The Spell Request Thread!

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Sevion

The DIY Ninja
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Wow, haven't been working on these for quite some time. Meh, I just lost interest in GUI :p Plus, school's really intense these days. Will work on spells if I have spare time.

Lol. Good work. I don't know how you can stand reading GUI much less writing it >_<
 

Ayanami

칼리
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Is this thread still open?

At the moment, no. I'm currently busy with my own map making, thus, this thread will be closed, at least temporarily. But, feel free the download all the spells that have been created already. I won't be removing them.
 

roXplosive

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Well after a couple of day's work it has arrived . I have made a custom Energy Blades spell but the math involved was pretty amusing so i made it it jass . because i'm not a chinese rice farmer and i don't want to take weeks writing some code when you can use functions and other goodies . So here is what you can change :

-Missile speed
-Maximum distance traveled in front
-starting angle : should be a negative angle greater than -90 degrees for obvious reasons
- the raport between the X distance of the end or the circular segment and the maximum X distance of the circular segment relative to the origin obviously a subunitary value . The greater it is the more it arcs around
- The other curve i selected was a portion of parabola set to best fit some points . You can chance the coordinates of the best fit but I recommend keeping them in the interval [0,10] for better relevance

The missiles only damage stuff on the second arc of the curve . I have made a boolean expression to check if every missile should damage an enemy once . It is disabled so there is mayhem around when the blades are casted , be sure to check it out if you feel the need , and added a variable to set the AoE detection of the blades . Also check my comment with regards at your damage progression .

When you import you will need to take the dummy caster and the missile units along , also do not forget to change their unit codes . Also change the ability codes of the abilities imported in the triggers in the global section of the scope and the initialization trigger of the function . If it's not good enough know i did my best and picked a pretty simple function for the return arc to ease computations . Maybe if you want something better you could plot the exact trajectory on math/milimnetric paper and upload it , then i could try and interpolate it using some spline curves .

http://www.megaupload.com/?d=9VHY3T25
 

roXplosive

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Have changed a bit the starting values and converted to vJass for easier import :
 

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  • Energy Blades vJass.w3x
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Devalut

TH.net Regular
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Have changed a bit the starting values and converted to vJass for easier import :

Thanks for all your trouble but i needed it in gui not jass, sorry if you didnt see a preference, i just thought this whole thread was gui not jass.

ill check your previous one though i dont know if its jass or not.

yah its jass, I cant understand jass i never will sadly. I got my idea of this spell off Drainpipes AOS its an open map, and a spell polymorphasher or something to that effect did the same thing. take a look if u like
 

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  • DrainPipe'sAoS.w3x
    1.7 MB · Views: 318

roXplosive

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I don't say it's impossible to make in gui but it would take ages to write the formulas and replace functions used in loops with for loops . Basically you could easily make the spell trigger in gui after the initalisation is done , but writing the initialisation sequence would be tiresome and take a good few days . I hope you understand : clicl Arithmetic , click operation to be done , click left operand and you might have another arithmetic ...... AAAAAAGES .
 

rafaxik

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Combat Mastery

The Idea of this spell is In its highest level:
Whenever he gets surrounded by enemies, he becomes more and more dangerous, having 20 % chance to deal 16 damage per (enemy) unit all nearby enemies in 600 AoE.
See the code:
Hero has chance to damage units in AoE by the amount enemy units around him.
Level 1 - 5 % chance to deal 4 AoE Damage for each unit in 150 AoE
Level 2 - 10 % chance to deal 8 AoE Damage for each unit in 300 AoE
Level 3 - 15 % chance to deal 12 AoE Damage for each unit in 450 AoE
Level 4 - 20 % chance to deal 16 AoE Damage for each unit in 600 AoE
EDIT: Bump! :banghead: Now I see he's busy... Anyone else?
 

Devalut

TH.net Regular
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if you just want a spell like your description look up pulverize in the object editor
 

Kling[o]

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The Idea of this spell is In its highest level:
Whenever he gets surrounded by enemies, he becomes more and more dangerous, having 20 % chance to deal 16 damage per (enemy) unit all nearby enemies in 600 AoE.
See the code:
Hero has chance to damage units in AoE by the amount enemy units around him.
Level 1 - 5 % chance to deal 4 AoE Damage for each unit in 150 AoE
Level 2 - 10 % chance to deal 8 AoE Damage for each unit in 300 AoE
Level 3 - 15 % chance to deal 12 AoE Damage for each unit in 450 AoE
Level 4 - 20 % chance to deal 16 AoE Damage for each unit in 600 AoE
EDIT: Bump! :banghead: Now I see he's busy... Anyone else?

I tried to make your spell. If you find any problem tell me

View attachment Another Spell.w3x
 

Rakaesa

Member
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My spell.

I'm one of those people that love the idea of awesome looking, badass boss spells. I could trouble you and ask you to make TONS For me, but I obviously won't because you're so busy. So instead i'll just ask for one spell, and see what I can do about others myself.

Raklasa Doosia Zentosia Rak (Don't ask where I got the name. Lol.)

Spell Type: Not sure about these types, but if it helps only one unit is using it.

Mana: 100 (20 extra every level), Cooldown: 45 seconds for all levels.

Levels: 3

Description: This might be tough to make, I have no idea because i've never made a custom spell like this with triggers and stuff. Anyways..Know the charm model? big blue swirly thing? This spell should probably be based on shockwave..It has a casting time of 8 seconds, and when used the Charm model appears infront of the hero, growing by 20 size every second (Starting at default size). Once the cast time is up, it launches foward like the shockwave spell, dealling 125 damage (100 extra each level), and also stuns them for 2 seconds (one second extra each level). But here's the tricky part. Along with this, every unit that is affected by the shockwave (Or every unit that takes damage), also takes an extra 25 damage (25 extra each level) with the model of Ressurection hitting them. If it doesnt make sense let me know, i'll try to clarrify.

