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Adamperkins
07-21-2007, 4:41 PM
Hello, I'm Adamperkins.

This topic's purpose is to find a dedicated, committed triggerer with some experience in spells for an upcoming project which I have conceptualized. Ideally they would be fairly experienced with JASS, but if the applicant proves they are more than competent without JASS this will be easily overlooked.
The map will be a Footman Wars-style map, but I cannot stress enough how different it will be from current Footman Frenzys and Ultimate Footmen.
The gameplay will center more around unit control micro, strategy and skill; I have a clear vision for this game. It will bring out the Footmen in Footmen Wars.
It will include heroes however (with fully custom abilities), and that is why I need a competent spellmaker. Here are the heroes I have conjured so far:

Heroes and Abilities for <Name Pending Footman Wars>
Text in (here) signifies details of the spell’s stats for all levels (regular spells level to 5, ultimates to 3). Fourth hero skills in this list are the ultimates (Ex: Dynamistic Transportion)
Hero 1: Aspectalist
Base Attribute: Intelligence
Names: Shmelzen, Fengamaz, Alchas, Singeslayer, Larnan
Unit: Greenish Bluish tinted Firelord
Description: Mystical hero, uses elemental mixing to maximize magical capabilities. Can learn Exhilirate, Jumping Flame, Profound Prescence, and Dynamistic Transportion.

Exhilirate: Invigorates the unit with mending magic, increasing its hitpoint regeneration by per second and quickening attack speed for 25 sec. However, to retain this effect the unit’s move speed is slowed by 10%. 2/4/6/8/10 hitpoints per sec and 15/25/30/30/40 % attack speed increase, 35 mana)

Jumping Flame: Broils the target in scalding fire, dealing splash damage to it and nearby enemies. The Aspectalist’s mastery of lightning augury allows the original effect to leap to a nearby enemy up to four times, dealing less damage each jump. Damage, splash area and number of possible jumps increase with level.
(Think of this as an AoE chain lightning, but with fire instead.) deals 60/80/90/100/110 damage and jumps 4/4/5/5/5 times. Does ¾ of original damage on first jump, then 2/4 etc. splash area of effect is 40/60/80/100/100 on level and does same amount of splash each jump. Use any fire animation you find fitting. I realize this may be a very complicated and possibly impossible spell. 150 mana)

Profound Prescence: The Aspectalist’s excess magical energy radiates into the air nearby, saturating it with power. The activity dissolves into the oxygen when it drifts too far from the source. Increases all friendly unit’s damage in the immediate area of the Aspectalist, but the Aspectalist himself is not affected.
(25/35/43/49/55 % damage increase in a 200 radius. Passive)

Dynamistic Transportion: The Aspectalist’s prowess allows him to break parapsychological barriers and force possession of magical energy that brews in every hero’s interior. When the Aspectalist attacks a friendly hero, a percentage of his attack damage is transferred to the friendly hero as mana. The Aspectalist does no damage to the friendly hero when he attacks. Also passively increases the Aspectalist’s mana regeneration.(Passive ability, gives 50/75/100 % of attack damage as mana with 30/45/60% mana regen bonus for Aspectalist..)

Hero 2: Colossal Pit Lord
Base Attribute: Strength
Names: Zeransk, Razmenar, Scekun, Qualm
Unit: Mannoroth
Description: Gigantic hero, relies on imaginable brawn to defeat his foes. Can learn Daunting Stomp, Galvanizing Aura, Pummel, and Unhallowed Vigor.

Daunting Stomp: The pit lord clobbers the ground, dealing damage to nearby enemy units. These foes cower after the display of the pit lord’s strength, dealing less damage for 15 secs. Enemy attack reduction, damage, and area of affect increase with each level. (similar to thunder clap, 95 mana cost, 60/80/90/100/110 damage with 25/30/35/40/45% damage reduction, and 110/120/130/140/150 area of affect.)

