Any complex spell requests?

I just want it to save position, life, mana, and current buffs if possible.

Edit: The reason I don't want to use it is because that was made officially by someone whom I can't trust, but after seeing your work I feel you can do good on it. Oh and it doesn't really have to be MUI, because I don't think two people will cast it at once. XD
You can make it in any format you wish.
 
Name: Nature's Empowerment
Preferred type of code: GUI, MUI
Description of the spell: It is a passive that raises the hero's damage for every tree in an area around the hero.
Point of the spell: Every .5 seconds the trigger should count the amount of trees (felwood non-canopy trees) and add damage according to how many there are around the hero.
Amount of Levels: 4
Changing factors in the level:
damage empowerment per level: 5/6/7/8
trees in an AOE of: 450/500/550/600
Additional Info: THANKS!

EDIT: Make the maximum damage adding for each level (25/36/49/64) Thanks :)
 
Might not be too hard... but certainly not for me.

Gushing Water
Every 0.5 seconds, water arises from the caster in an outward position of 150, and swirls (about 0.05 seconds wait between each new gushing water)around the caster, then stops (until it does a full circle), and then repeats it again, each gushing water damages units near it. Lasts for 5 seconds, damage gets higher every level.
The gushing water effect will be the NagaDeath, I think that's what it is, the Dota's waveform special effect.
MUI AND MPI please.

Edit: +rep! Goodjob on the Gush thingy, just finish damage please.

Also, the previous person who was gonna make this for me, wasn't gonna do it, cause he had heaps of other stuff to do, u think u can do it for me?

Water Rampage
Crushing waves are cast all around the caster (in a complete circle) every 1 second and lasts for 5 seconds.

Thanks in advance.
 
How would I do to calculate his damage? Both regular and bonus?
 
Hey

Was wondering, u no the darkness spell that you made for me only works a number of times. Was hoping that maybe you could do it in Jass or something so it works always?

Thx
 
Hi there. Was wondering if you mind making Scatter Shot (Sniper's skill in DotA) for me in GUI? I've only found JASS versions so far but I don't understand them. This request of mine has been rejected by squishy in another (GUI) spell request thread earlier so I'd really appreciate it if you can help me. Thanks. :)
 
Dude... That was a really delayed reply.

On a side note: Umm... Do you think you'll really be able to do the spell? If you can it would be really helpful.
 
No, not implent it to my map, just implent it to the map you made for the spell

Thanks in advance :)
 
I was just wondering if you think there would be any way to complete my spell, i already posted it but im not sure if you saw it because you havent responded.
Name: Nature's Empowerment
Preferred type of code: GUI, MUI
Description of the spell: It is a passive that raises the hero's damage for every tree in an area around the hero.
Point of the spell: Every .5 seconds the trigger should count the amount of trees (felwood non-canopy trees) and add damage according to how many there are around the hero.
Amount of Levels: 4
Changing factors in the level:
damage empowerment per level: 5/6/7/8
trees in an AOE of: 450/500/550/600
Additional Info: THANKS!

EDIT: Make the maximum damage adding for each level (25/36/49/64) Thanks :)

Sorry if this bothers you i just wasnt sure :S
 
Sorry guys, have been busy today. Sorry for taking such a long time to fix the spell as well.

@ Renendaru: Sorry about not finishing the spell :( I will try to finish your spell, but that is the last spell for tonight. Also, I dunno if I can save buffs. If you tell me a few specific ones, I can do that.

Name: Darkness/Light
Coded in: GUI / Jass
MUI: Yes
Description of the spell: Darkness causes all units in 600 range to not be able to move or attack but still cast spells. Light cancels the effect of Darkness.

Code:
Trigger 1: Casts Darkness in Jass
Code:
function Trig_Casts_Darkness_Conditions takes nothing returns boolean
   return ( GetSpellAbilityId() == 'A000' )
endfunction

