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Old 09-08-2009, 03:32 AM   #901
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No prob.
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Old 09-08-2009, 06:54 AM   #902
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Righto, will see what I useful applications this system might have but the chance of me understanding it are pretty slim seeing as to how I've no experience with JASS and how you yourself admit that you've yet to totally understand it. No clue as to how you'll tie it in with whatever it is you've got up yer sleeve.

Again, looking forward to what you manage to design and thank you muchly
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Old 09-08-2009, 03:46 PM   #903
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This might be demanding, but I think you should find out exactly what ABuff does and see if it fits the description of the system you want. If it is missing certain components and you feel you really do need an independent system, then come to me, because this is a fair amount of work and I'd like to make sure redundant systems aren't being made and that we can minimize the amount of work required.
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Old 09-09-2009, 03:40 AM   #904
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Copy. Will see what I can figure out.
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Old 09-09-2009, 02:12 PM   #905
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Thanks for doing this, I think it will help.
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Old 09-30-2009, 01:39 PM   #906
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Could i request skill?
well this is prety simple, and i belive many have done it since i saw it in maps, altough they weren't perfect,
this skills is the same as fire skull or fire bomb what ever it is named, (From diablo3 ^^ witch doctor, wich can be seen at the gameplay of him,)
well basicliy works like a grenade, u throw a fireball on the ground and it explodes damages aoe,

i have searched the forums befor posting and found this tutrial:
Making a grenade type spell/
this is like exactly what i was searching, but here are the problems with it:
it uses 3 costum abilitys, i belive it's too much and not "clean" XD
uses a vaulnarble dummy, so it happends that the monsters are attacking the air :\.

i hope u could make one for me,
also i would like to add that
monsters wich didn't get killed by that, are set on fire and getting damage over time and slows down by 25%;

the damage is caculated like this:

50+(50*level of ability)+( (int of casting unit) /7)
this way u don't have to make "if" for each level, or am i wrong?
all other elemnts of the skill such as the dmg overtime and aoe is same for each level.
make it 5 levels for now.

also, when the explosion accures it will be very nice if the screen will shake as if it was an earthquicke
so will it shake for the casting player? or will it shake to all players in a radius of the explosion?
you decide :]

also could i ask it in Gui and jass? since i don't know jass i would like to see how u made it in GUI, but for use i would prefer jass cause of that local varibales.

Thanks :]

Last edited by Mendel : 09-30-2009 at 02:06 PM.
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Old 09-30-2009, 03:12 PM   #907
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Quote:
Originally Posted by Mendel
Making a grenade type spell/
this is like exactly what i was searching, but here are the problems with it:
it uses 3 costum abilitys, i belive it's too much and not "clean" XD
uses a vaulnarble dummy, so it happends that the monsters are attacking the air :\.
The vulnerability of the dummy is easy to fix - just give it the Locust ability like any other dummy. As for "cleanliness," I'd be more worried about the GUI used in the tutorial than the number of custom abilities. Still, your concern is valid - less custom object data is generally preferred for portable spells.

Quote:
Originally Posted by Mendel
i hope u could make one for me,
also i would like to add that
monsters wich didn't get killed by that, are set on fire and getting damage over time and slows down by 25%;
This would most likely need to be applied with yet another custom ability.

Quote:
Originally Posted by Mendel
the damage is caculated like this:
50+(50*level of ability)+( (int of casting unit) /7)
this way u don't have to make "if" for each level, or am i wrong?
all other elemnts of the skill such as the dmg overtime and aoe is same for each level.
make it 5 levels for now.
The formula provided is sufficient to accommodate an infinite number of ability levels.

Quote:
Originally Posted by Mendel
also, when the explosion accures it will be very nice if the screen will shake as if it was an earthquicke
so will it shake for the casting player? or will it shake to all players in a radius of the explosion?
you decide :]
If I end up doing this, I'll probably leave it up to you, with the casting player as a default. I am of the opinion that camera effects are generally cheesy in real-time multiplayer games, though.

Quote:
Originally Posted by Mendel
also could i ask it in Gui and jass? since i don't know jass i would like to see how u made it in GUI, but for use i would prefer jass cause of that local varibales.
I take this to mean that you want the functions used by the spell to be in "vanilla" JASS, and an example implementation in GUI. Is this correct?

