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CC needed triggerred spells thread.

04-09-2004, 08:34 AM#226
Kamux
The ultimate looks rather difficult if not impossible to make...
For that, I have to make a better spell for each of the spells that are already on the map, including for each level one.

And for the ranger hero with the ambush, it is also rather difficult to make. All abillity's except the ambush are working.

And I am going away for this weekend, so you guys have to wait a little bit more.
04-09-2004, 04:25 PM#227
erwtenpeller
damn... away for the weekend..>.<..

yeah i though vig took it a bit tooooo far this time with his ulti... lol...
as for ambush... thats a bummer... that'd mean we'd have to make it a 'sneak' skill, lowering her movement speed but making her invisible, and give a kickass damage bonus.... this mght mean, however, tht we'd have to nerf ushas dash... skill thingie... maybe even change it into a blink... but i doubt vig'd agree on that rofl....

have you checked if the community has the awnser? basically its just windwalk with diasbelled movement... and it gets dispelled when you DO move...

so yeah we'll make another ulti, probubly a channeelled aoe that just downs all stats... (armor, attack... not speed though)

as for the hydromancer, the concept is brewing... water equals life, so she'll be about regeneration. so she'll have this passive, strength of the deep or something, that boosts her regeneration. it also boosts the regeneration of her pet, grosj.

she will also have a roar ability, that boosts attack damage. now, if you have strengtyh of the deep, that roar will also boost regeneration of friendly units, depending on strength of the deep skill level...

now, for her ultimate, i'm not quite sure about it anymore... at first, we wanted it to be 'gaze of the gorgon', you turn target unit to stone, and it remains stone untill attacked. if attacked the stone breaks, dealing extra damage to the target. BUT... this is not quite compatable with strength of the deep, so we need a new cool ultimate for her, that should be able to both stop enemies, and heal allies, AND fit her thing...

i think i might know a way to trigger the ambush ability... what if, you cast it using berserk at a dummy abilitty. then u trigger a forced hold position, and u cast invisibility on her. if she uses order string move or patrol, you dispell the invisibility, if she uses order string attack... you dispell the invis and give her the oné-shot damage bonus... it would be coolest to make it a temporary crit strike casted on her... and then removed again after cone shot...

another thing, we need yet another ability...>.<...
its a passive for the spellbreaker, and its magic addiction.
comes down to it that, he gets weaker and weaker and weaker if he doesnt cast abilities... his health starts to decay and his movement and attack gets slower. if he DOES tap into his mana, however, he gets a temporary speed and regen bonus.... so its like, his bad side stays the same, like after 10 seconds no casting he starts getting slower and starts decaying, after another 10 it gets a little worse, after another 10 it gets a little worse.. and so on.what goes up each level, is the regen and speed bonus he gains by casting a spell, and it should have a duration of about 10 secas as well... after the 10 secs espire his regen and speed becomes normal again, and 10 secs after that he starts the dacaying proces... ^^~!

sounds possible?

i'll try to make a list of spells that still dont work or need to be done...
-maievs pupils ultimate still doesnt work, does it?
-the ambush abilitie needs to get fixed...
-magic addiction
-buffs for muradins slow... they need to look slowed, so a little blue tinted.
-ushas passive... (gain brawler at 30%HP)
-anubis' skills
-medusas skills, but we havnt fully figured them out yet...

i think thats about it... but dear kamux, i have another question... would you be willing to make the hero selection and townlord systems?? it would be very nice to have just one triggerrer... plus, it'll be a full dutch project ^^~!
(i hope to make all the skins in the game myself one day... but i dont think i'll succeed in that rofl)
04-12-2004, 12:42 PM#228
Kamux
Hey, I'm back again!

I will restart the spell proces as soon as possible.
First I will finish all the spells. (I think that isn't a great problem) And then I will take a look at the selection and townlord thing, but I don't gurantee that I will make it. (Need also a little time for myself :D )

And I do want to say, that I realy like your spell ideas untill now. I find them very original and I enjoy making them.

Edit: I forgot to say that I would prefer it that you make the hero's with no abillities and then send the map to me, so that you can choose what model each hero has and witch stats. I can then add the abillities to them and we are nearly ready then!
04-12-2004, 01:30 PM#229
Kamux
And I have a few more questions.
1) For the darkness abillity from naisha, I have deactivated the fog reveal when ranged units shoot out of the darkness, but it will always be deactivated. I that a big problem?
2) Do you have spells like abolish magic in your map, with an auto-cast I mean?
04-12-2004, 02:17 PM#230
erwtenpeller
1) imo not a problem, and i dont think vig disagrees...
2) eehm.. i believe not, we have autocast abilities, but not abolish magic...
muradin has an autocast ability... aaand... well, maybe anubis's sommon well be outocasted, but honestly i have no idea...