function Trig_Casts_Darkness_Actions takes nothing returns nothing
    local group g = CreateGroup()
    local group g2 = CreateGroup()
    local group g3 = CreateGroup()
    local boolean bool = false
    local integer count
    local unit u
    set udg_loc = GetSpellTargetLoc()
    set bj_lastCreatedUnit =  CreateUnitAtLoc( GetOwningPlayer(GetTriggerUnit()), 'u000' , udg_loc, bj_UNIT_FACING )
    call RemoveLocation(udg_loc)
    call GroupAddUnit( udg_DarknessGroup,bj_lastCreatedUnit )
    set udg_loc = GetUnitLoc(bj_lastCreatedUnit)
    call GroupEnumUnitsInRange(g,GetLocationX(udg_loc),GetLocationY(udg_loc),300,null)
    call GroupAddUnit( g,bj_lastCreatedUnit )
    call RemoveLocation(udg_loc)
    loop
    set u =FirstOfGroup(g)
    exitwhen u == null
        call GroupRemoveUnit(g,u)
        call GroupAddUnit(g2,u)
        if ( GetUnitTypeId(u) != 'u000' ) then
            call UnitAddAbility( u,'Sch3' )
            set udg_loc = GetUnitLoc(u)
            set bj_lastCreatedUnit = CreateUnitAtLoc(Player(PLAYER_NEUTRAL_AGGRESSIVE), 'u001' , udg_loc,0 )
            call RemoveLocation(udg_loc)
            call UnitAddAbility( bj_lastCreatedUnit,'AEer' )
            call IssueTargetOrder( bj_lastCreatedUnit, "entanglingroots", u )
            call UnitApplyTimedLifeBJ( 5.00, 'BTLF', bj_lastCreatedUnit)
        endif
    endloop
    call TriggerSleepAction( 0.50 )
    set bool = false
    set count = 1
    loop
    exitwhen count > 40
        call GroupAddGroup(g2,g3)
        call TriggerSleepAction( 0.50 )
        loop
        set u = FirstOfGroup(g3)
        exitwhen u == null
            call GroupRemoveUnit(g3,u)
            if ( UnitHasBuffBJ(u, 'BEer') == false and ( GetUnitTypeId(u) != 'u000' ) ) then
                set bool = true
            endif
        endloop
        set count = count + 1
    endloop
    loop
    set u = FirstOfGroup(g2)
    exitwhen u == null
        if ( ( GetUnitTypeId(u) != 'u000' ) ) then
            if ( ( bool == false ) and ( UnitHasBuffBJ(u, 'BEer') == true ) ) then
                call UnitRemoveAbility( u,'Sch3' )
                call UnitRemoveAbility( u,'BEer' )
            endif
        else
            call RemoveUnit( u )
        endif
        call GroupRemoveUnit(g2,u)
    endloop
    call DestroyGroup(g)
    call DestroyGroup(g2)
    call DestroyGroup(g3)
    set g = null
    set g2 = null
    set g3 = null
endfunction

//===========================================================================
function InitTrig_Casts_Darkness takes nothing returns nothing
    set gg_trg_Casts_Darkness = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Casts_Darkness, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Casts_Darkness, Condition( function Trig_Casts_Darkness_Conditions ) )
    call TriggerAddAction( gg_trg_Casts_Darkness, function Trig_Casts_Darkness_Actions )
endfunction

Trigger2: Casts Light
Code:
Casts Light
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to (==) Light 
    Actions
        Custom script:   set udg_UnitGroup = CreateGroup()
        Set loc = (Target point of ability being cast)
        Unit Group - Pick every unit in DarknessGroup and do (Actions)
            Loop - Actions
                Set loc2 = (Position of (Picked unit))
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Distance between loc2 and loc) Less than (<) 600.00
                    Then - Actions
                        Unit Group - Add (Picked unit) to UnitGroup
                    Else - Actions
                Custom script:   call RemoveLocation(udg_loc2)
        Custom script:   call RemoveLocation(udg_loc)
        Unit Group - Pick every unit in UnitGroup and do (Actions)
            Loop - Actions
                 Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Unit-type of (Picked unit)) Equal to (==) Darkness
                    Then - Actions
                        Unit - Remove (Picked unit) from the game
                        Set loc = (Position of (Picked unit))
                        Set DarknessGroup = (Units within 600.00 of loc)
                        Custom script:   call RemoveLocation(udg_loc)
                        Unit Group - Pick every unit in DarknessGroup and do (Actions)
                            Loop - Actions
                                Unit - Remove Cargo Hold (Goblin Zeppelin) from (Picked unit)
                                Unit - Remove Entangling Roots buff from (Picked unit)
                    Else - Actions
        Custom script:   call DestroyGroup(udg_UnitGroup)
 

Attachments

  • Darkness.w3x
    19.4 KB · Views: 289
You can just put the common buffs such as: stunned, poisoned, frozen, paused, slowed, and such.
 
Ok, I *finished* the spell as it normally is suppose to be. I haven't added in the buffs part yet. Also, it's impossible for me to tell how how long the buff should be so averages for the buffs would be? Any spell you want to give me that I can base it off. The durations, and the dps, w/e. Also, I have it only save units within a range of the caster. If you want me to make it the entire map, it would require a MUCH larger array o_O...
 
It should only store the buffs that units have around him when he uses time rupture. And I'm not going to mod the dps on any buffs. You don't have to change the duration either...
 
is my spell done yet, or you need more time.. just wanted to know :)
 
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