Any complex spell requests?

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Another Update: Well, some people don't know this but the junior year of High School is the FREAKING hardest so far. School started last wednesday, in this short amount of time, I've had to read 6 chapters, write 2 essays, and outline 4 documents as primary sources, not to mention I still haven't completed my Summer assignment due this weds, and this is all in one class. So, until I get settled in, I can't do much. (And, yes, I finally got a new monitor ^^ Yay!)
 

Renendaru

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XD, I already exited school. :p
 

Renendaru

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It's been a year since I exited high school, :D, only to enter College, :eek:...
 

Renendaru

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1: Not saying meh colllege. :D

2: I got near-perfect scores. Just messed up a bit on essay part. :p
 
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No way! The essay is the gayest part and doesnt count for most colleges anyway so... Near perfect score for you is 2200-2400?
 

Renendaru

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I can't remember really, I've had too much info jammed into my head. :p
 
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Finally! Something done! And it isn't even perfect! Well, the request was really annoying to make :( But still, I hate like 6 parters >.> Anyway, here it is.

Name: Release the Wild Beast

Preferred type of code: GUI

Description of the spell: Caster cast a summon that summons a beast that goes wild caster is attached to beast by a magic chair. beast goes on a rampage targetting units ina small beserking range and then charges them doing trampling damage. the beast lowers the ground as it steps causeing dirt to fly into the air. caster is dragged by the beast

Point of the spell: summons a unit probibly like a thunder lizard. a mana steal channel art opens between the caster and the summon. the caster plays dead animation above the ground say 10-20. then the beast charges all units say in 200 range. the dirt thrown into the air does small damage to units not directly in line with the beast. does massive damage + stun to units in line all units out of line also recieve a slow ms debuff

Amount of Levels: Multi (req lvl 6)

Changing factors in the level: Summons bigger summon. more damage both direct and AoE. longer time or amount of units charged.

Additional Info: um if posible if the beast goes on grass change it to dirt and on the part where it select a person to charge make that be random desicion of units not just the closest one. Also make the hero that cast it be one that lays down kinda like blood mage does.

Notes: Okay, notes... Hm... To be honest... This is one of the crappiest things I've made in awhile... Not because the spell idea is bad, just because it is so extremely hard to engineer. But, anyway, you need to change a constant to allow max move speed to be larger, otherwise the spell will take FOREVER. Around 800 - 1000 is good. Then just import the two dummy units + 3 abilities and the 2 triggers and the numerous amounts of variables and your good :D This has forced me to put in a Import Difficulty section....

Import Difficulty: 1 - 10 - Annoying as hell(7)

