Any complex spell requests?

mr2toes

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alright umm i saw your post about useing hero stats for damage but i dont get any of it so can you create a skill where it takes the hero's int multiplies it by the skill level then adds a random amount of damage then adds the hero's base attack power times the skill level then divides it by the enemies armor(i mean the armor point not the % deduction) to deal that much damage. so the formula of damage in basic terms is heroint*skilllvl+(hero attack*skilllvl)/enemies armor. if you can can you make it so the int part is pure damage and cant be reduced? p.s. i got this formula off another game and i thought it would be cool if i could put something like that in warcraft XP
 
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@mr2toes That is practically impossible. You can get the int, skill level, *Hero Dmg (not perfectly)*, but it is really annoying to find out the armor.

@TeeAichSee : Your turn xD. Other than that, I dunno.
 

Renendaru

(Evol)ution is nothing without love.
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EGUI adds a function to do this. :p
 

Renendaru

(Evol)ution is nothing without love.
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EGUI adds a function to get the value of a unit's armour... Adds alot of good things, most of which only possible in Jass, or vJass.
 

mr2toes

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so is it possible to do atleast half of it or something. if you can can someone show me a trigger of it.
 

ThePlague

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Could you help me with this? I posted a thread but never got any help on it

I made an ability based off Serpent Ward which summons a disease cloud and infects units, from there the units should be able to infect other units, but its not working.

I know initially infecting the unit is working, but it does not seem to be adding the ability to spread the disease

it adds an ability based off spellbook (3 levels) so that the ability cant be seen with a disease cloud based ability in each

the spellbook ability is a disease cloud (1 for each level) with seperate buffs to determine which one it is that infects "air,friend,ground,neutral,not self,organic"

JASS:

function Infect_Conditions takes nothing returns boolean
//checks if the unit has any of the 3 disease cloud-based buffs also localizes and nulls the unit to reduce leaks
    local unit UNIT=GetFilterUnit()
    if (GetBooleanOr(GetBooleanOr( UnitHasBuffBJ(UNIT, 'B00H'), UnitHasBuffBJ(UNIT, 'B00F')),UnitHasBuffBJ(UNIT, 'B00G')) == true )then
         set UNIT=null
         return true
    endif
    set UNIT=null
    return false
endfunction

function Infect_Actions takes nothing returns nothing
//checks which type of disease the unit was infected with and adds corresponding ability
    local unit Target=GetEnumUnit()
    if (UnitHasBuffBJ(Target, 'B00F')==true)then
        call UnitAddAbilityBJ( 'A028', Target )
    endif
    if (UnitHasBuffBJ(Target, 'B00G')==true)then
        call UnitAddAbilityBJ( 'A02B', Target )
    endif
    if (UnitHasBuffBJ(Target, 'B00H')==true)then
        call UnitAddAbilityBJ( 'A02C', Target )
    endif
    set Target=null
endfunction

function Uninfect_Conditions takes nothing returns boolean
//checks which buff the unit does not have then removes its ability to spread that disease
//(done in case multiple players have the ability at different levels)
//returns true with which buff the unit does NOT have so the game can then remove it for that unit
    local unit UNIT=GetFilterUnit()
    if (GetBooleanAnd(UnitHasBuffBJ(UNIT, 'B00F')==false, GetUnitAbilityLevelSwapped('A028',UNIT) == 1))then
         set UNIT=null
         return true
    endif
    if (GetBooleanAnd(UnitHasBuffBJ(UNIT, 'B00G')==false, GetUnitAbilityLevelSwapped('A02B',UNIT) == 1))then
         set UNIT=null
         return true
    endif
    if (GetBooleanAnd(UnitHasBuffBJ(UNIT, 'B00H')==false, GetUnitAbilityLevelSwapped('A02C',UNIT) == 1))then
         set UNIT=null
         return true
    endif
    set UNIT=null
    return false
endfunction

function Uninfect_Actions takes nothing returns nothing
//removes the ability to spread the disease from the unit
    local unit Target=GetEnumUnit()
    if (UnitHasBuffBJ(Target, 'B00F')==false)then
        call UnitRemoveAbilityBJ( 'A028', Target )
    endif
    if (UnitHasBuffBJ(Target, 'B00G')==false)then
        call UnitRemoveAbilityBJ( 'A02B', Target )
    endif
    if (UnitHasBuffBJ(Target, 'B00H')==false)then
        call UnitRemoveAbilityBJ( 'A02C', Target )
    endif
    set Target=null
endfunction

function Infect takes nothing returns nothing
//sets unit groups, removes ability to spread disease from units whom the buff has ran out on
    set udg_UninfectedUnits=GetUnitsInRectMatching(GetPlayableMapRect(), Condition(function Uninfect_Conditions))
    call ForGroupBJ(udg_UninfectedUnits, function Uninfect_Actions)
    set udg_InfectedUnits=GetUnitsInRectMatching(GetPlayableMapRect(), Condition(function Infect_Conditions))
]//if no units are infected this trigger is destroyed and the original one is enabled
if ( CountUnitsInGroup(udg_InfectedUnits) == 0 )then
    call DestroyTrigger (udg_Infect)
    call EnableTrigger(gg_trg_Plague)
    return
endif
//runs the main action of the trigger
    call ForGroupBJ(udg_InfectedUnits, function Infect_Actions)
endfunction

function Plague takes nothing returns nothing
//This is the beginning of the trigger all the above functions do nothing until this trigger enables them
//all it does is check every 3 seconds if any units are infected ,if any are it enables the other trigger
    set udg_InfectedUnits=GetUnitsInRectMatching(GetPlayableMapRect(), Condition(function Infect_Conditions))
if ( CountUnitsInGroup(udg_InfectedUnits) == 0 )then
return
endif
    set udg_Infect=CreateTrigger()
    call TriggerRegisterTimerEventPeriodic( udg_Infect, 1.50 )
    call TriggerAddAction( udg_Infect, function Infect )
    call DisableTrigger(gg_trg_Plague)
endfunction