I have classes for the next five hours. Seriously. So I won't be able to work on this at all until later today. Also, I have an exam tomorrow and a bit of homework to take care of, so I can't promise anything. However, the ability you describe sounds simple enough, and since I need to get to work on a certain...project...before everyone (including myself) forgets about it entirely, I probably need to do something like this to practice handicapped coding.

EDIT:
As I'm working on this, I'm finding quite a few implementation options that could work in different ways.

Are you comfortable with setting up constant functions in Jass? (If not, I'll use GUI udg_s, but it'll probably clutter up your variable list.)

How should the damage over time / slow effect be applied? (Jass timers, disabled spellbooks, and Hashtable vs dummy cast ability)

How should the projectile effect be generated? (Yet another custom ability would again be the cleanest objectively, but you seem to have your own opinions)
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Last edited by cosmicat : 09-30-2009 at 10:46 PM.
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Old 09-30-2009, 11:48 PM   #908
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I have a base AoE damage modeled off the spell, Mendel, if you'd like to see it. It doesn't do damage over time and doesn't shake around but that can be implemented pretty easily.
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Old 10-12-2009, 10:54 PM   #909
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If you are still working here, I need the following spell:

A buildable "waygate" where the owner can build a maximum of two of these structures, and once the second is built they are connected until one is destroyed. The units should not have a teleportation affect, instead when they run into the structure they sink down into it. It would also be nice if the duration of the move was based on the distance between the two structures.
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Old 10-19-2009, 03:35 PM   #910
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Spell Name: No Escape
4 levels
A javelin will be trown at the target unit stabbing into his chest and (causing damage based on level of spell), and a ward or spike or some kind will stick into the ground next to him and a rope (arial shackle lightning effect) will be connecting the 2. The spike will be stationary but the rope will act as a elastic rubber band thing and will pull at the unit as he tries to move further away; at a certain distanct (600) the unit will be dragged back to within 100 of the spike. It can be broken based off of the strength of the unit or the number of tries that the unit makes to get away. When the unit breaks the rope it will be slowed for 3 seconds.

Tooltip: dont care you can make it up
GUI or JASS: I prefer GUI but whatever you feel like
One unit will able to use this per map.
Special effect or icon: Ground dirt kickup special effect forget what its called sorry
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Old 10-22-2009, 02:03 AM   #911
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I'm helping Bustaboom out with his spell.
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Old 10-23-2009, 08:27 AM   #912
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I won't close this thread, but merely repeat the disclaimer I now put at the top of the first post.

Disclaimer: I'm no longer an active member of this site, and as such I cannot maintain this thread any more. All spells and code snippets posted by me in this thread are public resource, and may be used by anyone for any reason as long as appropriate credit is given.

-Pyrogasm (October 23, 2009)
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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.

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Old 10-24-2009, 03:30 AM   #913
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:(, I hope we see you around at SC2C, Pyro. I can't really take the responsibility of an entire thread but I can help out occasionally with requests, as I am now doing with Bustaboom. If anyone else wants to help out with requests, by all means say so and contribute - I think it's an honorable and fun pursuit to keep up for the site.
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Old 11-08-2009, 01:28 AM   #914
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Rawr! I have completed Bustaboom's request. I'm afraid no more requests will come for a while, as I'm working on the Hero Contest immediately tomorrow. But heck, no one can say the thread is dead yet...

No Escape

Hurls a vicious javelin at a target, dealing initial damage and chaining the victim to a magical ward. The chain drags targets back when they step out of range. If the target is a hero, the number of drags before the chain breaks and damages depends on the caster's agility and target's strength. Non-hero units are dragged back four times before the chain breaks.

3 levels

Expand v1.1 script:

EDIT: Crap, forgot about the slow. Will change this soon.
EDIT2: Now included and working. Enjoy!
EDIT3: Fixed a possible bug when heroes were hit. Also added an imported dust effect (from KnockBack system) that Bustaboom requested.
Attached Files
File Type: w3x NoEscape.w3x (121.4 KB, 3 views)
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Old 11-09-2009, 07:50 PM
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Old 11-09-2009, 08:06 PM   #915
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thanks much for the spell it looks great man everything i expected and more great job
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