Wanted help to create a new hero using the world editor

Cool_Dude

New Member
hello guys,
i would like to skip all the other parts. i play dota ( a map in warcraft TFT ) and there is a chance for us to suggest a hero to the map developer.
i would like to make a Ice Troll Warlord..
His skills would be
1. Cold Nets
2. Freezing Armor
3. Chilling Blow
4. Arctic Trance

Skill 1 :- Cold Nets :-ITW traps the enemy with a iced net which slows the enemy after being trapped. (active)
Skill 2 :- Freezing Armor :- ITW is surrounded by ice which when hit by foes, get their attack speed slowed. Stacks up to 15 times. (active)
Skill 3 :- Chilling Blow :- ITW strikes his foes with a devastating blow which causes extra damage and slows them. 5 sec cooldown (passive)
Skill 4 :- Arctic Trance :- ITW, using his powers, slows the attack speed of all the foes in the maps (stacks with CB and FA). (active)

I need your help guys..
++++++rep for those who can help me
i am new to this editing stuff and i am unable to know even where this starts..
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
hello guys,
i would like to skip all the other parts. i play dota ( a map in warfract TFT )
*Warcraft
and there is a chance for us to suggest a hero to the map developer.
Hardly likely in my opinion, seeing as there are hundreds of suggestions on the forums that haven't gone through. But hey, you might just get lucky.
i would like to make a Ice Troll Warlord..
His skills would be
1. Cold Nets
2. Freezing Armor
3. Chilling Blow
4. Arctic Trance

Skill 1 :- Cold Nets :-ITW traps the enemy with a iced net which slows the enemy after being trapped. (active)
Skill 2 :- Freezing Armor :- ITW is surrounded by ice which when hit by foes, get their attack speed slowed. Stacks up to 15 times. (active)
Skill 3 :- Chilling Blow :- ITW strikes his foes with a devastating blow which causes extra damage and slows them. 5 sec cooldown (passive)
Skill 4 :- Arctic Trance :- ITW, using his powers, slows the attack speed of all the foes in the maps (stacks with CB and FA). (active)
You'll have to explain these skills in more detail; mechanics and specific values for example. Most of your slows will probably be based off Endurance Aura or Cripple.
I need your help guys..
++++++rep for those who can help me
i am new to this editing stuff and i am unable to know even where this starts..
Looking up a few tutorials would be a good start.
 

Maelbog

Member
hello guys,

Skill 1 :- Cold Nets :-ITW traps the enemy with a iced net which slows the enemy after being trapped. (active)
Skill 2 :- Freezing Armor :- ITW is surrounded by ice which when hit by foes, get their attack speed slowed. Stacks up to 15 times. (active)
Skill 3 :- Chilling Blow :- ITW strikes his foes with a devastating blow which causes extra damage and slows them. 5 sec cooldown (passive)
Skill 4 :- Arctic Trance :- ITW, using his powers, slows the attack speed of all the foes in the maps (stacks with CB and FA). (active)
This is just the basic idea. It really depends on how you want it to work with other skills.

Skill 1:
Cast Ensnare that lasts for 2 seconds, then make a dummy unit cast Slow that lasts for 4 seconds.
You could make it happen at the same time.
It should look like the unit is slowed after the ensnare.
Skill 2:
I'm not really good with stacking.
If you want the enemy to be slowed the moment their projectile hits, you'll gonna need a damage detection system.
If you want the enemy to be slowed the moment they start the attack, it would be easier.
Skill 3:
You could base this skill from Orb of Lightning new.
Skill 4:
You could cast a Thunderclap with AoE set to 99999, remove the damage and set other data to your liking.
 

Cool_Dude

New Member
*Warcraft

Hardly likely in my opinion, seeing as there are hundreds of suggestions on the forums that haven't gone through. But hey, you might just get lucky.

You'll have to explain these skills in more detail; mechanics and specific values for example. Most of your slows will probably be based off Endurance Aura or Cripple.

Looking up a few tutorials would be a good start.
Thank you for the replies and excuse me for the spelling for "Warcraft" there.
According to the reply for Maelstorm, I got a rough idea about 1st and 4th skill.
I am unable to go anywhere with the 2nd and 3rd skill.

