| 01-16-2004, 12:24 AM | #46 |
I don't get this thread. You make a thread wish, gets it rated, somebody triggers it getting points depending on how well the triggers were? |
| 01-16-2004, 12:40 AM | #47 |
yes |
| 01-16-2004, 01:37 AM | #48 |
On how cool it looked. How Good it looked. How hard it was. And How clean their triggers were. Hardly just trigger work. |
| 01-16-2004, 04:24 AM | #49 |
Decree of Life?(Passive): An aura that takes life from enemy units around the hero and gives life to the hero with the siphon mana effect. If there are no enemies around, the hero starts to lose life slowly. If there is a friendly damaged unit, the hero takes life from a nearby enemy unit or himself and transfers it to the damaged unit without taking any for itself and with the siphon mana effect from the enemy to the hero and from the hero to the unit. Max 6/8/10 enemy units damaged. Typhoon?: A ward that deteriorates nearby units's mana. The ward looks like a cyclone or tornado in lowered terrain surrounded by waterfall effects, making it look like water circling around the storm. Also, make it rain when it's cast. Lasts 45 seconds and destroys 2/4/6 mana per second. |
| 01-16-2004, 01:46 PM | #50 |
as far as being a mapmaker goes, im a n00b, cant make terrain for my life, and am only decent with triggers.. HOWEVER i find myself quite good at custom heros and skills. i am making and open rpg right now, ( at least im trying to) and so far i have a good 5 heros with all custom abilities, ( except for a few, balancing purposes) and with at least 2 trigger spells a hero. here are a two of the cooler of the spells i made : Thunder Slash: ( orcish samurai ) this is really a cinematic spell, it just does damage, but it looks awesome. first i have 3 effects at the same time at a random point in a region of 800 vertices around the hero. the effects are thunder clap, mirror image caster, and toonboom. every .01 seconds these pop up at t a random point, for 5 seconds. after this, you see the effect right in front of the targeted enemy, then the hero appears behind the enemy, the camera spins 360 while the hero is at 10 % attack speed, he does a jumping slash ( matrix effect) then rigt before he hits the enemy, he stops moving, the camera zooms in on him, rotating again, and then he does the damage. ( *pant*pant*pant*) Shogun Combo ( Pandaren Shogun, ultimate ability) okay i went overboard with this ability, spent 30 minuters triggering it, so stop reading now if u dont care to read for about 4 more minutes =P first, the panda disappears, then appears in 4 places around the selected enemy ( cardinal directions), attacking from one space at aa time at 300% movement speed. then, he disappears again and half transparent pandas appear to the sides of the enemy ( 650 vertices away on each side) and use breath of fire on him., then, you see the fire panda ( from storm earth and fire) missile, as in the somersault pop out of the ground at random locations in a 850 vert range around the targeted enemy. after he pops up, a quarter second later a flametsrtike effect appears ( the flame pillar) and deals a measly 30 damage to all enemies caught within it ( this happens many times, so i made the damage 30). finally, te panda appears behind the enemy, attacks at 30% speed ( what can i say, i like the matrix) and flame pillars shoot up rapidly around him, again dealing 30 damager to those caught in them. it deals heavy damage ( 250 at level 1 to 550 at level 4 ) to the targeted unit, and during the last part there is a phoenix missile attached to the pandas weapon. ( for his model i used the original brwemaster from the beta) ( *PANT*PANT*PANT ( uses inhaler) *PANT* PANT*) EDIT: i know these dont really go with the thread, but i wanted to post them somewhere and i figured this was the best place. rate them igf you want, sorry if i misused the thread if enough people want me to, i will post a map of these abilities |
| 01-16-2004, 04:48 PM | #51 |
Alter Form Overall Factor: 6 The caster click on a unit now the caster looks like that unit. It will look like its one of there own for the player that controls the targetet unit. If the caster comes near any detect invisable abilities it will no longer show as one of there own. Turn Undead Overall Factor: 6 Makes all undead whinth 150 per level of the caster make a check. The check is 35% lower or uppered by 15% for each level between caster and target. If the check fails for the target its dies and cannot be resurrect. Some really nice effects is needed. Powerword: Kill Overall Factor: 8 Sends a beam out to unit with lowest health near the caster. It kills it and go on to the next unit with lowest health now. When it killed for 200 hp per caster level it ends. Also here is some nice effects needed. Hope you can do them (think Alter Self is gonna be hard) Linkmaster: Sinchy more like it..hehe. |
