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Trigger Help for a Running-Mage's Spells

01-16-2009, 10:39 AM#1
wedged_mind
Hello WC3. I find myself in need of a little advice. Am designing a hero for an RPG and am having some difficulty with the triggering and unit design. Am trying to think of abilities I can trigger efficiently in GUI and I haven't the mind for nor experience in JASS. Really could use some help.

Hero skills are supposed to be centered around the theme of an Aether/Astral mage-warrior whose strength is drawn from augmenting her attacks with spell effects as well as granting her magical passive abilities centered around improving her over all battle prowess and damage output. Her combat style is supposed to, not only give her a martial edge over her opponents, but also simultaneously weave and cast spells as she attacks. So instead of the classic mage that sits around behind the front lines so he can focus on droping periodic nukes on enemies, she's in the center of the fray casting spells and striking enemies down with he blades in a single seamless act.

Her spells should not interupt her attacks and should alter her attacks in some way. Her spells thus far include:

- Event Horizon: A beefed up Immolation. Attunes her self to the astral plane such that her very presence and movements create aetherial turbulence felt in the material plane. Considering giving it a second effect which allows it to deal additional AoE damage when she attacks.
- Strike From the Aether: Based on Windwalk. A prepared special attack. Her next attack creates several clones (Aetherial echoes of her action) that each have Incinerate and attack the primary target, stacking the damage. Has a really short cooldown so she can stack up the damage incriments at the cost of rapidly draining her mana.
- Astral Stride: Basically Mana Shield except it absorbs all damage at the cost of a set amount of mana. Whenever she attacks, a dummy of her is created close to her while the real unit phases out for a few seconds. It's like her making quick short blinks into the astral plane in order to evade an attack.
- Mind Assault: A simple mana steal on attack ability.
- Aether Borne: Simple Phase Shift and Teleport Combo. Activates when she attacks, allowing her to evade the damage of the incoming attack and teleport to a selected target location of a move order made while she is phased out. Phases back in on arrival. Also, she gains true seeing while phased out. Has a rather long cooldown, about 10 seconds to control it when set on Auto-cast
- Child of the Aether: Based on Defend. When activated, her vulnerability to magic is increased but her spells are augmented. Event Horizon dps is increased and Strike from the Aether has cooldown eliminated. Reduces her collision size and increases movement speed. She loses additional mana whenever she casts a spell though
- Dance of Death: The name is temporary but it's basically supposed to simulate the attacks of the Harlequin in Dawn of War, stunning targets struck while moving (read: teleporting) her around the battlefield, making her harder to hit.

These are my problems:
- She has to have 8 skills in total but I'm having difficulty deciding on a final skill that synergizes with her other skills and fit in with her theme. The skill, I'm hoping is something that I can easily trigger in GUI.
- I'm not sure of how Incinerate really works. It is essential for Strike from the Aether. My initial ideal was to temporarily great dummy casters with 0 collision at the position of the caster when she attacks and order them to attack her primary target one after the other. My question is, since the unit is only going to get the incinerate buff once, does that mean that each of their attacks will stack with each other (as in, after the first attacks, the second's damage incriment will stack with the first, and the third's damage increment will stack with the sum of the second and first) or with their damage increments only stack with each specific unit's own incinerate (damage increment of the first will be added only to the incinerate damage dealt by the first, the second will be added only with the second's, etc...). In the case of the latter, how do the create the effect of the former?
- I'm also not sure on how to trigger the Dance of Death ability. I would like the player to retain control over the caster while it is under the effect of the spell and not have it uncontrollably pop around the battlefield randomly. How do I trigger this in GUI?

Other than that, I'm really looking forward to some critique and constructive criticism that'll help develop the effectiveness and overall style of the hero. Thank you in advance.
01-16-2009, 11:17 AM#2
Anitarf
Quote:
The skill, I'm hoping is something that I can easily trigger in GUI.
Wait, you don't know that yet?
You're sure in for some trouble...
01-16-2009, 11:39 AM#3
Kyrbi0
Hum.

8 abilities? Doesn't that seem a little excessive? I mean, can you expect players to know and learn the (sometimes complex) effects and facets of up to 8 abilities?
01-17-2009, 10:05 AM#4
wedged_mind
Antiarf: Yeah, that question probably belongs more in General Development, doesn't it? But I was hoping to get trigger advice (mostly) simultaneously with concept help. Thought it might be a good idea of include it here if ever, in the off chance, someone can offer a good idea.

Krybi0: Looking at the skills, I really don't see that being a problem. I think it all depends on the nature of the spells. If they are simple enough and fit with the theme and style of the character, it'll be fine. The number of active spells are actually pretty low and other abilities simply give the character special qualities that give it greater distinction in the battle field and define and reinforce it's combat role.