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dadads
Guest
This was my submission for the recent Nature Spells contest (I won the contest).
I thereby share my spell, hoping that someone else would like it.
To import this spell, you will need:
- 2 required custom-text triggers, refer to the sample map to see what they should look like.
- 4 required generic functions (H2I, H2S, I2U, I2L) to exist in your custom text header. Check the sample map to see the function declarations.
- A global Game Cache variable called "Cache".
- 1 dummy ability with a single-unit target. In the sample map, I used an edited Channel ability.
- 2 dummy units. 1 for the rocks, and the other one for the spikes. Refer to the sample map to see what their settings should look like.
EARTH SPIKES
Spawns rock pillars from beneath the earth that traps and impales an enemy with spikes that protrude from within the pillars.
Each rock deals 50 piercing damage.
Traps the target for 3 seconds.
Level 1 - Spawns 4 rock pillars, 800 range from the enemy
Level 2 - Spawns 8 rock pillars, 500 range from the enemy
Level 3 - Spawns 12 rock pillars, 200 range from the enemy
This spell might fail if the targeted enemy does not stay within 100 range of its original position
Features:
- Simple sound effects
- Multi-instancability
- Does not require any pre-made cache system (vexorian, cscache, katanna, etc), all functions made from scratch.
- Spell not affected by terraining/surrounding objects
So here's how it works:
1. Rocks will spawn on a certain range from the target enemy.
2. The rocks will move towards the enemy location, 0.75 seconds after they spawn
3. If the enemy moves more than 100 range from his original position or dies before the rocks reach him, the spell will fail and the rocks disintegrate. This weakness is deliberately made so that this spell won't be unrealistically imbalanced.
4. If the rocks successfully "catch" the enemy, it will then trap (pause) him inside it and damage him with spikes.
5. Rocks and spikes will disintegrate after 3 seconds. During this time, if the target is still inside the rocks then he will be trapped in there until the rocks disintegrate. If the target somehow manages to get out of the rock during this time (e.g. through Mass Teleport / Nether Swap ability), he will then be "un-paused" and can move normally.
Things to note:
- This is not a channeling spell, but rather an instant-cast spell without casting time.
- This spell targets a single unit only, no area effects whatsoever.
- This is a physical spell, hits magic-immune units.
- This spell deals piercing damage
Spell in action:
You can download the spell map in this topic's attachment.
I thereby share my spell, hoping that someone else would like it.
To import this spell, you will need:
- 2 required custom-text triggers, refer to the sample map to see what they should look like.
- 4 required generic functions (H2I, H2S, I2U, I2L) to exist in your custom text header. Check the sample map to see the function declarations.
- A global Game Cache variable called "Cache".
- 1 dummy ability with a single-unit target. In the sample map, I used an edited Channel ability.
- 2 dummy units. 1 for the rocks, and the other one for the spikes. Refer to the sample map to see what their settings should look like.
EARTH SPIKES
Spawns rock pillars from beneath the earth that traps and impales an enemy with spikes that protrude from within the pillars.
Each rock deals 50 piercing damage.
Traps the target for 3 seconds.
Level 1 - Spawns 4 rock pillars, 800 range from the enemy
Level 2 - Spawns 8 rock pillars, 500 range from the enemy
Level 3 - Spawns 12 rock pillars, 200 range from the enemy
This spell might fail if the targeted enemy does not stay within 100 range of its original position
Features:
- Simple sound effects
- Multi-instancability
- Does not require any pre-made cache system (vexorian, cscache, katanna, etc), all functions made from scratch.
- Spell not affected by terraining/surrounding objects
So here's how it works:
1. Rocks will spawn on a certain range from the target enemy.
2. The rocks will move towards the enemy location, 0.75 seconds after they spawn
3. If the enemy moves more than 100 range from his original position or dies before the rocks reach him, the spell will fail and the rocks disintegrate. This weakness is deliberately made so that this spell won't be unrealistically imbalanced.
4. If the rocks successfully "catch" the enemy, it will then trap (pause) him inside it and damage him with spikes.
5. Rocks and spikes will disintegrate after 3 seconds. During this time, if the target is still inside the rocks then he will be trapped in there until the rocks disintegrate. If the target somehow manages to get out of the rock during this time (e.g. through Mass Teleport / Nether Swap ability), he will then be "un-paused" and can move normally.
Things to note:
- This is not a channeling spell, but rather an instant-cast spell without casting time.
- This spell targets a single unit only, no area effects whatsoever.
- This is a physical spell, hits magic-immune units.
- This spell deals piercing damage
Spell in action:
You can download the spell map in this topic's attachment.