well we have another guy who could definetly do it, he allready made a testmap of the system etc etc so its not really needed.. its kinda for you like, so you can take all triger credit lol... ^^~!

and yes, we will post the map with all heros done for you then, missing the abilities you still have to give them... then u make the spells inj, and then we take it and see if there are any tooltips that need fixing or skills that have to be nerfed or boosted...

u think you can make ambush the way i suggested? i mean, i dont even know if thiggers work that way but it sounds logical to do it like that...^^''

soon we'll have an ultimate for our hydromancer... so u van make that one as well.. i think it might becone an aoe nuke or channel, that damages enemy units, but heals friendly units... *thinks thouroughly* lets see... now this is a mad one, but.. would it be possible to make an ability, that is casted on an AoE, and deals an X amount of damage. the amount of units it damages (X) will determain the strength of the heal. the heal will correspond with strength of the deep, so it kinda is damage an X amoyunt of units in AoE, then heal all friendly units in the AoE by the amount X times SotD skill level... wouldnt that be cool?...

or make it even better... divide the amount of damage that is dealt among the units that are to be healed... so thats an X amount of enemy units, and Y amount of friendly units to bge healed... that makes (X times SotD level)divided over Y...

imagine, you have one hero tanking a lot of units, you cast this spell in the AoE and wham, u damage lots of enemy units and heal the one hero thats tankin there A LOT...or when u have two massive armies colliding, use this spell to turn the odds, damage the enemie and heal your own units...

would it be possible at all to make such a spell? that would make a kickass ultimate for the hydromancer... :|...
04-13-2004, 06:10 AM#231
Kamux
Yes, I think it is possible to make that heal/damage ultimate. But what other spells does the hydromancer have?
Can you make a list of the spells from anubis and him? That would make things easyer to understand.

And I think I will find a way to make ambush. Don't worry.
04-13-2004, 08:31 AM#232
erwtenpeller
basically... the hydromancer is medusa... her 'mancer' thing is healing.

-Summon Grosj-
grosj is medusas pet turtle. he will level up on his own, and be able to learn several abilities. if grosj dies, he is resummoned at lvl 1.
*SotD bonus: depending on SotD skill level, grosj's health regeneration is premanently increased.
-Sirens Song-
a 'roar' ability that increases attack damage to units in an AoE around the caster. the duration is fairly short, but the effect great.
*SotD bonus: depeniding on SotD skill level, units in the AoE will get a regeneration bunus, castable on self. regen twice as strong as grosj's.
-Strength of the Deep (SotD)(pasive)-
Strength of the deep gives the hydromancres abilities a healing effect.
-Spring Well-
the spell i discribed... damage an X amount of units for... lets say 200 damage. X being the amount of enemy units in the AoE.
then multiply X by a number set by SotD, like, SotD lvl 1 should be about 50 hp, so if 3 enemy inits are hit it heals 150 hp.
then, devide the amount of hitpoints availible over an Y amount of units, Y being the amount of friendly units in the AoE.
heal each friendly unit with the amount of HP that is left.
so lets say there are 3 enemy units, and 1 friendly unit in the AoE, SotD skill level is 1. 3 enemy units means 3x50, means 150 HP. thres only one friendly unit in the AoE, so he gets the full 150. if there would have been two friendly units, it would have healed them both for only 75.
key to the effectiveness of this skill is timing... especially effective on tank heros that are taking on large amounts of units on their own.

as u can see the hydromancer developped into the main healer ^^~!

oh, and another thing... (lol)
we need one more skill for usha (the one with the 30% hp brawler) we want to give him a skill that allows him to switch places with targetb unit. it is to be used mainly as a transportational skill like blink, but we allready have a blinker and this gives some really interesting possubilities ^^~!
max reange should be 600, each skill level mana cost and cooldown comes down a bit. minimum mana cast should be around 65, to prevent it from being used tooooo much, that might be a bit complicated...
(chases someone, switch places with him every second and hit him over and over again.... no escape. so it musnt be too cheap)

update on to-do list:
-maievs pupils ultimate still doesnt work, does it?
-rangers the ambush abilitie needs to get fixed...
-kath's magic addiction
-buffs for muradins slow... they need to look slowed, so a little blue tinted.
-ushas passive... (gain brawler at 30%HP)
-ushas 'switch'
-anubis' skills (theomancer) although wait a bit with anubus.. i think he still needs a new ulti, right?
-medusas (hydromancer) skills.

if its getting too much just say so, we'll find someone else to help you with it... but it would be easyer if it where just you.

hmm.. just noticed, its pretty much all illidan units that still need to get fixed... cuz we keep making changes that make them even leeter...^^~!

