HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Spells Possible?

12-08-2004, 06:54 PM#1
Guest
General question about triggers and jass both can these spells be done with just triggers or need both?

Dont laugh please...

Blood Bite - The unit move next to the target and slowly drains thier life adding to the main units life. The drains life CAN go past max life but drains at 2 hp a second till max life again. The target and the caster can not move at all. Taking twice the ammount of damage then normal in this state.

Blood Transfer - The caster takes 50 hp's from his life and gives it to any ally unit. Simple to the point. Each level takes the spell up 50%. So at lvl 1 you lose 50hp's for 25. But at lvl 5 you lose 50hp's for 125 hps.

Blood Loss - An aura that drains life from a max of 3 enemy units. The drained hitpoints go to the caster then the hitpoints split between a max of 15 allied units. Might seem overpowerd but if you got 15 units to 15 your only weaking 3 and slightly healing 15.


Elven Arrow - The unit has a 5% chance to permanently lower enemy unit armor. And 35 bonus damage on the strike. This cannot work on heros or creeps above level 7.

Mana Control - This is another tricky aura (or so i think :) ). This aura has 2 functions. Simple functions alone, hard for me together. First it lower the summon length of enemy monsters by 25%. Then it will drain oppnets mana by the reverse of brilliance aura. 15% of the mana drained per second will go to your summons life. Not allies the casters summons.

Elemental Summon - This one is easy i think. Basically a summon spell that summons 3 differnt units. Water Element, Fire Element, Wind Element. Thats about it. One of each on each cast.

Frenzy - The unit cast this and the spell begins. It gives the caster 250% damage increase while he losses 3 armor and 50 hitpoints over 20 seconds. But this spell will cost his 50 life to cast. So he will lose a total of 100 life without counting regen.

Intimidate - Lowers enemy attack speed and armor. Attack speed reduced by 25% and armor is reduced by 2. Cost 25 life to cast. Last 30 seconds.

Elemental Blast - a Tri elemental direct damage spell. First the units are hit with 1 each fireballs each doing about 100 damage. Second he is hit with a wind gust or blast however you wanna do it, that slows his movement by 50%. Lastly a giant cloud of posion that makes you lose 8 hitpoints per second and last for 35 seconds. AoE spell not target. Max of 10 fireballs, so the more units in the are the more fireballs.

Each with 5 levels

ps whats the box thing that pops up and you click the differnt buttons :(
12-08-2004, 11:35 PM#2
PoP_PiP
You're asking a bit too many spells. To answer your question though, yes triggers could probably do all of them.

I believe the box-thing you're refering to are Dialog buttons.
12-09-2004, 04:57 AM#3
th15
Blood Bite: Give the casting hero life drain. When he casts that spell, create a dummy unit on top of him that casts shackles on the target.

Blood Transer: You could either do a reverse life drain (set a negative value) or use a triggered heal spell (i.e. a priest heal spell without autocast that has a trigger that lowers the caster's life when the spell is used)

Blood loss: Thats some pretty complicated triggering. You'd have to do pretty much the entire effect with triggers.

Elven arrow: Orb ability that has a 5% chance to cast a uber faerie fire spell (duration set to 655356). If you want to prevent it from working on certain units, you'll have to remove the ability when you detect that the unit is attacking such an illegal target.

Mana Control: Part A: You can set summon length to a specific value left relatively easily, but it's a real headache to simulate their summon length getting shorter by a percentage. Part B: Base it on brilliance aura and trigger the mana drain.

That's about as much as I can be bothered to write.
12-09-2004, 10:50 AM#4
Guest
Quote:
Originally Posted by th15
Blood Bite: Give the casting hero life drain. When he casts that spell, create a dummy unit on top of him that casts shackles on the target.

Blood Transer: You could either do a reverse life drain (set a negative value) or use a triggered heal spell (i.e. a priest heal spell without autocast that has a trigger that lowers the caster's life when the spell is used)

Blood loss: Thats some pretty complicated triggering. You'd have to do pretty much the entire effect with triggers.

Elven arrow: Orb ability that has a 5% chance to cast a uber faerie fire spell (duration set to 655356). If you want to prevent it from working on certain units, you'll have to remove the ability when you detect that the unit is attacking such an illegal target.

Mana Control: Part A: You can set summon length to a specific value left relatively easily, but it's a real headache to simulate their summon length getting shorter by a percentage. Part B: Base it on brilliance aura and trigger the mana drain.

That's about as much as I can be bothered to write.

Thanks i'm trying to learn jass so this could be a little easier.

Was thinking about Blood Loss.

Unit - A unit comes within 450 of Vampire
((Triggering Unit) is A Hero) Equal to Flase

but i cant get the drain part to work x.x

p.s. I got blood transfer to work i'm so stupid thanks.