HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

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

12-03-2003, 01:00 AM#181
MaliceDR
Funny thing, the Inferno. I've already made the skill myself. :bgrun:
12-03-2003, 01:34 AM#182
Xinlitik
I'm willing to bet I'm thinking the complete wrong thing hah.

Usually if I have a problem with a trigger I just leave it be and a few days later I'm in a boring class and suddenly think Oh.. I was doing it all wrong. Go home. Delete delete delete. Remake. :D

I really dont get what you mean by nutzo though. I spend 30 seconds typing a post and I'm nutzo? :WD:

P.S. I'm not struggling. 8)) I wrote those triggers on the top of my head.. I'm not even opening the WE hehe.

Hey this just came to me..

Instead of a unit takes damage (as you said, it cant be generic), just say Attackedunit(the old variable) takes damage.

Only thing I'm concerned with is if this would work in large scale battles. With 12 guys simultaneously hitting eachother I'm not sure if the trigger could keep up properly. Oh well, PM me how you did it. I'm curious. :)
12-03-2003, 06:14 AM#183
Aristotle
Ok I thought of a few:

Flesh to Stone: Target unit is turned to stone.

Light: Target's sight range is greatly increased.

Insanity: Target creature is turned neutral hostile.

Mass Invisibility: Allied creatures within targeted area are made invisible.

Hand of Midas: Target creature is destroyed and replaced with a goldmine worth its HP.

Forest Fire: Group of trees are burned to the ground, random chance that fire will spread to nearby trees, units near the burning trees take damage.

Barricade: Target building greatly increases Armor and HP.
12-03-2003, 07:03 AM#184
RicFaith
Quote:
Originally posted by SwedishBrute
Hand of Midas: Target creature is destroyed and replaced with a goldmine worth its HP.

Heh I like....

They do sound like very do-able skills. Though I think the Forest Fire is tricky :D
12-03-2003, 07:02 PM#185
linkmaster23
ok, fine not WACKO> But you were gettin excited. im almost about to make it,
12-03-2003, 07:56 PM#186
Norwegian
I'm just messing 'round with a Open RPG map of mine, and (out of lack of originality) have decited to make some hero classes that are based on the D2 heros. (4 different versions of each hero, tough. Unless I can somehow alter the skill-selecting... but enough 'bout that)

As for the Necromancer (That Firewall spell would be ineresting to, tho :P) I wonder if you'd be able to create a 'Skeleton Mastery'-like 'ability. I don't have a clue as to how to do it myself.
12-03-2003, 08:04 PM#187
Kolibri
Quote:
Originally posted by Norwegian
I'm just messing 'round with a Open RPG map of mine, and (out of lack of originality) have decited to make some hero classes that are based on the D2 heros. (4 different versions of each hero, tough. Unless I can somehow alter the skill-selecting... but enough 'bout that)

As for the Necromancer (That Firewall spell would be ineresting to, tho :P) I wonder if you'd be able to create a 'Skeleton Mastery'-like 'ability. I don't have a clue as to how to do it myself.


Just have a trigger that gives item damage/attack speed/armor bonuses to summoned units.

For example:

Events:
Unit spawns a summoned unit
Conditions:
Summoned unit equals <UNITTYPE>
Summoning unit equals <HERO>
Actions:
Add Ability -> Add Item Damage Bonus(+5) to Summoned Unit.
12-03-2003, 08:14 PM#188
Norwegian
Quote:
Originally posted by Kolibri
Just have a trigger that gives item damage/attack speed/armor bonuses to summoned units.

For example:

Events:
Unit spawns a summoned unit
Conditions:
Summoned unit equals <UNITTYPE>
Summoning unit equals <HERO>
Actions:
Add Ability -> Add Item Damage Bonus(+5) to Summoned Unit.


Yeah... a abilioty that IMPROVES as you PUT POINTS into it. Not based on hero lvl (i know how to do that), but based on Skill (or ability, or spell, or w/e) lvl.
12-03-2003, 08:16 PM#189
AZN-Enigma
hey link are you ever gonna fix your abilities so they give experience? Cause im having trouble adding exp to abilities that target multiple enemies.
12-03-2003, 08:34 PM#190
Kolibri
Quote:
Originally posted by Norwegian
Yeah... a abilioty that IMPROVES as you PUT POINTS into it. Not based on hero lvl (i know how to do that), but based on Skill (or ability, or spell, or w/e) lvl.


Yes, you just have a dummy hero skill and with eah point you put into the skill the bigger bonus the trigger gives.

For example

Events:
Unit spawns a summoned unit
Conditions:
Summoned unit equals <UNITTYPE>
Summoning unit equals <HERO>
Actions:
For 1 to <SKILLLEVEL>
Add Ability -> Add Item Damage Bonus(+5) to Summoned Unit.
12-03-2003, 08:45 PM#191
linkmaster23
ummmm....exp? ug*** i will do that later, it just hard, well nto hard, time cunsuming. Just AIM me or PM the move you want. ill help u
12-03-2003, 10:20 PM#192
Xinlitik
Quote:
ok, fine not WACKO> But you were gettin excited. im almost about to make it,


Errm.. no. I'm not getting excited.

I think you need to get some practice reading peoples' emotions. ;)
12-03-2003, 10:21 PM#193
linkmaster23
lol. NOOOOOOOOOOOOOo. o well. Ne who, i got it all done cept for one thing. I HAVE TO USE DUMMY UNITS!!!! AIEEEEEE! I hate using them!! Its the only way to actully make the unit miss.
12-04-2003, 01:50 AM#194
RicFaith
linkmaster which spell are you doing now? If it's maelstrom, yea, you definitely have to use dummy units or they won't run around doing all the stuff you want them to do. Sadly we can't command doodads to run around? :D I tried using special effect, but again, it can't tell you its location, so unless you store all their relative locations in arrays you won't be able to control their placement either...

Thanks again :D
12-04-2003, 01:54 AM#195
linkmaster23
it wasnt that its that you cant make SFX'es model size 3.0 like you said. And i was talking to Kolribri. But still i guess it applied to youu.