M
moo^moo^cow
Guest
It's a naruto spell. I know people have issues with narutardyness but i wanted to see if i could make something that looks remotely and does something similar to that in the anime. It's meant to be like a 2~3 second channeling spell but i cant seem to do that but ive gotten the graphics down right. ok to break it apart
Name- Katon: Goukyaku no Jutsu
Basic Spell Model- Monsoon (with no model)
Spell Type/Duration- 4second channelling spell
Function of spell- 500 AOE damage radius around the main ball of fire, anything covered in oil (Drunken Haze) gets sit on fire dealing additional damage. im considering if i should add a movement impairment effect to it or not but after being set alight on fire i dont think thatd be fair.
What was used- i used 2 dummys for the spell effects. i created one flying dummy at the target point of spell cast (black dragon missile model). the second i made another model at the position of the casting unit facing at the target point of spell cast (Flame thrower model). But the flame thrower model is a bit of an annoyance because of its fast animation speed so i had to reduce it to 20% of its speed to get it timed right. Since i wanted the size of the fireball to big i had to scale it up to about 5x its size and since sometimes id get the extra flame coming outside of the ball i had change the scale size of the flame thrower model to about 1.5 (3.5 works as well but i thought the size of the flame coming out of tiny head seemed a little comical for my liking).
Script Snippet-
Screeny of the spell
Screeny 2
so basically ive got the way i want it to look but for the functionality its still a WIP. P.S. i felt bad wen i took some people's spells without crediting them on my map. I've done so on my map and i hope my contribution to the war3editor community redeems that. If anyone can give me some hints as to improve how the spell deals damage thatd be appreciated but i think ive already figured it out.
Name- Katon: Goukyaku no Jutsu
Basic Spell Model- Monsoon (with no model)
Spell Type/Duration- 4second channelling spell
Function of spell- 500 AOE damage radius around the main ball of fire, anything covered in oil (Drunken Haze) gets sit on fire dealing additional damage. im considering if i should add a movement impairment effect to it or not but after being set alight on fire i dont think thatd be fair.
What was used- i used 2 dummys for the spell effects. i created one flying dummy at the target point of spell cast (black dragon missile model). the second i made another model at the position of the casting unit facing at the target point of spell cast (Flame thrower model). But the flame thrower model is a bit of an annoyance because of its fast animation speed so i had to reduce it to 20% of its speed to get it timed right. Since i wanted the size of the fireball to big i had to scale it up to about 5x its size and since sometimes id get the extra flame coming outside of the ball i had change the scale size of the flame thrower model to about 1.5 (3.5 works as well but i thought the size of the flame coming out of tiny head seemed a little comical for my liking).
Script Snippet-
Code:
Event
Unit - A unit begins casting an ability
Conditions
(Ability being cast) Equal to Katon: Goukyaku no Jutsu
Actions
Set CastPoint = (Target point of ability being cast)
Set Caster = (Triggering unit)
Sound - Play katon <gen> at 100.00% volume, attached to Caster
Unit - Turn collision for Caster Off
Unit - Create 1 Katon Dummy 2 for (Owner of Caster) at (Position of Caster) facing (Angle from (Position of Caster) to CastPoint) degrees
Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
Unit - Turn collision for Caster On
Animation - Change (Last created unit)'s animation speed to 20.00% of its original speed
Wait 0.25 seconds
Special Effect - Create a special effect at CastPoint using Abilities\Spells\Other\ImmolationRed\ImmolationREDTarget.mdl
Unit - Create 1 Katon Dummy for (Owner of Caster) at CastPoint facing (Facing of Caster) degrees
Unit - Add 4.00 second Generic expiration timer to (Last created unit)
Special Effect - Destroy (Last created special effect)
Custom script: set udg_Caster = null
Custom script: RemoveLocation (udg_CastPoint)
so basically ive got the way i want it to look but for the functionality its still a WIP. P.S. i felt bad wen i took some people's spells without crediting them on my map. I've done so on my map and i hope my contribution to the war3editor community redeems that. If anyone can give me some hints as to improve how the spell deals damage thatd be appreciated but i think ive already figured it out.