Taking Spell requests in GUI

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manofsteel

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Do you need a certain spell? just post a spell that's possible to do in GUI and if you want it MUI, MPI or nothing also post a description with special effects, what is does etc. Only request one spell. No dota-spells, no spells that already has been created(check out the spell section).
+ rep is appreciated.

Name:
MUI/MPI/none:
Description:
Other:

And have patience I will make it when I can and have time.
 

XeNiM666

I lurk for pizza
Reaction score
138
can i make a request

its an ability named Roadkill

for every corpse within 700 range of the hero, the hero will gain 5/10/15/20/25 damage as long as the corpse in within the 700 range. maximum of 5 corpses.

+rep will be given.

future thanks!!!!
 

PooBucket

New Member
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12
Hm..... I'm thinking of an ability which when the caster casts it, every few seconds, crushing waves comes out of the caster in all directions. Non-channelling. I don't think that's hard, but for me, it will most likely fail first off.

Thank you.
+Rep given. (When ability done)
Poop.
 

manofsteel

New Member
Reaction score
36
Okey, I will start making them right now.

edit> okey XeNiM666 I got your spell ready.
It's fully MUI and works up to how many units you want to, just change the bolded part.
Code:
Code:
Roadkill
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Roadkill 
    Actions
        For each (Integer A) from 1 to Integer, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Triggering unit) Equal to Caster[(Integer A)]
                    Then - Actions
                        Set Caster[(Integer A)] = No unit
                        Custom script:   call DestroyGroup(udg_CorpseGroup[bj_forLoopAIndex])
                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer Greater than or equal to [B]150[/B]
            Then - Actions
                Set Integer = 0
            Else - Actions
        Set Integer = (Integer + 1)
        Set Caster[Integer] = (Triggering unit)
        Set Point[1] = (Position of (Triggering unit))
        Set CorpseGroup[152] = (Units within 700.00 of Point[1] matching (((Matching unit) is dead) Equal to True))
        Set CorpseGroup[Integer] = (Random 5 units from CorpseGroup[152])
        Unit - Add Roadkill (Dummy)  to (Triggering unit)
        Unit - Set level of Roadkill (Dummy)  for (Triggering unit) to (Number of units in CorpseGroup[Integer])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in CorpseGroup[Integer]) Greater than 5
            Then - Actions
                Unit - Set level of Roadkill (Dummy)  for (Matching unit) to 5
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in CorpseGroup[Integer]) Less than or equal to 0
            Then - Actions
                Set Caster[Integer] = No unit
                For each (Integer A) from Integer to Integer, do (Actions)
                    Loop - Actions
                        Custom script:   call DestroyGroup(udg_CorpseGroup[bj_forLoopAIndex])
            Else - Actions
        Custom script:   call RemoveLocation(udg_Point[1])
        Custom script:   call DestroyGroup(udg_CorpseGroup[152])

Code:
RKperiodic
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to Integer, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Caster[(Integer A)] is alive) Equal to True
                        Caster[(Integer A)] Not equal to No unit
                    Then - Actions
                        Set Point[2] = (Position of Caster[(Integer A)])
                        Unit Group - Pick every unit in CorpseGroup[(Integer A)] and do (Actions)
                            Loop - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Picked unit) Not equal to No unit
                                    Then - Actions
                                        Set Point[3] = (Position of (Picked unit))
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            If - Conditions
                                                (Distance between Point[2] and Point[3]) Greater than 700.00
                                            Then - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    If - Conditions
                                                        (Level of Roadkill (Dummy)  for Caster[(Integer A)]) Less than or equal to 1
                                                    Then - Actions
                                                        Unit - Remove Roadkill (Dummy)  from Caster[(Integer A)]
                                                        Unit - Remove Roadkill  buff from Caster[(Integer A)]
                                                    Else - Actions
                                                Unit - Set level of Roadkill (Dummy)  for Caster[(Integer A)] to ((Level of Roadkill (Dummy)  for (Picked unit)) - 1)
                                                Custom script:   call DestroyGroup(udg_CorpseGroup[bj_forLoopAIndex])
                                            Else - Actions
                                        Custom script:   call RemoveLocation(udg_Point[3])
                                    Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            If - Conditions
                                                (Level of Roadkill (Dummy)  for Caster[(Integer A)]) Less than or equal to 1
                                            Then - Actions
                                                Unit - Remove Roadkill (Dummy)  from Caster[(Integer A)]
                                                Unit - Remove Roadkill  buff from Caster[(Integer A)]
                                            Else - Actions
                                        Unit - Set level of Roadkill (Dummy)  for Caster[(Integer A)] to ((Level of Roadkill (Dummy)  for (Picked unit)) - 1)
                                        Custom script:   call DestroyGroup(udg_CorpseGroup[bj_forLoopAIndex])
                        Custom script:   call RemoveLocation(udg_Point[2])
                    Else - Actions
                        Set Caster[(Integer A)] = No unit
                        Custom script:   call DestroyGroup(udg_CorpseGroup[bj_forLoopAIndex])

