Taking Spell Requests

kingbdogz

The Edge of Eternity is upon us.
Reaction score
123
Sorry to ask for such a complicated request but could you do this spell for me?
Here it is with as much detail as i can:

Insect Mound:

1. This ability is casted instantly and can only be casted while the hero is on blight, there are up to 3 levels. When casted, all around the hero disease clouds poof out of the side then fade, then the hero moves aside and an insect mound (model does not matter i can change) slowly rises from the ground (like the graves from the grave yard) and the terrain level rises slightly.

2. For the first level the mound lasts 20 seconds, second level 40 seconds, and third level 70 seconds. While the mound is alive, it is like a defense, the mound "sprays" green flying insects at enemy units and it decreases armour by 1 for 5 seconds, does 10 base damage, and does 8 poison damage over 6 seconds (so like 4 damage each 3 seconds until 6 seconds is over)

3. The green flying insects bounce off of the first unit it attacks to the nearest enemy unit, then the next nearest enemy then comes back to the mound, if there are no enemy units after the insects attack or the first bounce, they retreat to the mound.

4. Also, when the flying insects attack the first target, it does the normal 8 poison damage over 6 seconds, but for the next bounce, it only does 6 poison damage, and 4 for the last bounce, so really it reduces poison damage by 2 each bounce. Oh also the cooldown of the mounds attack is 6 seconds.

Additional info:
Mana costs:
Level 1: 120
Level 2: 145
Level 3: 155

Hitpoints:
Level 1: 450
Level 2: 650
Level 3: 750

Armour Reduction:
Level 1: 1
Level 2: 2
Level 3: 3

Poison Damage:
Level 1: 8
Level 2: 10
Level 3: 12

Base Damage:
Level 1: 10
Level 2: 12
Level 3: 14

Overall Scaling Value(including insects):
Level 1: 1.00
Level 2: 1.20
Level 3: 1.40

Mound Tinting:
Level 1: Normal
Level 2: Darker
Level 3: Slightly Darker then Level 2 with a slight red tint.

Here is what the tool tip may look like:
Insect Mound
Rises an Insect Mound from the depths of Undead Blight. This Mound attacks with Flying Insects that inflict base damage, reduce Armour for 5 seconds, cause poison damage over 6 seconds and Bounces 2 times to nearby enemy units. Each time the Insects bounce, the poison damage reduces by 2.

Level 1: Causes 10 Base Damage, 1 Armour Reduction and 8 Poison Damage. Mound lasts 20 seconds and has 450 Hitpoints.
Level 2: Causes 12 Base Damage, 2 Armour Reduction and 10 Poison Damage. Mound lasts 40 seconds and has 650 Hitpoints.
Level 3: Causes 14 Base Damage, 3 Armour Reduction and 12 Poison Damage. Mound lasts 70 seconds and has 750 Hitpoints.
Thanks again if there isn't anything clear then tell me, BTW +rep!
 

Kazuga

Let the game begin...
Reaction score
110
Leazy, your spell is about ready. There is only two small things I wonder over.
Add 18 rage
Rage...?

If your closer than 250 range to the target unit, create a quest message reading ''Your to close''.
Is this really necessary? Unless you charge really slowly then you won't notice the difference from 250 to impact.

Also, what special effect was it in that charge ability? (No I have been too busy to check it out and the creator didn't submit the code. ^^)

I have made the code fully GUI friendly, meaning that you can easily change all values.
Current code:
JASS:
scope Charge initializer Lightning
//! runtextmacro HAIL_CreateProperty ("Data", "integer", "private")
globals
private constant integer DummyID = 'u001' //The dummy's raw code.             
private constant integer DummyRaw = 'A004' //The dummy's dummy ability raw code.
private constant integer raw     = 'A003' //Ability raw code.
private constant integer MaxRange = 1000 //Maximum casting range.
private constant integer MinRange = 250 //Minimum casting range.
private constant integer Offset = 30 //How far the unit moves every interval.
private constant integer Impact = 20 //Distance from the units when they collide.
private constant real speed = 0.03
private constant string Effect = "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl"

endglobals
private struct TestStruct
real angle
timer Timer
unit caster
unit target
real tx
real ty
endstruct

private function Conditions takes nothing returns boolean
return GetSpellAbilityId() == raw
endfunction


private function ASlide takes nothing returns nothing
    local TestStruct data = GetData (GetExpiredTimer ())
    local unit target = data.target
    local unit caster = data.caster
    local real x = GetUnitX(caster)
    local real y = GetUnitY(caster)
    local real x2 = GetUnitX(target)
    local real y2 = GetUnitY(target)
    local real angle = Atan2(y2-y,x2-x)
    local real x3 = x + Offset * Cos(angle)
    local real y3 = y + Offset * Sin(angle)
    local real distance = SquareRoot( (x2-x)*(x2-x) + (y2-y)*(y2-y) )
    local unit dummy
    