Skill 2 :- Freezing Armor :- Surrounds with ice and whenever foes attack, their attack speed will be slowed. Stacks upto 15 times. Attacking any other unit causes the slow to fade in 2 attacks.
Level 1 :- 2% decrease with each stack.
Level 2 :- 3% decrease with each stack.
Level 3 :- 4% decrease with each stack.
Level 4 :- 5% decrease with each stack.
Type - Passive

Skill 3 :- Chilling Blow :- Fills his attack with ice essence causing the next attack to slow enemies by 25%.
Level 1 :- 8 second cooldown.
Level 2 :- 7 second cooldown.
Level 3 :- 6 second cooldown.
Level 4 :- 5 second cooldown.
Type - Passive

Here are the details of the skills. Any other details when asked will also be given ( Please Specify)

Thank You
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Skill 2 :- Freezing Armor :- Surrounds with ice and whenever foes attack, their attack speed will be slowed. Stacks up to 15 times. Attacking any other unit causes the slow to fade in 2 attacks.
Level 1 :- 2% decrease with each stack.
Level 2 :- 3% decrease with each stack.
Level 3 :- 4% decrease with each stack.
Level 4 :- 5% decrease with each stack.
Type - Passive
Because you want it to stack, I would suggest giving dummy abilities to the affected units. The Slow Aura (Tornado) ability slows and is invisible by default, making it perfect for the ability. Simply give the ability to all units, and at level 1 it should not have any effect. Then you can increase the level of the ability for units that are attacked, causing it to slow them additively. For the fading of the buff, you'd likely need damage detection.
Skill 3 :- Chilling Blow :- Fills his attack with ice essence causing the next attack to slow enemies by 25%.
Level 1 :- 8 second cooldown.
Level 2 :- 7 second cooldown.
Level 3 :- 6 second cooldown.
Level 4 :- 5 second cooldown.
Type - Passive
So it's a bit like Enchant Totem?
You can use any instant-cast ability that places a buff on the targets, like Roar or Howl of Terror. Then when a unit with the buff attacks, remove the buff from it and slow the target. Again, damage detection is likely needed here.

Weep's GDD is probably your best choice for damage detection.
 

Cool_Dude

New Member
Because you want it to stack, I would suggest giving dummy abilities to the affected units. The Slow Aura (Tornado) ability slows and is invisible by default, making it perfect for the ability. Simply give the ability to all units, and at level 1 it should not have any effect. Then you can increase the level of the ability for units that are attacked, causing it to slow them additively. For the fading of the buff, you'd likely need damage detection.

So it's a bit like Enchant Totem?
You can use any instant-cast ability that places a buff on the targets, like Roar or Howl of Terror. Then when a unit with the buff attacks, remove the buff from it and slow the target. Again, damage detection is likely needed here.

Weep's GDD is probably your best choice for damage detection.
For Freezing armor, can you create the ability yourself and please post it..
Chilling Blow is more like the Jinada ( bounty hunter) Without the critical strike and what should i do to make the cooldown into number of attacks..
 

Maelbog

Member
For the third skill you'll need the Orb of Lightning new and a dummy ability that gives slow and damage.
example: Frost Nova.
You can find Orb of Lightning new in the Object Editor under abilities. (use ctrl+f)

Make four different custom Frost Novas, one for each level. Set it's cooldown to 8/7/6/5.

Then make a custom ability out of Orb of Lightning new.

Set these to 100%.
Data - Chance To Hit Heroes
Data - Chance To Hit Summons
Data - Chance To Hit Units

Change
Level 1 Data - Effect Ability to Frost Nova 1.
Level 2 Data - Effect Ability to Frost Nova 2.
Level 3 Data - Effect Ability to Frost Nova 3.
Level 4 Data - Effect Ability to Frost Nova 4.

Note that this will only take effect if you issued an attack order.
 

Maelbog

Member
Thanks for your help MaelBog.. Still working on the second
You're welcome!

Also, once your done with the triggers, you might want to buff the effects of Freezing Armor.
There's a similar passive ability to this one called Untouchable.
At level 4, for just one attack, their attack rate are reduced by 110%. This also works for targeted spells.

Level 4 Freezing Armor at 15 stacks, reduces attack rate by 75% and works only for attacks.
Now it's completely okay if you make a combo out of it.

P.S.
An example of combo
A unit can dispel Cold Nets if it attacks ITW 3/4/5/6 times.
A unit can dispel Chilling Blow if it attacks ITW 3/4/5/6 times.
A unit can dispel Arctic Trance if it attacks ITW 3/4/5/6 times.
 

Cool_Dude

New Member
You're welcome!

Also, once your done with the triggers, you might want to buff the effects of Freezing Armor.
There's a similar passive ability to this one called Untouchable.
At level 4, for just one attack, their attack rate are reduced by 110%. This also works for targeted spells.