Code:
Cast Trigger:
Code:
RWB Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to (==) Release the Wild Beast 
    Actions
        Set loc = (Position of (Triggering unit))
        Set unitgroup = (Units within (400.00 + (200.00 x (Real((Level of Release the Wild Beast  for (Triggering unit)))))) of loc matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True
         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in unitgroup) Equal to (==) 0
            Then - Actions
                Unit - Order (Triggering unit) to Stop
                Custom script:   return
            Else - Actions
        Custom script:   call RemoveLocation(udg_loc)
        Custom script:   call DestroyGroup(udg_unitgroup)
        Unit - Pause (Triggering unit)
        Set loc = (Position of (Triggering unit))
        Special Effect - Create a special effect at loc using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor3.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation(udg_loc)
        Animation - Play (Triggering unit)'s death animation
        Unit - Add Crow Form to (Triggering unit)
        Wait 2.50 seconds
        Animation - Change (Triggering unit)'s animation speed to 0.00% of its original speed
        Set loc = (Position of (Triggering unit))
        Unit - Create 1 Beast for (Owner of (Triggering unit)) at loc facing Default building facing (270.0) degrees
        Special Effect - Create a special effect at loc using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation(udg_loc)
         Do Multiple ActionsFor each (Integer A) from 1 to 100, do (Actions)
            Loop - Actions
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        R_Dummy[(Integer A)] Equal to (==) No unit
                    Then - Actions
                        Set R_Caster[(Integer A)] = (Triggering unit)
                        Set R_Lvl[(Integer A)] = (Level of Release the Wild Beast  for R_Caster[(Integer A)])
                        Set R_Dummy[(Integer A)] = (Last created unit)
                        Animation - Change R_Dummy[(Integer A)]'s size to ((100.00 + (40.00 x (Real(R_Lvl[(Integer A)]))))%, (100.00 + (40.00 x (Real(R_Lvl[(Integer A)]))))%, (100.00 + (40.00 x (Real(R_Lvl[(Integer A)]))))%) of its original size
                        Animation - Change (Last created unit)'s animation speed to (100.00 x (Real(R_Lvl[(Integer A)])))% of its original speed
                        Set R_Loc[(Integer A)] = (Position of (Triggering unit))
                        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at R_Loc[(Integer A)] facing Default building facing (270.0) degrees
                        Unit - Add Earthquake  to (Last created unit)
                        Set R_Dummy2[(Integer A)] = (Last created unit)
                        Unit - Order R_Dummy2[(Integer A)] to Orc Far Seer - Earthquake R_Loc[(Integer A)]
                        Set R_Time[(Integer A)] = 0.00
                        Set unitgroup = (Units within (400.00 + (200.00 x (Real(R_Lvl[(Integer A)])))) of R_Loc[(Integer A)] matching (((Matching unit) belongs to an enemy of (Owner of R_Caster[(Integer A)])) Equal to (==) True))
                        Set R_Target[(Integer A)] = (Random unit from unitgroup)
                        Set loc = (Position of R_Target[(Integer A)])
                        Unit - Order R_Dummy[(Integer A)] to Move To loc
                        Custom script:   call RemoveLocation(udg_loc)
                        Set loc = (Position of R_Caster[(Integer A)])
                        Set loc2 = (Position of R_Dummy[(Integer A)])
                        Lightning - Create a Drain Life lightning effect from source loc to target loc2
                        Set R_Light[(Integer A)] = (Last created lightning effect)
                        Custom script:   call RemoveLocation(udg_loc)
                        Custom script:   call RemoveLocation(udg_loc2)
                        Custom script:   call DestroyGroup(udg_unitgroup)
                        Custom script:   exitwhen true
                    Else - Actions

