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Aeraia v1.0

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AERAIA
TMK Entry [RACC]:
A wind magic with near equal power to Destructo Wind used exclusively by Council Members. Create 2-10 tornados at once based on user power.
Known Users : Fallen Mage, Daffa the Mage


IMPORT GUIDE:
1. Make sure to tick "Create unknown variables when pasting trigger data in Preference
2. Install GUI Spell System from the official source
3. Copy and Paste all object editor related abilities and buffs
4. Copy "Aeraia" folder to your map
5. Configure all related stats at Aeraia Config
6. Configure "Aeraia" main ability to your desired unit. ENJOY!

SPELL DESCRIPTION:
Channeling
Unleash several gush of winds on an area over time. These winds deal damage and slows movement of all enemies within it's vicinity. Has chance to propel enemy to air for 5 seconds. The winds damage will wane over time after the spell unleashed.
Level 1 - 4 winds, 100 damage, 10 wane per second, 10% slow, 10% propel chance.
Level 2 - 6 winds, 200 damage, 20 wane per second, 20% slow, 20% propel chance.
Level 3 - 8 winds, 300 damage, 30 wane per second, 30% slow, 30% propel chance

SPELL INFORMATION:
  • This spell comes from the same universe as Aquaos.
  • In the origin universe, this and the other spell can be combined to form Maraeaquaos.
  • Already made this quite some time ago, just never get around to upload it.
MEDIA SHOWCASE:

CREDIT:
Spell System: Bribe


If you like this work and wish to support me financially, you can support me via Ko-fi.
Contents

Aeraia (Map)

Reviews
KILLCIDE
Spell provides a decent amount of configuration and also serves as an example of how to use Bribe's Spell System! Needs Fixed Nothing Suggestions This would be extremely overkill, but it would be nice if you implemented a uniform distribution with...
Level 37
Joined
Jul 22, 2015
Messages
3,485
Spell provides a decent amount of configuration and also serves as an example of how to use Bribe's Spell System!

Needs Fixed

  • Nothing

Suggestions

  • This would be extremely overkill, but it would be nice if you implemented a uniform distribution with the tornados instead of having it completely random
  • Instead of calculating the damage for every picked unit, I would calculate it once right before you select all the tornados and just reference that variable everytime. It would also make the code slightly more readable
  • Not sure why you store the tornado into a variable right before you kill it :p all you ever do with it is kill it, so you can just refer to (Picked unit)

Status

Approved
 
Spell provides a decent amount of configuration and also serves as an example of how to use Bribe's Spell System!

Needs Fixed

  • Nothing

Suggestions

  • This would be extremely overkill, but it would be nice if you implemented a uniform distribution with the tornados instead of having it completely random
  • Instead of calculating the damage for every picked unit, I would calculate it once right before you select all the tornados and just reference that variable everytime. It would also make the code slightly more readable
  • Not sure why you store the tornado into a variable right before you kill it :p all you ever do with it is kill it, so you can just refer to (Picked unit)

Status

Approved

FINALLY.

Anyway:
  • Uniform distribution eh? That's gonna take some math works for it.
  • Good idea, should help with speed as well.
  • Woopsie daisies :p
 
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