once this is all done, i'll begin passing info on neutral heros... just to give ya something to do ;)
04-13-2004, 11:52 AM#233
Kamux
OK, the pupil Maiev is ready, ambush works and the buffs for the slow work.
Now I am going to work on the magic addiction :(
04-13-2004, 03:11 PM#234
erwtenpeller
Quote:
Originally Posted by Kamux
1)OK, the pupil Maiev is ready, ambush works and the buffs for the slow work.
2)Now I am going to work on the magic addiction :(
1) let us test it then... i wanna see the ambush in action ^^~!
2)why is that a sad face? ^^~''

i actually like you to post a map everytime you update it... so we can immadiatly test and comment, shoulc save time... ^^~?

still havnt thought of something very leetish for anubis... >.<
must... use.. dead... brain...

i, actually... was also planning on making some changes in Guna and Hyill... especially guna. i'm not very satisfied about him... he seems oninspired compared to most heros... lol... yeah he'll get a bit of a makeover... his skills need to 'communicate' more... yeah they do...

well.. good luck on magic addiction! its a cool skill... :)
04-13-2004, 03:23 PM#235
Kamux
Damn, ambush works, except it doesnt work in the middle of a heavy battle. Is that a verry big problem? Maby it adds something more cunning to the spell and more controle. But if it ins't ok, I will try to make it work, but for now I leave it as it is.

And Magic addiction is also ready :):):)
04-13-2004, 03:30 PM#236
Kamux
Oh, OK. Well then: Here is the map with ambush and magic addiction. Also it includes some changes.

The sad face was because it looks a difficult spell (but it wasn't too hard.)

Edit: The addiction isn't tested fully, so it will have a few bugs (I think)
04-13-2004, 03:37 PM#237
erwtenpeller
eeehm... actually we want ambust to work at all times, but why doesnt it work in mid battle??... how is that possible? tell me what the peoblem is if a trigger doesnt work... so we might be able to think with u a little more...

vig is playing tob now, but i'll test it soon as possible...

thnx for posting ;)
04-13-2004, 04:22 PM#238
Kamux
I have a auto-fire problem. When ambush is cast the hero breaks invisibillity immeadiatly. But then I will try to make it work. I will think of something.
04-13-2004, 04:58 PM#239
Vig0r
haha... well actually kamux, i can reasuure you that it isnt a problem with the ambush ^^~!

what happones is, is that if you use ambush while a projectile is flying at you, it breaks invis... thats not really a problem ^^~! it wont be used in mid battle that much... hehe... allthough it is a bit of a shame that now it cant be used like shadownmelt, just vanish in mid battle so they cant find u lol... if you can fix it it would be great, if you cant... well... hehe, it isnt a REALLY big problem.

muradin works and looks great, yet again my compliments on the arts of his ultimate :|... looks very intense... one bug however is that ranged units get slowed as well when they attack muradin... i didnt know if i told you or not but only melees get slowed if they attack him... if it isnt too much trouble we'd like that fixed ^^~!

and... maievs pupil works great now... lol trying to walk is so funny ^^~! perfect! w00t! etc. etc...

magic addiction is a bit strange though... does it work only with that spell u made extra or with all spells? it's supposed to work with all spells, becouse we will have purchasable items that allow you to cast spells... i saw his attack increase, clearly. a bit too much i think. does his movement and regen increase as well? and do his movement and attack speeds decrease when he doesnt cast spells?.. aah well... its cool that it works, only why do those dummy texts appear? dummy caster hero has fallen or something? its a bit strange... lol.

hmm... i am now getting doubts about whorl of pain.... i think we should make it unchannelled (base of entangle instead of shackles) so he benefits from his addiction more....

very positive about everything so far ^ ^~!
i declare maievs metamorph done!
ambush... well see what you can do to make it work perfectly...
i declare muradin allmost done... just that tiny thing with ranged units getting slowed when they attack muradin, the rest is quite perfect.

update on to-do list:
-rangers the ambush abilitie needs to get fixed (minor bug)...
-kath's magic addiction (still a bit bugged.. i think)
-buffs for muradins slow... they need to look slowed, so a little blue tinted. (ranged units get slowed when they attack muradin... minor bug)
-ushas passive... (gain brawler at 30%HP)
-ushas 'switch'
-anubis' skills (theomancer) although wait a bit with anubus.. i think he still needs a new ulti, right?
-medusas (hydromancer) skills.
04-13-2004, 05:29 PM#240
Kamux
Maby making the ranger invurnable before vinishing will work, if that is ok.

I didn't know about the mellee thing, but it is fixed right away.

And the addiction must be debugged. I used a hero to cast different levels of spells, but when it dies, it will display the message.
And must it only work with mana costing spells, or with all spells? ( I prefer the second one, because it is very difficult to check if a spell costs mana)