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Old 08-11-2009, 10:48 PM   #856
Flame_Phoenix
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Quote:
have you seen the diablo III demo vid?
Yes. My first idea was "this is a rip-off from Locus Swarm in Wc3" lol...
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Old 08-12-2009, 11:37 AM   #857
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I think it's more usefull than wc3 locust swarm
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Old 08-13-2009, 11:51 AM   #858
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Bam. Request finished, Mendel.

Table:

Shockwave Thing
Sends out a shockwave that casts Frost Nova on every enemy it hits.
Mendel
#846
Shockwave Thing.w3x
Pyrogasm

Edit: Just realized the two-year anniversary of this thread was a couple weeks ago. Wow....
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Quote:
Originally posted by Rising_Dusk
Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

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Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
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Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.

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Old 08-13-2009, 12:08 PM   #859
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oh great thanks, only one problem, when i test the map it just goes to the main menu of the game, says some thing like getspelltargetX undeclared... i need the 1.24 patch for this?
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Old 08-13-2009, 12:20 PM   #860
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Yes, you need 1.24.
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Quote:
Originally posted by Rising_Dusk
Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

Please; Ask for Help Appropriately














Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.
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Old 08-15-2009, 08:30 AM   #861
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Collapse JASS:
call destroy(my request)

have killed the project it was needed for
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Old 08-24-2009, 10:26 AM   #862
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Exclamation

Hi I would like a spell made,

Name: Dark energy
it is pretty simple, basically i want it to boost to attack rate and power of all allied units around the hero to their maximum, but at the same time draining their health, the effect remains until the units affected die. (not an aura)

please make some cool special effects to go with it. Thanks



(P.S. Just so I know you got this please reply a.s.a.p)
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Old 08-24-2009, 07:48 PM   #863
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Default add on

Sorry I forgot to add this before,

Name: mentioned above
Levels: 1
What the spell should do: mentioned above
GUI or JASS: Either

Thanks:
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Old 08-24-2009, 08:12 PM   #864
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This forum has the handy utility to edit previous posts.
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Old 08-24-2009, 08:17 PM   #865
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I'm new
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Old 08-24-2009, 08:29 PM   #866
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Quote:
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I'm new

New to forums in general? If so, then we can't do anything but forgive you.
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Old 08-24-2009, 08:37 PM   #867
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Hey, Pyro. Now that I think about it, I've been wanting to learn how to make DoT effects that occur when a unit has a buff. I looked at the JESP DoT Template that you have already made, and while looking through the code, while it does deal DoT, it's not based on a buff.

Is it possible to directly turn that Template into a JESP DoT Buff Template?
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Old 08-24-2009, 10:40 PM   #868
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This may not solve the entire issue, but it seems like you want to manipulate a unit only if it has a certain buff. The condition for that is quite simple - if the unit does not have the buff, the function GetUnitAbilityLevel(unit, ability) will return 0. For any other level of said buff, it will return 1. The issue at this point is finding which units to evaluate, which can either be controlled over time with timer and struct, or hash usage or through enumeration of units in a certain area where the spell/effect has been cast. You could even enumerate every unit on the map (or owned by a certain player) but I have the felling that will be unnecessarily expensive for the processor.
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Old 08-25-2009, 04:53 PM   #869
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Hold that thought. I never knew this tutorial existed.

And, through moyack's code, I can get a better understanding of how to use structs. Double whammy.
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Old 08-26-2009, 04:46 AM   #870
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Hey, uh cancel my last request please I've decided to make it myself.
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