| 01-24-2004, 05:49 PM | #61 |
Ok im back now. I was working on my cinematic so this thread wasnt exactly my top priorty...so im going to start updating now...
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| 01-25-2004, 11:25 PM | #62 |
Finally! |
| 01-25-2004, 11:51 PM | #63 |
hunter0000 did you make spontanious combustion yet? hunter0000 did you make spontanious combustion yet? |
| 01-26-2004, 12:38 AM | #64 |
Is anyone going to attempt/rate my spells? (theyre on the second page). |
| 01-26-2004, 12:49 AM | #65 |
Soul Steal: The hero disapers and a circle of energy circles around him faster and faster when it gets so fast it starts to spin inward toward him and vamps his soul causing the heros health to go up to its max... and i acturally made a map with that spell to... not bad acturally... |
| 01-26-2004, 02:14 AM | #66 |
Salvation Overall Factor: ? Its a 1 level skill. When a corpse comes within 600 range of the hero, the corpse will dissapear and the animation of a spirit walker changing from ethereal to normal (normal to ethereal) will play on the hero and the hero will gain 35 life and 10 mana. Then it will wait 5 seconds and do the same thing. |
| 01-26-2004, 02:54 AM | #67 |
Alright, sorry about posting the wrong spell before :bgrun:. But, I promise that this is the working spell. Shiz, i'm gonna have to re-write my big load of crap, danget. I will sumarrize it :D. This is to the person who wants to implement this. There is a custom model involved, I made it with some simple particle emitter stuff, dont' worry its only about 10 k. To implement it just copy over all of the text and variables and then you will be able to use it. Hopefully! If you can't get it to work, just PM me and I will work w/you 1 on 1 to get it working. I hope you enjoy it:D. Again, i'm sorry that i posted a piece of sh*t last time. The thing I posted didn't even work:nono:. But this one does! Unfortunatly, you can't get rid of the units showing up on the minimap, don't tell me to use Aloc, because that doesn't work with the chain lightning. Anywayz, they are only there for a period of 35 secs, so who cares? The unit is unable to do anything else but channel the spell while he is casting, I can fix this if you want him to take orders still. [edit]Don't ask me why, but I was messing around with the Circle of Power the other day, and I made something that looks decent. The map that I uploaded just happened to be open, so I imported my file and tested my circle. There are still some issues w/team color that I am trying to fix, but if you want to look at it just place a circle of power anywhere on the map. Feel free to use it in your own maps if you wish, I don't care. |
| 01-26-2004, 12:31 PM | #68 |
Heavens light:overall factor - its based like starfall, but with light in someway coming out from the wpn (staff) (archmage) on the hero. then its hitting units in range 700 ( or whatevah) like starfall, but some lighthing is permanently (for 45 secs) on the monster, and it looses 15 life each sec. could it be possible? of course ill give credit, and if some1 wants the points they can get them too |
| 01-26-2004, 12:35 PM | #69 |
Hey Nice Spell Thread You forgot to give some of the spells on the last page overall factor. Btw I'sent Alter Self difficult and a good idea. At least that what I think but you proberly know it better |
| 01-27-2004, 01:39 AM | #70 |
um i dont mean to be a pain but u scrapped my spells. wat the hell for? |
| 01-27-2004, 02:26 AM | #71 |
A globe of light that travels a set distance from the hero pulses every second for 10 seconds, first pulse: 110Dmg 2: 100 3: 90 Dropping 10 damage per pulse until spell expires |
| 01-27-2004, 02:58 AM | #72 |
Here is a few ideas I have: Death Grip:Overall Factor: A unit will tunnel under the ground and emerge at the targeted unit's position, and grip the unit, immobilizing it and slowly dealing damage until you move away from the unit. ( You are vulnerable while doing this) Special effects you could use for tunneling could be earthquake and the crypt fiend burrow animation. ( Damage increases and casting time decreases for every level in the spell) The coming of darkness:Overall Factor: Emmerses every players vision in blackness in a radius around the caster,(except for the casting player) for a set amount of time. (increasing every level you put into the spell) Vamparize:Overall Factor: Sucks the life energy out of an enemy and transfers it to the caster over X seconds. Caster must be within around point blank range of the target, and you must stay within that range to continue to vamparize. Special effects would be blood and maybe the drain mana caster and target. (Duration would increase and cooldown would decrease per level) Could be used as a combo in addition to death grip. Maybe use cannibalize as a base? ( The targeted unit can still attack while being vamparized, unless it has had death grip cast apon it) (When a unit dies from Vamparize, a male villaget #2 (I will get a skin of a vampire for this) will be created on it's corpse, it will run around attacking enemys for XX seconds until it dies) - this time will increase per level. Psychic Throw:Overall Factor: Raises the targeted unit into the air, throws the unit a certain distance, dealing X damage and stunning the unit for X seconds. Maybe use storm bolt for impact. Shadow Speed:Overall Factor: Fades your unit slightly and makes you move at insane speeds for a certain amount of time. After using this ability your unit will be dizzy from the rush of speed, and will be stunned. Rather than normal movement speeds you can do, do movement with triggers, unit- move unit instantly to position of unit +15 or whatever. (Each increase in levels, increases the time you will be moving fast for and decreases the stun length) Could there be a special effect, some sort of trail or blur? Elevate:Overall Factor: When cast on a unit, the targeted unit will be elevated into the air, and made immobile, slowly lowered again until at ground level, then mobility is restored. (Possibly changing ownership to Neutral Passive) (Each level put into skill will increase immobility duration) Possibly use aerial shackles as a special effect. Leap:Overall Factor: The casting unit will fly extremely high up into the air in a dynamic leap, then come crashing to the ground, damaging and stunning units in a radius around the landing point. Maybe using war stomp for a special effect. (Each point added to the skill will encrease damage and stun length) Soul Incarnate:Overall Factor: Ultimate: The caster will plant a portion of his soul (costing health) into a targeted Villager, when the caster dies, the villager holding his soul will explode and he will be resurrected at that point with half life. However if the soul-holder dies, the caster will die also. (A special effect is attached to the target to let others know it's there) |