| 01-17-2004, 03:23 AM | #52 |
Can I be a spell maker? My overall factor would probably be around 5-7 hehehe, first post... |
| 01-17-2004, 03:52 PM | #53 |
Re-did Dash. This SHOULD work. |
| 01-17-2004, 07:53 PM | #54 |
Name: Mix Overall Factor: 9 Mix is an ultimate that will be used by a Goblin Alchemist in my map, if you've played FFX then you probably already know what it is. The hero will get to choose from 9 items, and he will be able to mix 3 of them together. With each different combo a different spell can be cast (the cast spell should be potent in any case, the spells themselves....I'll leave up to you) 2 important notes on this spell: The items to be mixed should be all potions or consumables of some sort (healing potion, anti-magic, mana, and speed scroll are 4 of the consumables that I want available for the spell) And I am having problems devising a proper way to present the items to be mixed, Ex. Laying the 9 items on the ground so the alchemist can pick them up, having him type the names of the items out, etc. So once again, I'll leave this up to you. Be creative, and I hope you have fun. If anything isn't clear, just tell me. |
| 01-18-2004, 01:55 AM | #55 |
This is like, an awesome thread. Ok here's my spell ideas =) : -Wake of Rejuvenation:Overall Factor: 6 Stampede-like spell, except that each missle it sends out heals and targets allies, and has like a range of 250 or so (I tried negative values, and that obviously didnt work. So I asked the battle.net forum and they told me to go here) -Momentum: Overall Factor: 6 While unit X has this spell activated, each time that specific unit attacks, the attack speed increases by a certain increment, and this continues to stack until the spell wears off. Once worn off, the attack speed would return to normal -X-Strike:Overall Factor: 6 (Similar to the Chrono Trigger spell) Unit Y targets a point to cast the spell, and two units appear (preferably un-clickable units), and strike together on the target (in an X formation) and follow through after they hit the target to complete the X, then disappearing. perhaps giving the units that are forming the X a trail would be nice too =) Linkmaster: Hehe...I likes... |
| 01-18-2004, 12:51 PM | #56 |
I've had this idea for awhile, but never implemented it. Here goes. This spell splits off at the middle if it is destroyed... Soul Bomb Overall Factor: 9 Initial: The spell is cast on a target location, and a soul ward appears. It cloaks, and waits 30 seconds. (Last 5 seconds pings location on minimap) If Not Destroyed: Centers location for all players on ward. Doom plays. All units in a HUGE radius (not entire map, but half, or a quarter.) have souls (spirit tower attack) rush out of them to the ward. It then detonates (feel free to add effects) and does damage based on the number of souls stolen (to the same radius.) If Destroyed: (Harder) If destroyed, ward plays undead building death animation (really slow, if possible) Then the fun starts. A nexus of energy starts to swarm in the sky (using spirit tower and snake ward projectiles). Any air units flying in will be instantly killed. After 20 seconds, it all comes crashing down, dealing incredible damage (triggerer can decide.) Aftermath: 10 surviving units (less if too overpowered) explode, and the orb of destrution projectile novas out of them (explodes in all directions), doing X damage per shard. (once again, trigger can decide). Linkmaster: Coolness...Keep that soul stuff coming! |
| 01-18-2004, 12:52 PM | #57 |