Galvanizing Aura: The Hero is a daunting foe, and your forces are more confident and energetic in combat because of him and his intimidating size. Increases nearby units’ attack damage and attack speed. (3/7/11/15/15% attack damage and 3/6/7/9/11% attack speed. 800 radius)

Pummel: The pit lord strikes with such force that he gains a chance to do damage in an area of effect. Damage and area increase with level. (constant 19% chance, 30/50/60/70/80 damage, 100/120/130/140/150 AoE.)

Unhallowed Vigor: The pit lord calls for power from the depths of Outland, toughening his skin and increasing durability and strength. While in this form, he towers even higher above any opposition, instilling fear into both his enemies and his allies, increasing all nearby unit speed to 120% of normal. The demonic sinew cannot be channeled for long, and he soon returns to his normal state of being. Increases health, armor, and damage for 40 secs. (300/600/800 health, 5/10/15 armor, 5/10/15 damage. Literally grows to a larger size in a manner similar to bloodlust’s growth effect)

Hero 3: Chaos Killer
Base Attribute: Strength
Names: Murdan, Exefo, Sarnik, Analek
Unit: Chaos Blademaster (:O! Blademaster being used and he’s not agi!)
Description: Warrior Hero; a relentless demonic warrior that strikes slowly but surely. Can Learn Whirlwind, Determined Charge, Disperse Defense, and Remorseless Murder.

Whirlwind: The Hero performs a spinning attack, dealing a percentage of his melee damage to all units around him. Damage and radius increases with level.
(80/130/180/230/250 of melee damage in a 100/130/150/170/200 AoE. Bladestorm icon and attack effect, lasts for only one strike (short), 110 mana, 16 sec cooldown)

Determined Charge: The Hero roars with fury and rushes forward, pushing any ally and enemy units in the way. Nearby allies take spirit for 15 secs, moving quicker at the sight. (Knockback charge, increases nearby unit movement speed by 10/15/20/25/30% and attack speed by 2/4/6/8/10%. Make sure the hero is NOT affected by the buff, buff affects units in a 250 radius of the hero while charging. Target ground --> Charge to selected ground, 600 distance (constant))

Disperse Defense: The Chaos Killer is a master of combat, and his attacks are so powerful that they slice through a target’s armor, rendering a portion of the enemy’s armor useless for 6 seconds.
(Reduces 2/3/4/5/6 armor, single target, Drunken Brawler icon, passive)

Remorseless Murder: The Chaos Killer unleashes all of his rage on a target enemy hero, striking them repeatedly with unimaginable ferocity. Kills a target enemy hero. The Chaos Killer is invulnerable for the duration of the attack.
(Only one level of this skill, 6 min cooldown. I have the spell download here so just import it and change description and icon: http://hiveworkshop.com/resources_new/spells/446/ )

Hero 4: Vindictive Cutthroat
Base Attribute: Agility
Names: Antajon Bloodkick, Kirak Grueslice, Rakzin Velocirush, Charn Snapjab, Zunra Gutspiller
Unit: Satyr Shadowdancer, but enlarged.
Description: Sly Hero; lets no honor or rules of conduct affect his style of combat. Can learn Villainous Backstab, Throw Knife, Vanish, and Sacrificial Hurl.

Villainous Backstab: Strikes an unsuspecting allied unit mercilessly, dealing three times normal damage and denying the enemy experience. The Cutthroat’s attack afflicts the spirit of the innocent victim, forcing the spirit to materialize and fight again for a short time. The accuracy of the hero’s forced brutal resurrection increases with level, making spirits progressively stronger and more resourceful. Does not affect Heroes. (base spirit is 200 health, 1 armor, 12-14 ranged piercing damage at 1.5 cooldown. Use the shade model. Increase health by 100 each level, armor by 1, and damage by 2. At level 3, the spirit gains Disembodied Elusion, which grants a 15% dodge rate. This dodge rate increases again at level 5 for 25% dodge.)

