[Contest] Official Spell Contest #1

Pyrogasm

There are some who would use any excuse to ban me.
Reaction score
134
Only if the effects occur during the channeling.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
If the effect only shows at the end of the channeling time, it definitely shouldn't happen if I don't make it to there.

Either way, it's really just weird if the caster is gone, and the spell, that presumably needs me to keep channeling, just goes on without me...
Though, yes, that may just depend on the spell.
Then again...
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
890
> Um... "channel" spells should stop when the caster dies...

Who said that was the final version? :p

Updates for the win!
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
Ghan_04, you made a typo in the description ( as if I'm needed to tell this )

"History: The Ion Cannon is a orbiting laser cannon that was constructed as..."
 

emjlr3

Change can be a good thing
Reaction score
395
there is just under a week until the completion of this contest

I am still in need of a second judge, if you are interested

PM me
 

Grymlax

Probably not around
Reaction score
138
Okay so here it is, my channeling spell.

GUI: Yes
JASS: no
MUI: no
Leaks: don't think so
Lags: not for me
Fits Theme: Yes

Wheel Of Suffering


Screenshot
wheelofsufferingop4.jpg
Triggers
Code:
Wheel cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Wheel of suffering 
    Actions
        Set WheelCaster = (Triggering unit)
        Set WheelPoint[1] = (Target point of ability being cast)
        Set WheelDamage = (((Real((Level of Wheel of suffering  for WheelCaster))) + 1.00) x 0.80)
        Set WheelSpin = 0.00
        For each (Integer A) from 1 to 22, do (Actions)
            Loop - Actions
                Set WheelCirclePoint[(Integer A)] = (WheelPoint[1] offset by 255.00 towards (((Real((Integer A))) - 1.00) x 18.00) degrees)
        Wait 0.00 seconds
        For each (Integer A) from 1 to 20, do (Actions)
            Loop - Actions
                Lightning - Create a Mana Burn lightning effect from source WheelCirclePoint[(Integer A)] to target WheelCirclePoint[((Integer A) + 2)]
                Set WheelLightning[((Integer A) + 5)] = (Last created lightning effect)
                Lightning - Change color of WheelLightning[((Integer A) + 5)] to (0.10 0.10 0.30) with 1.00 alpha
        Trigger - Turn on Wheel move and damage <gen>
        For each (Integer A) from 1 to 22, do (Actions)
            Loop - Actions
                Custom script:   call RemoveLocation (udg_WheelCirclePoint[GetForLoopIndexA()])

Code:
Wheel move and damage
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set WheelSpin = (WheelSpin + 1.60)
        For each (Integer A) from 1 to 5, do (Actions)
            Loop - Actions
                Lightning - Destroy WheelLightning[(Integer A)]
                Set WheelSpokesPoints[(Integer A)] = (WheelPoint[1] offset by 255.00 towards ((72.00 x (Real((Integer A)))) + WheelSpin) degrees)
                Lightning - Create a Mana Burn lightning effect from source WheelSpokesPoints[(Integer A)] to target WheelPoint[1]
                Set WheelLightning[(Integer A)] = (Last created lightning effect)
                Lightning - Change color of WheelLightning[(Integer A)] to (0.30 0.10 1.00) with 1.00 alpha
                Set WheelAngles[(Integer A)] = (((Integer((Angle from WheelPoint[1] to WheelSpokesPoints[(Integer A)]))) + 180) / 20)
        Set WheelVictims = (Units within 260.00 of WheelPoint[1] matching ((((Matching unit) belongs to an enemy of (Owner of WheelCaster)) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True))))
        Unit Group - Pick every unit in WheelVictims and do (Actions)
            Loop - Actions
                Set WheelPoint[2] = (Position of (Picked unit))
                Set WheelAngles[6] = (((Integer((Angle from WheelPoint[1] to WheelPoint[2]))) + 180) / 20)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Distance between WheelPoint[2] and WheelPoint[1]) Greater than or equal to 210.00
                    Then - Actions
                        Set WheelPoint[3] = (WheelPoint[2] offset by 5.50 towards (Angle from WheelPoint[2] to WheelPoint[1]) degrees)
                        Unit - Turn collision for (Picked unit) Off
                        Unit - Move (Picked unit) instantly to WheelPoint[3]
                        Unit - Turn collision for (Picked unit) On
                        Custom script:   call RemoveLocation (udg_WheelPoint[3])
                    Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Distance between WheelPoint[1] and WheelPoint[2]) Less than or equal to 255.00
                        Or - Any (Conditions) are true
                            Conditions
                                WheelAngles[6] Equal to WheelAngles[1]
                                WheelAngles[6] Equal to WheelAngles[2]
                                WheelAngles[6] Equal to WheelAngles[3]
                                WheelAngles[6] Equal to WheelAngles[4]
                                WheelAngles[6] Equal to WheelAngles[5]
                    Then - Actions
                        Unit - Cause WheelCaster to damage (Picked unit), dealing WheelDamage damage of attack type Spells and damage type Normal
                        Animation - Change (Picked unit)'s vertex coloring to (90.00%, 35.00%, 75.00%) with 0.00% transparency
                    Else - Actions
                        Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                Custom script:   call RemoveLocation (udg_WheelPoint[2])
        Custom script:   call DestroyGroup(udg_WheelVictims)
        For each (Integer A) from 1 to 5, do (Actions)
            Loop - Actions
                Custom script:   call RemoveLocation (udg_WheelSpokesPoints[GetForLoopIndexA()])

