My RPG

NiKaNoRoU_GR

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Saiza said:
Edit: Yeah... my language sucks... I jumped off school when I was 15, so really never got to learn good english, but while I write things on maps I use my dictionary so it doesn't go wrong ^^
Typos typos all the time...mind them more ;)

Ranger suggestions:
23.Arrow split: (Activeable)
When activated a normal split shot, tutorial on the Helper to find it.
24.Piercing Arrow: (Auto-cast (maybe?))
The ranger throws an armor-piercing arrow that deals damage to any unit it passes by.
Model ability: Shockwave.
25.Bow Fury: (passive)
The Ranger sometimes throws arrows with incredible fury, making all enemies near the target take damage as well and the main target stun.
Model ability: Bash
26.Blessings of Sniping (Ulti) (Passive)
Increases Ranger's base attack Range
 

Saiza

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10
.

Piercing Arrow: (Auto-cast (maybe?))
The ranger throws an armor-piercing arrow that deals damage to any unit it passes by. Was really nice, the others was greate to. The ultimate, maybe to bad? Maybe adds dmg to? well, it was a good base to work from.
Thanks, these suggestions was really good! I already feel like starting with the ranger now ^^

Edit: Hey man... that blood pounch, I LOVE it! Maybe like each time he kills a unit, he gets a buff that evolves while killing so it says like ''The Blood Hunter wears one Blood Pounch, He needs ten more to go in frenzy'' or something... and when he reaches 10 units killed he gets some avatar of a kind,

How would I do that trigger? If you know, I tryd with
Blood Pounch
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Blood Hunter
Actions

Then I quittet since I couldent find ''Add buff'' and I couldent find anything that finds out how many units killed either,

If you know how that would be doable, please tell ^^
 

NiKaNoRoU_GR

New Member
Reaction score
115
That trigger, it's something like :
1st trigger:
HTML:
Events:
Unit learns a skill
Conditions:
Skill learned equal to Blood Pouch
Actions:
Turn on 2nd trigger
2nd trigger:
HTML:
Events:
Unit dies
Conditions:
Killing unit equal to unit type of Bloodhunter
Actions:
Add dying unit to unit group (pouch)
3rd trigger (of ulti)
HTML:
Events:
Unit begins casting an ability
Conditions:
Ability being cast equal to Bloodwrath
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Wait 1 second
Pick every unit within 500 range from position of triggering unit and do actions
Loop Actions:
Damage picked unit using (number of units in pouch unit group X10 ->dmg each<-
Remove all units from Pouch unit group
there you go :)
 

Saiza

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Ahhh

Ahhh, thanks bro! What should be the base of the skill?
And I cant find the trigger ''Turn on 2nd trigger'' :p
 

NiKaNoRoU_GR

New Member
Reaction score
115
Saiza said:
Ahhh, thanks bro! What should be the base of the skill?
And I cant find the trigger ''Turn on 2nd trigger'' :p
The base skill is just a passive one.
And the action is Trigger>turn on (this trigger)>set the name of the trigger to turn on ;)
 

NiKaNoRoU_GR

New Member
Reaction score
115
Saiza said:
ohoh ^^ Thanks hihi
It's nothing, when you have the chance, +rep me...

Suggestions for Shaman:
27.Elder Magic:
The Shaman puts a strange magic on an enemy and grants its vision, afterwards deals dmg/sec until it expires.
28.Way of Darkness: (passive)
The shaman has an ability to strengthen his other abilities.
Elder magic: increases duration.
Nightmare: increases duration as well.
Darkfall: reduces cooldown
Model ability:Tinker's spell upgrade ability
29.Nightmare:
The target is lulled to deep slumber, and loses hp/second until someone hits him.
30.Darkfall (ulti):
The shaman calls forth wanderings souls to attack any enemy under the Elder Magic spell.The target is heavily damaged and slowed.
 

Saiza

New Member
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10
Once more... nice suggestions!
And i'll rep you.
But now to the Blood Pouch's I decided to make them into items instead, soo how can I make so a spell is only cast able when I have x amount of Blood Pouch's? :)
 

NiKaNoRoU_GR

New Member
Reaction score
115
Saiza said:
Once more... nice suggestions!
And i'll rep you.
But now to the Blood Pouch's I decided to make them into items instead, soo how can I make so a spell is only cast able when I have x amount of Blood Pouch's? :)
HTML:
Events:
Unit begins casting an ability
Conditions:
Actions:
If/then/else
If:
Units in pouch unit group equal to (your number of pouch)
then:
turn on (Bloodwrath trigger)
else:
Do nothing
 

Saiza

New Member
Reaction score
10
.

