| 03-20-2005, 06:47 AM | #1 |
These came from the top of my head. I put them in a document and just copied and pasted. I have no idea how the heck you make these spells. I might use them, but it depends and I'm just curious. I'd appreciate telling me how to do these. I'd like to learn, please. Gamble The hero throws a pair of dice on the floor. The numbers on the top of the dice determines the effect of Gamble. 2: Instantly kills one random enemy unit within 600 range(Does not include the hero who casted Gamble) 3: Deals 400 damage to 4 enemy units. 4: Restores 300 health to 3 allied units. 5: Deals 200 damage to the caster. 6: Deals 100 damage and a 4 second stun to a random enemy within 600 range. 7: Does a 2 second stun to the caster. 8: Restores 100 health to the caster. 9: Deals 300 damage to 3 enemy units. 10: Restores 500 health and 250 mana to the caster. 11: Instantly revives an allied unit within 600 range. 12: Instantly kills the caster. Comments: I've thought this spell though, I know that 7 is the most common to appear, that's why it's the worst. + 1 2 3 4 5 6 ~~~~~~~~~~~ 1| 2 3 4 5 6 7 2| 3 4 5 6 7 8 3| 4 5 6 7 8 9 4| 5 6 7 8 9 10 5| 6 7 8 9 10 11 6| 7 8 9 10 11 12 Astroscope Based on the time of day, Astroscope will use a horoscope constillation, which will determine Astroscope's effect. Virgo: 0:01 - 2:00 = Deals 300 damage to enemy units in within a range of 300. Leo: 2:01 - 4:00 = Gives allied units Roar within a range of 400. Taurus: 4:01 - 6:00 = Decreases attack damage of enemy units by 30% within a range of 500. Gemini: 6:01 - 8:00 = Increases the armor of allied units by 3 within a range of 400. Scorpio: 8:01 - 10:00 = Deals 20 damage per second for 15 seconds to enemy units within a range of 450. Pisces: 10:01 - 12:00 = Heals 200 health and 50 mana to allied units within a range of 450. Aquarius: 12:01 - 14:00 = Steals all buffs from enemy units within a range of 400. Libra: 14:01 - 16:00 = Dispels all buffs within a range of 900. Cancer: 16:01 - 18:00 = Deals 150 initial damage and 10 damage per second for 20 seconds to enemy units within a range of 400. Capricorn: 18:01 - 20:00 = Enemy spell casters cannot cast spells for 10 seconds, as enemy heroes cannot cast spells for 5 seconds within a range of 800. Sagittarius: 20:01 - 22:00 = Deals 500 damage to an enemy within the closest range of 300, then dealing 100 less damage each bounce for 5 bounces. Aries: 22:01 - 0:00 = Teleports the caster and 12 other allied units to the nearest allied base. Devil's Jnyx The hero curses another hero with his or her own soul. The caster will lose 20 health per to second and lose the ability to cast spells, but the cursed hero will not be able to cast spells, and will damage units around that hero for 50 damage per second. Other enemy heroes next the effected hero will lose the ability to cast spells and attack, as well as losing 25 mana per second. Lasts for 40 seconds. Go, Stop, Take, Death The hero effects an enemy unit. If that enemy unit moves while this is in effect, then they will not be able to attack, move, or cast spells. If they continue to try to move, then they will revert to the caster's side. If the unit still continues to move, then the unit will explode, dealing 1000 damage to all allies and enemies in a very large area. Lasts for 10 seconds. Comment: I like this one, the consequences get worser and worser, until it gets to the point when it's bad for both the enemy and the caster's side. Take and Capture The hero steals a unit. If the unit stays stolen for 10 seconds, then the unit will join the caster's side. If the caster is attacked in anyway, then the unit that was captured is released. When the caster has a stolen unit, he or she is slowed. |
| 03-20-2005, 02:32 PM | #2 |
Guest | Wow, that sounds really cool. All I can tell you, though, is that there are no dice models in the game, so you will probably have to import your own for the first spell. All in all, it sounds like a lot of triggering. :) |
| 03-20-2005, 05:54 PM | #3 |
holy crap. for dice, i'd say you would have to have like 6 animations for one die then use two models and randomly play a different animation for each one of them. plus alot of triggering the astroscope one sounds way cool, i can imagine that would add an amazing amount of strategy to a map... "ok guys my astroscope will own them if we make it there in 1.5 minutes, lets go go go!" :P the rest sound interesting but they shouldnt take too much triggering to get done. good luck with these man :) |
| 03-20-2005, 09:10 PM | #4 |
Most of the spells shouldn't be too hard, but it will be much work. First of all, create a dummy ability, then create a trigger for your spell. Let's start with Gamble 1. Create an event to fire when the dummy ability is cast(Unit starts the effect of ...) 2. Set dice(integer variable) = random number from 1-6 + random number from 1-6 3. Create 10 ifs, the first when dice is equal to 2, the second when it is equal to 3, ... 4. In the then-parts trigger the effects, it won't be too hard, the actions you'll need are Unit - deal damage(or something like that), Unit - kill unit, Unit group - pick units in range and Unit group - pick random unit of unit group You'll also need to create dummy units to cast the spells heal/healing wave/any stunning ability(4/7/8/10) So you'll need the actions Unit - create unit, and Unit - issue order targeting a unit and Unit - remove last created unit I think you will be able to do the rest yourself Astroscope is similar, but you need to check the time of day instead of a random number(There is a function to get the time of day) The rest will be similar, but I don't know how to teleport to the nearest base or disable casting, sorry. I think there are also abilities that do so. For sagitarrius you could use chain lightning and at gemini you could add the defense-increasing aura of the paladin. I don't have ideas for the other spells right now, sorry. |
| 03-21-2005, 04:26 AM | #5 |
Also be aware that some of these spells are probably inappropriate in a compeditive map. Dire random effects are, frankly, a nightmare to balance - especially in a map where something like death can have severe consequences. |
| 03-21-2005, 05:22 AM | #6 |
I really think you're on to something with the astroscope spell, that sounds very cool indeed. However the with the others, as BBDino said, would be less enjoyable than a walk through hell to balance. Also about Devil's Jinx, I think it would be much more balanced if the caster had to be channeling it (you probably planned this anyway), and instead of affecting a unit and the units around it, it affected an area, more damage and such being dealt to units closer in the center. |