Throw Knife: The Hero tactfully launches a knife at a target enemy, dealing extra damage from a range. Bonus damage and range increase with level, and cooldown decreases with level. (10/20/30/40/50 bonus damage, 20 mana (constant), 400/500/600/700/800 range, 7/6/5/4/4 cooldown. This should be a MANUAL ability, as in the ability must be clicked and then the unit must be selected EACH time.

Vanish: The Cutthroat is agile and cunning, and oftentimes has an opening to slash the target quickly and then disappear into invisibility for a short time. Should he make an attack to break the effect, bonus damage will be dealt to the unsuspecting target. Percent chance and bonus damage increase with level.
(5/9/13/17/21%, 60/80/100/110/120 bonus damage.)

Sacrificial Hurl: The Cutthroat is an enthusiastic, bloodthirsty killer and will stop at nothing to cease his enemies’ breath. With malice-driven strength he picks up a friendly non-Hero unit, dismembers it, and propels its limbs and organs at any nearby enemies. Damage increases with level, while cooldown decreases with level.
(The player picks a unit, then have a sort of blood-fan-of-knives effect, dealing damage in a similar manner to fan of knives. Would be cool if the death sound of the selected unit was played during the spell. Damage is 150/200/250, cooldown is 30 secs.


Hero 5: Orcish Warlock
Base Attribute: Intelligence
Description: Magic Hero; incredibly proficient in fire and darkness-based magic. Can learn Unholy Frenzy, Malignant Flameshot, Life Tap, and Burning Meteor.

Unholy Frenzy: Greatly increases attack speed of a target unit, but drains hitpoints. The Hero’s magic is so strong that units near the target may be decently effected as well. Lasts 30 seconds on the primary target, and 15 seconds on nearby units. Attack speed and hitpoint loss increase with level.
(Should have a splash effect similar to dryad’s abolish magic spell, or lich’s frost nova (but not as big as lich frost nova). Increase attack speed by 50/60/70/80/90%, hitpoints lost 3/4/5/6/7 per sec. Nearby effected units receive exactly ½ of both effects.100 mana cost 12 sec cooldown)

Malignant Flameshot: Lets loose a large fiery projectile at a target unit, dealing damage. If the spell kills its target, the Warlock will benefit spiritual recoil, resulting in health gained equal to the damage dealt. (cooldown 10 secs, 100/150/200/230/270 damage. Try to avoid the typical firebolt projectile if possible)

Life Tap: The Warlock sacrifices his health to partially replenish his mana pool. Health lost and mana gained increase with level. (50 health / 30 mana, 60/50, 90/80, 110/100, 130/130. Cooldown is constant 3 secs.)

Burning Meteor: The Hero calls down a massive ignited boulder, inflicting great damage to all units in a target area. Units affected will be set aflame and will take periodic damage for 15 secs. (100 dmg, 3 dmg every 3 sec for 15 secs, 140dmg/4 every 3 secs, 170/5. Cooldown constant at 1 min 10 secs, cost 200 mana.)

