What might this be?
LEET is an experience and bounty system, which does nothing more than handling the experience and bounty gain of units. Experience and bounty values are registered to unittypes, and can be changed throughout the whole game. For a more detailed list of functionality check...
Out of pure boredom, I figured I might be able to quench my thirst for playing Ragnarok Online by simply making a few spells from the game, and this be the result.
The abilities I made are Thief/Assassin class abilities; Sonic Blow, Hide, Grimtooth and Venom Splasher.
Requirements: NewGen...
I'm basically looking for a model that's a modified version of the Defend <Caster> model. It should be big enough to look as it it's guarding a normal-sized hero and should be really yellow and shiny. Basically a holy shield.
If anyone could make this model for me I'd be sure to +rep you and...
After some hours of boredom I started to think "what isn't there enough of?". Unfortunately I could not come up with anything so I had to go in the opposite direction: "What is there too much of?", and so I decided to make this thread.
I'm taking spell requests in GUI or vJASS (please go with...
Solved!
The main purpose is to work as a system that manipulates experience gained based on some factors. Regular exp gain and the killing blow bonus works just fine, though the denying part does not trigger.
This is the part that doesn't work as planned:
if IsUnitAlly(k...
Yes I know there's a lot of these going around and you're all pretty much tired of them, which is exactly why I made yet another one.
I just got my NewGen to work as normal so I decided to get working on a new hero for Twilight Crusade. Though I also noticed that I'm all out of ideas...
Out of pure boredom I sat down and started to code this little system, and this is the result.
What does the system do?
FadeUnitTimed allows you to make a unit fade from A transparency to B transparency over C seconds, and then fade in/out from B transparency back to A transparency over D...
What's the most efficient way of passing data from an array to a lower array inside a loop, to recycle the variable?
Recycling this part of the code:
if data.currentfaderate > data.endfaderate then
call PauseTimer(Timer[i])
call...
Purpose of the spell:
It is supposed to create an illusion of a target unit, and if that illusion is damaged the target is supposed to lose the same percentual amount of health the illusion lost and vice versa, as long as it doesn't drop below 5% of it's max health.
What doesn't work...
Have you ever played an Aeon of Strife-type map and felt that "This needs more strategy into it"?
Have you ever played a strategy-type map and felt that "This needs more man- to man, real-time action into it"?
I have, and so I had an epiphany; Someone has to make an Aeon of Strife-type map that...
I'm in need of ideas for a final spell for my caster hero. The spell should be somewhat related to death or darkness.
Current spells:
Death Wave:
Sends a Death Wave in a line from a target location,
dealing 150 damage to anything in it's wake.
Each unit killed by death wave will...
So I've been thinking of starting a new AoS project, and I'm looking for a crew for this project.
I've got no concept whatsoever, this is to be discussed when the whole crew is gathered and ready to go.
What I'm looking for is:
1) Terrainer/Terrainers. Prio #1, I fail big time at...
Is there any way of finding what keyboard key that is pressed when using the event :
function TriggerRegisterPlayerKeyEventBJ takes trigger trig, player whichPlayer, integer keType, integer keKey returns event
I can't seem to find any function that allows me to check for the pressed key.
Fire Pillar:
Spell info:
GUI/JASS?: JASS
MUI?: Yes
Leaks: None
How to implement: Instructions inside the map.
Note: Requires NewGen World Editor and ABC struct attachment system.
Description:
Summons a fiery pillar at a targetted location.
If an enemy unit walks into the pillar it will be...
Once again I've run into some problems with one of my spells. The spell is called Fire Pillar, and it creates a visible dummyunit at the targetted location, then it's supposed to hit the first enemy unit who comes in range of that dummy with 10 firebolts. The problem seems to occur in the loop...
I'm basically down to my last hero to be made in a while in my AoS, then it's a few system-fixes and then the grand first beta-test. My only problem is that I've run out of ideas for ultimates at this point.
I know that the community here has gotten some insane ideas for spells, so post a...