Code:
Wheel stop
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Wheel of suffering 
    Actions
        Trigger - Turn off Wheel move and damage <gen>
        For each (Integer A) from 1 to 25, do (Actions)
            Loop - Actions
                Lightning - Destroy WheelLightning[(Integer A)]
        Set WheelVictims = (Units within 265.00 of WheelPoint[1])
        Unit Group - Pick every unit in WheelVictims and do (Actions)
            Loop - Actions
                Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        Custom script:   call DestroyGroup(udg_WheelVictims)
        Custom script:   call RemoveLocation (udg_WheelPoint[1])

Edit: made some small changes in the triggers. but if you allready downloaded the spell theres no need to download it again since the changes wont show ingame.
 

Attachments

  • WheelOfSufferingByGrymlax.w3x
    40.8 KB · Views: 282

Arcane

You can change this now in User CP.
Reaction score
87
Deadline is November 4th?

Hm... I might try out for this, I need some practice spellmaking anyways, and I have two days off from school before then...


Will be using an idea that's been floating around in my head for a while:

Storm Wheel
[Temporary name, unless I think of something better]

Will call down four bolts of lightning in a square around the caster, the bolts will then circle the caster while he channels, periodically discharging charged particles. The charged particles will move in a random fashion outwards, dealing damage and slowing the first unit that it encounters.


Just an idea. I have lots of those.

Now comes the actual MAKING of the spell. That'll be more difficult.
 

Sevion

The DIY Ninja
Reaction score
413
Just a question: Why is it called Storm Wheel if it is in a shape of a Circle. Wheels tend to be Circles unless the designer is..... well yeah.
 

Arcane

You can change this now in User CP.
Reaction score
87
You mean SQUARE the first time right?

Well, I made that up on the spot, and I did say it was a temporary name. I came up with wheel because it... er... spins.
 

Pyrogasm

There are some who would use any excuse to ban me.
Reaction score
134
Freaking circle spells. I hate them.

At any rate, I got some weird bugs with Gisly Barrage and I'm rewriting it from scratch.
 

Demonwrath

Happy[ExtremelyOverCommercializ ed]HolidaysEveryon
Reaction score
47
Simple question...you said these are channeling spell.

Does that mean the spell you make MUST be based off of a channeling spell? Can we not just give it an extended cast time and add effects with triggers?

Or does that not count?
 

Demonwrath

Happy[ExtremelyOverCommercializ ed]HolidaysEveryon
Reaction score
47
Okay, so like lets say I base my spell of Windwalk, yet using triggers pause the unit for X seconds, and with another trigger make it so if the unit is attacked it unpauses it and removes the Windwalk (still figuring out how to do that :\)

That's good right :D
 

U are a noob

Mega Super Ultra Cool Member
Reaction score
152
Okay, so like lets say I base my spell of Windwalk, yet using triggers pause the unit for X seconds, and with another trigger make it so if the unit is attacked it unpauses it and removes the Windwalk (still figuring out how to do that :\)

That's good right :D

Exactly but it needs to be able to be cut off.
 
C

Cookie

Guest
hey emjlr3, do you want us to PM you our spells? or just post them and upload thme here? :p
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
> hey emjlr3, do you want us to PM you our spells? or just post them and upload thme here?

See what others do.
 

Demonwrath

Happy[ExtremelyOverCommercializ ed]HolidaysEveryon
Reaction score
47
Well I figure I should build up suspense by giving you people my spell idea :p
As promised...a channeling spell for the Demon Hunter :D

Assassin Strike:
For 5 seconds the Hero goes invisible and searches for an unsuspecting enemy to kill. Once channeling is completed, he dashes to a random unit within 600 range of him, and attacks it from behind, dealing massive damage. If the damaged unit dies, he will target other units withing 200 range of the killed unit.
Level 1 - 200 damage, has one extra 'kill target'
Level 2 - 400 damage, has two extra 'kill targets'
Level 3 - 600 damage, has three extra 'kill targets'

So how is that for a Demon Hunter channeling spell XD

I should have it done in a few days and I will post screenies then :p
 

Demonwrath

Happy[ExtremelyOverCommercializ ed]HolidaysEveryon
Reaction score
47
When he goes invisible, he channels for 5 seconds, if he moves or gets attacked, the spell gets cancelled
 
General chit-chat
Help Users

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top