Request your GUI spells here!

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yes it is posible read my posts, you can use poison arrows and its buff. and you need to do a damage detection system which can be done in GUI. there is a demo of my spell somewhere i nthe forum ima post the link .


yeah here it is...

http://www.thehelper.net/forums/showpost.php?p=877582&postcount=12

seems liek your abilities are not suficient so i hope glenphir will do it ...


by the way the demo is only for 1 shot, so if i want three shots you will have to use 2 dummy units and 3 set of variables and 3 set of abilities and diferent cast time on each dummy spell so it doesnt look crowded.

Will get started as soon as I can. Busy with school work and all.

The (hero) conjures up a shell of ice which makes him immune to all damage. While in this state, the (hero) will be unable to move or cast abilities, but all spell damage taken will be reflected back at the caster (including healing spells). Lasts 1.5 seconds at all levels

Level 1) 30 seconds cooldown, spell damage reflected will do 100% damage to the caster
Level 2) 25 second cooldown, spell damage reflected will do 150% damage to the caster
Level 3) 20 second cooldown, spell damage reflected will do 200% damage to the caster


It would be great if this spell was:
GUI
Leakless


Thanks,
Avaleirra

Well, I don't think it's really possible to detect an incoming spell and reflect it back? 0.o Or else, you'll need a hell lot of If/Then/Else.
 
Is there a limit amount for your armor? Or is it infinite?

well if you meant by:
losing the armor: well it could go pass the hero's armor
or by the replenish: limit will be the original hero's armor
 
well if you meant by:
losing the armor: well it could go pass the hero's armor
or by the replenish: limit will be the original hero's armor

Oh, so the hero will receive no damage but the armor will get deducted?
 
I have a spell that is driving me crazy here ^^

Poop Bomb (4 levels of the spell) - A projectile(that goes just like the Force Shot made for Threeninezer in this topic) that hits a target enemy and splashes in a 300 AoE dealing 75/110/165/200 damage to the unit hit by the projectile also add a 25 HP damage per second and reduce 2 points in the armor of all enemies in the AoE, including the one hit by the projectile, during 4 seconds
the effect of the colision could be of something similar to a poop explosion :D

How about this one Glenphir?
 
@ RueK
The only thing about Triple Throw is that you can't really match the timing for the 3 attacks to be released consecutively. I could use the buff placer as a damage detect system. However, if I use the damage detect system, won't it look silly for the 2 other projectiles to be released after the enemy gets hit by the 1st one?

@ Vaynard
Okay, thanks for noting me.

Well for one thing, I can't seem to graph out an oval shape for "Eye of the Devil". Tried graphing it out in a graphing program and using the offsets accordingly. Doesn't seem too good. Anyone good with ovals?
 
hi can you make a spell with these descrip.

Spirit Orb..
calls a spirit(1 lightning shield buffs per call) that adds 5/7/10/12 damage per spirit,
each spirits last to 17 seconds
the spirits stacks up to 5 times
the the spirits should look like lightning shield,only it should come one at a time
spirits should show as a buff with level.

and this spell

Celestial Strike...
Using the spirit orb...the hero charges all his strength to deal a massive damage to his enemies. the damage is equal to 10%/25%/50% of the hero's current mana, this skill cannot be used without the 5 spirit orb and it consumes all mana of the user
(sounds familliar?...i think its the asura strike skill of a monk)
the damage should over head the target(like critical strike)

please make this skill GUI MUI and if possible leakless:)

Is Celestial Strike AoE? I'm assuming it is because you stated "enemies".
 
@ Vaynard
Okay, thanks for noting me.

Well for one thing, I can't seem to graph out an oval shape for "Eye of the Devil". Tried graphing it out in a graphing program and using the offsets accordingly. Doesn't seem too good. Anyone good with ovals?[/QUOTE]

humm oval??
if youre talking about the projectile, please dont worry about that, i already have the one im going to use ^^, i just need the rest of the stuff
 
Hildawhatywhat, I am nearing the finish of your spell today or tomorrow, have school now, but think it could be done today.

Just having trouble detecting Normal attacks.
 
hi ... i have given up on trying to get that previously mentioned waveform spell to work, i just found out it still bugging.

can i get 1 more spell request ? :rolleyes:

WaterWave .. the hero turns into a waterwave and charges towards the target damaging all enemy units in its path..

so its basically shockwave with the caster moving together with it using this special effect Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl

Can you make sure that if a ground target has been selected thats within a region that "instantly moves units " for it too not bug :banghead:.

i will understand if you don't want to make this for me since you already made 2 spells for me, its just that i sorta need it cause i made this sexy spell combo for the water-element hero and now its missing the main core spell .
 
