| 02-22-2006, 04:57 PM | #1 |
I am not a hardcore map developer, I tend to use trigger based skills and I'd like to continue doing so. I just lack imagination and I wondered if people could come up with some cool ideas that I can make... with triggers. And that are not too difficult. |
| 02-22-2006, 05:07 PM | #2 |
I suggest you to just try making spells of each type... make some chain spells, waves, shields etc. |
| 02-22-2006, 08:02 PM | #3 |
Well, I was thinking more like "names" of skills. Or maybe even function of skills. |
| 02-22-2006, 08:42 PM | #4 |
i think vexorian covered all the simple spells in his spell packsbut there are still several ideas that have not been used, if you check A Spell (a topic started by me) someone posted an easy way to do a spell i thaught up, although it isn't exactly what i needed, maybe you can use it you could also make some off-the-top-of-my-head spells Dark Storm- Creates balls of darkness that fly around the caster dealing damage to any nearby living enemies and damages all nearby living enemies. (a nice way to do this is the locus swarm ability, just fix it up a bit and use it on a dummy give the dummy a very close range healing wave, make it so the chain # is 0 and set the cooldown to however fast you want them to be able to cast it, (if you set it too low it will target the same nearby enemy hundreds of times ass it passes by)) already lol make a skill that when a unit is damaged it reduces damage by * damage or *% damage, i actually saw the *damage as an upgrade in Starcraft Zone Control, but not as a spell. any horrible idea i post here is up for grabs i may edit this to add more later |
| 02-22-2006, 09:39 PM | #5 |
Bad ideas so far... I dont want AE spells, I want spells that buff/debuff single targets when an ability/effect is done. |
| 02-22-2006, 11:14 PM | #6 |
take a look at the red one, and think that you could make it a buff, like inner fire... except prevents * damage done to it every time it takes damage (* or *%) although *% would be pretty much useless, becasue thats just like adding defence |
| 02-23-2006, 12:22 AM | #7 |
Some ideas I would like to incorperate into a map I am making: Maul: Melee range single-unit-target ability that simply damages a unit by a percentage of their current HP, with a nice blood-spraying effect added in. Actually this spell might be doable without triggers, if so I would like to know what base spell to use. Otherwise it is a very simple trigger spell. Blink Trap: The hero casts a hidden ward. The position of the hero when they cast is recorded and when an enemy unit comes in range it is blinked to the recorded position. Could be abusable if the casting hero could blink to innaccessable locations. For that reason, if there was some quick way to tell if point A to point B were pathable you could avoid that abuse by preventing casting if the point was in an inaccesible location. Holy Hand Grenade (or something): Basically does what you would expect a grenade to do, the hero throws it, it bounces around a bit and then blows up. Delayed Reaction: If you want a buff spell, how about this. When cast on a unit they will not take damage but instead collect all damage done to them and when the buff wears out all the damage is done to the unit at once. Could be used on friendly units to keep them fighting when they should be dead, or on enemy units to prevent them from being able to heal between attacks. Could also be very hard to trigger correctly. |
| 02-23-2006, 12:41 AM | #8 |
the maul ability isn't doable w/o triggers, there is no ability that does damage based on a % of life, it wouldn't be nearly hard to trigger this ability Delayed Reaction wouldn't be that hard either... use the global variable to local variable trick whenever the unit with the buff is attacked put that into the local variable you will have to use a timer then when that runs out it takes (variable damage) (set the time on the timer for the duration of the buff) |
| 02-23-2006, 05:38 AM | #9 |
Death and Decay does percentage damage, but it is point targeted. I think there could be complications with a Delayed Reaction type spell. And I think you would need to attach vars to the units. |
| 02-23-2006, 03:21 PM | #10 | |
Quote:
Still.. Delayed Reaction is a very nice idea.. might splash it with some berserking in also if you want. I might do it if I got some spare time :) -Soultaker |
| 02-24-2006, 08:32 AM | #11 |
Actually, to make it more strategical perhaps the unit could take slightly increased damage. Or, what I mean is of course it won't take any damage while it has the buff but when the damage is applied it is multiplied by a little bit extra. Like paying interest, with your life. That way it could be more offensive but you could still cast it on units you know are going to die anyway or that have so much HP you don't care. Not much you could really do for levels if it is a hero ability though. Just decrease cooldown and mana or perhaps increase AOE. Let me think up another spell idea...how about a buff that makes a unit randomly blink around between attacks. Hehe. That is only really usefull if it doesn't interupt the blinking units attacks but it does interupt units attacking it... |
| 02-24-2006, 01:03 PM | #12 |
You could make delayed reaction increase the damage multiplier per level (if you wanted it to be more offensive) or decrease the multiplier per level (if you wanted it to be more defensive). I like the paying interest on your life idea. Very slick. |
| 02-24-2006, 08:54 PM | #13 |
very slick... hmm, more like very maniacle, make it start at 50% and go up to maybe 200%, but no more, unless its a map that will do above average damage, like angel arena and the sort... where there are massive amt's of tomes and you get like 1000 damage, there is a limit to what the variables hold (just above 8000 i think) |
