The Spell Request Thread!

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Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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I am not very happy with your work Glenphir.

You are using a timer system for no reason at all.
A simple one shot timer would have been enough with 1 dummy at the center of the SpellTargetLoc with true sight level set accordingly. But even this won't be good enough like Far Sight.

Your implementation has a big down side in that it requires 20 levels for only
2000 range of true sight while the original Far Sight at level 3 has a revealing area of 4000. 20 levels of ability would also make a map load slower.

Also unlike yours it does reveal for allies of the caster's owner both the map and invisible units.
 

Ayanami

칼리
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I am not very happy with your work Glenphir.

You are using a timer system for no reason at all.
A simple one shot timer would have been enough with 1 dummy at the center of the SpellTargetLoc with true sight level set accordingly. But even this won't be good enough like Far Sight.

Your implementation has a big down side in that it requires 20 levels for only
2000 range of true sight while the original Far Sight at level 3 has a revealing area of 4000. 20 levels of ability would also make a map load slower.

Also unlike yours it does reveal for allies of the caster's owner both the map and invisible units.

Initially, I did the one shot timer. But then I noticed True Sight can't have multiple levels. If you know any other method to produce the true sight effect, by all means, tell me. I even tried Dust of Appearance, which also can't have multiple levels.

You seem to know how to make this spell on your own too. Are you just trying to simply test me?
 

NeuroToxin

New Member
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Glenphir, I have a spell in mind, its a bit tricky, and I have never been able to do it for certain reasons, here it is.

Firestorm should be the name, I dont really care what it is.

Firestorm, the archmage channels 3/6/9/12 fireballs around him, always flying at different speeds and heights, always changing, when a unit comes within the radius, a fireball is unleashed from the air, knocking it just outside of the 500 AOE, it takes a second for it to get to him, so he could be anywhere inside, the fireball explodes knocking him out of the AOE and dealing 50/100/150/200 damage. They rotate around him in a circle.

Thanks :)
 

Ayanami

칼리
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Glenphir, I have a spell in mind, its a bit tricky, and I have never been able to do it for certain reasons, here it is.

Firestorm should be the name, I dont really care what it is.

Firestorm, the archmage channels 3/6/9/12 fireballs around him, always flying at different speeds and heights, always changing, when a unit comes within the radius, a fireball is unleashed from the air, knocking it just outside of the 500 AOE, it takes a second for it to get to him, so he could be anywhere inside, the fireball explodes knocking him out of the AOE and dealing 50/100/150/200 damage. They rotate around him in a circle.

Thanks :)

Okay, so let me get this clear.

3/6/9/12 fireballs will fly around the caster while he is channeling, correct? And these fireballs fly at random speed and height. When an enemy unit comes near the caster, the flying fireball launches towards the entering unit, knocking it back until it's out of 500 AoE of the caster and dealing 50/100/150/200 damage. Then the knockback takes 1 second.

Is that all correct?
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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>Are you just trying to simply test me?

Well... =)

I was hoping for a novelty from you in that the invisibility detection part of the
spell can be used for any values of the given range.

Thank you for the time it took you to make it though. I appreciate it.

>If you know any other method to produce the true sight effect, by all means, tell me.

If I come up with something (one day...) I will sure.

PS: on my editor True Sight can have multiple levels =)
 

Ayanami

칼리
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>Are you just trying to simply test me?

Well... =)

I was hoping for a novelty from you in that the invisibility detection part of the
spell can be used for any values of the given range.

Thank you for the time it took you to make it though. I appreciate it.

>If you know any other method to produce the true sight effect, by all means, tell me.

If I come up with something (one day...) I will sure.

PS: on my editor True Sight can have multiple levels =)

o.o
Really? Didn't work for me. The value always remained at its level 1 value. Which Truesight did you use. I believe I used "Truesight (Flying Machine)" or something like that.
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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Yes True Sight (Flying Machine) and True Sight (Shade) and all the others ofc.
 

Ayanami

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any other questions feel free to ask :)

When you say different unit, you mean any random unit in the map? o.o

Yes True Sight (Flying Machine) and True Sight (Shade) and all the others ofc.

It is indeed level able, that I found out. However, I've noticed that the values don't. It will constantly remain at the level 1 value even when the ability is at level 10.
 