    call SetUnitFacing(caster,angle)
    call SetUnitX(caster,x3)
    call SetUnitY(caster,y3)
    call DestroyEffect(AddSpecialEffect(Effect,x3,y3))
        if distance <= Impact then
        set dummy = CreateUnit(GetOwningPlayer(caster),DummyID,x3,y3,0)
        call UnitApplyTimedLife(dummy,'btlf',2)
        call UnitAddAbility(dummy,DummyRaw)
        call IssueTargetOrder(dummy,"thunderbolt",target)
        call PauseTimer (data.Timer)
        call ResetData (data.Timer)
        call DestroyTimer (data.Timer)
        call data.destroy ()
        set dummy = null
    endif   
endfunction


private function Actions takes nothing returns nothing
local TestStruct data = TestStruct.create ()
    local real x        =     GetUnitX(GetTriggerUnit())
    local real y        =     GetUnitY(GetTriggerUnit())
    local real angle    =     0
    local location loc = GetUnitLoc(GetTriggerUnit())
    local location loc2 = GetUnitLoc(GetSpellTargetUnit())
    local real distance = DistanceBetweenPoints(loc,loc2)
    local sound SimError = CreateSoundFromLabel( "InterfaceError",false,false,false,10,10)
    
    if (distance <= MaxRange) and (distance >= MinRange) then
        set angle = AngleBetweenPoints(loc,loc2) 
        set data.angle = angle
        set data.Timer = CreateTimer()
        call TimerStart (data.Timer,speed,true, function ASlide)
        call SetData (data.Timer, data)
        set data.caster = GetTriggerUnit()
        set data.target = GetSpellTargetUnit()
    else
        call IssueImmediateOrder(GetTriggerUnit(),"stop")
        if (distance >= MaxRange) then
            call DisplayTimedTextToPlayer(GetOwningPlayer(GetTriggerUnit()), 0.52, -1.00, 2.00, "|cffffcc00"+"Too far away"+"|r" )
        else
            call DisplayTimedTextToPlayer(GetOwningPlayer(GetTriggerUnit()), 0.52, -1.00, 2.00, "|cffffcc00"+"Too close"+"|r" )
        endif
        call StartSound(SimError )
    endif
    
    call RemoveLocation(loc)
    call RemoveLocation(loc2)
endfunction


//===========================================================================

private function SafeFilt takes nothing returns boolean
return true
endfunction
private function Lightning takes nothing returns nothing
 local trigger trig = CreateTrigger()
local integer i = 0
loop
    exitwhen i > 15
    call TriggerRegisterPlayerUnitEvent(trig,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,Condition(function SafeFilt))
    set i = i + 1
endloop
 call TriggerAddCondition (trig, Condition (function Conditions ) )
 call TriggerAddAction (trig, function Actions )
 set trig = null
 endfunction

endscope


Edit:
kingbdogz, wow that spell really is complicated... Will take me a while to make it. Sorry but since your's take so much time I have to finish the other's first. :)
 

Leazy

You can change this now in User CP.
Reaction score
50
Awesome Kazuga.

Mistake: 18 rage = 18 mana, making a wow based map and this is for the warrior =P The special effect on the ability is pheonix fire attached to each hand, and yes please give it a 250 minimum range (since the wow one got a minimum range, want the map to has as much wow feeling as possible) :p

Thanks!
 

Kazuga

Let the game begin...
Reaction score
110
The special effect on the ability is pheonix fire attached to each hand
Done and done.

and yes please give it a 250 minimum range
It does have a 205 minimum range, I was asking for the text that displayes "You are near" when it's 250 range left.
Edit: Ok I must have misread that of some greatness... Ok your spell is ready, wait a sec for upload.
 

Kazuga

Let the game begin...
Reaction score
110
Hm darn... I forgot about the run animation and that's a really tricky part... For it I must know what model you use in order to find what animation index it's walk animation is on...
 

LordChicken

New Member
Reaction score
0
I need a spell:thup:

Code:
Name: Dead on Arival

Effect: at the end of a Blink casting[base spell is blink] deal 300 damage to all foes within 500 Death and decay animation

the curent ver i tryed making dos 300 dmg to all, even caster:banghead:
 

Leazy

You can change this now in User CP.
Reaction score
50
LordChicken this is very basic, just set the units your going to damage to a unit group.
 

Kazuga

Let the game begin...
Reaction score
110
Sorry for the time, had an urgent call from my friend. Anyways the charge spell is finally fully completed. ^^ Enjoy.

If there is anything missing or something that doesn't work please tell me and I will fix it right away.

Needed:
NewGen.
HAIL system (Can be found in the map, just copy paste it into your own.
 

Attachments

  • Charge.w3x
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Julian4life

New Member
Reaction score
7
Here's one im making for my Sniper Hero.

Chain Shot
IF YOU COULD MAKE IT IN GUI, I would be extremely grateful. :D

Okay, well, this skill is fairly simple. The Hero uses the spell (an ultimate) and targets a single unit. The Hero attacks it (its normal attack which is the mortar team projectile) and when it hits the target unit, instantly, up to 8 other missles spring out of the the attacked unit and target up to 3 other units within 400 range. Once again, the targeted units after this attack (up to 33 units by now... 1 + 8 + 24) will also shoot out up to 2 more missiles at anything within 400 range around it. Totalling up to 81 units now. (1 +8 + 24 + 48).

