| 10-14-2007, 03:02 AM | #1 | ||||
Similar to Pyro's. I haven't had much to do lately, so I thought I would do some stuff to help the community. I will be taking spell requests from anyone who posts in this thread (no PMs). I will not be doing every spell, though. Spells which I don't think have potential (I will try to do most requested) will not be accepted. I'm not sure exactly how fast I will be making spells, but I will try to put out ATLEAST one per week. -Please try to only make 1 request at a time. -I will not accept anything from DotA. -If you have already had one of your spells made, I will not do another for you until there is nobody in the list with less spells made than you. (IE if you have 1 spell and someone else has 0 made so far, his will always come before yours in the list) Spells will: -Be made in JASS -Require vJass (if needed) -Require CSCache (if needed) -Be JESP -Be MUI -Include multiple levels When you suggest a spell, please include the following: -Spell Name -Detailed Description, including the paths of effects you would like to be used, etc.. Completed Spells:
Waiting List |
| 10-14-2007, 06:33 AM | #2 |
can i make 1st request? Code:
>Spell Name: Taint of Necromancy >Description: The Necromancer places a Black Mark on an enemy hero/spell-caster. If the tainted unit casts any form of spell (self, friendly or hostile), it will get damaged, in association with the casted spell's manacost (including Ultimate castings of all kind). >Mana Cost: 100/125/150/175 >Cooldown: 75 seconds Level 1 - Damage dealt = Casted spell manacost x 1.0, lasts 5 seconds. Level 2 - Damage dealt = Casted spell manacost x 1.5, lasts 10 seconds. Level 3 - Damage dealt = Casted spell manacost x 2.0, lasts 15 seconds. Level 4 - Damage dealt = Casted spell manacost x 2.5, lasts 20 seconds. i hope that u can make it, u will get proper credits in dday:Judgement map |
| 10-14-2007, 09:07 AM | #3 |
Finished your spell, markone. Its 2.00 am here, and I'm exhausted, so chances are I made a major mistake which I'm too tired to realize at this time. If so, just tell me and I'll update. Its JESP and fairly simple, and should be easy to implement. If you need implementation help, just ask me about that and I'll tell you what to do (you need slight jass knwledge to change some things, even though its JESP). Anyways, time for me to sleep... |
| 10-14-2007, 09:18 AM | #4 |
Even Pyro had to close his thread a few times, I don't think you will be able to out-"need a life" him :P |
| 10-14-2007, 09:24 AM | #5 |
I really do need a life, I basically spend all my time not at school talking about making maps, seeing peoples maps, and making randomly complex ideas for maps which will soon fail. I'm really doing this because I have nothing better to do with my free time >.<. Plus, I wont be accepting every spell; only ones that I don't think are stupid. Edit: I'm thinking about compiling every spell I make into a big spell pack and submitting it.... yea. |
| 10-14-2007, 05:47 PM | #6 |
Thx a lot man can i make more requests? :) well its item this time, Its kinda passive aoe spirit link... well here is better explanation: Code:
Item name = Igniting Aegis. Item Description : Grants the wearing Hero enflaming protection, adding 15 to his base armor and 15 to his base stats. The intense heat of the englobing flames causes the reflection of 20% of the total amount of damage dealt by any attacking unit/hero. Additionally, if the equipped hero is surrounded by any allied units(heroes/creeps), the damage dealt unpon him will be divided in an array that is equivalent to the number of allied surrounding units. (Active) **Example : If number of allied surrounding units equals to 1, inflicted damage will be divided by 2 upon the wearing (attacked) hero, and the unit at proximity, which means that both the hero and the ally will take 50% of the total inflicted damage upon the equipped hero. If number equals to 2 surrounding units, damage will be divided by 3 times => each takes 33% of total dmg dealt.. Etc etc.. NOTE : -When any of the surrounding units die (either by the effect of the dividing armour or not), the division will loose 1 factor, so the percentage of damage dealt will increase for each unit. -The division system affects units in a 500 radius around the hero. Any farther units/heroes remain unaffected, until entering the field required. |
| 10-14-2007, 06:46 PM | #7 |
Hm, I dont think I can do the armor part. Question: Does the 20% damage reflection occur before or after the damage is divided (IE, if he takes 100 damage, does it go to 80 then split between 2 so its 40, or split between 2 so its 50 and then get reduced by 20% for the hero only) |
| 10-14-2007, 07:03 PM | #8 |
Name: Gravity Grenade (I know it uncreative but its self explainitory) Description: Essentially it creates a unit that pulls units within ~700 units towards the centre of that unit over about 3 seconds. While the units are being pulled they are disabled entirely. Then when the 3 seconds are over any unit within ~100units takes ~200 dmg and then is pushed in a random direction ~400 units away. Things that should be changed easily: Pull Range Duration Of Pull Range Of Secondary Effect Damage Done Push Range Targets Effected (All/Enemys/Friendlys/Self) Pull Speed Extra: This is intended to be an item ability, although it should be made to support both hero/item aka multiple lvls. Have Fun ! |
| 10-14-2007, 07:24 PM | #9 |
That wont work as an item ability. Unless my experiences were all weird, you cannot detect where an item ability is casted or who casts it. For the final knockback (pushing out) i'm going to use a knockback system because I'm too lazy to make my own good knockback system (it takes ages). |
| 10-14-2007, 07:25 PM | #10 |
Coldstone The caster casts the spell and it works like a frost nova that is a sphere. However if a unit is caught in it he is pushed up above the vortex into the air. after an explosion an ice crystal is created at that spot which the unit that was thrown up unto the air falls upon damaging (with blood) and freezing it. The cold icicles will last for 1.5 seconds and any unit that touches them will be frozen (no blood). I will only need to change area of effect (based on level) and damage (falling and freeze damage separately). One thing i might ask is if at all possible don't use vJASS i am on a MAC and it is very difficult to use a vJASS spell in a map for me. If at any point you must use it please put a comment there so I can un-vJASS it later :/ |
| 10-14-2007, 07:30 PM | #11 |
b4 dmg is devided |
| 10-14-2007, 07:59 PM | #12 |
Botanic- I really don't understand what you mean by that, at all. Like- you target a unit, and that unit and all other nearby units fly into the air? And then ice spikes form below then and they land on the ice spikes, taking damage? Afterwards, the spikes that were formed will freeze units that touch them for a short time? Edit: Finished Gravity Grenade |
| 10-14-2007, 10:56 PM | #13 | |
Quote:
Can you explain that please? Anyways I got a spell you could help me do. Name: Ice Rings Description: [Caster] summons X ice rings around him (which would be like small circles of ice) which slows enemy units that are near them. After Y amount of seconds, the rings explode, dealing damage and slowing in a Z AOE. Notes: Channeling Ice rings' models could be like multiple ice or whatever, while the explosion could be the frost nova explosion. If not you can make whatever. It doesn't need to be channeling if you want. The spell should be instant-cast. Things that I hope I can change: X (# of ice rings), Y (time before they explode), Z (AOE size), and that's pretty much it. Thanks in advance! |
| 10-14-2007, 11:09 PM | #14 |
i have problem with implement, or even editing spell, if i change anything on map it gives me some sintax error on struct.... Im using WEHelper ... Should i get something more? |
| 10-14-2007, 11:27 PM | #15 |
Anopob: I meant I wont be doing every spell you give me; if it seems useless then I wont. markone: You should be using vJass world editor. You can get it from the tools section of this site. Other than that, you should have the CSCache system in your map header, which is also in the header of my map, or you can download that from this site. |