Man... pff, thanks ALOT for all the help you served me today :)) <3

But I gotta go to sleep, take care man. see ya tomorrow
 

NiKaNoRoU_GR

New Member
Reaction score
115
Saiza said:
Man... pff, thanks ALOT for all the help you served me today :)) <3

But I gotta go to sleep, take care man. see ya tomorrow
See ya, too (10:10 pm here in Greece)
 

NiKaNoRoU_GR

New Member
Reaction score
115
Saiza said:
Man... pff, thanks ALOT for all the help you served me today :) <3

But I gotta go to sleep, take care man. see ya tomorrow
See ya, too (10:10 pm here in Greece)
EDIT:This double-post due to the Helper.net overcrowd really gives me the nerve...
 
G

grimtooth

Guest
Geez. Everyone is logging off. I'm assuming you want 15 ranks?

Horde's Ranks:

1. SubClan Underling - Peon
Extras: Access to Lower Training Grounds, Camp

2. SubClan Warrior - Brawler/Scout/Healer
Extras: Access to Higher Training Grounds, Guild Lesser Shop

3. SubClan Champion - Brute/Shadow Scout/Medicine Man
Extras: Access to Training Grounds barred, Guild Armory

4. Clan Marshal - Butcher/Tracker/Voodoo Initiate
Extras: Access to Guild Barracks, Allows training of 1 unit; 1 food cost each (1 food).

5. Clan Deputy Commander - Warrior/Stalker/Voodoo Adept
Extras: Access to Guild Greater Shop

6. Clan Commander - Champion/Shadow Stalker/Voodoo Master
Extras: Access to Guild Greater Armory, Guild Potions Blender, Allows training of 2 units; 1 food cost each (2 food).

7. Clan Chief Commander - Manslayer/Trail Hunter/Lesser Shaman
Extras: Skill Commander's Aura

8. Ebon Guard - Berserker/Hunter/Shaman
Extras: Access to Guardian's Shop

9. Blood Guard - Blood Berserker/Blood Hunter/Greater Shaman
Extras: Access to Guardian's Armory

10. Legionnaire - Legion Warrior/Legion Hunter/Legion Shaman
Extras: Access to Legionnaire Camp, Allows training of 1 Unit; 2 food cost each (2 food).

11. Field Commander - Executioner/Predator/Vizier
Extras: Access to Horde's Shop

12. Warchief - Chief Executioner/Blood Predator/Higher Vizier
Extras: Allows training of 2 Units; 2 food cost each (4 food).

13. Warmonger - Raider/Unholy Predator/Hex Magi
Extras: Access to Thorium's Enchanted Accesories

14. Warlord - Unholy Raider/Assassin/Warlock
Extras: Access to Thorium's Armors

15. Supreme Warlord - Warlord/Unholy Assassin/Diabolic Warlock
Extras: Access to Thorium Weaponry

There you go. Phew.

EDIT:

Skills

Horde Ranger:

Natural Instinct
Able to smell hidden enemies within range of 300. [True Sight]

Envenomed Weapons
Poisons the enemy for X seconds, dealing X damage per second. [Envenomed Weapons]

Maiming Blow
Hurls an axe at the enemy, dealing X damage & slowing the enemy for X seconds. [Shadow Strike?]

Scout
Increases vision by X range for X seconds.

Night Vision
Self explanatory? [Night Vision]

Honed Sight
Reduces effect of accuracy reducing spells by X% (is this doable?)[Trigger]

Brute Speed
Increases movement speed by X% for X seconds. [Rune of Speed]

Stalk
Reduces movement speed by X%, becomes invisible, deals X bonus damage upon attack, extra X damage to the enemy if it is from the back. Lasts X seconds. [Wind Walk]

Track
Shows the position of enemy units all over the map (by Ping-ing on Minimap). [Trigger]

Goop
Requires goop in inventory to be used. Goop can be purchased at Guild Lesser shop. Slows the enemy attack & movement speed for X% for X seconds. [Slow, with Trigger]

Spike Trap
Requires Trap in inventory. Traps can be purchased at Guild Lesser Shop. Upon stepping on it, enemies receive X damage, and is slowed by X% for X seconds. Casting time X seconds. [Trigger]

Brandish Blades - On/Off
Upon activation, unit moves X% slower, but gains X% damage bonus. [Trigger?]

