poison, orb, dps, damage, over, time, mui, mpi, baassee, cl0s3dyy
Type:
Target Ground
Category:
GUI / Triggers
Hello again, as I'm fixing my old spells I thought requests are no big deal so made a few to but this one was the one MUI so ... ya and also it was a poison spell which I loooove! :) <3
Requested by cl0s3dyy.
About The Spell
Poison Orb v1.0
Name: Poison Orb
Effect: Creates a poison orb at the chosen area. The orb poisons every enemy that gets near it for x seconds, slowing them and damaging them over time.
Level 1: Orb stays for 3 seconds, it has 300 AoE, the poison does 20% slow and 40 damage every second.
Level 2: Orb stays for 4 seconds, it has 400 AoE, the poison does 25% slow and 75 damage every second.
Level 3: Orb stays for 5 seconds, it has 500 AoE, the poison does 40% slow and 100 damage every second.
Information
Spell is fully MUI and can be changed as you want to in the object and ofc trigger editor. Not so advanced spell thought but it's still requested so care about that. Easy to figure out with the documentation, isn't so low as you think ;)
In-game Screen but it's better to just test the spell inside the test map! :)
Screenshot
Changelog
Current Version and updates
v1.0 Released
v1.1 Remove the orbs sound set, added area of effect special effects :) , changed dummy size just a little and added a preload trigger
v1.2 Small custom script line moved to line below, thanks to kingz
Model used by General Frank, credit for that.
If you want to use this spell, change it how much you want just credit baassee, cl0s3dyy and General Frank.
regards
~baassee
Rating - 0.00 (0 votes)
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Moderator Comments
Not Rated
21:10, 22nd Sep 2009
Deuterium:
Review
Great spell and definitely worth using if you're searching for something like this. A well triggered MUI GUI spell with great effects.
Indexing is good and I don't mind it; however, I'd advice using a dynamic indexing method instead.
And just as a little snippet:
Set PO_TempPoint[PO_Index[3]] = (PO_TargetPoint[PO_Index[3]] offset by (Random real number between 100.00 and 500.00) towards (Random angle) degrees)
Set PO_MovePoint[PO_Index[3]] = (PO_TargetPoint[PO_Index[3]] offset by (Random real number between 100.00 and 500.00) towards (Random angle) degrees)
This leads to a more dense selection towards the center of the disc than at the edges. But it actually suits this spells so never mind it.
Has one flaw:
In the loop trigger you destroyed the group when the first unit is picked, just move the custom script after the unit group actions, don't put it in the unit group actions.
Also has imports, that is bad though it is a request so i guess it's okay ;)
__________________
Apheraz Lucent and -Grendel will forever live in my memory, two extraordinary persons taken away from our world before their time.
And so i dedicate my signature to them, a small sign of memory that will forever remain on my profile, for as long as it exists.
I am sad it's all i can do for them now and i hope i never did something to bring them anything but joy in their life.
World is a cruel place, but it was a better place with both of you in it. Miss you both.
Has one flaw:
In the loop trigger you destroyed the group when the first unit is picked, just move the custom script after the unit group actions, don't put it in the unit group actions.
Also has imports, that is bad though it is a request so i guess it's okay ;)
As their last actions will destroy them and make the game run faster and it won't effect the spells due to the fact they are runed only once and never again.
Well hope you don't forget that for the future spells/maps you make ;)
__________________
Apheraz Lucent and -Grendel will forever live in my memory, two extraordinary persons taken away from our world before their time.
And so i dedicate my signature to them, a small sign of memory that will forever remain on my profile, for as long as it exists.
I am sad it's all i can do for them now and i hope i never did something to bring them anything but joy in their life.
World is a cruel place, but it was a better place with both of you in it. Miss you both.
well what i had in mind, was a greenish & cloud-ish special effect over the area, but dont know if that's doable without imports... and second, what you did already seems great! :D
so i guess no need to change that ;)
EDIT:
haha i found what you posted in the 1.3 version about the CloudOfFog model, that's EXACTLY what i had in mind! :P