Ok here is some more spells :D Its all Cleric and Necromancer spells. [size=3][b]Necromancer and Cleric Spells Steal Soul (Necromancer Spell) Overall Factor: 6 Used on a target that targets soul comes to Necromancer and heals the him for 25 hp per skilllevel. Cooldown and mana cost reduces with level. It needs to remember the level of unit killed. Redeem (Cleric Spell) Overall Factor: 6 Used on a Necromancer whinth 500 of the Cleric per skilllevel. The Cleric sits down and meditates for 12 seconds (First level), 8 seconds (Second level) and for 5 seconds (Third Level). If the Cleric is being by a meele hit while he miditates the spell stops. Then a powerful light beam from the sky hit the target and deals him 100 damage per soul he got a remove all suls he got. Exchange Soul (Necromancer Spell) Overall Factor: 8 Used on a enemy unit. The Necromancer sends (He looses those he send) enough souls levels (The level of the units soul) to overcome the targets level. If he do that he takes the control of the unit. Resurret (Cleric Spell) Overall Factor: 7 Takes a soul from the Necromancer and sends to a corpse then create the unit who's soul the Necromancer stole. I think the titel is spelled wrong. Send Soul (Necromancer Spell) Overall Factor: 7 Sends one of his souls to a target dealing 10 damage per skillevel for each soul level. Linkmaster: Hrmm...Most of these are rather easy, but good job. |
| 01-18-2004, 01:28 PM | #58 |
Sneak Attack Overall Factor: 7 A passive ability that gives extra bonus damage (not extra percentage of base damage) when the Hero attacks a unit that is not attacking him. - You cant just disable the ability when the hero gets attacked because the hero can still be attacking a unit that is attacking something else - You cant just disable the ability when the unit the hero is attacking is facing him, because the unit can be stunned or something. - The damage given is indicated with floating numbers just like a Critical Strike, and says "Sneak Attack!" in floating text also. - In addition, the Sneak Attack doesn't work on certain units (be sure to put this in). I guess this is fairly easy to do... the problem is making this thing bug-free. Linkmaster: DONT USE ITACLICS! Its cunfusing... Its very easy actully... |
| 01-18-2004, 03:17 PM | #59 |
Amulet of Second Wind (Item) - Overall Factor: 8 When a hero with this item recieves a usually fatal hit, his HP only goes down to 1. The amulet then begins it's cooldown of watever. I want a small saving SFX to play when this happens, and i want no sign that the hero died at all (death anim/sound/icon fading/message) A trigger advanced ankh might work but i think the icon still fades and the unit would lose all thier orders from before. If at all possible i wawnt this to have no effect on a channeling hero. Linkmaster: Thanks for the preset overall factor, that saved me about a minute. Cool Spell too. |
| 01-19-2004, 03:15 AM | #60 |
I think I got some real doozies here. Broken Shard Overall Factor: 9 - Releases a shard out from the caster (not instantly, but moves into place) 500 in distance. While the shard moves into place, the shard spins (1080° (3 full turns)) and releases smaller broken shards. Like frozen orb. Now, those smaller shards, spin 1080° and break into smaller shards! Those smaller shards just spin 1080° and moves 350 in distance. Every unit hit by the main shard, will get the effect "open wound" and cripple. Every unit hit by the 2ndary shards will receive the cripple effect. Every unit hit by the 3rd shard will just take light dmg. At level 1, the main shard should do 500 dmg, the 2ndary shard s hould do 350 dmg, and the third shard should do 200 damage. Every level will gain +750 dmg to the main shard. Then the 2nd shard should lose 150 x Level of Skill, damage from main shard. Then the third shard will lose 150 x Level of skill, damage from the 2nd shard. Here's an example Level 1 M - 500 2 - 350 3 - 200 Level 2 M - 1250 2 - 950 3 - 650 Black Hole Overall Factor: 8 - Every attack the hero makes will create a black hole in front of the enemy unit he attacked. Before the weapon projectile hits the enemy, the projectile enters the black hole. It will exit through other black holes (2 black holes at level 1) and will attack random targets near the black hole. The exit black holes will only spawn in a distance of 500 from the attacked unit, and randomly generate within that 500 raidus. Every level of the spell creates another .5 of a black hole. (+1 black hole every 2 levels of the skill). To make this work, you gotta replace the projectile with a unit whenever the hero attacks an enemy. Radioactive Armor Overall Factor: 8 - Emits radioactivity from the heroes armor to damage enemies by % a second. The hero also gains an armor bonus. Every unit that comes within the range of the armor will have a chance 5% chance to become a Radioactive freak/monster/unit (not owned by the hero. Every level increases how much damage nearby units take (preferrably start at 2% and increase by .2% a level). Dark Blade Overall Factor: 7 - Decreases damage each shot when activated in exchange for life and mana leach. Linkmaster: Those are some tough spells... Good job. |