Here's your spell PooBucket. It sends waves in random directions for 10 seconds. The tooltips look like crap or hasen't been done.
Code:
Code:
Wave
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Wave 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer Greater than or equal to 150
            Then - Actions
                Set Integer = 0
            Else - Actions
        Set Integer = (Integer + 1)
        Set Caster[Integer] = (Triggering unit)
        Set WaveEnd[Integer] = 0

Code:
Waveperiodic
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to Integer, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Caster[(Integer A)] is alive) Equal to True
                        Caster[(Integer A)] Not equal to No unit
                        WaveEnd[(Integer A)] Less than 10
                    Then - Actions
                        Set WaveEnd[(Integer A)] = (WaveEnd[(Integer A)] + 1)
                        Set Point[1] = (Position of Caster[(Integer A)])
                        Unit - Create 1 DummyCaster for (Owner of Caster[(Integer A)]) at Point[1] facing Default building facing degrees
                        Unit - Add Wave (dummy) (Neutral Hostile) to (Last created unit)
                        Unit - Set level of Wave (dummy) (Neutral Hostile) for (Last created unit) to (Level of Wave (dummy) (Neutral Hostile) for Caster[(Integer A)])
                        Set Point[2] = (Point[1] offset by 699.00 towards (Random angle) degrees)
                        Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave Point[2]
                        Custom script:   call RemoveLocation(udg_Point[1])
                        Custom script:   call RemoveLocation(udg_Point[2])
                    Else - Actions
                        Set Caster[(Integer A)] = No unit
 

Attachments

  • Spell request-PooBucket.w3x
    19.7 KB · Views: 72

inevit4ble

Well-Known Member
Reaction score
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Could you make me a spell plz?

Its named Harpy's Song.

Description : All units within 1000 of the casting unit gets sucked in towards the casting unit and once the units reach the casting unit they get stunned for 1.5/2.25/3 sec.

The units mustnt be instantly moved to the casting unit but "slide" along towards the casting unit.

Plz try make this.

Thx
 

XeNiM666

I lurk for pizza
Reaction score
138
actually manofsteel, i want it to be passive...

can you???

BTW, how can you give more than 1 +rep??
 

DiFm

New Member
Reaction score
35
I want to ask you something. If you cast an ability in a choosen direction how can you get out the other directions.

First i though i f i cast an ability in one direction the opposite direction would be 180 degrees but its not degrees are constant and mean north west and south and east on the map. how to get out other directions from the direction you cast an ability or the direction your unit faces.

If you help me with this +rep
 

Igor_Z

You can change this now in User CP.
Reaction score
61
can u make me a spell that when a hero kills a unit to increase the damage of the hero by +2 and he will die that damage to be halved. Max damage +60?? PLz m8 i really need it
 

manofsteel

New Member
Reaction score
36
Code:
Unit - Order (Last created unit) to Move To ((Center of (Playable map area)) offset by 256.00 towards ((Facing of (Triggering unit)) + 1.00) degrees)

example.^^

edit> Igor_Z yes I can do it but you have to wait, got some before you.