Unit Abilities
Frenzy: Already implemented
Cannibalize: Self explanatory, regular 15 hp / sec
Caliginous Discharge: Unleashes a missile of hellish energy in a random direction from the unit, dealing twice the unit's average physical damage. (Projectile shoots away from unit in random direction, deals 2x (max dmg – min dmg) to 1 unit. 1 min cooldown )
Heroic Charge: The Champion charges with Orcish rage to a target unit, stunning it for one second. If an enemy unit is charged twice within 5 seconds it will be fully prepared for the attack, negating the stun effect and dazing the Champion to 50% of its move and attack speed for 5 seconds. (Charge effect (runs untargetably to target unit) stuns for 1 sec, stunned unit gains “Retrospection” buff (no buff art) for 5 sec. If this unit is charged again while having the buff, it will NOT be stunned and the charging unit will be dazed, reducing move and attack speed to 50% for 5 sec. 1 min cooldown)
Seductive Demeanor: The Temptress is visually distracting and enemy units have a slightly more difficult time concentrating on attacks, giving the Temptress a five percent chance to avoid a physical strike.
Demonic Resurgence: The unit draws demonic energy from the nether to quicken health recovery, granting 3% of its total hit points regenerated per second. This magic is nearly uncontrollable, and any attack taken while under the spell’s effect will cease it and inflict damage equal to 55% of the unit’s total hitpoints.
Critical Hit: Grants a five percent chance of dealing two times normal damage on an attack.
Sprint: The unit accelerates his or her running speed to 130% of normal at the cost of Mana loss every second. (5 mana lost every second of sprinting, will cancel when mana is empty OR deactivated)
Malicious Cleave: Commands the unit to strike with a broad slice, hitting up to two units on its next attack. (Self explanatory, 1 min cooldown)
Block: The unit readies its shield for 4 seconds, preparing to negate the next hit it takes. If the first attack encountered is by Piercing damage it will be reflected back at the opposer, while if the first attack is from Normal damage it will be absorbed and counterattacked, enduring the protecting unit’s average damage. During the 4 seconds the unit will move slower to ensure blocking effectiveness.

Thank you for your time, I hope someone will answer this call.

edwinfong25
07-21-2007, 8:28 PM
hmm... i must say... those heroes seem quite impressive... :D

additionally, i will say that i'll offer any help that i can provide... :)
(mind you, i can understand jass to an extent, but i still work mainly with gui)
as such, i'll nonetheless offer my help, unless you find someone more suitable for the job, lol (in such case, then you'd have no problem anyways, lol) ;)

also, i'm know that i am not the most proficient with triggers... but i do feel that i'm decent with them... (and i consider them to be my strong suit out of most of my map-editing skills, lol) :)

well, i have answered the call... lol
now to see if the person on the other side will reply... lol ;)

Basan
07-21-2007, 8:52 PM
The concept sketch seems to be well lined out, Adam', and I can almost bet that you're in early project development stages (triggering wise, I mean). Although I'm also very curious to know which aspects will be that different from Footman Frenzies and similars out there. Can you please elaborate a tad on that as well? ;)

And also welcome to the concocting tank of WB's too. :)

Adamperkins
07-21-2007, 11:27 PM
The concept sketch seems to be well lined out, Adam', and I can almost bet that you're in early project development stages (triggering wise, I mean). Although I'm also very curious to know which aspects will be that different from Footman Frenzies and similars out there. Can you please elaborate a tad on that as well? ;)

And also welcome to the concocting tank of WB's too. :)

-Strategy: The map boundaries are 128x128, larger than current mainstream Footmen Wars. This allows for smaller battles to occur uninterrupted by other teams, avoiding the mosh of units that we often see in regular FWs, and in smaller battles micro is more necessary.
-Trees: There are trees symmetrically placed on the map that will act as cover, giving a miss chance to attacking ranged units.
-Height: Attacking from higher ground will not only give a miss chance to lower ground units as regular melee maps do, but ranged units will deal extra damage with each attack from higher ground as gravity guides their strike faster.
-Heroes: Heroes in current FWs are excessively powerful, with the champion of Hero-centricity being Ultimate Footmen. Controlling one Hero takes much less skill than controlling a mass of units with active abilities (I hope I have not offended any DotA fans), and losing to an overpowered hero isn't entertaining. Let us not forget that the Ladder Heroes were designed for just that: ladder. Footman Wars are not ladder maps, and thus many heroes simply do not fit in the genre. Heroes in my map will not be nearly as 'cheap' as those of current Footman Wars, while they will still be a key element in battles as every hero can have an effect on many troops.

The list goes on.

Oh, and thank you for the welcome.