Level 4 Freezing Armor at 15 stacks, reduces attack rate by 75% and works only for attacks.
Now it's completely okay if you make a combo out of it.

P.S.
An example of combo
A unit can dispel Cold Nets if it attacks ITW 3/4/5/6 times.
A unit can dispel Chilling Blow if it attacks ITW 3/4/5/6 times.
A unit can dispel Arctic Trance if it attacks ITW 3/4/5/6 times.

Realizing about the untouchable, I based that freezing armor on a devotion aura to give him bonus armor but 15 attacks is too much for a meagre amount of 75%. So how should i change that to a constant 18% each stack and 2/3/4/5 stacks?
 

Maelbog

Member
Else - Actions
-------- If the attacking unit is already slowed, this will increase the slow amount. --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TempInt2 + (TempInt + 1)) Less than or equal to (15 x (TempInt + 1))
Then - Actions
Unit - Set level of Freezing Armor (Slow) for (Attacking unit) to (TempInt2 + (TempInt + 1))
Else - Actions
-------- This part occurs if the slow is reaching the limit of the target's current level of Freezing Armor. --------
Unit - Set level of Freezing Armor (Slow) for (Attacking unit) to (15 x (TempInt + 1))
-------- ----- --------
-------- ----- --------


Try changing all "15" to (Level of Freezing Armor for Triggering Unit + 1)

Then go to the object editor and change the slow value of Freezing Armor (Slow) to your desired amount.
 

Cool_Dude

New Member
For the slow there are 75 levels of it each and like 1 2 3 4 5 6 7 .... 75. Should i make them to only 5 levels and like 18 36 54 72 90?
 

Cool_Dude

New Member
Yes it seem right. You should test it afterwards.
Maelbog bro, i had a problem with the first skill....
i based it on an ensnare ( lasting 2 sec) and made a dummy unit to cast a slow on it( lasting 4 sec). but the problem is that before the the enemy gets trapped he gets slowed ( which is kinda odd), is there any possible to tweak this..?
 

keychup

Active Member
haha. slow is instant. there is no missile. frost nova is instant as well.

COLD NETS
step 1:
you should make a dummy unit of the model with a net missile
give that dummy unit the ability "kaboom"
set movespeed to 522

step 2:
create an event: a unit starts the effect of an ability, and condition: ability being cast is equal to net spell

set a point variable to position of caster
create the net dummy unit at that point
order last created unit to kaboom target unit of ability being cast
clean up point variable


step 3:
create an event: a unit starts the effect of an ability, and condition: ability being cast is equal to kaboom
set a point variable to position of target unit of ability being cast
create a new invisible dummy unit at that point
add ensnare ability to last created unit
order last created unit to ensnare target unit of ability being cast
add a 0.10 second generic expiration timer to last created unit
create a new invisible dummy unit at that same point
add slow ability to last created unit
order last created unit to slow target unit of ability being cast
add a 0.10 second generic expiration timer to last created unit
clean up point variable

FREEZING ARMOR
for the freezing armor thingy try this

Your slow will be based on cripple with 5 levels
each level will have separate buffs: freeze buff level 1,2,3,4 and 5
dont use the same buff each level
this method will mean you have to create a dummy unit every time a unit with the ice shield buff is attacked but at least you wont have to make a timer to detect how long you want to keep tornado slow aura's effect active

Event: A unit is attacked
Condition: Attacked unit has caster's freezing armor buff
Actions:
If attacking unit has buff (freeze buff level 5) is equal to true
-Set Point Variable to position of attacking unit
-Create dummy unit at point
-Add freeze cripple
-set freeze cripple to level 5
-Order last created unit to cripple attacking unit
-Add a 0.10 second generic expiration timer to last created unit
-clean up point variable
If attacking unit has buff (freeze buff level 4) is equal to true
-Set Point Variable to position of attacking unit
-Create dummy unit at point
-Add freeze cripple
-set freeze cripple level 5
-Order last created unit to cripple attacking unit
-Add a 0.10 second generic expiration timer to last created unit
-clean up point variable
If attacking unit has buff (slowed buff level 3) is equal to true
-Set Point Variable to position of attacking unit
-Create dummy unit at point
-Add freeze cripple
-set freeze cripple level 4
-Order last created unit to cripple attacking unit
-Add a 0.10 second generic expiration timer to last created unit
-clean up point variable
If attacking unit has buff (slowed buff level 2) is equal to true
-Set Point Variable to position of attacking unit
-Create dummy unit at point
-Add freeze cripple
-set freeze cripple level 3
-Order last created unit to cripple attacking unit
-Add a 0.10 second generic expiration timer to last created unit
-clean up point variable
If attacking unit has buff (slowed buff level 1) is equal to true
-Set Point Variable to position of attacking unit
-Create dummy unit at point
-Add freeze cripple
-set freeze cripple level 2
-Order last created unit to cripple attacking unit
-Add a 0.10 second generic expiration timer to last created unit
-clean up point variable
If attacking unit has buff (slowed buff level 1) is NOT equal to true
-Set Point Variable to position of attacking unit
-Create dummy unit at point
-Add freeze cripple
-set freeze cripple level 1
-Order last created unit to cripple attacking unit
-Add a 0.10 second generic expiration timer to last created unit
-clean up point variable