edit2> Harpy's Song finished:
Code:
Harpys Song
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Harpy's Song 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer Greater than or equal to 150
            Then - Actions
                Set Integer = 0
            Else - Actions
        Set Integer = (Integer + 1)
        Set Caster[Integer] = (Triggering unit)
        Set Point[1] = (Position of (Triggering unit))
        Set UnitGroup[Integer] = (Units within 1000.00 of Point[1] matching (((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is A structure) Equal to False)) and (((Matching unit) is A flying unit) Equal to False)))
        Unit - Order (Last created unit) to Move To ((Center of (Playable map area)) offset by 256.00 towards ((Facing of (Triggering unit)) + 1.00) degrees)
        Custom script:   call RemoveLocation(udg_Point[1])
Code:
HSperiodic
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to Integer, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Caster[(Integer A)] Not equal to No unit
                    Then - Actions
                        Set Point[2] = (Position of Caster[(Integer A)])
                        Unit Group - Pick every unit in UnitGroup[(Integer A)] and do (Actions)
                            Loop - Actions
                                Set Point[3] = (Position of (Picked unit))
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Distance between Point[2] and Point[3]) Greater than 50.00
                                    Then - Actions
                                        Set Point[4] = (Point[3] offset by -8.00 towards (Angle from Point[2] to Point[3]) degrees)
                                        Unit - Move (Picked unit) instantly to Point[4]
                                        Custom script:   call RemoveLocation(udg_Point[4])
                                    Else - Actions
                                        Unit - Create 1 Shade for (Owner of Caster[(Integer A)]) at Point[2] facing Default building facing degrees
                                        Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
                                        Unit - Add Harpy (dummy)  to (Last created unit)
                                        Unit - Set level of Harpy (dummy)  for (Last created unit) to (Level of Harpy's Song  for (Last created unit))
                                        Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                                        Unit Group - Remove (Picked unit) from UnitGroup[(Integer A)]
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            If - Conditions
                                                (Number of units in UnitGroup[(Integer A)]) Less than or equal to 0
                                            Then - Actions
                                                Set Caster[(Integer A)] = No unit
                                                Custom script:   call DestroyGroup(udg_UnitGroup[bj_forLoopAIndex])
                                            Else - Actions
                                Custom script:   call RemoveLocation(udg_Point[3])
                        Custom script:   call RemoveLocation(udg_Point[2])
                    Else - Actions
                        Set Caster[(Integer A)] = No unit
                        Custom script:   call DestroyGroup(udg_UnitGroup[bj_forLoopAIndex])
 

Attachments

  • Spell request-inevit4ble.w3x
    21.2 KB · Views: 93

Knatten

New Member
Reaction score
7
Hmm okay.

This will need 2 abilitys. MUI.

Sentinel: The hero summons an sentinel above target tree and can teleport to the sentinel by using ability nr2. The player can summon several sentinels but will only be teleported to the one he summoned last. (I think it can be based of normal sentinel ability somehow).

Recall: Teleport the hero to the Sentinel.

When the hero learns Sentinel he also gets Recall. 1 Level.
 

DiFm

New Member
Reaction score
35
can u make me a spell that when a hero kills a unit to increase the damage of the hero by +2 and he will die that damage to be halved. Max damage +60?? PLz m8 i really need it

i can make that for rep :D (I'm A greedy bastard)

MAn I'd Like to kiss you. Made a thread about that earlier and got no answer and now when you say it, it seems so logical :D, thanx +rep
 

manofsteel

New Member
Reaction score
36
Fixed a passive ability of the corpse ability.
Code:
RKperiodic
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        Set Region = (Playable map area)
        Set CorpseGroup[1] = (Units in Region matching ((Level of Roadkill  for (Matching unit)) Greater than 0))
        Unit Group - Pick every unit in CorpseGroup[1] and do (Actions)
            Loop - Actions
                Unit - Add Roadkill (Dummy)  to (Picked unit)
                Set Point[1] = (Position of (Picked unit))
                Set CorpseGroup[2] = (Units within 700.00 of Point[1] matching (((Matching unit) is dead) Equal to True))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Number of units in CorpseGroup[2]) Greater than 0
                    Then - Actions
                        Unit - Set level of Roadkill (Dummy)  for (Picked unit) to (Number of units in CorpseGroup[2])
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Number of units in CorpseGroup[2]) Greater than or equal to 5
                            Then - Actions
                                Unit - Set level of Roadkill (Dummy)  for (Picked unit) to 5
                            Else - Actions
                    Else - Actions
                Custom script:   call RemoveLocation(udg_Point[1])
                Custom script:   call DestroyGroup(udg_CorpseGroup[2])
        Custom script:   call DestroyGroup(udg_CorpseGroup[1])
        Custom script:   call RemoveRect(udg_Region)