Action Trigger:
Code:
RWB Tackle
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
         Do Multiple ActionsFor each (Integer A) from 1 to 100, do (Actions)
            Loop - Actions
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        R_Dummy[(Integer A)] Not equal to (!=) No unit
                    Then - Actions
                        Set R_Time[(Integer A)] = (R_Time[(Integer A)] + 0.05)
                        Set loc = (Position of R_Caster[(Integer A)])
                        Set loc2 = (Position of R_Dummy[(Integer A)])
                        Unit - Make R_Caster[(Integer A)] face (Angle from loc to loc2) over 0.00 seconds
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (R_Time[(Integer A)] mod 0.20) Less than (<) 0.05
                            Then - Actions
                                Environment - Change terrain type at loc2 to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
                                Special Effect - Create a special effect at loc2 using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
                                Special Effect - Destroy (Last created special effect)
                                Unit - Create 1 Dummy for (Owner of R_Caster[(Integer A)]) at loc2 facing Default building facing (270.0) degrees
                                Unit - Add dummy stomp  to (Last created unit)
                                Unit - Set level of dummy stomp  for (Last created unit) to R_Lvl[(Integer A)]
                                Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
                                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                            Else - Actions
                        Custom script:   call SetUnitX(udg_R_Dummy2[bj_forLoopAIndex],GetUnitX(udg_R_Dummy[bj_forLoopAIndex]))
                        Custom script:   call SetUnitY(udg_R_Dummy2[bj_forLoopAIndex],GetUnitY(udg_R_Dummy[bj_forLoopAIndex]))
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Distance between loc and loc2) Greater than or equal to (>=) 200.00
                            Then - Actions
                                Set real = (Angle from loc to loc2)
                                Set rea2 = (10.00 x (Cos(real)))
                                Set real = (10.00 x (Sin(real)))
                                Custom script:   set udg_rea2 = udg_rea2+GetUnitX(udg_R_Caster[bj_forLoopAIndex])
                                Custom script:   set udg_real = udg_real+GetUnitY(udg_R_Caster[bj_forLoopAIndex])
                                Custom script:   call SetUnitX(udg_R_Caster[bj_forLoopAIndex],udg_rea2)
                                Custom script:   call SetUnitY(udg_R_Caster[bj_forLoopAIndex],udg_real)
                                Unit - Add Crow Form to R_Caster[(Integer A)]
                                Set real = (Current flying height of R_Caster[(Integer A)])
                                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        real Less than (<) 40.00
                                    Then - Actions
                                        Set real = ((Current flying height of R_Caster[(Integer A)]) + 1.00)
                                    Else - Actions
                                        Set real = ((Current flying height of R_Caster[(Integer A)]) - 1.00)
                                Set real = ((Current flying height of R_Caster[(Integer A)]) + (Random real number between -2.00 and 3.00))
                                Animation - Change R_Caster[(Integer A)] flying height to real at 0.00
                                Unit - Remove Crow Form from R_Caster[(Integer A)]
                            Else - Actions
                        Lightning - Move R_Light[(Integer A)] to source loc and target loc2
                        Custom script:   call RemoveLocation(udg_loc)
                        Set loc = (Position of R_Target[(Integer A)])
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Distance between loc and loc2) Less than (<) 200.00
                            Then - Actions
                                Special Effect - Create a special effect at loc using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
                                Special Effect - Destroy (Last created special effect)
                                Unit - Cause R_Dummy[(Integer A)] to damage R_Target[(Integer A)], dealing (100.00 x (Real(R_Lvl[(Integer A)]))) damage of attack type Spells and damage type Normal
                                Unit Group - Add R_Target[(Integer A)] to R_Attacked[(Integer A)]
                                Set unitgroup = (Units within (400.00 + (200.00 x (Real(R_Lvl[(Integer A)])))) of R_Loc[(Integer A)] matching (((((Matching unit) belongs to an enemy of (Owner of R_Caster[(Integer A)])) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)) and (((Matching
                                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Number of units in unitgroup) Equal to (==) 0
                                    Then - Actions
                                        Animation - Change R_Caster[(Integer A)]'s animation speed to 100.00% of its original speed
                                        Unit - Remove R_Dummy[(Integer A)] from the game
                                        Unit - Order R_Dummy2[(Integer A)] to Stop
                                        Unit - Add a 2.00 second Generic expiration timer to R_Dummy2[(Integer A)]
                                        Custom script:   call RemoveLocation(udg_loc)
                                        Set loc = (Position of R_Caster[(Integer A)])
                                        Lightning - Destroy R_Light[(Integer A)]
                                        Unit Group - Remove all units from R_Attacked[(Integer A)]
                                        Unit - Move R_Caster[(Integer A)] instantly to loc
                                        Set R_Dummy[(Integer A)] = No unit
                                        Custom script:   call RemoveLocation(udg_R_Loc[bj_forLoopAIndex])
                                        Unit - Add Crow Form to R_Caster[(Integer A)]
                                        Animation - Play R_Caster[(Integer A)]'s stand animation
                                        Animation - Change R_Caster[(Integer A)] flying height to 0.00 at 0.00
                                        Unit - Remove Crow Form from R_Caster[(Integer A)]
                                        Unit - Unpause R_Caster[(Integer A)]
                                    Else - Actions
                                Set R_Target[(Integer A)] = (Random unit from unitgroup)
                                Custom script:   call RemoveLocation(udg_loc)
                                Set loc = (Position of R_Target[(Integer A)])
                                Unit - Order R_Dummy[(Integer A)] to Move To loc
                                Custom script:   call DestroyGroup(udg_unitgroup)
                            Else - Actions
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (R_Time[(Integer A)] mod 0.50) Less than (<) 0.05
                            Then - Actions
                                Unit - Order R_Dummy[(Integer A)] to Move To loc
                            Else - Actions
                         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (R_Caster[(Integer A)] is dead) Equal to (==) True
                            Then - Actions
                                Animation - Change R_Caster[(Integer A)]'s animation speed to 100.00% of its original speed
                                Unit - Remove R_Dummy[(Integer A)] from the game
                                Unit - Order R_Dummy2[(Integer A)] to Stop
                                Unit - Add a 2.00 second Generic expiration timer to R_Dummy2[(Integer A)]
                                Custom script:   call RemoveLocation(udg_loc)
                                Set loc = (Position of R_Caster[(Integer A)])
                                Lightning - Destroy R_Light[(Integer A)]
                                Unit Group - Remove all units from R_Attacked[(Integer A)]
                                Unit - Move R_Caster[(Integer A)] instantly to loc
                                Set R_Dummy[(Integer A)] = No unit
                                Custom script:   call RemoveLocation(udg_R_Loc[bj_forLoopAIndex])
                                Unit - Add Crow Form to R_Caster[(Integer A)]
                                Animation - Play R_Caster[(Integer A)]'s stand animation
                                Animation - Change R_Caster[(Integer A)] flying height to 0.00 at 0.00
                                Unit - Remove Crow Form from R_Caster[(Integer A)]
                                Unit - Unpause R_Caster[(Integer A)]
                            Else - Actions
                        Custom script:   call RemoveLocation(udg_loc)
                        Custom script:   call RemoveLocation(udg_loc2)
                    Else - Actions
 

Attachments

  • RWB.w3x
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Renendaru

(Evol)ution is nothing without love.
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Nice, just tested it out. That skill is kinda fun to use.
 