| 01-27-2004, 03:11 AM | #73 |
Guys, read linkmaster's previous post about how to put in your requests. |
| 01-27-2004, 05:20 AM | #74 |
(2nd bundle of my spells) Black Storm Overall Factor - Turns day to night and hits random units in playable map area with lightning. Also, tornadoes/hurricanes appear in the map area as well. These hurricanes do moderate damage a second to nearby units, and heavy damage to units under the effect (cycloned) of the tornado/hurricane. The lightning strikes at an X amount of times per Y seconds. Where X and Y are random integers that decrease upon the level of the ability. Lightning dmg is calculated within your will, and the moderate and heavy damage on the toradno/hurricane is your choice as well. Darkness Overall Factor - An ultimate spell that will turn a hero from his normal self to his dark evil self (metamorphasis type of thing). If the ability is level 1, and the hero just used that ability for the first time at level 1, he will be added the ability "Learn Spell." Keep in mind, "Learn Spell" is an ability, not a hero ability. When he clicks Learn Spell, it'll open up 4 selectable spells he can choose to learn. These spells are permanent on the "Darkness" form of the hero. At level 2, he gets to learn a new spell, and not the same "Learn Spell" ability. It'll be "Learn Spell" again, but with different spells able to be learned. One more thing, when he metamorphasis, he loses his hero abilities, and gains his "Darkness" abilities once again. Get it? K good. Here's some basic setup -- 3-4 "Learn Spell" abilities (Base it off Spell Book) 3-4 Heroes that are equal to the level of the regular Hero. 12-16 Unit Spells That should get you going on how this would be done. Smoke Screen Overall Factor - Creates a smoke smog at target area (with a SFX preferrably) that will cause units to miss at a % chance basis. The units are also blinded and can only attack other units within 200 range. Affects allies, doesn't affect air. Forked Chain Ultimate Lightning Overall Factor - More complicated spell that the "Forked Chain Lightning" spell that was seen in some maps... The lightning (forked lightning) first hits 3 guys at level X. The 3 forked lightnings will chain lightning 3 targets. Those units hit by chain lightning will then create a 2nd fork that will hit "X" targets. Where X stands for the current level of the hero ability. Explanation of Level 1 below. Level 1 - Forked Lightning hits 3 units. The lightning chains off to hit 3 units. Those lightning pieces will fork up to hit 3 more units. A total of 9 units were hit. Level 2 - Forked Lighting hits 3 units. The lightning chains off to hit 3 units. Those chain lightnings will break up into 2 fork lightnings to hit 2 units. A total of 12 units were hit. Burning Redemption Overall Factor - A spell that requires you to fill it up with "gas" in order to work. The gas is actually a soul. The spell will need a certain amount of souls to actually turn on the spell, then 5 souls will be lost when started. (Think of souls like Gas in gallons) In order to keep it going, the hero has to be near souls and he'll automatically redeem the soul. When the soul is redeemed, it'll play a fire effect for a couple of seconds (1-2 seconds). The rate at which a soul is consumed to keep the spell going on is .4 a second. The maximum amount of souls he can carry is 20 at level 1. Now what the effect would do is cause his blade to become a burning blade. It'll cause AoE damage and have an inferno ability (hidden icon). While still burning, SFX's will go through all his body (small fire sfx's). Just make some cool burning-type looking unit look cool. When he runs out of souls, he becomes crippled because he needs to feed off of souls. He'll be crippled to make it harder to get to nearby souls and harder to get them by killing. Reinforced Cannon Overall Factor - A cannon that will charge up right in front of the unit's weapon. An SFX will be played ON the weapon (something like the farseers lightning attack) and the revive sfx on the OVERHEAD of the weapon. The unit pauses and takes a couple of seconds to charge it up. The weapon will have those life drain lightning sfx near it (to give it like a sucking effect). When released, the lightning SFX will slowly move towards it's target, anything in it's path will burn, take heavy damage and get the "out of control ability" which makes them roam around basically. Then target unit will instantly die. |
| 01-28-2004, 03:17 AM | #75 |
The second list of my spell ideas: Rabid Bite:Overall Factor: The caster bites the target viciously, infecting it with rabies, which does XXX initial damage, then XX damage per second for XX seconds. When anyone comes in contact, or comes close to the person infected with rabies, they will catch the disease also, and get the negative effects. When the initial seconds of rabies run out, all people infected with rabies will be cured. Lunar Summon:Overall Factor: The caster summons a bright glowing orb, a moon, down to the earth, which gives a bonus of attack speed, damage and size to all friendly units within a radius of the moon.(Lasts for XX seconds) When an enemy unit destroys the moon, all the units which benefited from the moon, will be stunned and lose XXX life. ( When the duration of the moon runs out, the units benefiting from the moon will not get the negative attributes, only if the moon is killed will that happen) Feral Scent:Overall Factor: Draw upon your feral past, the caster sniffs out an enemy hero nearby and the caster's movement speed is increased. (Cool SFX could be added here) The enemys location will be pinged on the minimap for the player. (The number of enemys pinged will increase per level)(Lvl1:1, Lvl2:2 etc) |