//===========================================================================
function InitTrig_Plague takes nothing returns nothing
    set  gg_trg_Plague = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Plague, 3.00 )
    call TriggerAddAction( gg_trg_Plague, function Plague )
endfunction



btw the buff lasts 10 seconds
 
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86
ouch... Unfortunately, you have to set the level of each of the abilities in the spellbooks to 1, 2, or 3. It would be the same as leveling any ability with triggers.
 

megaflame566

New Member
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if your still doing request ive been trying to make a metamorphis skill that has a chance to morph into another unit
like when the hero uses metmorphses it has a 50% chance to morph into a (example)bear or to morph into demon form
 

Man-o-Bomb

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30
Name: Water Splash
Preferred type of code: GUI (MUI if possible...)
Description of the spell:
Point of the spell: It sends out 8 Tidal Waves in all directions, taking every unit it hits whit them. Dealing damage equal to how close they are (How long they get pushed). Could be great if its like fast pulses damaging.
Amount of Levels: 4
Changing factors in the level: Longer tidal wave range.
Additional Info:
 

Jagan

New Member
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30
Hey Infinitegde, just wondering how many more requests are there before mine? :)
 

Dregonx

TH.net Regular
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21
It'd be awesome if you could show me how to do this kind of thing:

http://www.youtube.com/watch?v=HQ0eivKTJWI

I already know how to do the whole camera following the character deal, have no idea how he made the kamehameha hit the target after moving around and such. But yeah, I know custom textures etc. might not be possible but a paladin with the same kind of movements, and able to spam attack with a button sounds awesome to me.

Preferably it'd be nice if it was done in GUI, but JASS is fine with me too, or whatever you have to use. Same method with hotkeys would be nice.
 

Drunken_God

Hopes to get back into Mapmaking with SC2 :)
Reaction score
106
Carl Fredrik your spell is finished:

Magical Shield

Its GUI only but you will need to use to Custom Value of your units to make this MUI

The target takes 25% reduced damage from spells. Damage taken by the target is shared with the caster (20% of it). Damage taken by the caster is NOT shared by the target. If the caster dies, the effect wears off on all units that was protected

To implement it copy the Magical shield category and the MUI Making Thing category and of course the buff and the two abilities
 

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  • Magical Shield.w3x
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Jedimindtrixxx

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yo infinite, when your done all your other requests can you make another 2 for me? these 2 arnt rly urgent im not even sure if its complex but im not sure how to do it:

Name: Assassin's strike
Preferred type of code: GUI or JASS (just learning jass im really noob i know a bit but i kno enuff to be able to import a spell i hope)
Description of the spell: The assassin instantly blinks behind the enemy and attempts to strike him from the back and has a 50% chance to deal 125/250/300/425 damage or fail utterly and damage himself for 125/250/300/425 damage (50% aswell). has 100/100/100/90 mana cost with 30/25/20/10 sec cooldown and if he succeeds he also has a 25% chance to 'maim' (like dota's yasha maim) the enemy slowing his movement speed by 5%/10%/15%/20% and attack speed by 10%/20%/30%/40% (cant maim self)
Point of the spell: Deal damage to enemy and possibly slow him or damage self (i have different units, hunters for creeping, assassins for hero killing, and warriors for a bit of both and its an assassin spell so i want it to be easier to kill heroes)
Amount of Levels: 4
Changing factors in the level: Damage dealt: 125/250/300/425, mana cost: 100/100/100/90, cooldown: 30/25/20/10 sec, maim ms slow: 5%/10%/15%/20%, attack speed slow: 10%/20%/30%/40%, maim lasts: 5/10/10/15 seconds
Additional Info: can you make the maim make blood come from the unit?


Name: Kamimaze
Preferred type of code: GUI or JASS (just learning jass im really noob i know a bit but i kno enuff to be able to import a spell i hope)
Description of the spell: The hero goes into a kamikazie explosion that deals his max HP x .5/.6/.7 in damage in a 600/700/800 range radius and leaves the hero with 100 hp. The kamikazi effects creeps, and enemy heroes/summons and goes through magic immune, but doesnt hurt his allys. the effected people in the range get stunned for 2/2.5/3 seconds
Point of the spell: to go kamikazi and almost die but deal crazy damage but still have a chance to get out alive.
Amount of Levels: 3
Changing factors in the level: to lazy to copy paste its in the description if thats alright
Additional Info: when the hero explodes to kamikaze can you make a sfx there? just make a random sfx doesnt matter ima change it to one i got, same goes with the dps make it that during that time it has an sfx on the units, il change the sfx either wai doesnt matter which 1 you use. also cant be activated if below 50% hp.



thx in advance. this is for another map which i started yesterday so its very un-urgent.
 

Drunken_God

Hopes to get back into Mapmaking with SC2 :)
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I'll do it for you
(I'll edit this post so check for updates)
and i dont think im gonna make the dps for magic immune units too (it would make the spell 10times more complicated)

Ok Assassins Strike is finished
 

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Leazy

You can change this now in User CP.
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Hello!

I would like to request this spell:

Ever played worms? Heard of Banana Bomb? Well, if you had that is exactly what I would like to request, if you did not, this is the description: You throw a bomb which bounce a little bit. (Does not have to be formed as an banana atm, I'll fix it later) The bomb itself explodes after 3 seconds and then it comes out 5 smaller bombs that fly out in random directions which also explodes, all bombs deals 99999 damage. Only one skill lvl, I'll fix the description etc later.

Thanks in advance!
 
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