Other Remarks: This is probably going to be tough, and you might not be able to get it, but if you can get atleast somewhat close to that spell i'll be very grateful. If you can't do it, no problem, there's no pressure. It's not a NEEDED spell, but it would make my map a lot more cool for a boss spell.
 

rafaxik

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I tried to make your spell. If you find any problem tell me

View attachment 37501

Nice map, but it leaks...
Also, Just cancels attack that you got the chance to activate the trigger... Thanks anyway. Since I've noticed that this thread's not being answered, I've opened another and was solved.

Your trigger:
Trigger:
  • Trigger
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Insert Your Name Here for (Attacking unit)) Greater than 0
      • (Random integer number between 1 and 100) Less than or equal to (5 x (Level of Insert Your Name Here for (Attacking unit)))
    • Actions
      • Set AttackingUnit = (Attacking unit)
      • Set TriggeringUnit = (Triggering unit)
      • Set PositionOfTriggeringUnit = (Position of TriggeringUnit)
      • Set Damage = (4.00 x (Real((Level of Insert Your Name Here for AttackingUnit))))
      • Set AOE = (150.00 x (Real((Level of Insert Your Name Here for AttackingUnit))))
      • Set UnitGroup = (Units within AOE of PositionOfTriggeringUnit matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of AttackingUnit)) Equal to True))))
      • Set NumberOfUnit = (Number of units in UnitGroup)
      • Set DamageCalculation = (Damage x (Real(NumberOfUnit)))
      • Special Effect - Create a special effect at PositionOfTriggeringUnit using Abilities\Weapons\DemolisherFireMissile\DemolisherFireMissile.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit Group - Pick every unit in UnitGroup and do (Actions)
        • Loop - Actions
          • Set PickedUnit = (Picked unit)
          • Unit - Cause AttackingUnit to damage PickedUnit, dealing DamageCalculation damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation(udg_PositionOfTriggeringUnit)
      • Custom script: call DestroyGroup(udg_UnitGroup)


I'll post when I finish the last things on the trigger that worked.
It's now this:
Trigger:
  • Combat Mastery
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • ((GDD_DamagedUnit has buff Cold Arrows (Non-stacking)) Equal to True) or ((GDD_DamagedUnit has buff Combat Mastery (Stacking)) Equal to True)
    • Actions
      • Trigger - Turn off (This trigger)
      • Set CombatMasteryInteger = (Random integer number between 1 and 100)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CombatMasteryInteger Less than or equal to ((Level of Combat Mastery buff placer for GDD_DamageSource) x 3)
        • Then - Actions
          • Set CombatMasteryPoint = (Position of GDD_DamageSource)
          • Set CombatMasteryAoE = (185.00 x (Real((Level of Combat Mastery buff placer for GDD_DamageSource))))
          • Set CombatMasteryUnits = (Units within CombatMasteryAoE of CombatMasteryPoint matching (((Matching unit) belongs to an enemy of (Owner of GDD_DamageSource)) Equal to True))
          • Set CombatMasteryInteger2 = (Number of units in CombatMasteryUnits)
          • Set CombatMasteryReal = ((Real(CombatMasteryInteger2)) x (5.00 x (Real((Level of Combat Mastery buff placer for GDD_DamageSource)))))
          • Unit Group - Pick every unit in CombatMasteryUnits and do (Actions)
            • Loop - Actions
              • Unit - Cause GDD_DamageSource to damage (Picked unit), dealing CombatMasteryReal damage of attack type Hero and damage type Normal
              • Custom script: call DestroyGroup(udg_CombatMasteryUnits)
              • Custom script: call RemoveLocation(udg_CombatMasteryPoint)
        • Else - Actions
      • Unit - Remove Combat Mastery (Non-stacking) buff from GDD_DamagedUnit
      • Unit - Remove Combat Mastery (Stacking) buff from GDD_DamagedUnit
      • Trigger - Turn on (This trigger)
 

Kling[o]

New Member
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But here's the tricky part. Along with this, every unit that is affected by the shockwave (Or every unit that takes damage), also takes an extra 25 damage (25 extra each level) with the model of Ressurection hitting them. If it doesnt make sense let me know, i'll try to clarrify

This part doesn,t make sense.
 

Rakaesa

Member
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@Kling[o], let me try to clarrify it. Imagine the charm (Or shockwave) flying along the line, hitting units. Got that, obviously. But, every unit that it sucessfully HIT (Not just all the units in the area), takes an extra 25 damage with the Ressurection spell model hitting them.
 

Rakaesa

Member
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5
As I said I don't even know what those spell types mean or stand for, but if it helps only one unit (The specific hero/boss) will be using it.
 

eztype1

New Member
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Living Armor

Spell Name
Living Armor
Spell Type: whatever is easiest

Description: the living armor from dota, Increases armor by <x> and gives <x> health regeneration


Other Remarks: i have no idea how to make it :X
 

Sevion

The DIY Ninja
Reaction score
413
Quoted directly from the rules:

# DOTA SPELLS - Please keep in mind that not everyone plays DotA. If you are asking for help with a DotA ability, then please describe the ability itself rather than just stating the name of it and assuming that we know what it does.
..otherstuff..
# Also, if you need help creating a spell, don't just tell us the name of the spell you're trying to re-create (if you're trying to re-create a spell). Give a thorough description of what the spell will do.

Another quote from this thread:

At the moment, no. I'm currently busy with my own map making, thus, this thread will be closed, at least temporarily. But, feel free the download all the spells that have been created already. I won't be removing them.
 
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