| 10-31-2003, 09:03 PM | #76 |
do you have any non-trigger spells ? and can u give me the links for them, cuz i'm really running out of ideas now....:))))i used up almost every ability/spell as a custom one... |
| 10-31-2003, 10:12 PM | #77 |
umm... shark.... this thread is fo triggered spells. Not Non-Trigger Spells. This is a list of things you can do: 1. Make triggered spells 2. View other's triggered spells 3. Use other's triggered spells 4. Help people create triggered spells 5. Chat about something On-Topic In this thread you can do any of those five things. |
| 11-01-2003, 12:44 AM | #78 |
Heres an ability I've been working on, it creates balls of elemental energy that attack nearby hostiles. You cant control the balls, they follow your hero around like locusts. It's kinda like a cross between locust swarm and serpent ward, the energy balls are deadly, easy to kill, but unlikely to be targetted. As a twist it will randomly summon one of 3 types of ball: Lightning: Magic damage, splash. Fire: Normal damage, immolation. Ice: Pierce damage, chilling attack. (note in the map I'm about to upload the shadows have been disabled) |
| 11-01-2003, 12:46 AM | #79 |
The map. Two spells are implemented, one has a short cooldown and summons single long lived balls, the other is ultimate style and summons a heap of the elemental balls. |
| 11-01-2003, 01:01 AM | #80 | |
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Just what I needed Grater! Great stuff! :) Thanks |
| 11-01-2003, 01:18 AM | #81 |
I think I'll use this thread to develop a technique that hasn't been done before, or at least I don't think it has. |
| 11-01-2003, 06:25 AM | #82 |
Well, I gave a promise, and I don't plan on letting people down on it. These spells are intended for use in my upcoming AoS map of an undecided name. Each ability includes data on the unit I plan to use it and a summary of it's features. Following that is a rundown of it's effect for each level. In my next post, which will likely take place tomorrow, I will share any problems I am having implementing these abilities. This is just to give you the idea. Cataclysm ultimate Unit: Mage Breaker The Mage Breaker hero is centered around combating mana-wielding foes. Cataclysm capitalizes upon that. Based upon Serpent Ward, the Mage Breaker forms a void of mana essence. Like a black hole, it sucks in all nearby things with mana while dealing damage as well. It lashes out with a very fast attack, dealing extra damage to those who have mana. The cataclysmic void lasts 40 seconds. It has deals 42-50 damage with a very fast attack speed. Attacks from the void can also deal Feedback damage on top of it's regular attack. Additionally, the mana reserves of nearby foes are slowly drained away. It is immobile, invulnerable, and unselectable (being a chaotic void, after all). 1: 20 Feedback damage. Drains 4 mana per second from nearby foes. Has a 220 second cooldown. 2: 30 Feedback damage. Drains 6 mana per second from nearby foes. Has a 200 second cooldown. 3: 40 Feedback damage. Drains 8 mana per second from nearby foes. Has a 180 second cooldown. Finger of Pain Unit: Warlock This spell is relatively simple in nature. Click on an enemy unit and the Warlock sends a bolt of power that damages that unit. The real use for this spell comes when a hero or an enemy with mana is targeted. On top of dealing bolt damage, this spell also stacks on a Mana Burn aspect. So essentially, it's a damage spell plus mana burn in one. 1: Deals 50 spell damage plus 30 Mana Burn damage. 80 total. 2: Deals 80 spell damage plus 45 Mana Burn damage. 125 total. 3: Deals 110 spell damage plus 60 Mana Burn damage. 170 total. 4: Deals 140 spell damage plus 75 Mana Burn damage. 215 total. 5: Deals 170 spell damage plus 90 Mana Burn damage. 260 total. Finger of Pain Unit: Warlock This spell is relatively simple in nature. Click on an enemy unit and the Warlock sends a bolt of power that damages that unit. The real use for this spell comes when a hero or an enemy with mana is targeted. On top of dealing bolt damage, this spell also stacks on a Mana Burn aspect. So essentially, it's a damage spell plus mana burn in one. 1: Deals 50 spell damage plus 30 Mana Burn damage. 80 total. 2: Deals 80 spell damage plus 45 Mana Burn damage. 125 total. 3: Deals 110 spell damage plus 60 Mana Burn damage. 170 total. 4: Deals 140 spell damage plus 75 Mana Burn damage. 215 total. 5: Deals 170 spell damage plus 90 Mana Burn damage. 260 total. Confusion Unit: Death Lord All enemy units within the area upon which the Death Lord casts this spell are rendered relatively harmless for a short period of time. During this period, they mill about like peasants begin hassled during an early game rush. This is because they can't attack! Ha ha! Heroes are however immune to it's effects. 1: Medium area. Lasts 4 seconds. 2: Slightly larger area. Lasts 5 seconds. 3: Slightly larger area. Lasts 6 seconds. 4: Slightly larger area. Lasts 7 seconds. 