Adamperkins
07-21-2007, 11:28 PM
hmm... i must say... those heroes seem quite impressive... :D

additionally, i will say that i'll offer any help that i can provide... :)
(mind you, i can understand jass to an extent, but i still work mainly with gui)
as such, i'll nonetheless offer my help, unless you find someone more suitable for the job, lol (in such case, then you'd have no problem anyways, lol) ;)

also, i'm know that i am not the most proficient with triggers... but i do feel that i'm decent with them... (and i consider them to be my strong suit out of most of my map-editing skills, lol) :)

well, i have answered the call... lol
now to see if the person on the other side will reply... lol ;)

Email me.

edwinfong25
07-22-2007, 12:36 AM
umm... sure... i guess... lol? :confused:
although... what should i be emailing you about? :confused:
also, alternatively... do you use any messengers? maybe we can use that to discuss stuff? :confused:

Adamperkins
07-23-2007, 12:28 AM
Alright, one triggerer recruited however I still definitely need a JASS triggerer for the more complex abilities. I hope one will take the time to respond.

WarInSerbia
07-23-2007, 6:39 AM
JASS triggerer
There are none here but they should help you here www.thenelper.net (http://www.thehelper.net/)
Maybe you'l find some more spells there :).

bomber7
07-23-2007, 11:01 PM
I could do everything you showed there using my weird combo of JASS and GUI. My only problem is the dedicated part. I love a challenge, but some things tend to take quite a bit of dredge work and once i put something down it takes a while for me to push myself enough to pick it up again.

Adamperkins
07-24-2007, 1:32 AM
I could do everything you showed there using my weird combo of JASS and GUI. My only problem is the dedicated part. I love a challenge, but some things tend to take quite a bit of dredge work and once i put something down it takes a while for me to push myself enough to pick it up again.


If you give me your address, I can have someone sneak in through your windows and throw water balloons at you when you're not on task.

Basan
07-24-2007, 10:50 AM
Alright, one triggerer recruited however I still definitely need a JASS triggerer for the more complex abilities. I hope one will take the time to respond.

There are a few JASS trigger well knowledgeable folks (or "experts" as you called) around here but the problem might be that they aren't that active as used to. With luck maybe some of those would drop in and get in your bandwagon.

bomber7
07-24-2007, 12:46 PM
Lets start with what i see that well be harder to do. First as far as I know (please correct me if I'm wrong) it would be very hard to determine damage + temporary damage. This is because there is no real way to determine how much damage a unit does using triggers.
The way to do this (without temps)
Have a variable that stands for the original damage of that hero and simply add to it when ANYTHING that effects perminant damage (primary attribute/certain items) happens. Then when you need the damage of that unit you just goto that variable. Temporary damage is so much harder because there are so many things that add to it, and each would have to be preset.

Also for somethings you asked there are no animations, and i suck and making them. Some could be accomplished with attachments, and some not. I will add to this post as i review more.

A lot of this you don't state how you would like it to become better after a level up. That could be a complication inless you don't intend for that ability to level up.

Some of the triggered abilities would only take a few moments of my time, but things like the knockback charge would take 20 - 60 minutes. And then triggers always have bugs. You know what they say 90% of the work takes 10% of the time I would enjoy making the knockback for the mere point of proving I can do it though.

Adamperkins
07-24-2007, 2:11 PM
Lets start with what i see that well be harder to do. First as far as I know (please correct me if I'm wrong) it would be very hard to determine damage + temporary damage. This is because there is no real way to determine how much damage a unit does using triggers.
The way to do this (without temps)
Have a variable that stands for the original damage of that hero and simply add to it when ANYTHING that effects perminant damage (primary attribute/certain items) happens. Then when you need the damage of that unit you just goto that variable. Temporary damage is so much harder because there are so many things that add to it, and each would have to be preset.

Also for somethings you asked there are no animations, and i suck and making them. Some could be accomplished with attachments, and some not. I will add to this post as i review more.

A lot of this you don't state how you would like it to become better after a level up. That could be a complication inless you don't intend for that ability to level up.

