The Spell Request Thread 2

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CrazyWolf

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Zhygot it shouldnt be difficult.Just search this:
Unit - Set level of X ability(your ability) for Y unit(casting unit) to level of X ability(your ability) for Z unit(the targeted unit).
The targeted unit can be stored through variables.
Its that simple.



Tinki3 check your messages. :p
 

Slapshot136

Divide et impera
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from the old spell request thread

Lightning wards - A spell that's based off of like senetry ward and can only have 3 wards out at a time. the 3 wards will link with each other if they are within 500 range and create an electric current that flows between them and damages the first enemy unit to pass through them. If there are 3 put down and they are close enough (each within 500 range of the other 2), they will damage everyone within the triangle that they form.
 

Ryuu

I am back with Chocolate (:
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Wow laugh out loud..

Anyway tink I think this is either my second last or last spell request.

Magma Swirl
[Hero Skill]
The Escaper creates a funnel of the hottest magma from the sun. This magma can blow any units within 600 range away to about 700 range away from the swirl. The units that are being blown away will be incinerated for as long as possible until it is blown 700 range away.

[Level 1] Swirl lasts for 6 seconds, incinerates 50 for first strike, increases 10 per attack.
[Level 2] Swirl lasts for 12 seconds, incinerates 75 for first strike, increases 20 per attack.
[Level 3] Swirl lasts for 18 seconds, incinerates 100 for first strike, increases 30 per attack.
[Level 4] Swirl lasts for 24 seconds, incinerates 125 for first strike, increases 40 per attack.

The model file for the swirl will be a tornado with the model of "Burning Oil" cloaking it.
 

J3LADE

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Stealth:

Can you make me a version of wind walk that has a chance to be detected when the caster is near another player?

The detection chance increases depending on how much higher the opposition's hero lvl is that is trying to detect the caster (increases by 5% for every 5 levels in difference) and thus lowers (decreases by 5% for every 5 lvls below the caster)when the opposition has a lower lvl than the caster. If the lvl's are the same then the % chance is 35%. This will happen periodically around a detecting hero (every 3 sec). The caster can de-activate the windwalk ability and is automatically deactivated when the caster takes damage or has a spell cast on him/her. The minimum chance of being detected is 5%.

This "may" be challenging for you but it would be great for my map. :p
 
C

covenant1

Guest
this is for a harry potter map, i'm making spells from the books. sorry if these spells are really easy (i'm a bit of a noob at the moment).

name of spell - Expelliarmus (Disarming Spell)
in GUI please.

description: Each wizard canot attack without a wand, which will be an item.

This spell is used to disarm another wizard, typically by causing the victim's wand(item) to fly out of reach. It also throws the wizard backwards a few feet when enough power is placed behind it.

if you could do this i would be very gratefull, i know u have a lot to do all ready.
 

zoll3

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Can u make this spell for me tinki ? :


Spell name: Hard Wave


The spell will be a mixture of Volcano , phoenix , and thunder clap ! ..

it will do when you use it .. a volcano comes and 2 phoenixes will be summoned and you got the phoenixes in 30 seconds before it dies , ( it dosent get into an egg again ) just dies ..

and in the same time the volcano and phoenixes appears .. there will be 3 thunder claps around the volcano .. and u do that ??

Levels:


Level 1 - Phoenixes damage is 40-40 , hp is 500 , and armor is 1 . Thunder claps damage is 40 and the volcano deals 100 damage

Level 2 - Phoenixes damage is 55-55 , hp is 800 , armor is 2 . Thunder claps damage is 60 and the volcano deals 150 damage.

Level 3 - Phoenixes damage is 70-70 , hp is 1000 , armor is 3 - Thunder claps damage is 70 and the volcano deals 200 damage

Level 4 - Phoenixes damage is 80-80 , hp is 1200 , armor is 5 . Thunder claps damage is 80 and the volcano deals 250 damage .

Level 5 - Phoenixes damage is 90-90 , hp is 1500 , armor is 6 . Thunder claps damage is 80 , and the volcano deals 300 damage .

Level 6 - Now there will be 1 more phoenix spawning .. with the same damage , hp and armor like the ones in lvl 5 .

Level 7 - Phoenixes damage increases to 100-100

Level 8 - Now there will be 1 more phoenix spawning .. with the same damage and hp and armor like the ones in lvl 5 .

Level 9 - Increases phoenixes damage to 100-110

Level 10 - Increases phoenixes damage to 120-120


Hope this isnt impossible :D

and the cooldown for the spell shall be 130 seconds .

and mana cost is 150 mana in lvl 1 , and then it will increase the mana cost with 20 evry lvl ..


thx
 

worldofDeath

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Tink!!!! I have a little expepince in triggering spells but i cant do this one. May the fource be with you. If youve ever played dota you have seen this spell.