edit> sentinel ability finished(you have to edit them to hero/unit abilities on your own).
Code:
Sentinel
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Sentinel 
    Actions
        For each (Integer A) from 1 to Integer, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Triggering unit) Equal to Caster[(Integer A)]
                    Then - Actions
                        Set Caster[(Integer A)] = No unit
                        Set Tree[(Integer A)] = No destructible
                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer Greater than or equal to 150
            Then - Actions
                Set Integer = 0
            Else - Actions
        Set Integer = (Integer + 1)
        Set Tree[Integer] = (Target destructible of ability being cast)
        Set Caster[Integer] = (Triggering unit)

Code:
Teleport
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Teleport 
    Actions
        For each (Integer A) from 1 to Integer, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Triggering unit) Equal to Caster[(Integer A)]
                    Then - Actions
                        Set Point[1] = (Position of Tree[(Integer A)])
                        Unit - Move (Triggering unit) instantly to Point[1]
                        Custom script:   call RemoveLocation(udg_Point[1])
                    Else - Actions
 

Attachments

  • Spell request-XeNiM666 .w3x
    18.9 KB · Views: 86
  • Spell request-Sentin#1F9740.w3x
    19.2 KB · Views: 80

Flare

Stops copies me!
Reaction score
662
Just so you know, some of those abilities (namely Wave and Harpy Song) will not work correctly on ~150th instance and, at that point, any instances running when the above instance occurs will cease to work. The MUI limit can be increased, but you're still gonna have a specific instance that won't work at all (and, as I said, all instances running when that particular instance occurs will cease to work as well)
 

manofsteel

New Member
Reaction score
36
Ohh well, hope they can figure out how to fix that. Change the 1 - Integer to 1 - 150 and 151 or greater set to 0.
 

Flare

Stops copies me!
Reaction score
662
When you cast one of the spells I mentioned about 150 times* (I'm too lazy to count exactly how many instances are needed), but once the MUI counter resets to 0, that spell instance will fail, along with any running instances

*MUI counter can be increased to negate this, but it's not a very good idea since you will end up doing more and more useless checks

Ohh well, hope they can figure out how to fix that. Change the 1 - Integer to 1 - 150 and 151 or greater set to 0.
Well, using integer loops for that kind of MUI is (IMO) not a great solution since you are doing X amount of checks (depending on how you've coded the spell, where it will be either X=Maximum instances or X=Elapsed Instances (Modulo) Maximum instances) and those checks can be avoided (why should you have to check every instance that COULD exist, when you can just deal with the instances that are definitely in existence?)
 

manofsteel

New Member
Reaction score
36
Finished the damage bonus ability.(not for heroes, but you can fix that I hope.)

Code:
Damage Bonus
    Events
        Unit - A unit Dies
    Conditions
        (Level of Damage Bonus  for (Killing unit)) Greater than 0
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of DamageBonus (dummy)  for (Killing unit)) Less than 1
            Then - Actions
                Unit - Add DamageBonus (dummy)  to (Killing unit)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of DamageBonus (dummy)  for (Killing unit)) Less than 30
            Then - Actions
                Unit - Set level of DamageBonus (dummy)  for (Killing unit) to ((Level of DamageBonus (dummy)  for (Killing unit)) + 1)
            Else - Actions
Code:
Dies
    Events
        Unit - A unit Dies
    Conditions
        (Level of Damage Bonus  for (Dying unit)) Greater than 0
    Actions
        Unit - Set level of DamageBonus (dummy)  for (Killing unit) to ((Level of DamageBonus (dummy)  for (Killing unit)) / 2)
 

Attachments

  • Spell request-Damage Bonus.w3x
    20 KB · Views: 83

inevit4ble

Well-Known Member
Reaction score
38
So Flare what is the solution?

And ManOfSteal I got another hard spell to make but not sure if possible without JASS

--------------------------------------------------------------------------------

The effect is that it removes sight of the targeted area and there is a black shroud over the area. Units in the area can't move or attack but can cast spells. If you can get something close to this i will be very happy. I'm not fussy so make Your own variations or wot eva.
 

manofsteel

New Member
Reaction score
36
One sulotion is to remove the set ''Integer to 0'' thing.
But that will cause lagg longer into the game.

And I'm not taking any more spell requests today.
 
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