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Lol, I think it got boring after testing so much... But, I do think it is super boring... Who wants to compile a list of the peoples on line because I have to go for the rest of the day. Damn HW :(
 

Drunken_God

Hopes to get back into Mapmaking with SC2 :)
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I'm helping infinitedge and i just finished igor z's spell

Description: It increases damage for 7 attacks or 30 seconds

Type of Code: GUI

Import Diff: 4 (2 triggers,1 ability,1 buff,1 variable)
 

Attachments

  • Damage Increase.w3x
    17.1 KB · Views: 252

Komaqtion

You can change this now in User CP.
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Hi! I would like to pu a spell request.

Name: It's supposed to be a shield so something with that, sorry but don't have too much imagination for names =(

Code: GUI if possible because i don't know how to change Jass or so but do what you need to =)

Description: As i said i don't have any imagination, but it should be a shield that during a time ( lets say 3 seconds) it will absorb all damage (spell damage too in higher levels if possible) and when that time is done, deal a portion of the damage absorbed in an area around him and also damage the units that attacked him during that time (you put them in a group or something if they attack you, you get it =)) but only if thay are outside the area of the AOE damage.

Point: i don't really need any special stuff, maybe only some cool effects but not throw them into the air or something =).

Levels: I will probably need 4 levels and in the 2 higher levels it will absorb spell damage too.

Changing Factor: Start with like for example 10% or something (it shouldn't bee too overpowered) and then increase with like 2, 3 and finally 5 % more. to a total of 20% at level 4.

That's all, hope it wasn't too much though. Sorry in that case =)
 
Reaction score
86
Drunken God, nice job. Works well... Something you could add, put the number of hits done already in a floating text tag above the head of the caster. Also, for those who want to import it, it is MPI (Multi-Player-Instanciable) not MUI. If you need/want it to be MUI say something ^^
 

Renendaru

(Evol)ution is nothing without love.
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309
Hey Inf, can you make me a short snippet? I was wondering if you could set up a spell that does dmg based on stats. You choose the specifics.

vJass please.
 
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86
Here, made this quick system. If you want to use the Dmg aspect, tell me, I'll make it more accurate.

GetStats Package
JASS:
//====================
// GetStats Package v1.0
//====================
// Intro: This will *roughly* keep track of the damage of a hero by just adding up
// successive attacks and finding the average.
// Other stats, Strength, Agility, and Intelligence.
// Functions: GetDmg(unit u, real percent), GetStr(unit u, real percent, boolean bonuses),GetAgi(unit u, real percent, boolean bonuses),GetInt(unit u, real percent, boolean bonuses)


Extra Notes: To install, just create any trigger named "GetStats" and copy and paste the below code. Then call one of the functions above when you are using a triggered spell. Example, casting enhanced War Stomp based on Str. Find all units in a 500 range of the caster, loop through them, and use the function
Code:
GetStr(unit u, real percent, boolean bonuses)
.

This justs gets the strength and multiplies it by a real number (100% - 1% = 1.00 - 0.01). Make sure it is not in percent form or you will get a really high number :D. Back to the example, just use UnitDamageTarget(Dmgfromfunction, blah,blah,blah).

JASS:
//====================
// GetStats Package v1.0
//====================
// Intro: This will *roughly* keep track of the damage of a hero by just adding up
// successive attacks and finding the average.
// Other stats, Strength, Agility, and Intelligence.
// Functions: GetDmg(unit u, real percent), GetStr(unit u, real percent, boolean bonuses),GetAgi(unit u, real percent, boolean bonuses),GetInt(unit u, real percent, boolean bonuses)
function GetDmg takes unit u, real percent returns real
    local real Dmg
    local integer i = 0
    loop
        exitwhen i&gt;1000
            if(Hero_Dmg_Track<i>==u) then
                set Dmg = (Hero_Dmg_Avg<i>/Hero_Dmg_N<i>)*percent
                exitwhen true
            endif
            set i=i+1
    endloop
    return Dmg
endfunction

