| 10-16-2003, 11:05 PM | #1 |
I've seen a few threads that ask for ideas and I notice alot of contributions so I figured I might as well ask too since I'm stumped in the spell department for now. I'll give you a brief description of the hero's to help you some. Bad guy summoner. Summons units from depths of hell, etc. the whole bit. Bad girl Archer. Yea..an archer. Ranged Bad girl, mostly about direct high dmg spells. And an ultimate for a unit that is adept at taking away mana. |
| 10-16-2003, 11:27 PM | #2 |
I have an idea! Give the summoner summoning spells. I'll expand my ideas later. :Heh: |
| 10-17-2003, 04:22 AM | #3 |
Here is a neat model I made for direct flame high damage. Dunno if you want to use it. |
| 10-17-2003, 04:38 AM | #4 |
well mr enthusiasim(omg i just realized that that isn't your name. you are actually mr. Euthanasia. if that is spelled right. i feel dumb. for a few months now i always read it as enthusiasim.) we don't want to use it because you and it are both very stupid. hehe no i'm just kidding you are actually a pretty damn good map maker from what i have seen so far and if i was him(which i am not) i would def give ur model a shot. anyway a spell i have been thinking bout making is a spell that slows down the entire game except for your unit. not sure if you can actually slow down game time but i know that you could create a second unit of every hero in your game and than just change the speed on all of them to like half and than when that spell is cast replace all units with the unit corresponding to it except for the casting unit than creating the effect that time was slowed down and your unit is like doing a matrix move or something. something i have been thinking of and i will prob put in my next AoS map i'm working on. all though i think i will need to find a better way. oh yea you would also have to slow down thier attack speed to half as well. |
| 10-17-2003, 05:14 AM | #5 |
To: Supra God CrK Your idea sounds good.. but there are some things you left out. Other things that would need slowed down: building build speed (if applicable to the map) building upgrade speed (if applicable to the map) research speed (if applicable to the map) unit training speed (if applicable to the map) shop item restock speed (if applicable to the map) spell casting times for spells (if applicable to the map) special effects animation speeds (including water waves and other moving doodads) Generally the only way I see to make this idea applicable is if you could actually slow the game speed down, and double the speed of the casting unit... and I don't think there is an option to do that... UNLESS you force gamespeed to be "Fast" and then change it to "Slow" when they cast the spell, and increase the speed of the casting unit..) |
| 10-17-2003, 05:36 AM | #6 |
basically i knew about all the things you just mentioned but i just figured that they all wouldn't be aplicable to the map. i am making an AoS style map as i mentioned and wouldn't use any of those features so i just sort of figured he wouldn't either. as for the doodads and such i didn't feel that was a big deal. not many doodads move and most times no one pays attention to the water waves. you could also turn the waves off. and there are more things you left out such as attack animation and cooldown time for spells that i have already thought of but basically it would be a lot of work and wouldn't greatly do anything more for the spell except overpower it more than it already would be. but thank you for your input because if i really would have made those mistakes i would have been happy for you to correct me. ;):D |
| 10-17-2003, 05:51 AM | #7 |
Supra... just to let you know.. the main reason for my entire post was the last line, that said HOW you could impliment such a spell. The post wasn't me trying to correct you. Sorry that you took it that way. To impliment the spell you could EASILY do the following: 1. Base the spell off of "Wind Walk" because it already has all the speed bonus info that you need. 2. Force gamespeed to be "Fast" 3. Have a trigger detect when the spell is cast and then change the gamespeed to "Slow" when they cast the spell, and increase the speed of the casting unit.. 4. Have a trigger detect when the spell is cancelled or wears off, and change the gamespeed back to fast. |
| 10-17-2003, 06:47 AM | #8 |
how can you set the gameplay speed to slow? is it a trigger? i'll go check. omg. that makes about everything much easier. guess it is a trigger huh? thanx :) hehe i'm glad you corrected me. i know i will be adding this spell soon. made all my triggering 10 times easier. i never knew there was a gameplay speed trigger. although i'm not sure about windwalk because i don't know if it makes you attack faster as well. i may just create an alternate unit and replace it by basing the spell off metamorphasis than once it wears off return game speed to normal. |
| 10-17-2003, 07:47 AM | #9 |