Some of the triggered abilities would only take a few moments of my time, but things like the knockback charge would take 20 - 60 minutes. And then triggers always have bugs. You know what they say 90% of the work takes 10% of the time I would enjoy making the knockback for the mere point of proving I can do it though.

Feel free.

bomber7
07-26-2007, 1:41 AM
--Original Post Deleted--

Finally i completed it! I converted the three gui triggers to JASS so that you don't need weu to open it. I completed the 'Determined Charge' ability.

Rants:
#@$% sloppy programmers that never programmed world editor triggers to clean up their own mess, making map makers spend more time then should be necessary getting rid of memory leaks. (still haven't got them all)
Stupid walk animation!!! I had to use a dummy unit to make the walk animation while hes running. At the beginning of the spell i make the real hero invisible and put an unselectable building with his animation over him. Then the building plays the animation.
Dumb world editor. The JASS editing it comes with lacks more then notepad! can't even ctrl + z
.. don't get me started about the debugger, no really don't!
-------------------------------------------------------------------------------------------------------
Information:
There is a bug that the hero can end up completely off the map. I fixed this by making the hero instantly move to the middle when he goes out of the map.
Not all the memory leaks are fixed, there are 3 or 4 in the 'Cast' trigger that are quite small and shouldn't effect performance noticeably.
If you find glitches tell me and I'll see what i can do.
If you want this added to your map (i hope you do) i suggest you give me the map and I'll do it inless you have at least a basic understanding of JASS.
The spell can be casted by multiple heros but NOT by the same player. So player 1 and player 2 can cast it at the same time, but player 1 can't cast it twice with two different heros at the same time.
If people find enough bugs, or few memory leaks I didn't get prove to be severe, I will release a third revision of this ability. If someone spots a major memory leak please tell me!
-------------------------------------------------------------------------------------------------------
Total Time Breakdown
General Code Writing: 2h
Animation Code: 1.5h
Debugging: 2h

Total 5.5h
-------------------------------------------------------------------------------------------------------
I feel kind of stupid that it took me so long, but i Learned something I didn't know before. For a function to call another function the function you want to call must be above the function you want to call it from.

Kind of noobish I know....
-------------------------------------------------------------------------------------------------------
Anyone can use this ability if they want, but if anyone but Adamperkins does, i ask them to please change the tooltips and names, because those are Adamperkins'.
Please add me into the credits if you use this ability.
-------------------------------------------------------------------------------------------------------
I deserve a cookie now, because I proved I can do it! I WANT A COOKIE! RARGH!!!!!!!!!!!!!!!!!!
Let it be known that I accomplish what I set out to accomplish, that is why I set out for as little as possible. Rofl. I sincerely hopes this proves my ability at triggering to be competent.
-------------------------------------------------------------------------------------------------------
PS. The spell your planning on using for remorseless murder looks very good, but i believe you should delete the third segment too keep it from being to lengthy. Also I'm very sure that the spell can not be used in multiple instances. Meaning if two players tried to use the spell at around the same time, bad things well happen.
(Second PS.) I just read a tutorial about JassCraft and it helped me understand a WHOLE lot more about JASS. If you really really need me to I now know ways to make the spell 10x as less laggy, but please only ask me to if you think that the lag is a major problem because it would take another hour or so and I don't feel like doing that today...

Adamperkins
08-03-2007, 12:38 PM
--Original Post Deleted--

Finally i completed it! I converted the three gui triggers to JASS so that you don't need weu to open it. I completed the 'Determined Charge' ability.

