Spell Designs?

IceWarrior98

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I just had an idea for making a spell and I was wondering, how do I make special effects happen in a design around the caster or target? Does this require JASS or can it be done with the GUI? Because as stated before my JASS is limited to nothing.
 

Ghan

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It can be done with GUI, I would think. Though, it may depend on what exactly you want it to do.
 

IceWarrior98

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Well I want to start simple so I can get the hang of it, so maybe an X or O?

And how do I make missiles shoot out from the caster onto a target over time? (Shoot one missle followed by another and followed by another but not all at once)
 

Ghan

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> And how do I make missiles shoot out from the caster onto a target over time?

Not sure what you mean... you could have a unit's attack do that.
 

IceWarrior98

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>Not sure what you mean... you could have a unit's attack do that.

I mean, if a unit targets another unit with the ability, he will fire off multiple missiles over time instead of all at once.
 

Waaaaagh

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If you want to make spells, learn Jass. It is easy, and making a GUI spell is simply a mutilation of such a beautiful game (WC3). Really, Jass took me all of 2 days to learn (giving about 3/4 of that to handle vars and triggers (event registering). Learn Jass, or GTFO. (Get the fudge out).
 

IceWarrior98

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> Learn Jass, or GTFO. (Get the fudge out).

Nice to know friendliness doesn't go a long way here...Believe me I have everything I need to use JASS I just can't learn it. There aren't any good tutorials out there that explain jack all to me, they just tell me what it's capable of and how great it is. And if I am not mistaken, JASS is GUI just in its raw form, therefore they are both capable of the same things.
 

Ghan

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> I mean, if a unit targets another unit with the ability, he will fire off multiple missiles over time instead of all at once.

That would probably have to be a spell. Don't think a regular attack could do that.

> Believe me I have everything I need to use JASS I just can't learn it.

Tried my tutorial? I designed it specifically for those who find the other tutorials confusing. :D

> they are both capable of the same things.

Well, kind of. GUI can't do locals well, though. And the New Gen pack adds a bunch of new options....
 

Waaaaagh

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Sorry, I should have tacked a :p onto the end of my post. Anyway, they are NOT both equal, because the 'formality' that you get with GUI (you know, how the puzzle pieces all work together), comes at the price of reduced functionality. Anyway, you could always use a timer.
 

IceWarrior98

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> Tried my tutorial? I designed it specifically for those who find the other tutorials confusing.

I can take a look at it now, but even if it does hit my brains pleasure spot will I know more of how to create designs as asked in my first post?
 

Ghan

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> but even if it does hit my brains pleasure spot will I know more of how to create designs as asked in my first post?

I doubt it. It's mainly a workup to harder tutorials. That way, you don't feel overwhelmed. ;)
 

Waaaaagh

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Definately. Although many may say that GUI is easier, Jass will allow you to do whatever you want, the way you want, the only catch being that you have to make sure it works. That's why Jassers have their own programming style, while every GUI spell I've ever seen is exactly the same. Anyway, basic things you need to know for Jass spelling (making spells):

1) Math. Especially trigonometry. Really, you don't need to UNDERSTAND trig, just how to use it. Or, if you're a weak-kneed pansy, you can use the BJ (GUI) functions.

2) Timers. For spell effects, these babies are where it's at. They can be used to time - EXACTLY - anything you want, be it effects, durations, or what have you - down to less than .000001 seconds (theoretically).

3) Some method of attaching. You need a method of attaching units/numbers/information to your timers/triggers. Handle Vars work. Structs are fantastic. Just look at tutorials.

4) The basics of a real trigger. A trigger is an object (like a unit), and must/can be treated as such. This is a good and bad thing.

5) Types. Handles, integers, reals, booleans, and everything. You need to know what type each object is, so that you may correctly pass it to your functions.

6) YOU MUST HAVE IMAGINATION! Do something interesting, of GTFO. :p


That is assuming you understand the basics (functions, arguments and returns - and variables). But that is covered almost everywhere. Anyway, if you have trouble with anything, just ask, I'll try to help.
 
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