Minor Herbs
Gives X% chance of finding minor herbs upon use. Minor herbs heal X HP over X seconds. [Trigger]

Beetle
Releases a small beetle that can be controlled as a scouting unit. Invulnerable, invisible, can't attack, has 400 range true sight.

Swift Neck Break
Ranger dashes to an enemy, snaps its neck, killing it instantly if HP is below 300. If above, deals 10% damage of MaxHP. [Trigger]

Spot
Ranger spots an enemy unit, giving sight of it for X seconds. [Faerie Fire]

I'm sleepy. Just took meds. Later.

EDIT: Damn, I've editted this post so so many times. I'm not giving in to the med.

Skills

Horde Warrior

Berserk
X% chance every attack on the unit of driving unit into Berserk, gaining X% damage bonus, X% move & atk speed bonus. Lasts X% seconds. [Trigger]

Slash
X% chance every attack of maiming target, reducing enemy's damage by X% for X seconds. Does NOT stack. [Trigger]

Stab
X% chance every attack of causing target to bleed, dealing X damage per second over the next X seconds. [Trigger, Envenomed Weapons]

Smash & Break
X% chance every attack of reducing enemy's armor by X% for X seconds. Stacks. [Trigger]

Crush
Deals X damage, stuns for X seconds. [so many...]

Berserker Tactics
Gains X% (at least 100%) damage bonus, and chases targetted enemy unit for X strikes, or until X seconds has elasped. Unit cannot be controlled when this ability is used. [Trigger]

Beast Rage
Gains X% damage bonus, trashes around for X seconds, dealing damage (base + bonus) to ALL units (enemy & allies alike) every second. Unit is not controlled while raging. [Trigger]

Blood Boil
Increases HP regeneration by X%, immune to ALL spells for X seconds. [Trigger]

Pain is Good
With every decrement of X% HP, unit gains X% damage bonus. Damage bonus capped at 50%. E.g.: 10% HP loss = 10% damage bonus gain. [Trigger]

Defiled Blood
Enemies attacking unit will have X% chance of getting poisoned. [Trigger]

Brutal Look
Enemy units nearing the unit will have X% damage decreased, but X% increased movement speed. [Trigger, or combine 2 auras]

Thick Skin
Reduces X% melee damage received. Piercing damage does X% extra damage. [Carapace]
 

NiKaNoRoU_GR

New Member
Reaction score
115
Mage spells:

31.True Fire:
The mage throws fire at a target, and nearby targets get hit too.
Model file: Chain lightning
32.Ice Shards:
The mage unleashes thorn-like Iced blades that stun enemies.
Model ability: Impale
33.Mana Manipulation: (passive)
This mages has an extraordinary ability of manipulating mana.
When an enemy cast a spell, it has a chance to lose mana.
When an ally or the hero casts a spell, he has a chance of recovering mana.
34.Lighning Storm (ulti): (Channeling)
The mage strikes all enemies within a cast range to get hit by thunder/second
 
G

grimtooth

Guest
Will the skills be similar to the Defiance ORPG system (spellbook system)? Or is it the normal 5 spell limit? Cause what I listed was for the spellbook system, although you can always pick either 3 and put an ulti for any hero.
 

Saiza

New Member
Reaction score
10
.

NiKaNoRoU_GR, nice to see you keeping the good work ;)

grimtooth, yes. I will use the spell bock system
 

NiKaNoRoU_GR

New Member
Reaction score
115
Fighter spells

35.Slam:
The fighter slams the opponment and stuns him.
Model ability: Storm bolt
36.Fighting Superiority: (passive)
Indeed, the fighter is a superior warrior.
This aura spell provides the fighter and allies +X% dmg, and to foes -X% dmg
37.Battle Charge:
The fighter raises his body and damages all enemies around him, lowing thier speed.
38.Harass (ulti):
The fighter's potential is showed to all enemies in the map: each hero (or kind of unit is hit by the fighters illusion)
 
G

grimtooth

Guest
Horde Magician Skills:

Herb Brew
Heals a unit for X HP.