Rants:
#@$% sloppy programmers that never programmed world editor triggers to clean up their own mess, making map makers spend more time then should be necessary getting rid of memory leaks. (still haven't got them all)
Stupid walk animation!!! I had to use a dummy unit to make the walk animation while hes running. At the beginning of the spell i make the real hero invisible and put an unselectable building with his animation over him. Then the building plays the animation.
Dumb world editor. The JASS editing it comes with lacks more then notepad! can't even ctrl + z
.. don't get me started about the debugger, no really don't!
-------------------------------------------------------------------------------------------------------
Information:
There is a bug that the hero can end up completely off the map. I fixed this by making the hero instantly move to the middle when he goes out of the map.
Not all the memory leaks are fixed, there are 3 or 4 in the 'Cast' trigger that are quite small and shouldn't effect performance noticeably.
If you find glitches tell me and I'll see what i can do.
If you want this added to your map (i hope you do) i suggest you give me the map and I'll do it inless you have at least a basic understanding of JASS.
The spell can be casted by multiple heros but NOT by the same player. So player 1 and player 2 can cast it at the same time, but player 1 can't cast it twice with two different heros at the same time.
If people find enough bugs, or few memory leaks I didn't get prove to be severe, I will release a third revision of this ability. If someone spots a major memory leak please tell me!
-------------------------------------------------------------------------------------------------------
Total Time Breakdown
General Code Writing: 2h
Animation Code: 1.5h
Debugging: 2h

Total 5.5h
-------------------------------------------------------------------------------------------------------
I feel kind of stupid that it took me so long, but i Learned something I didn't know before. For a function to call another function the function you want to call must be above the function you want to call it from.

Kind of noobish I know....
-------------------------------------------------------------------------------------------------------
Anyone can use this ability if they want, but if anyone but Adamperkins does, i ask them to please change the tooltips and names, because those are Adamperkins'.
Please add me into the credits if you use this ability.
-------------------------------------------------------------------------------------------------------
I deserve a cookie now, because I proved I can do it! I WANT A COOKIE! RARGH!!!!!!!!!!!!!!!!!!
Let it be known that I accomplish what I set out to accomplish, that is why I set out for as little as possible. Rofl. I sincerely hopes this proves my ability at triggering to be competent.
-------------------------------------------------------------------------------------------------------
PS. The spell your planning on using for remorseless murder looks very good, but i believe you should delete the third segment too keep it from being to lengthy. Also I'm very sure that the spell can not be used in multiple instances. Meaning if two players tried to use the spell at around the same time, bad things well happen.
(Second PS.) I just read a tutorial about JassCraft and it helped me understand a WHOLE lot more about JASS. If you really really need me to I now know ways to make the spell 10x as less laggy, but please only ask me to if you think that the lag is a major problem because it would take another hour or so and I don't feel like doing that today...

Hey! Thank you a lot for doing this spell. Unfortunately my home computer is without internet until this Monday (upgrading to fiberoptics) and I don't have Warcraft III on this computer but I will check this out on Monday, definitely.

/cookie

So are you interested in contributing to the map further ?

bomber7
08-03-2007, 8:40 PM
Quite possibly, I well contribute further. I well probably do some more spells, but not today. (today is Friday) I'll put something together and post it within a week.

Adamperkins
08-15-2007, 1:05 AM
Shameless bump

Adamperkins
01-03-2008, 3:00 PM
Shameless bump
And again

Sid
01-03-2008, 11:31 PM
Stop Necro!
And
Get the heck out of here...

You should have never brought this up... What is the point? Do you have any strong reason to do so? Two letter post just to bump the topic?

Basan, throw a Permastun spell pls, TY.

edwinfong25
01-04-2008, 4:18 AM
hmm... to be honest, i'm not even sure exactly what the reason is... perhaps he's trying to say that he's still looking for someone to help out... (that was the original intention of the thread... so bumping it is probably just an attempt to continue it... although, i'd think that a new thread would probably serve a much better purpose than to necro this one... but then again, if he were to just put the same exact thing over again... what's really better? :concern:

still, sid, no need to tell people to get out of here... i'd think that every extra person with an interest in mapping should be welcome unless they are truly an annoyance (more trouble than they're worth?) :concern:

well, basan, lol, it's your call, lol (you're the mod so naturally you understand the rules better than us, lol) :)