Hmmm... HELP with spell ideas

soulmaka

New Member
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ehhehe... it's been 3 years that i have stopped using WE, i have forgotten some of the triggers, xD but i can manage it anyways.. =)

btw.. this are the heroes who needs spells, i can't think of one

Hitman:
model - Rifleman
skills - nothing for now

Swordsman:
model - Admiral
skills - avatar - no need trigger
spilitting slash - finished the trigger
trigger for splitting slash:
Trigger:
  • Splitting Slash
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Splitting Slash
    • Actions
      • Set T_U = (Triggering unit)
      • Set T_U_Pos = (Position of T_U)
      • Set T_P = (Target point of ability being cast)
      • Unit - Make T_U face T_P over 0.10 seconds
      • Special Effect - Create a special effect attached to the weapon of T_U using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • Set S_E[1] = (Last created special effect)
      • Animation - Play T_U's Attack - 2 animation
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect at (T_U_Pos offset by (100.00 x (Real((Integer A)))) towards (Angle from T_U_Pos to T_P) degrees) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
          • Unit - Cause T_U to damage circular area after 0.00 seconds of radius 300.00 at (T_U_Pos offset by (100.00 x (Real((Integer A)))) towards (Angle from T_U_Pos to T_P) degrees), dealing ((5.00 x (Real((Strength of (Triggering unit) (Include bonuses))))) x (Real((Level of (Ability being cast) for T_U)))) damage of attack type Spells and damage type Normal
          • Wait 0.01 seconds
      • Special Effect - Destroy S_E[1]
      • Custom script: call RemoveLocation (udg_T_U_Pos)
      • Custom script: call RemoveLocation (udg_T_P)

you can edit this spell, maybe you guys might have a nicer trigger for than this.. =)
cleave - no need trigger
multiply - no need trigger
i need 1 last ultimate spell for him

Elemental Mage
model - archmage
spells - Crushing wave - finished the code, here it is:
Trigger:
  • Splashing Wave
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Splashing Wave
    • Actions
      • Set T_U = (Triggering unit)
      • Set T_U_Pos = (Position of T_U)
      • Unit - Pause T_U
      • Unit - Make T_U Invulnerable
      • Animation - Play T_U's Stand channel animation
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Splashing Wave for T_U) Equal to 1
            • Then - Actions
              • For each (Integer B) from 1 to 12, do (Actions)
                • Loop - Actions
                  • Set T_P = (T_U_Pos offset by (50.00 x (Real((Integer A)))) towards (30.00 x (Real((Integer B)))) degrees)
                  • Special Effect - Create a special effect at T_P using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                  • Destructible - Pick every destructible within 250.00 of T_P and do (Destructible - Kill (Picked destructible))
                  • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 250.00 at T_P, dealing (2.00 x (Real((Intelligence of T_U (Include bonuses))))) damage of attack type Spells and damage type Cold
                  • Custom script: call RemoveLocation (udg_T_P)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Splashing Wave for T_U) Equal to 2
                • Then - Actions
                  • For each (Integer B) from 1 to 12, do (Actions)
                    • Loop - Actions
                      • Set T_P = (T_U_Pos offset by (50.00 x (Real((Integer A)))) towards (30.00 x (Real((Integer B)))) degrees)
                      • Special Effect - Create a special effect at T_P using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                      • Destructible - Pick every destructible within 250.00 of T_P and do (Destructible - Kill (Picked destructible))
                      • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 250.00 at T_P, dealing 3.50 damage of attack type Spells and damage type Cold
                      • Custom script: call RemoveLocation (udg_T_P)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Splashing Wave for T_U) Equal to 3
                    • Then - Actions
                      • For each (Integer B) from 1 to 12, do (Actions)
                        • Loop - Actions
                          • Set T_P = (T_U_Pos offset by (50.00 x (Real((Integer A)))) towards (30.00 x (Real((Integer B)))) degrees)
                          • Special Effect - Create a special effect at T_P using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                          • Destructible - Pick every destructible within 250.00 of T_P and do (Destructible - Kill (Picked destructible))
                          • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 250.00 at T_P, dealing (5.00 x (Real((Intelligence of T_U (Include bonuses))))) damage of attack type Spells and damage type Cold
                          • Custom script: call RemoveLocation (udg_T_P)
                    • Else - Actions
                      • Do nothing
          • Wait 0.10 seconds
      • Unit - Create 1 Priest for (Owner of T_U) at T_U_Pos facing Default building facing degrees
      • Set LastCreated = (Last created unit)
      • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 500.00 at T_U_Pos, dealing 10000.00 damage of attack type Spells and damage type Normal
      • Wait 0.10 seconds
      • Unit - Kill LastCreated
      • Unit - Unpause T_U
      • Unit - Make T_U Vulnerable
      • Custom script: call RemoveLocation (udg_T_U_Pos)


