HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Allright All! I Need Spell Ideas! I Will Make Them Come To Life!!!

12-02-2003, 05:55 AM#166
DakkonBlackBlad
Xin, question for u, check PMs.
12-02-2003, 06:00 AM#167
RicFaith
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:
I was told Silence would be good to use as base, but feel free to use anything.

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:
I'm using the 'Stun' Ability animation, the one you get from War Stomp and the Ability animation from ThunderClap.


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:
When put together, and resized to 3.00 they look quite alright

---

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:
What I have is:
Dist = Distance between S_Target & flame
Angle = Angle between S_Target & flame
Dirn = direction of circular travel
final location = S_Target offset by Dist, at angle of (Angle + (Dirn x 600/Dist))

I've tried Move Instantly, Order Unit to Move, but you could try them again and see what you think comes out best.

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
Kolibri
Quote:
Originally posted by Xinlitik

Then, a trigger that says If a unit is attacked who is in that unit group, then if a random number between 1 and 100 is less than or equal to your evade integer and the evade boolean is true(basically, it turns the integer into a percent) , then set life of attacked unit to life of attacked unit + damage taken and set life of attacking unit to life of attacking unit - damage taken.


Is that how you did it? I might use this in my map.. it's a cool ability idea. :)[/b]

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
linkmaster23
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
MaliceDR
How is progress coming for the people who requested spells early on in this thread?
12-02-2003, 07:48 PM#171
linkmaster23
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
linkmaster23
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
Xinlitik
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
linkmaster23
DAm now i got cunfised again. Darn.
12-02-2003, 10:41 PM#175
Black Viper
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
linkmaster23
Ill say this again. LOL> Triggered Spells. I want this is to be toatlly unique.
12-02-2003, 11:52 PM#177
RicFaith
Quote:
Originally posted by linkmaster23
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..


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
Kolibri
Quote:
Originally posted by Xinlitik
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.


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
linkmaster23
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
Imbrifer
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?