5: Relatively large area. Lasts 8 seconds. Black Death ultimate Unit: Death Lord As a messager of death and disease, the Death Lord can spread a crippling plague among the enemy ranks. Upon activation of this skill, the health of nearby enemies will gradually erode. This skill works like an aura that can be toggled on and off, which equivalent range as well. The downside of this spell is that, on top of it's activation cost, it completely disables any form of mana regeneration. Mana Potions can be consumed, but to no effect. The Death Knight can however continue to use what mana he still has, but until this skill is deactivated, that's it. 1: Deals 3 damage per second. 2: Deals 6 damage per second. 3: Deals 9 damage per second. Smite Unit: Witch Hunter With unnatural vigor, the Witch Hunter summons upon a burst of speed to chase down an enemy. Upon coming within range, the crusader will deliver a powerful blow, stunning and dealing damage to his target. This is great for preventing an escaping hero from getting too far. Plus, it also puts the Witch Hunter right beside them and able to deal a free swing or two until the stun wears off. If the Witch Hunter has not reached his target within 3.5 seconds, his charge is canceled. 1: 40% dash speed. 75 impact damage with a 2 second stun. 2: 45% dash speed. 100 impact damage with a 2.5 second stun. 3: 50% dash speed. 125 impact damage with a 3 second stun. 4: 55% dash speed. 150 impact damage with a 3.5 second stun. 5: 60% dash speed. 175 impact damage with a 4 second stun. Sanctify Unit: Witch Hunter This spell can greatly help an army of attacking allied units. Selecting a region on the field, the Witch Hunter dispels buffs from ally and enemy alike. For every buff dispelled, allied units within that region are healed for a certain amount of life while foes likewise take damage. This can also be used to cripple summoned units. 1: Each dispelled buff heals for 10 health and hurts for 5. Deals 200 summons damage. 2: Each dispelled buff heals for 20 health and hurts for 10. Deals 350 summons damage. 3: Each dispelled buff heals for 30 health and hurts for 15. Deals 500 summons damage. 4: Each dispelled buff heals for 40 health and hurts for 20. Deals 650 summons damage. 5: Each dispelled buff heals for 50 health and hurts for 25. Deals 800 summons damage. Divine Intervention ultimate Unit: Witch Hunter The Witch Hunter can call upon the favor of God, who sends down a mighty angel to assist. The angel cannot regenerate his mana naturally (he doesn't degenerate it like the Destroyer either), so he relies upon the salvation of nearby souls to power him. This mana can be used to cast either of his two abilities. If the angel runs out of mana, he will die. Specific stats for this ability have not been decided upon quite yet, I have settled upon the three abilities harnessed by a summoned angel: Holy Light: Identical to the Paladin hero skill, but of single level variety. Each level of Angel has a more powerful version. Blessings: Based off of Essence of Blight. The Angel can heal nearby allies on the battlefield as they fight. Once again, higher level angels have more powerful versions of this spell. Salvation: A vital aura that provides the Angel with it's mana lifeblood. Every three seconds, this aura removes a nearby corpse form the battlefield and converts it into mana for the Angel. Higher levels increase the mana gained from each corpse. That's all for now. It's time for me to hit the sack. G'night. |
| 11-01-2003, 02:14 PM | #83 |
Malice could you please post a map or something with the spells in it? This isn't the place to tell all about your upcomming AOS map. |
| 11-01-2003, 02:29 PM | #84 |
Great spell, Grater! As a said in the trigger spells poll, good triggered spells depend on what you do with them. In this case, Grater did an awesome job with his spell! I rated him a 5/5. |
| 11-01-2003, 06:20 PM | #85 |
expect my spells coming soon! i just now looked at this thread... i thought it was somthing stoopid until i heard it from a freind... am in! expect SS and maybe the map by my next post |
| 11-01-2003, 07:55 PM | #86 | |
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Your spells are great, I rated a 5 for your map and a 5 for your screenshot (that was just to give you points for the aura thread you have in the repository) But I think you could make one of each element appear instead of three of a random element , just my thought |
| 11-01-2003, 08:36 PM | #87 | |
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Maybe you finish and release the map before making comparisons. |
| 11-01-2003, 09:39 PM | #88 |
I saw the screenies, and thought the bfa maps were awesome. I got mad cuzz I lost my power to award points, so my head blew up. anyways your atlantis map looks amazing! |
| 11-01-2003, 11:41 PM | #89 |
okz i made this spell where it increases the range of the hero every level sorry i can't post map but it works like this i made the upgrade improve bows to increase the range by 300 each level then i made 2 triggers 1 for adding +1 to an interger trigger to deside the level of the upgrade and skill and the other to increase the range by using the upgrade and setting the level of it depending on the integer variable that gets +1 each time you learn the skill it works nicely :mtk: |
| 11-02-2003, 01:18 AM | #90 | |
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Yeah, I know. I'm working on it. Most of these abilities are still extremely buggy. |