now i still need more ideas on this archmage, what's left for him is flame, lightning, earth, dark spell.. =)

anyways, thanks for the help
 

Cheddar

This is the way it was meant to be.
Reaction score
126
Damaging an area will hurt your own units too, you know.

Tossed out the same spell ideas I put in everyone's thread.

~Throwback -- Hurls a target into an arc behind you, dealing damage.
~Blade Cut -- Deals passive damage to the sides of the hero. (Using the Spiked Carapace/Engineering Upgrade art)
~Tribal Trial -- Blacks out the screen of the owner of the target. Nearby enemies immediately start attacking it for extra damage.
~Sacrifice -- Cuts out a small amount of health, then after waiting a while regains 2x that amount.
~Collect Vitality -- Absorbs health from every nearby enemy, then recovers it.
~Nuke -- Drops a Nuke on a target point. If it isn't killed in a short amount of time, it explodes for a great amount of damage.
~Imprisonment -- Traps the area with the doodads "ForceWall" in a square area. Also silences units inside.
~Last Breath -- If an allied unit dies, a nearby ally periodically regains health for 8 seconds. If an enemy unit dies, a nearby enemy periodically loses health for 8 seconds.
 

soulmaka

New Member
Reaction score
2
Damaging an area will hurt your own units too, you know.

Tossed out the same spell ideas I put in everyone's thread.

~Throwback -- Hurls a target into an arc behind you, dealing damage.
~Blade Cut -- Deals passive damage to the sides of the hero. (Using the Spiked Carapace/Engineering Upgrade art)
~Tribal Trial -- Blacks out the screen of the owner of the target. Nearby enemies immediately start attacking it for extra damage.
~Sacrifice -- Cuts out a small amount of health, then after waiting a while regains 2x that amount.
~Collect Vitality -- Absorbs health from every nearby enemy, then recovers it.
~Nuke -- Drops a Nuke on a target point. If it isn't killed in a short amount of time, it explodes for a great amount of damage.
~Imprisonment -- Traps the area with the doodads "ForceWall" in a square area. Also silences units inside.
~Last Breath -- If an allied unit dies, a nearby ally periodically regains health for 8 seconds. If an enemy unit dies, a nearby enemy periodically loses health for 8 seconds.

hmm... great ideas. xD
would just help me on the imprisonment trigger? xD


anyone still has ideas?
 

Necrach

You can change this now in User CP.
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62
some ideas for the archmage, hope you are satisfied :)

- Flame spells

Phoenix - This does not exactly work as the normal Phoenix spell, because this Phoenix does not have a negative hp regeneration. Instead, it dies (and becomes an egg) every time it uses a spell! The Phoenix could have Flame Strike, Soul Burn, etc.

Dancing Flames - Like the Locust Swarm ability. However, once one of the flames attacks an enemy, it technically dies but leaves a buff on the target, burning it with DPS for a time

-Lightning spells

Arcane Conductor - Leaves a conductor (could look like Static ward) on the ground, and grants the Elemental Mage an invisible spellblock ablity (Amulet of Spellshield). So, the next spell targeted against the mage is blocked. When that happens, there is a lightning effect to the conductor and some fat AoE damage is triggered (either on unit in line from the mage and the conductor, or just a large stomp around the conductor). Then it dissappears.