Spectral Dagger (E)
The Spectre launches a deadly dagger that trails a Shadow Path. Deals damage to the targets in its path. Units hit by the dagger will also trail a Shadow Path. The Spectre becomes phased (gains zero collision) while on the path.
Level 1 - Spectre gains 5% movespeed, enemies lose 5%. Deals 50 damage.
Level 2 - Spectre gains 9% movespeed, enemies lose 9%. Deals 100 damage.
Level 3 - Spectre gains 14% movespeed, enemies lose 14%. Deals 150 damage.
Level 4 - Spectre gains 18% movespeed, enemies lose 18%. Deals 200 damage.
Level 5 - Spectre gains 20% movespeed, enemies lose 20%. Deals 250 damage.

Make the spell have a range of 1000 and the shadow path can only target heros or the ground. If target in front of the hero it will go 1000 range. If the hero(Target hero) is 1000 range away then it will stop. Mostly i want the shadow path to go 1000 range where ever it goes. Also as the dagger goes it shows that part as if it was a unit. Thanks!

The other was great man no wonder your the Wc3 Spell maker. Thanks if you can do it. if you want some screen shots of what the path should look like let me know pm. The shadow path is black and its a big line.

Gui if possible..

This will be my last hard spell request Thanks T your the best!
 

Tastyfish

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Rain Spell!?

I would like it if i could get a spell associated with rain, i have even made a button (i couldnt do the spell as i wanted it by myself).

I would like if the spell started out with the caster "just" summoning rain and then after 2-5 seconds it turns into arrows/spears or something like that and starts hurting the opponent.

Level 1 - A calm rain surrounds an area the caster has chosen but after a while deadly projectiles starts falling, piercing the enemy. (No idea about damage) Lasts for 15 seconds (5 seconds of that is "normal rain").
Level 2 - A calm rain surrounds an area the caster has chosen but after a while deadly projectiles starts falling, piercing the enemy. (No idea about damage) Lasts for 15 seconds (3.5 seconds of that is "normal rain").
Level 3 - A calm rain surrounds an area the caster has chosen but after a while deadly projectiles starts falling, piercing the enemy. (No idea about damage) Lasts for 15 seconds (2 seconds of that is "normal rain").

AoE should be like 800.

I would like the spell to be in GUI beacuse i have no idea how to incorporate JASS in a map but if i get help with that i would love it if the spell is done in JASS.
 

Tinki3

Special Member
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Wow laugh out loud..

Anyway tink I think this is either my second last or last spell request.

Magma Swirl
[Hero Skill]
The Escaper creates a funnel of the hottest magma from the sun. This magma can blow any units within 600 range away to about 700 range away from the swirl. The units that are being blown away will be incinerated for as long as possible until it is blown 700 range away.

[Level 1] Swirl lasts for 6 seconds, incinerates 50 for first strike, increases 10 per attack.
[Level 2] Swirl lasts for 12 seconds, incinerates 75 for first strike, increases 20 per attack.
[Level 3] Swirl lasts for 18 seconds, incinerates 100 for first strike, increases 30 per attack.
[Level 4] Swirl lasts for 24 seconds, incinerates 125 for first strike, increases 40 per attack.

The model file for the swirl will be a tornado with the model of "Burning Oil" cloaking it.
Is the spell channeling?
Does the "swirl" move along with the caster?
Is the spell targetable?
"increases 40 per attack" <=== what does that mean?

It can be done, but before I start, I want to know this information.
Stealth:

Can you make me a version of wind walk that has a chance to be detected when the caster is near another player?

The detection chance increases depending on how much higher the opposition's hero lvl is that is trying to detect the caster (increases by 5% for every 5 levels in difference) and thus lowers (decreases by 5% for every 5 lvls below the caster)when the opposition has a lower lvl than the caster. If the lvl's are the same then the % chance is 35%. This will happen periodically around a detecting hero (every 3 sec). The caster can de-activate the windwalk ability and is automatically deactivated when the caster takes damage or has a spell cast on him/her. The minimum chance of being detected is 5%.

This "may" be challenging for you but it would be great for my map. :p
I don't get it.

Does the "caster" have the ability, or... what?

It seems weird IMO.
this is for a harry potter map, i'm making spells from the books. sorry if these spells are really easy (i'm a bit of a noob at the moment).

name of spell - Expelliarmus (Disarming Spell)
in GUI please.

description: Each wizard canot attack without a wand, which will be an item.

This spell is used to disarm another wizard, typically by causing the victim's wand(item) to fly out of reach. It also throws the wizard backwards a few feet when enough power is placed behind it.

if you could do this i would be very gratefull, i know u have a lot to do all ready.
> It also throws the wizard backwards

The caster, or the target?