NeuroToxin

New Member
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Okay, so let me get this clear.

3/6/9/12 fireballs will fly around the caster while he is channeling, correct? And these fireballs fly at random speed and height. When an enemy unit comes near the caster, the flying fireball launches towards the entering unit, knocking it back until it's out of 500 AoE of the caster and dealing 50/100/150/200 damage. Then the knockback takes 1 second.

Is that all correct?

Well, if it can, can the fireballs go at a random height like every so and so seconds? like get it so they seem like they're constantly flying up and down? and im not sure, but can it go in and out too? like fly in and out like a dome around the caster? and I meant like a second for the unit to get to the unit, not a 1 second knockback, but other then that, yes, and another related note, kinda like this: http://www.youtube.com/watch?v=xZTeHYpGq9E but in my own vision.

Edit: Forgot to say thanks so much :) I want to know how this is done. Thanks :D
 

Ayanami

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Well, if it can, can the fireballs go at a random height like every so and so seconds? like get it so they seem like they're constantly flying up and down? and im not sure, but can it go in and out too? like fly in and out like a dome around the caster? and I meant like a second for the unit to get to the unit, not a 1 second knockback, but other then that, yes, and another related note, kinda like this: http://www.youtube.com/watch?v=xZTeHYpGq9E but in my own vision.

Edit: Forgot to say thanks so much :) I want to know how this is done. Thanks :D

What do you mean by fly in and out? Any sort of distance do you want the fireballs to fly around the caster? Like do you want it to fly around the caster at melee range? And the 1 second thing, do you mean the time for the fireball to travel towards the enemy unit? And, do you want this done it GUI or vJASS?
 

skyblader

You're living only because it's illegal killing.
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I believe the flying in and out he means closer and further from the caster. I'm trying to create the effects using GUI, just the effects :p
 

Ayanami

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I believe the flying in and out he means closer and further from the caster. I'm trying to create the effects using GUI, just the effects :p

Oh. Well all you have to do is to change the offset and height to a random number between a min and a max value every interval where you move the fireball.
 

junicobakura

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Spell Name: Demon Slash/Onigiri

Code Preference: GUI

Spell Type: MUI if possible

Description: approaches the target point (usually at high speed) and cuts through anything in the way.

Ability Type:Active
Targeting Type: Point and Unit
Mana Cost:100 all levels
Cooldown:10 secs all levels
Casting Range:600 at all levels
Area of Effect:100 at all levels (Line Wideness)
Duration:N/A
Allowed Targets:Enemy Units Non-Structures
Main Damage:?/?/?/250 (Re-Scale)
Bonus Damage:25/50/75/100

Other Remarks: Instantly Moves the caster to the target point and damages all units between the casting point and the target point creating bloody effects on the enemies affected.

deals Main Damage and will deal bonus Damage if casting unit has a negative buff

Things that needs to be editable for future re-balance:
-Main Damage
-Bonus Damage
-Range
-AoE
 

Ayanami

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Description: approaches the target point (usually at high speed) and cuts through anything in the way.

What do you mean by "usually high speed"?

Other Remarks: Instantly Moves the caster to the target point and damages all units between the casting point and the target point creating bloody effects on the enemies affected.

Instantly, as in really instantly? Like blink? Or do you want a sliding effect, but a real fast one. I can also leave the sliding speed to be editable if you want.

deals Main Damage and will deal bonus Damage if casting unit has a negative buff

When you say negative buff, you mean any negative buff? Or a certain buff?

And if the spell is targeted at a unit, will it charge towards the unit or just charge towards the initial target position?
 

skyblader

You're living only because it's illegal killing.
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Oh. Well all you have to do is to change the offset and height to a random number between a min and a max value every interval where you move the fireball.

That would be easy... But I was thinking, that would just move the fireball abruptly in random positions. I'm trying to make it flow, like slowly move in closer and further, higher and lower, faster and slower but random points/speed.
 

Ayanami

칼리
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That would be easy... But I was thinking, that would just move the fireball abruptly in random positions. I'm trying to make it flow, like slowly move in closer and further, higher and lower, faster and slower but random points/speed.

Well, I think if you set the min and max value to something reasonable, it'll be a smooth effect.
 
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