| 04-07-2004, 06:30 PM | #16 |
bomb spell: trigger based: player presses "b" make this effect on origin: ![]() dmg enemies around it in a melee radius, no dmg to self though |
| 04-07-2004, 07:55 PM | #17 |
I don't know if my request would be considered a spell or not... Because Idk Anyways... If you could please tell me or show me how to do this... Its similar to Tank Commanders, if you've ever played that... But the map is damage(locked) so i don't know how... But I just want so that when you press a button(hotkey) your unit shoots something out straight ahead... and it doesn't follow enemy or anything... like in shooting games such as UT or halo, or any of those... I'd greatly appriciate it ^_^ |
| 04-07-2004, 08:09 PM | #18 |
How about an undead spell... Shadow bomb, which creates a black dome (The wisp splode model with black color), all units and heros inside (even friendlys) get hit with unholy energys (Damaging and stunning them), if the target is undead, they will not be harmed nor healed. |
| 04-07-2004, 10:59 PM | #19 |
I finished passive mana shield, but I have troubles understanding Quetz' Stampede and relinquish, I don't get if stampede is channeling and I have to ask if what are those 20 units, special effects or what? , and I need to understand relinquish more, From what there says it will take away hit points from the hero and give them to all the units around? |
| 04-07-2004, 11:37 PM | #20 | |
Quote:
Stampede is a click-and-forget spell. 20 units (for this case just use the regular stampede model, but i meant any unit) charge towards the target, blowing up like normal stampede if they touch a unit in their way. Relinquish is like life drain, only in reverse, and affecting all units in the area around the hero. The hardest spell I can think of: Hot Freaking Potato : Cast the spell on a unit, giving it a buff that gives an sfx(any) to the unit, move the unit to a secluded area, and create 11 clones of it, in a circle pattern around the unit. Hide the unit, but not the sfx that was on the unit. As of this moment, set one of the clones as being the actual unit, and the other ten being fake. Give the sfx to one of the clones, and have the clones pass the sfx back and forth between themselves and the 'real clone', via manually moving the sfx through triggers. All the while this is going on, the circle the clones were in is rotating. After five seconds of this, the unit with the sfx on it explodes. If this unit was the 'real' clone, the actual unit that this whole spell started with, the one you hid, takes damage equal to 10% of its total health. At this point, randomly shuffle the clones, and remove two of them from the game, so you now have 9 clones and your 1 'real' clone. Repeat the last two paragraphs four more times. If the 'real' clone hasn't been touched, give the actual unit - again, the one this whole spell started with - a level. If it is already at the maximum level, give it a random tome of +2 attributes. Follow this scale for the rest: Hit once - 400 exp Hit twice - 200 exp Hit thrice - Nothing Hit four times - Unit loses a level Hit Five times - Kill unit, unit loses a level, player loses 100 gold, if player cannot lose 100 gold, unit loses two levels. At this point, unhide the unit, and move it back to its former location. It shouldn't amount to anymore downtime than 25 seconds or so. And, naturally, this can only be cast on heros. ---END SPELL--- Since you had trouble with relinquish, I'm gonna assume that I was being vague, so I tried to be as specific as possible. If you need more, which I really think you will, let me know. And if you manage to pull this off, you truly are a master at trigger spells. |
| 04-07-2004, 11:40 PM | #21 |
IS relinquish channeling? |
| 04-07-2004, 11:42 PM | #22 | |
Quote:
Yep. Sorry, I didn't see that. |
| 04-07-2004, 11:47 PM | #23 |
I have a spell idea; Call In Air Strike This spell is used via a charged item. You select your target like you would cast flame strike. Then a unit that looks like a bomber is created at a location near the edge of the map, it then flies toward the target, drops a bomb dealing area effect damage at the targeted location, and then flies off |
| 04-07-2004, 11:50 PM | #24 | |
Quote:
|
| 04-07-2004, 11:52 PM | #25 |
ah, o well that one works too, itll be hell getting that into my map though (i dont know JASS) |
| 04-08-2004, 12:59 AM | #26 |
For relinquish, just make a 'reverse' tranquility that targets only self and use a dummy caster with a normal-style tranquility for the actual healing. |
| 04-08-2004, 01:16 AM | #27 |
hey , r u making my spell???? |
| 04-08-2004, 02:39 AM | #28 | |
Quote:
I think the idea was for him to do it......=/ |
| 04-08-2004, 03:06 AM | #29 |
Hmmm.. I'm looking at your spell map Vex and I'm super impressed. JASS kicks ass.. it's so much more powerful when you code it than using the GUI. Anyways, you said to be really specific in the spells that we are wanting because you haven't played a lot of these other games, so i'm going to give the Diablo II - Charge spell (by the barbarian) another crack.. this time in a way you can understand it. Vex: Take the "Charge" spell you created in your SpellMap2.0 for the horseman... Instead of having the "Shockwave" effect, you would create a series of sill images of the unit at an interval... of say 50 from the point of the caster to the point of impact, but it needs to be a unit and not just a point on the map like your version of the Charge spell. Each one of those images would immediately begin to disappear at a very quick rate, like shadow images of the moving unit. I tried to do that with triggers by running seperate triggers when a unit began casting an ability. It would spawn a copy of the hero, run his slam animation, cut it back to 2.5% of th eactual speed, then loop the transparency thing from Vex's mech spell until it was 0, and then remove the unit. It.. um.. didn't work out quite the way I wanted it to. *MY* problem was that I couldn't get the units to be created at CONSTANT but changing interval variable.. like.. You can cast the spell from a range of 600. If you did it from that range or further, it looked fine (except the angle of the images was weird sometimes and the images would be created -away- from the unit I was targeting). But if you cast it in between, it would just create a bunch of these units in a group and they'd just sit there. Which was really funny because when it did that you could suddenly control like 8 identical hero's of yourself.. haha.. it uh.. didn't work. :P Anyways.. Vex, the Charge spell from Diablo resembles your charge spell, only instead of shockwave as a special effect, it would create still images of the unit casting it. Make sense? I think you can tackle this one easy. |
| 04-08-2004, 11:25 AM | #30 | |
Quote:
Impossible? I figured. THe hero devour can't be done by simply editing devour, that crashes the game, you have to do it through triggers. I'm sure you already had this figured out, I'm just trying to save you some time if you hadn't gotten to it yet. |