Can u make this spell for me tinki ? :


Spell name: Hard Wave


The spell will be a mixture of Volcano , phoenix , and thunder clap ! ..

it will do when you use it .. a volcano comes and 2 phoenixes will be summoned and you got the phoenixes in 30 seconds before it dies , ( it dosent get into an egg again ) just dies ..

and in the same time the volcano and phoenixes appears .. there will be 3 thunder claps around the volcano .. and u do that ??

Levels:


Level 1 - Phoenixes damage is 40-40 , hp is 500 , and armor is 1 . Thunder claps damage is 40 and the volcano deals 100 damage

Level 2 - Phoenixes damage is 55-55 , hp is 800 , armor is 2 . Thunder claps damage is 60 and the volcano deals 150 damage.

Level 3 - Phoenixes damage is 70-70 , hp is 1000 , armor is 3 - Thunder claps damage is 70 and the volcano deals 200 damage

Level 4 - Phoenixes damage is 80-80 , hp is 1200 , armor is 5 . Thunder claps damage is 80 and the volcano deals 250 damage .

Level 5 - Phoenixes damage is 90-90 , hp is 1500 , armor is 6 . Thunder claps damage is 80 , and the volcano deals 300 damage .

Level 6 - Now there will be 1 more phoenix spawning .. with the same damage , hp and armor like the ones in lvl 5 .

Level 7 - Phoenixes damage increases to 100-100

Level 8 - Now there will be 1 more phoenix spawning .. with the same damage and hp and armor like the ones in lvl 5 .

Level 9 - Increases phoenixes damage to 100-110

Level 10 - Increases phoenixes damage to 120-120


Hope this isnt impossible :D

and the cooldown for the spell shall be 130 seconds .

and mana cost is 150 mana in lvl 1 , and then it will increase the mana cost with 20 evry lvl ..


thx
> and the volcano deals 100 damage

When it emerges from the ground? Just initial damage, and then nothing else?
Does the volcano last forever?

It can be done.
Tink!!!! I have a little expepince in triggering spells but i cant do this one. May the fource be with you. If youve ever played dota you have seen this spell.

Spectral Dagger (E)
The Spectre launches a deadly dagger that trails a Shadow Path. Deals damage to the targets in its path. Units hit by the dagger will also trail a Shadow Path. The Spectre becomes phased (gains zero collision) while on the path.
Level 1 - Spectre gains 5% movespeed, enemies lose 5%. Deals 50 damage.
Level 2 - Spectre gains 9% movespeed, enemies lose 9%. Deals 100 damage.
Level 3 - Spectre gains 14% movespeed, enemies lose 14%. Deals 150 damage.
Level 4 - Spectre gains 18% movespeed, enemies lose 18%. Deals 200 damage.
Level 5 - Spectre gains 20% movespeed, enemies lose 20%. Deals 250 damage.

Make the spell have a range of 1000 and the shadow path can only target heros or the ground. If target in front of the hero it will go 1000 range. If the hero(Target hero) is 1000 range away then it will stop. Mostly i want the shadow path to go 1000 range where ever it goes. Also as the dagger goes it shows that part as if it was a unit. Thanks!

The other was great man no wonder your the Wc3 Spell maker. Thanks if you can do it. if you want some screen shots of what the path should look like let me know pm. The shadow path is black and its a big line.

Gui if possible..

This will be my last hard spell request Thanks T your the best!
I can do it, but it will take a while to complete.
I would like it if i could get a spell associated with rain, i have even made a button (i couldnt do the spell as i wanted it by myself).

I would like if the spell started out with the caster "just" summoning rain and then after 2-5 seconds it turns into arrows/spears or something like that and starts hurting the opponent.

Level 1 - A calm rain surrounds an area the caster has chosen but after a while deadly projectiles starts falling, piercing the enemy. (No idea about damage) Lasts for 15 seconds (5 seconds of that is "normal rain").
Level 2 - A calm rain surrounds an area the caster has chosen but after a while deadly projectiles starts falling, piercing the enemy. (No idea about damage) Lasts for 15 seconds (3.5 seconds of that is "normal rain").
Level 3 - A calm rain surrounds an area the caster has chosen but after a while deadly projectiles starts falling, piercing the enemy. (No idea about damage) Lasts for 15 seconds (2 seconds of that is "normal rain").

AoE should be like 800.

I would like the spell to be in GUI beacuse i have no idea how to incorporate JASS in a map but if i get help with that i would love it if the spell is done in JASS.
>i would love it if the spell is done in JASS

Finally, a JASS spell request :D, and it sounds like fun too!

It can be done.

_____________

Added you guys to the waiting list.

Please answer all of my Q's if I asked one.
 