Some extra notes:
-It's a level 6 skill, so it only has one level.
-The initial damage dealt from the attack is 50, then doubles, then doubles again, and doubles one last time. (50 - 100 - 200 - 400)
-If there are only 6 units within 400 range of the target, attack all six, then each of those six will send out 3... and so on.
-40 second cooldown.
-100 mana


If theres anything else you need to know please tell me! :D

+rep if you can manage to make it of couse!
 

Igor_Z

You can change this now in User CP.
Reaction score
61
My spell Kazuga?.. It is simple GUI spell. Just ads splash and bonus damage for 1 attack and then remove it.. Please make me something like that. It will take u like 5 mins to make it
 

worldofDeath

New Member
Reaction score
47
Can you do systems to?

Heres my spell tho thanks so much.. If you can just do it in jass without the extra program that would be great. It shouldnt be to hard. I just can do it in GUI.

Absorb Bio-Matter
Ability Type : Passive

Description : Whenever Mephitic kills a living thing, he absorbs their substance, assimilating it into himself so he can fuel his dark powers. Only absorbs if the unit was killed by a spell, or an attack (cleaving counts) not from any items.

Level 1 : Adds hit points for each victim killed. 1.5%(creeps) 2%(heros)
Level 2 : Adds hit points for each victim killed. 2%(creeps) 3%(heros)
Level 3 : Adds hit points for each victim killed. 2.5%(creeps) 4%(heros)
Level 4 : Adds hit points for each victim killed. 3%(creeps) 5%(heros)
Level 5 : Adds hit points for each victim killed. 4%(creeps) 6%(heros)
Level 6 : Adds hit points for each victim killed. 5%(creeps) 8%(heros)
Level 7 : Adds hit points for each victim killed. 6.5%(creeps) 8.9%(heros)
Level 8 : Adds hit points for each victim killed. 9%(creeps) 10%(heros)
Level 9 : Adds hit points for each victim killed. 11.5%(creeps) 12%(heros)
Level 10 : Adds hit points for each victim killed. 13%(creeps) 13%(heros)

Framework : The hit points from heroes are not stolen, but simply added to your total. The model of Mephitic goes up in size in a ratio based on fraction of his current maximum hitpoints, and his base hit points. (eg. He has the skill at lvl 1 and his total hit points are at 1000, his model would be at ½ it’s potential size.) Full size is probley 6.00 scale value while the smallest is like .20 scale value.
 

kelogsloops

You can change this now in User CP.
Reaction score
45
Here's 2 ideas i REALLY can't do T_T

Double Strafe
Gives a chance to fire an extra shot at an enemy target. (includes damage bonuses)
Level 1 -13% chance to fire an extra shot which deals 60% of damage.
Level 2 - 15% chance to fire an extra shot which deals 70% of damage. Level 3 - 17% chance to fire an extra shot which deals 80% of damage. Level 4 - 19% chance to fire an extra shot which deals 90% of damage.

I tried doing it, instead the hero just vanished lol.

Reverse
Flash creates several illusions of himself beside all enemy heroes visible, the illusions cannot attack, but have an immolation which damages them for 30/50/70 damage per second. They follow their target hero until the 10 second expiration is up.
At any time while the illusions are alive, Flash can instantly move to the illusion's position.

I tried to do it, and i failed T_T

It would be a great appreciation if you had soem sparee timmee :D
 

Weegee

Go Weegee!
Reaction score
102
:DSimple Spell Request:D

All I need is the Rexxar's Ultimate spell in DotA and you get +rep :thup:
 

Leazy

You can change this now in User CP.
Reaction score
50
Sorry for the time, had an urgent call from my friend. Anyways the charge spell is finally fully completed. ^^ Enjoy.

If there is anything missing or something that doesn't work please tell me and I will fix it right away.

Needed:
NewGen.
HAIL system (Can be found in the map, just copy paste it into your own.

Good spell. Although, could you make his run animation quicker, maybe set it to 200% or 300%, make him charge faster and he can turn around if someone is attacking him. Also, you dont need the to far away message, because the spells casting range will only be 1000. Even though these things the spell looks great as for now, thanks and +rep =) I hope you can fix those things I pointed out. =)
 

D.V.D

Make a wish
Reaction score
73
Can you make a spell from DBZ Kamehameha? It uses the vengance missle model, it uses a custom wisp explode but to a 90 degree's angle, a nuclear explosion model, and a charge model. Here's the video:

Video:
[SPOLIER][YOUTUBE]http://www.youtube.com/watch?v=z6mI_Z29iBo[/YOUTUBE][/SPOLIER]

Link:http://www.youtube.com/watch?v=z6mI_Z29iBo

I've also tried to make my own kamehameha spell but it had a glitch. This kamehameha doesn't have the charge model because I don't know it.
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