Herb Mixture
Heals a unit for X HP. (more than above)

Heal
Heals a unit for X HP. (more than above)

Medication
Heals a unit & has X% to cure status ailment. (more than above)

Healing Fog
Casts a fog on an area, healing ally units by X HP per second. Enemy units will have X% chance of missing.

Healing Wave
Self explanatory.

Minor Ailment
Hexes an enemy so that he/she gets sick, dealing X damage per second & reduces attack damage by X% for X seconds.

Major Ailment
Hexes an enemy so that he/she gets sick, dealing X damage per second & reduces attack damage by X% for X seconds. Units coming in contact with hexed unit will also receive the ailment.

Cloud
Fogs an area, causing enemy units in it to have X% chance of missing.

Shade of Fire
The shaman changes his shadow into a flames & directs it towards his enemy, dealing X damage.

Shadow Bind
The shaman extends his shadows to his enemy units, binding them, causing X damage & slowing their movement speed by X% for X seconds. [Base: Forked Lightning + Trigger]

Morphing Hex
Hexes an enemy unit and turns it into a critter for X seconds.

Fire Hex
Hexes an enemy unit with the spirits of fire. Hexed unit will receive X initial damage & X damage per second over X seconds. Upon death, enemy unit will explode & deal X damage to ALL surrounding units.

Poison Hex
Poisons a unit, slowing it & dealing X damage per second for X seconds. Upon death, enemy unit will poison surrounding X AoE ground for X seconds, causing X damage to units stepping onto it.

Frost Hex
Hexes an enemy unit with the spirits of ice. Hexed unit will receive X initial damage & movement & attack speed is slowed by X% for X seconds. Upon death, enemy unit will explode & shards of ice will damage X enemy units in X AoE.

Lightning Hex
Hexes an enemy unit with the spirits of lightning. Hexed unit will receive X initial damage. For the next X seconds, enemy units within X AoE of hexed unit will be randomly struck by lightning every X seconds, dealing X damage. The hexed unit can also be struck by lightning.

Shadow Hex
Hexes an enemy unit's shadow with dark forces. Hexed unit will receive X damage per second over X seconds and will have reduced movement & attack speed

Thunder Hex
Hexes an enemy unit with the spirits of thunder. Hexed unit will be stunned for X seconds & receive X damage per second. Upon death, the unit will explode & release a shockwave which will slow the movement speed of ALL units within X AoE.

Water Hex
Hexes an enemy unit with the spirits of water. Hexed unit will receive damage when it moves over the next X seconds. Damage = X*(movement range). Upon death, enemy unit turns into a blob of water. When this blob of water is touched by ANY magician, it turns into a Water Elemental which will fight for that magician.

Wind Hex
Hexes an enemy unit with the spirits of wind. Hexed unit will receive X initial damage. Every X seconds for the next X seconds, enemy units around hexed unit will have a chance of being lifted by Hurricane. Upon death, a huge tornado rages within X AoE, dealing damage to ALL units for X seconds.

Mass Hex
Hexes all enemy units within X AoE for a random hex. Has X seconds casting time.

Voodoo Image
Performs a voodoo ritual on the enemy unit, severing parts of it soul from the unit. Unit receives X% Max HP initial damage & a mirror image is created for the shaman. Half of the damage dealt to the mirror image is reflected onto targetted unit. Requires 1 Voodoo Charm, which can be bought in Guild Shop. Image lasts until death or for X seconds.

Voodoo Doll
Creates a voodoo doll (item) of the enemy unit. Voodoo Doll lasts for X seconds. If carried, Voodoo-ed unit will receive X% (make this really small) less experience & any status ailments afflicting Shaman will be reflected onto the enemy unit. Voodoo doll CAN BE USED. Upon usage, creates an Image of the enemy unit, and Hexes casted on it is reflected on the real enemy unit.

Voodoo Tactics
What NiKaNoRoU posted earlier.

Hey, can I not use X to replace the values, and put real values instead? So that you'll know how long the hex is intended to be.
 
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