^ So you basically asked him to make waveform again.....and one that would suite you.

I suggest you get the spell fixed by posting the map on the forum for helpers to take a look at, rather than requesting a spell with an odd requirement.
 
hows it an odd requirement, and the waveform was non mui anyway.. bugged when i try to use it on 2 heros.. so i had to remove the hero from the tavern after being chosen just to use it, not to mention the horrible bug as mentioned b4..

just for the sake of testing to see if this was only happening on my map.. i opened up the actual map itself of the (waveform spell) and purposely created 2 regions with 1 region instantly moving any entering unit to the 2nd region, Guess what same thing.. hero disappeared right off the map. .. doesn't happen with other spells. just this

just seems reallly buggy. -------------> this spell http://www.thehelper.net/forums/showthread.php?t=63434
 
Just checked out the spell. The bug is quite obvious.

The triggers hide the hero and then wait until it's done waveforming before unhiding.
His "done!" condition basically checks whether the unit is near the target point of the waveform cast. As you teleport the unit somewhere else, it obviously won't ever get near the target point....so what you see is a hidden hero.

In the second trigger "Wave From Action", edit it to this and try it out:

Trigger:
  • Wave Form Action
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Set WF_Caster_Loc = (Position of WF_Caster)
      • Set WF_Offset = (WF_Caster_Loc offset by 50.00 towards WF_Angle degrees)
      • Set WF_Distance = (Distance between WF_Caster_Loc and WF_Point)
      • Unit - Move WF_Caster instantly to WF_Offset, facing WF_Angle degrees
      • Special Effect - Create a special effect at WF_Caster_Loc using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 225.00 of WF_Caster_Loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of WF_Caster)) Equal to True)))) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in WF_Group) Not equal to True
            • Then - Actions
              • Unit Group - Add (Picked unit) to WF_Group
              • Unit - Cause WF_Caster to damage (Picked unit), dealing (100.00 + (75.00 x (Real((Level of Waveform for WF_Caster))))) damage of attack type Spells and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Conditions
            • WF_Distance Less than or equal to 50.00
            • (Current order of WF_Caster) Not Equal to (Order(breathoffire))
        • Then - Actions
          • Set WF_Check = True
          • Unit Group - Remove all units from WF_Group
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • Custom script: call RemoveLocation (udg_WF_Caster_Loc)
      • Custom script: call RemoveLocation (udg_WF_Offset)
 
i tried it and in testing the hero doesn't even move with the wave anymore, seems to travel just 50 distance and stop, no matter where i cast it..

this W.E is hurting my brain.. im going to sleep .. ill tackle this problem when i wake up .. this is currently the trigger i put that extra code in.. am i doing something wrong here? thanks for trying to help me.


Trigger:
  • Wave Form Action
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Set WF_Caster_Loc = (Position of WF_Caster)
      • Set WF_Offset = (WF_Caster_Loc offset by 50.00 towards WF_Angle degrees)
      • Set WF_Distance = (Distance between WF_Caster_Loc and WF_Point)
      • Unit - Move WF_Caster instantly to WF_Offset, facing WF_Angle degrees
      • Special Effect - Create a special effect at WF_Caster_Loc using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 225.00 of WF_Caster_Loc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of WF_Caster)) Equal to True)))) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in WF_Group) Not equal to True
            • Then - Actions
              • Unit Group - Add (Picked unit) to WF_Group
              • Unit - Cause WF_Caster to damage (Picked unit), dealing (100.00 + (75.00 x (Real((Level of Waveform for WF_Caster))))) damage of attack type Spells and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (WF_Distance Less than or equal to 50.00) or ((Current order of WF_Caster) Not equal to (Order(breathoffire)))
        • Then - Actions
          • Set WF_Check = True
          • Unit Group - Remove all units from WF_Group
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • Custom script: call RemoveLocation (udg_WF_Caster_Loc)
      • Custom script: call RemoveLocation (udg_WF_Offset)
 
(WF_Distance Less than or equal to 50.00) or ((Current order of WF_Caster) Not equal to (Order(breathoffire)))

I don't understand the need for the bolded part, it probably messes things up because "Move Unit Instantly" will cancel whatever order the unit is given. Edit: snipped.
 
i dont want to hijack glens thread anymore.


Spell request , waveform :shades:​

What does it do?
 
i have yet another one (sigh) lol. I tried this one and it didn't work so well

Ultimate Defense (passive).
When any allied unit within 600 range of the defender is attacked, there is a 25% chance the unit is taunted to attack the defender instead

I made it for you, though I'm not sure if this is how you want it to be (it's a hero ability now) and I added in a graphic effect whenever it occurs.
 
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