Thunderbolt - A thunderbolt from the sky, damages target and Purges it, and damages AoE a little as well.

Electric blast - Lightning effect: Chain lightning against a target. Units in line (including end target) takes damage, and the target is stunned for a couple of seconds.

Chainlightning - A Chain Lightning with 1 second stun on each target, or a Purge, could be nice!

-Earth spells

Create Golem - Channels (draining mana) until interrupted, ending it or get out of mana. When this happens, a golem is summoned. Type of golem depends on casting time. For example, when the spell is on level 1, it could be
1-10 seconds casting time = mud golem
11-20 seconds casting time = stone golem
21+ casting time = granite golem
apart from the casting time landmarks, expiration timer could increase with higher levels in the spell

Earth Ward - A trap. When triggered, an Earthquake (far seer ulti) starts by itself and lasts for about 10 seconds.

Maybe you could have some kind of combo between an Earth and a Fire spell, creating a Volcano :)

-Dark spells

Pit of shades - Channel. Creates a small hole in the ground, trapping the units there and anyone that enters. Holds the units there, not stunned but trapped, and damaging them a very small % of hp every second (Death & Decay in this hole)

Ghost - Summons a Shade from a dead corpse. The Shade is invisible, fast and have True Sight. Can also cast Curse. Mana, resilence, Curse miss% and movement speed of the shade should increase with each level of the spell.

Imp Familiar - A very small Pit Lord appears and runs towards a target. Once there, it steals an amount of mana, which is given to the caster (and the imp dissappears).
 

soulmaka

New Member
Reaction score
2
some ideas for the archmage, hope you are satisfied :)

- Flame spells

Phoenix - This does not exactly work as the normal Phoenix spell, because this Phoenix does not have a negative hp regeneration. Instead, it dies (and becomes an egg) every time it uses a spell! The Phoenix could have Flame Strike, Soul Burn, etc.

Dancing Flames - Like the Locust Swarm ability. However, once one of the flames attacks an enemy, it technically dies but leaves a buff on the target, burning it with DPS for a time

-Lightning spells

Arcane Conductor - Leaves a conductor (could look like Static ward) on the ground, and grants the Elemental Mage an invisible spellblock ablity (Amulet of Spellshield). So, the next spell targeted against the mage is blocked. When that happens, there is a lightning effect to the conductor and some fat AoE damage is triggered (either on unit in line from the mage and the conductor, or just a large stomp around the conductor). Then it dissappears.

Thunderbolt - A thunderbolt from the sky, damages target and Purges it, and damages AoE a little as well.

Electric blast - Lightning effect: Chain lightning against a target. Units in line (including end target) takes damage, and the target is stunned for a couple of seconds.

Chainlightning - A Chain Lightning with 1 second stun on each target, or a Purge, could be nice!

-Earth spells

Create Golem - Channels (draining mana) until interrupted, ending it or get out of mana. When this happens, a golem is summoned. Type of golem depends on casting time. For example, when the spell is on level 1, it could be
1-10 seconds casting time = mud golem
11-20 seconds casting time = stone golem
21+ casting time = granite golem
apart from the casting time landmarks, expiration timer could increase with higher levels in the spell

Earth Ward - A trap. When triggered, an Earthquake (far seer ulti) starts by itself and lasts for about 10 seconds.

Maybe you could have some kind of combo between an Earth and a Fire spell, creating a Volcano :)

-Dark spells

Pit of shades - Channel. Creates a small hole in the ground, trapping the units there and anyone that enters. Holds the units there, not stunned but trapped, and damaging them a very small % of hp every second (Death & Decay in this hole)

Ghost - Summons a Shade from a dead corpse. The Shade is invisible, fast and have True Sight. Can also cast Curse. Mana, resilence, Curse miss% and movement speed of the shade should increase with each level of the spell.

Imp Familiar - A very small Pit Lord appears and runs towards a target. Once there, it steals an amount of mana, which is given to the caster (and the imp dissappears).

whoa!!! nice ideas,. especially the golem,. how to create a trigger with that golem spell? maybe it needs 3 separate trigs?
 
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