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Deadeye Spell Pack

02-06-2009, 02:17 AM#1
Rising_Dusk
Deadeye Spell Pack (Hero Contest #3)
Background:
This is a spell pack I made for an entry in the 3rd WC3C Hero Contest. The skills were designed for use in the melee environment and some of them have some object editor dependencies. Other than those requirements, the spells can easily be ported to any map individually or as a group for use in your maps. The skills were also designed with the Deadeye Model, by Jigrael, in mind. BoundSentinel technically isn't required for any of the abilities to work, but it is used with the skills at my recommendation.

Requirements:Spells Included:
Spells:
Click image for larger version

Name:	BTNMarksmanship.jpg
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ID:	40318Barrage
Actively Cast

Shoots arrows at units in the target area, dealing damage.

Level 1 - Small area, 75 damage.
Level 2 - Medium area, 130 damage.
Level 3 - Large area, 200 damage.
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Name:	BTNSkeletalLongevity.jpg
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ID:	40319Rickets
Actively Cast

Decrepifies the target unit's skeletal structure, causing it to have reduced armor and movement speed.
Lasts 16 seconds.

Level 1 - 4 less armor, 20% slow.
Level 2 - 6 less armor, 40% slow.
Level 3 - 8 less armor, 60% slow.
Click image for larger version

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ID:	40320Graverobber
Passive

As long as the Deadeye is within range of corpses, he is invisible.

Level 1 - 3 corpses.
Level 2 - 2 corpses.
Level 3 - 1 corpse.
Click image for larger version

Name:	BTNAntiMagicShell.jpg
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ID:	40321Quench Life
Actively Cast, Channeled

Creates a swirling vortex of life draining energies, stealing 20 life per second from all foes in range and evenly distributing it to allies in range.
Code:
Expand Barrage:
Expand Rickets:
Expand Graverobber:
Expand Quench Life:
Attached Images
File type: jpgDeadeyeScreenshot.jpg (74.0 KB)
File type: jpgBTNMarksmanship.jpg (2.6 KB)
File type: jpgBTNSkeletalLongevity.jpg (2.4 KB)
File type: jpgBTNAntiMagicShell.jpg (3.2 KB)
Attached Files
File type: w3xDeadeyeSpells_v1.02.w3x (280.6 KB)
02-06-2009, 02:45 AM#2
Kyrbi0
Oh cool; I didn't know one could submit spell packs like this... Well, while I'm no authority, sure looks nice. Also, I like the in-game icon alternatives. :P

P.S. Weren't you going to rename "Barrage" to "Volley", due to the conflict with the Human Siege Engine ability of the same name?
02-06-2009, 03:04 AM#3
Rising_Dusk
Yeah, but I figure it's in good spirits that I keep the spell pack submission in tune with what I submitted as the hero. That it's submitted now no longer places the requirement upon it to be a melee hero, so technically it's no problem at all.
02-06-2009, 03:51 AM#4
Kyrbi0
^Good point(s).

Hey, shouldn't it say "Active" Cast, instead of "Actively Cast"?
02-06-2009, 04:03 AM#5
Rising_Dusk
The spell is cast actively. Actively is functioning as an adverb in this case.
02-06-2009, 04:11 AM#6
Kyrbi0
Oh. Guess I'm just used to using one-word adjectives.
02-06-2009, 04:50 AM#7
Rising_Dusk
Did I say something wrong? I'm pretty sure that what I said was grammatically correct..
02-06-2009, 09:41 AM#8
fX_
Can I submit an entry with this model (with Undead ranger theme) too?
02-06-2009, 12:20 PM#9
Rising_Dusk
Quote:
Originally Posted by Litany
Not wrong, funny. Sort of. ("Actively" is functioning as the subject in the sentence "Actively is functioning as an adverb in this case," and "one-word" is a two-word adjective in the sentence "Guess I'm just used to using one-word adjectives.")
Oh, I see. I can never tell with you. :)
Quote:
Originally Posted by fX_
Can I submit an entry with this model (with Undead ranger theme) too?
Of course. First, you need to not redistribute the model (unless specific permission is obtained from Jig). Notice I only used it for some screenshots, since the spells were made for the model and the model for the spells. Second, you just need to make sure that you code your own spells and then it's fine.
02-06-2009, 01:00 PM#10
fX_
ZZZ I JUST READ THE CONTEST THREAD AND ITS ALREADY OVER!!!

p.s. i did have my own spells in mind but a hassle was that spell,throw and spell,slam were not valid animation tags as the tags were appropriated as Spell - Throw and Spell - Slam. such tags work like "Attack -" and "Stand -" tags so they cannot be made more specific in the Object Editor :c

how did you specify animations, then?
02-06-2009, 02:15 PM#11
Kyrbi0
Quote:
Originally Posted by Cassiel
These jokes would kill at an MLA convention.
That's only a little bit frightening...
02-06-2009, 10:17 PM#12
akolyt0r
Just read the description of Rickets and wondered, why does this require any jass, it can be all done with a simple ability based on acid bomb, ...or is there anything special about it ?!

and what does the RANGE_THRESHOLD_SQUARED constant for barrage specify ?
or the ITERATIONS_TIL_EFFECT of Quench Life ?
02-06-2009, 10:40 PM#13
Rising_Dusk
Quote:
Originally Posted by akolyt0r
Just read the description of Rickets and wondered, why does this require any jass, it can be all done with a simple ability based on acid bomb, ...or is there anything special about it ?!
It stacks with cripple, acid bomb, and all of those Blizzard abilities. Remember this was made for a melee map.
Quote:
Originally Posted by akolyt0r
and what does the RANGE_THRESHOLD_SQUARED constant for barrage specify ?
If the target point/unit of the arrow is within Sqrt(RANGE_THRESHOLD_SQUARED) of the current arrow position, the arrow ends.
Quote:
Originally Posted by akolyt0r
or the ITERATIONS_TIL_EFFECT of Quench Life ?
This means that ITERATIONS_TIL_EFFECT timer callbacks must be run before the spell will create a special effect on struck units of the spell.
02-06-2009, 11:34 PM#14
Kyrbi0
Quote:
Originally Posted by Rising_Dusk
It stacks with cripple, acid bomb, and all of those Blizzard abilities. Remember this was made for a melee map.
Wait... Huh? If you base it off of Acid Bomb, but then modify it, give it a new buff (Rickets), what's the issue?
*dreads the answer*
02-06-2009, 11:38 PM#15
Rising_Dusk
Quote:
Originally Posted by Kyrbi0
Wait... Huh? If you base it off of Acid Bomb, but then modify it, give it a new buff (Rickets), what's the issue?
*dreads the answer*
... Then the new buff, Rickets, would remove the Acid Bomb buff if the target was hit by Acid Bomb first. This is the reason custom buff systems such as ABuff exist in the first place.