| 09-01-2007, 02:49 AM | #1 |
Hey, i am soon going to start a new map with many custom spells and i need the easiest way possible to learn all the spell types. In other words i am looking for a list or table or something that tells me all about the base spells in wc3. I understand that in making a spell a base spell need to be picked with the proper interface options. Whether it be a single target spell picked by the user, or a multi-target spell, or a aura, or whatever. I need a list or a source that can tell me the different base spells and how they work. This way i don't have to go and either test 500 different spells or ask 500 times in the forum what base spell i need. So any ideas? |
| 09-01-2007, 03:51 AM | #2 |
Well actually, it's easier than that. If you want a stunning nuke (triggered or not), you can use Storm Bolt. If no stun, use Drunken Haze or something. For a passive, choose a spell that can be disabled with 0% and 0 bonuses. For an aura, you can just choose any aura as long as your game doesn't have that aura somewhere else. That's just according to me though, you don't need 500 different test spells, just simple base ones, change their stats/buffs and trigger away! |
| 09-01-2007, 04:05 AM | #3 |
But which ones? Of course 500 is an understatement but thats not the point. The problem is i don't play normal melee wc3 often and i don't all the spells so unless there is only 3 or 4 simple ones to memorize then that would be great and i hope you can spend 5 minutes of your life to tell me them. Otherwise if there is more like 20 like i could imagine there is then still a post explaining them all or a website or list or something would be great appreciated. |
| 09-01-2007, 04:12 AM | #4 |
He already told you: Bolt with Buff: Drunken Haze Bolt: Firebolt Passive: Any Aura Spell Anything Else: Penguin Squeek Any Spell can do almost Anything with te right triggers. Case and point: In my PandaFPS (Coming Soon!) I converted Stop to Attack, Move to Breath Of Fire and Patrol to Drunken Haze. |
| 09-01-2007, 04:48 AM | #5 |
Lets say for instance i want to make a spell where i select one point then a second point and doing something with them both (make a web between them) then what do i need for my base spell? Or do triggers make how many clicks and such the user can do? |
| 09-01-2007, 04:52 AM | #6 |
That's a hard one. You'd need the opinion of a far more advanced triggerist than myself. |
| 09-01-2007, 05:10 AM | #7 |
What about spells? Are there any base spells for this? |
| 09-01-2007, 05:13 AM | #8 |
None that I can think of. The four I listed were the basic bases for most normal spells. My only thoughts are shockwave and impale, becouse they shoot forth from the player in, well, shockwave damage. |
| 09-01-2007, 05:54 AM | #9 |
You'd need 2 abilities and some globals to do this. And it wouldn't be MUI unless you used GameCache or structs. |
| 09-01-2007, 07:22 AM | #10 |
Or do the easy way and ask Pyro to make spells for you xD |
| 09-01-2007, 07:36 AM | #11 |
Bastard; but he's right. Check out the link in my signature. |
| 09-01-2007, 02:31 PM | #12 |
So those basic 4 control all and to make more advanced ones requires a combination? Okay this i can understand, doesn't look that easy when blizzard gives you a list of over 50 spells for units,heroes, and items. |
| 09-04-2007, 08:25 PM | #13 |
As they said, if you need a web spell ask Pyro in his thread. And yes, those 4 are the "basics", if you need a point you could use shockwave too or something of the like. |
| 09-04-2007, 10:38 PM | #14 |
Or just use Channel =o. Surprised it hasn't been suggested yet. http://www.wc3campaigns.net/showthread.php?t=81742 Channel is the first ability he talks about. |
| 09-05-2007, 12:58 AM | #15 |
You can't know something without learning it. Warcraft has tons of abilities and many of them are useful. If you want to be good at using them you have to know them well. Sure, you can put them into a few basic categories (no target, single target, area target, point target), but that doesn't come close to the diversity of different options available through different spells. As if that wasn't enough, due to order id conflicts, you can't have multiple spells based on the same base spell on the same unit, so knowing all the different spell categories isn't enough, if you really want to be able to do anything possible you also need to know as many spells as possible from each category so you can fit similar spells on the same hero if you want to. Here's an in no way complete list off the top of my mind: -no target (fan of knives,...) -no target area buff (roar, howl of terror, thunder clap,...) -no target self buff (berserk (does not interrupt move orders),...) -no target autocast (spirit touch, essence of blight...) -no target self buff autocast (frenzy) -no target channeled (starfall, tranquility(I think this one adds a buff)) -no target summon (spirit of vengeance (the one cast by the warden), book of the dead(item), summon bear,...) -no target non stackable summon (feral spirit) -no target summon that plays death animation (owl scout, summon water elemental, lava spawn) -no target autocast summon (spirit of vengeance (the one cast by the avatar, needs corpses)) -no target autocast summon that plays death animation (raise dead, carrion beetles(both need corpses)) -no target morph (metamorphosis, chemical rage,...) -single target instant (finger of pain,...) -single target with projectile (shadow strike(shows damage numbers), storm bolt, fire bolt,(both stun)...) -single target channeled (siphon mana, life drain, aerial shackes(stuns target),...) -single target instant buff (unholy frenzy, lightning shield, frost armour,...) -single target instant autocast buff (inner fire, bloodlust, faerie fire,...) -single target buff with projectile (acid bomb, drunken haze(both can also affect nearby units),...) -single or point target spell (shockwave) -area target instant buff (silence) -area target channeled (cloud, earthquake(deforms ground), death and decay, monsoon,...) -area target summon (inferno, healing ward) -point target summon (sentry ward, pocket factory) -point target channeled summon(tornado) -point target destructible summon (volcano) -attack based autocast (searing arrows, frost arrows, black arrow, orb of annihilation,... ) -attack based passive (slow poison, cold attack,...) -aura (devotion, brilliance, unholy, endurance, vampiric, thorns, trueshot, command...) I have most likely missed some categories, and in no way are all spells from a single category the same (for example, autocast spells can have different hardcoded autocast behaviours). I tried to list spells where it's possible to get rid of their default effects so they can serve as a base for triggered spells (but not all categories have such spells), but sometimes when making a custom spell you might actualy want some specific effect that isn't easy to make through triggers but there already is a spell that does it, for example if you want a buff that grants vision of an enemy unit, you could try triggering dummy vision giving units to follow buffed units around or you could just use faerie fire. Best spells are made by mixing triggered effects and effects of spells, the more spells you know the better you can do this. Nearly every spell is unique and has a property that similar spells don't have, some spells are more unique than others and some have more than one thing that makes them special, sometimes it's even bugs that we can exploit to get stuff done. The Wc3 ability guide that TaintedReality linked you to lists the most interesting abilities. It is a great resource, but in no way a complete list of all spells, I'm not sure there actualy is one in existance. As for your question, no, there is no "two target points" spell, you would need to trigger it so that once the first target point is chosen with a point target spell, the spell is removed from the unit and another one is added, then it's hotkey is pressed for the player (there is a trigger action for this) so he can immediately pick a second target point. Of course, you would need the triggering knowledge to store the previous point (on a per-unit basis, if you wanted multiple units to be able to use the spell at once) and to then get the triggered effect that you want between the two points. |