function GetStr takes unit u, real percent, boolean bonuses returns real
    return percent*GetHeroStr(u,bonuses)
endfunction
function GetAgi takes unit u, real percent, boolean bonuses returns real
    return percent*GetHeroAgi(u,bonuses)
endfunction
function GetInt takes unit u, real percent, boolean bonuses returns real
    return percent*GetHeroInt(u,bonuses)
endfunction

scope HeroAttacks initializer Init
    globals
        integer array Hero_Dmg_N
        unit array Hero_Dmg_Track
        real array Hero_Dmg_Avg
    endglobals

    private function Trig_Hero_Attacks_Conditions takes nothing returns boolean
        return( IsUnitType(GetAttacker(), UNIT_TYPE_HERO) == true )
    endfunction

    private function AddUp takes nothing returns nothing
        local integer i = 0
        loop
        exitwhen i&gt;1000
            if(Hero_Dmg_Track<i>==GetEventDamageSource()) then
                set Hero_Dmg_Avg<i> = Hero_Dmg_Avg<i> + GetEventDamage()
                set Hero_Dmg_N<i> = Hero_Dmg_N<i>+1
                debug call BJDebugMsg(R2S(Hero_Dmg_Avg<i>/Hero_Dmg_N<i>))
                debug call BJDebugMsg(I2S(Hero_Dmg_N<i>))
                exitwhen true
            endif
            set i=i+1
        endloop
        call DestroyTrigger(GetTriggeringTrigger())
    endfunction

    private function Trig_Hero_Attacks_Actions takes nothing returns nothing
        local boolean flag = false
        local integer i = 1
        local trigger New = CreateTrigger()
        loop
        exitwhen i&gt;1000
            if(Hero_Dmg_Track<i>==GetAttacker()) then
                set flag = true
                exitwhen true
            endif
            set i=i+1
        endloop
        if ( flag == false) then
            set i = 0
            loop
            exitwhen i&gt;1000
                if(Hero_Dmg_Track<i>==null) then
                    set Hero_Dmg_Track<i> = GetAttacker()
                    set Hero_Dmg_Avg<i> = 0
                    set Hero_Dmg_N<i> = 0
                    exitwhen true
                endif
                set i=i+1
            endloop
        endif
        call TriggerRegisterUnitEvent( New, GetTriggerUnit(), EVENT_UNIT_DAMAGED )
        call TriggerAddAction( New, function AddUp )
    endfunction

    private function Init takes nothing returns nothing
        set gg_trg_Get_Stats = CreateTrigger(  )
        call TriggerRegisterAnyUnitEventBJ( gg_trg_Get_Stats, EVENT_PLAYER_UNIT_ATTACKED )
        call TriggerAddCondition( gg_trg_Get_Stats, Condition( function Trig_Hero_Attacks_Conditions ) )
        call TriggerAddAction( gg_trg_Get_Stats, function Trig_Hero_Attacks_Actions )
    endfunction
endscope

scope Levels initializer Init
    private function Trig_Hero_Levels_Actions takes nothing returns nothing
        local integer i = 0
        loop
        exitwhen i&gt;1000
            if(Hero_Dmg_Track<i>==GetTriggerUnit() and Hero_Dmg_N<i> &gt; 0) then
                set Hero_Dmg_Avg<i> = Hero_Dmg_Avg<i>/Hero_Dmg_N<i>
                set Hero_Dmg_N<i> = 1
                exitwhen true
            endif
            set i=i+1
        endloop
    endfunction

    private function Init takes nothing returns nothing
        local trigger HeroLevels = CreateTrigger(  )
        call TriggerRegisterAnyUnitEventBJ( HeroLevels, EVENT_PLAYER_HERO_LEVEL )
        call TriggerAddAction( HeroLevels, function Trig_Hero_Levels_Actions )
    endfunction
endscope</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>
 

Renendaru

(Evol)ution is nothing without love.
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Thanks, I'm making system that will require 2 triggers, one for initialization, and another for doing dmg on stats.
 

Jedimindtrixxx

┻━┻ ︵ ¯\(ツ)/¯ ︵ ┻━┻
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ooooh infinite man thats what you ment in my post, i forgot all bout this >.>
j/w whats your order atm?
 
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  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    New recipe is another summer dessert Berry and Peach Cheesecake - https://www.thehelper.net/threads/recipe-berry-and-peach-cheesecake.194169/

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