As for another ability (although it might have been done to death just judging by how many times I've posted exactly how to make it on this forum...) is Multishot (barrage based) although many people tell you its impossible/doesn't work as a hero ability, they are wrong. Here is my "Standard" (copy/paste) post on the subject, with some color added (including attachment): Here. This has 3 levels. Level 1 - 3 Targets Level 2 - 4 Targets Level 3 - 5 Targets In the attached map the hero is level 10 with no skill points spent, and is surounded by enemies, none of the enemies have attacks or special abilities, and they don't flee so they will just stand there while you shoot. The hero has Searing arrows, Black arrows and Frost arrows and the multishot ability, and the only one that doesn't work with Multishot is Frost arrows. Searing arrows and Black arrows will still only target 1 unit, but other "Multishot" projectiles will still be launched. This does NOT make Searing arrows or Black arrows target more than 1 unit. Heres how the spell works: 1. The spell does the regular units damage plus whatever bonus damage is set in the spell to ALL targets (In this case 1 extra damage, setting bonus damage to zero causes problems so don't do it) 2. The Projectile art field can have multiple entries. In this version there are 3 different arts... You will notice this when the hero attacks. It randomly chooses one of the 3 projectile arts for each projectile fired. NOTE: The number of "Arts" you have effects the number of targets!! SEE Target Math!!!!! NOTE2: The projectile art field OVERRULES the projectile art of the unit that has the ability, even when only firing 1 shot. NOTE3: You CAN (and may want to, see Target Math) have more than one of the same projectile art listed. 3. Maximum number of targets field. NOTE:Sound obvious, but Doesn't work the way you would think! SEE Target Math!!!!! 4. Area of Effect = Range of the Multishots attack. NOTE: This effects the units range EVEN if unit is only targeting 1 thing. 5. Max damage set to 0 (Which means unlimited) if its set to anything else it too can cuase problems because hero units damage changes as it levels up... So if you see this to say 100 and the hero does 75 damage a shot, then even if you have multishot set to shoot 4 shots, due to the damage limit the hero would only shoot 2 shots. If you want to use the spell, the easiest way would be to export the Abilities in the attached map (DON'T Export everything, I modified 2 of the units, the wisp and the PotM.) and import it into your map and change the Fields mentioned above. If you use it, I don't ask for credit for it, but I do ask that you don't claim you made it. It doesn't bother me not to get credit for something but it DOES bother me when someone claims credit for something they didn't do. Target Math The number of "Art - Projectile Art" entries in the object editor effects the number of targets. The minimum number of "Art - Projectile Art" entries you should use is 1. But for each additional "Art - Projectile Art" entry 1 extra target is allowed. So 3 arts in the "Art - Projectile Art" field = 2 extra attacks. You must also consider the "Maximum Targets Allowed" field. It effects the number of target EXCLUDING the extra attacks granted by the "Art - Projectile Art". So the formula for figuring number of targets is: (# of projectile arts in field)-1+(# in maximum number of targets field) So using the above formula, the follow is how the number of targets in my example map is figured: Code:
Level 1 = 3 Arts = 2 extra attacks
+ 1 Maximum number of targets
= 3 Targets
Level 2 = 3 Arts = 2 extra attacks
+ 2 Maximum number of targets
= 4 Targets
Level 3 = 3 Arts = 2 extra attacks
+ 3 Maximum number of targets
= 5 TargetsIn other words, think as the number of Arts as the BASE amount of attacks, and the set the maximum number of targets to adjust it for additional levels. |
| 10-17-2003, 03:26 PM | #10 |
Allpainful that's really neat. I'm going to implement it right now but do the shots animations have to be different? The spell looks kind of weird/cheapy shooting 3 different things Euthanasia, thanks for the model.:D |
| 10-17-2003, 05:28 PM | #11 |
all painful i made that multishot a while ago. i have a long method to make it so that you can choose when to cast it and also make it cost mana if anyone would like to know pm me because it is a lot of triggers. and if you don't have we unlimted i will have to explain how to do it with custom text which is even more hard. i did not get the idea from you for this however i saw someone mentioning multishot should be used with a base of barrage and i messed around with it and created my spell. i firgured everything out above that you said on my own. however i am not saying i invented it i am sure that you found this long before i did so i am not claiming to be the creator just saying that i did not use your info. basically i did everything you did but used triggers to make it so you can cast the abilty and can choose a target and it also will cost mana. |
| 10-17-2003, 09:20 PM | #12 | |
Quote:
No the animations don't have to be different, they can be 3 of the same. My post mentions how to modify the spell to your liking, and I did mention the fact that you can have 3 of the same animation (#2 3rd NOTE). Supra, I am sure you did, its not a hard one to make/figure out. But its still neat. Although using mana to cast it? trigger based? that sounds great too. I could prolly do that, but I am too lazy. :ggani: |