Tastyfish

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Tink about the "expeliarmus" spell i think he means that the target his "unarming" is being thrownback.
As long as you help me/give directions on how to put it on my map im happy :).
 

Squll2

je'ne sais pas
Reaction score
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Hey this is probably one of my last spell requests (second to last probably.)

i request this in JASS.

Web.

The spider channels for 4 seconds creating a web (teleporting to different destinations making it look like hes creating a web) once the web is created he will hang from the top of the web and pull in units 800/1200/1600 range away from the web and hold them in the web for 5/6/7 seconds dealing 50/75/100 damage a second.

Edit: units can be pulled in multiple times.

can this be done :p?
 

Ryuu

I am back with Chocolate (:
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>Is the spell channeling?

i thought through this over the night, and yes, it is channeling.

>Does the "swirl" move along with the caster?

Yep.

>Is the spell targetable?

No..

>"increases 40 per attack" <=== what does that mean?

It means.. whenever the incineration takes place, the incinerated unit (i will name it X) will first receive 125 damage (for level 4), and then 0.25 seconds later, it will increase by 40, making it 165, then the next 0.25 seconds, 205, all the way until X dies, or X went out of 700 range away from the swirl.

Also, tink I would be glad if you can increase the caster's speed to the maximum when the spell takes place, but if it is too much of a job for you, then it's okay.
 

zoll3

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> and the volcano deals 100 damage
When it emerges from the ground? Just initial damage, and then nothing else?
Does the volcano last forever?

You know that the volcano will throw lava burning rocks up of the volcano when it is used ( the ability ) the burning rocks will damage the ammount i said ..

and no the volcano is only for 5 seconds ..
 

zoll3

New Member
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I allready got another spell if u dont mind tinki .. just tell me if its too much im requesting :p anyway here the spell is:


Spell Name: God Mode


Desciption:

Like Avatar .. the hero's Scaling Value will be bigger .. and in this spell a little bigger than normal avatar .. and damage , armor , and hp will increase .. + he will get permanent immolation until the avatar thing is over .. and the immolation fire is blue instead of normal fire ..


Level 1: 5 Armor , 35 damage , 200 lifepoints . Avatar Time: 30 Seconds . Immolation damage is 10 per second

Level 2: 12 Armor , 50 damage , 350 lifepoints . Avatar Time: 45 Seconds . Immolation damage is 20 per second

Level 3: 20 Armor , 75 damage , 500 lifepoints . Avatar Time: 60 Seconds . Immolation damage is 30 per second

Level 4: 35 Armor , 110 damage , 700 lifepoints . Avatar Time: 75 Seconds . Immolation damage is 40 per second

Level 5: 45 Armor , 120 Damage , 1000 lifepoints . Avatar Time: 90 Seconds
Immolation damage is 50 per second.


thats all for now :D thx !
 

Ryuu

I am back with Chocolate (:
Reaction score
64
sennen hyōrō

Don't ask me why that name, it's a Japanese name meaning "thousand years ice prison". So you can either use "thousand years ice prison" or sennen hyōrō, whichever you deem fit.

Casting this ability allows the caster to form a multitude of ice pillars using the moisture in the atmosphere. These pillars then envelop the target unit and all units within ((Level of Hero) x 100) range. |c00ff0303However, the caster will receive twice as much damage if an enemy attacks the caster. All other abilities will also be rendered useless during the period.|r All units within that range will be slowed by a Frost Nova.


Level 1 - Range difference between target unit and surrounding ice pillars is 800. 10 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 2.5) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 2 - Range difference between target unit and surrounding ice pillars is 900. 15 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 5) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 3 - Range difference between target unit and surrounding ice pillars is 1000. 20 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 7.5) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 4 - Range difference between target unit and surrounding ice pillars is 1000. 20 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 10) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 5 - Range difference between target unit and surrounding ice pillars is 1000. 25 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 12.5) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 6 - Range difference between target unit and surrounding ice pillars is 1000. 30 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 15) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 7 - Range difference between target unit and surrounding ice pillars is 1000. 30 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 17.5) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 8 - Range difference between target unit and surrounding ice pillars is 1000. 30 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 20) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 9 - Range difference between target unit and surrounding ice pillars is 1000. 30 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 22.5) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.

Level 10 - Range difference between target unit and surrounding ice pillars is 1000. 30 ice pillars. Deals ((Target's current mana) + (Caster's current mana) x 25) damage to the target unit and 1/2 the damage to all units within ((Level of Hero x 100) range.


Just to tell you, each ice pillar protudes from the ground after the ability has been cast.

And also, this spell isn't channeling, nor can the caster move while doing this spell, and if the caster is inside the ice prison, he will NOT be affected, nor will his allies will be affected too.

Thanks in advance, this might be your hardest one yet! :D
 
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