Are you guys ever going to make my spell? :O

Chaotic Field:
Effect: Swaps positions of all units in AOE (randomly)
Damage:0
AoE: 500
Extras: % chance that a unit gets a COMPLETELY random buff when position is swapped. (both bad and good buffs.)
 
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