CHILLING BLOW
This is simple
If you cast Chilling Blow it should give him a buff (you can use roar for the bonus damage)
When the caster attacks and still has the buff you can create a dummy unit and order it to cast the slowing spell. since you already used slow and cripple you can base the slow off of frost nova perhaps. you can set the magnitude of the slow from frost nova via gameplay constants.

ARCTIC TRANCE
Haha i see what you did there. An inverse Battle Trance ability. Not bad.
So you probably already have this figured out. The most obvious course of action here is to base the slow on this ability off of Acid Bomb.
 

Maelbog

Member
haha. slow is instant. there is no missile. frost nova is instant as well.

COLD NETS
step 1:
you should make a dummy unit of the model with a net missile
give that dummy unit the ability "kaboom"
set movespeed to 522

step 2:
create an event: a unit starts the effect of an ability, and condition: ability being cast is equal to net spell

set a point variable to position of caster
create the net dummy unit at that point
order last created unit to kaboom target unit of ability being cast
clean up point variable


step 3:
create an event: a unit starts the effect of an ability, and condition: ability being cast is equal to kaboom
set a point variable to position of target unit of ability being cast
create a new invisible dummy unit at that point
add ensnare ability to last created unit
order last created unit to ensnare target unit of ability being cast
add a 0.10 second generic expiration timer to last created unit
create a new invisible dummy unit at that same point
add slow ability to last created unit
order last created unit to slow target unit of ability being cast
add a 0.10 second generic expiration timer to last created unit
clean up point variable
For simplicity, i make missile speeds equal if allowed,
but there will be bugs from time to time,
so yeah just use a dummy projectile with triggers.

I think you'll be limited by the 522 move speed.

There's a more tedious way but here's the idea:

A unit starts the effect of an ability

Set nettarget = target of ability being cast
Create 1 dummyprojectile at position of triggering unit facing nettarget
set dummyprojectile = last created unit
Order unit to follow nettarget
Set custom value of dummyprojectile to level of Cold Nets for triggering unit

Every 0.3 seconds
If
nettarget is alive, not magic immune, not invulnerable,
Then
If
distance between nettarget and dummyprojectile is greater than 35,
Then
create dummy caster at position of dummyprojectile
add ensnare and slow to last created unit
set level of ensnare and slow to custom value of dummyprojectile
order last created unit to ensnare and slow the nettarget
add 2 sec generic expiration timer to last created unit
remove dummyprojectile from the game
Else
move the dummyprojectile 30 towards nettarget
Else
Remove dummyprojectile from the game
 

keychup

Active Member
For simplicity, i make missile speeds equal if allowed,
but there will be bugs from time to time,
so yeah just use a dummy projectile with triggers.

I think you'll be limited by the 522 move speed.

There's a more tedious way but here's the idea:

A unit starts the effect of an ability

Set nettarget = target of ability being cast
Create 1 dummyprojectile at position of triggering unit facing nettarget
set dummyprojectile = last created unit
Order unit to follow nettarget
Set custom value of dummyprojectile to level of Cold Nets for triggering unit

Every 0.3 seconds
If
nettarget is alive, not magic immune, not invulnerable,
Then
If
distance between nettarget and dummyprojectile is greater than 35,
Then
create dummy caster at position of dummyprojectile
add ensnare and slow to last created unit
set level of ensnare and slow to custom value of dummyprojectile
order last created unit to ensnare and slow the nettarget
add 2 sec generic expiration timer to last created unit
remove dummyprojectile from the game
Else
move the dummyprojectile 30 towards nettarget
Else
Remove dummyprojectile from the game
Yeah, like shooting a missile. This is where you start making slide/force/push triggers in which dummy units/player units are given a set velocity and are moved across regions of the map in intervals to give an illusion that it is travelling smoothly.
 
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