| 12-02-2003, 05:55 AM | #166 |
Xin, question for u, check PMs. |
| 12-02-2003, 06:00 AM | #167 | ||||
I'd like to see how you'd do this spell, since mine isn't quite working. Maelstrom (AOE selection a la Blizzard or Flame Strike) Quote:
Spell Desc: Stuff to create at the point of the spell target (let's call it S_Target for ease of understanding): 1) 2 big Vortexes at S_Target Quote:
2) 4 rings of 6 flames 50 radius outward from S_Target. Each ring has 6 flames - use either 3 trap frost side and 3 trap fire side animations (doodads) or 3 fire blue and 3 fire animations (doodads) alternating blue and red flames So the rings should be at 50, 100, 150, 200 from S_Target and the red and blue flames should be alternating. 3) A big explosion, made of 2 resized anims at S_Target 1 Fire Blue & 1 Fire (doodads) Quote:
--- Spell starts with the 2 vortexes (no. 1), and they will stay there for 1.5 sec without anything else happening as a 'casting delay' effect. They will stay there til the end of the spell. After 1.5 s, create the flames (no. 2) as mentioned above. Flames will then move, alternate rings will move in different directions around S_Target. eg. Ring 1 @ 50 from S_Target moves Clockwise Ring 2 @ 100 from S_Target moves Counter-Clockwise Ring 3 @ 150 from S_Target moves Clockwise Ring 4 @ 200 from S_Target moves Counter-Clockwise All flames will move at the same speed, which means that the inner circles will move a greater angular distance than the outer circles. Quote:
After spiralling for about 5 seconds, create the explosion (no. 3) and kill the spell animations. --- Spell Effect & Damage: (which has had me a little troubled for a bit) When the flames start appearing, deal (% current life) damage to all enemies in range every second Level 1 - 5% : Level 10 - 50% Also, slow movement of all enemies in range (they're a little groggy from all the swirling) so they stay around longer for bigger damage. --- Heh I think this should keep you occupied for quite a while :) Thanks in advance if you're gonna take this challenge up :D |
| 12-02-2003, 09:09 AM | #168 | |
Quote:
Go ahead and try, it WON'T work. 8)) Damage Taken only works with the event Specific Unit - Takes Damage. |
| 12-02-2003, 07:18 PM | #169 |
Muhhhahaha. i found it out. I just kinda forgot the is attacked. So well ne who, im going to go make it now. DAM RIC! THATS A GREAT DESRPTION! All though, ive never used angles b4. but i will see what i can do? That looks like a good one. then again...not really. 6 flames? Thats it?!?! ill have to scale it to 3 and see the size.. |
| 12-02-2003, 07:31 PM | #170 |
How is progress coming for the people who requested spells early on in this thread? |
| 12-02-2003, 07:48 PM | #171 |
Ro'k Malice...I apologize for the wait. I will start yours right now. Let me do a little thinking and they will be done by 2nite 2morrow afternoon lateest. ok? |
| 12-02-2003, 09:13 PM | #172 |
ok Malice, Heres Inferno. Juice it up all you want. Its for the damage only. + i did what you wanted. |
| 12-02-2003, 09:50 PM | #173 |
Hmm Kolibri.. Maybe make a fourth trigger. A unit is attacked. Unit is in the unit group. Set AttackedUnit(variable)= attacked unit Set AttackingUnit(Variable)= attacking unit then the trigger I did above, except with A unit takes damage as event and the attacked unit variable in condition. |
| 12-02-2003, 10:20 PM | #174 |
DAm now i got cunfised again. Darn. |
| 12-02-2003, 10:41 PM | #175 |
Mario Fire ball: shoots fire ball(gets biger aoe with each level) Cape:reflect damage Pipe hop: blink Super Mario: avatar Lugi Fire BAll : area cold Fire Flower: breath of fire yype spell Pipe hop SUper Lugi: avatar Yoshi Fire Barrage: multi shot fire ball Eat: devour quick Egg bomb: set a egg like bomb Happy Yoshi: attack speed and hp increase (attak power too) Bowser Breath of fire dont ask:/ Spiked Shell spiked armor Ground pound : stomp Inferno large area flamestrike |
| 12-02-2003, 11:10 PM | #176 |
Ill say this again. LOL> Triggered Spells. I want this is to be toatlly unique. |
| 12-02-2003, 11:52 PM | #177 | |
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Heh, no 4 rings of 6 flames each = 24 flames. Don't forget the alternate rings go in opposite direction of rotation and each ring rotates at the same speed hence the angular displacement is less. All in all, 2 vortexes, 24 flames, 2 explosions :) Trust me, it's not all as peachy as it looks. :) It comes out nicely, though if you can find a way to loop the anim for the trap fires so they don't keep disappearing it'll look even better. An option (if you're game) is to put the alternate flames to spawn in the break. eg. The red flames appear and move (in different directions as per the ring) then as the red disappear, the blue appear and move. It'd take a lot of timing, but it would be rather interesting :) Good luck! |
| 12-03-2003, 12:09 AM | #178 | |
Quote:
Remember the "A unit takes damage" Event only works with specific units. It's not a Generic Unit - Something Event. |
| 12-03-2003, 12:13 AM | #179 |
lol, this is great. I no how to di it, and hes going nutzo. lol, lets watch him struggle, maybe he will jump. LoL, JP> Keep it up. If Kolobri wont tell u after the next few posts i will. And ino your going to ask me, WHERE IS IT? Im making other spells, its my 3 rd next one. |
| 12-03-2003, 12:56 AM | #180 |
How bout a level 6 spell which casts 8 tornados that lift 8 respective units into the air, but lets them down 1 by 1, with 4 seconds in between each let down? |
