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Amaterasu v1.2

AMATERASU
"The flames that never perish"


IMPORT GUIDE :
  1. Tick "Automatically Create Variables when Pasting Trigger Data"
  2. Copy the Amaterasu ability in the Object Editor to your map
  3. Put the ability to the hero you want to use the ability
  4. Import Spell System if you don't have it in your map, refer to official thread by @Bribe for more information on Spell System
  5. Copy Amaterasu spell folder to your map
  6. Configure the Amaterasu Config trigger to mimic the test map, you can change SFX and real values as you desired though. Be wary of duration variable, make sure it syncs with the Follow Through Time of Amaterasu ability.
  7. Have fun!
SPELL DESCRIPTION :
Unleashes powerful flames that deals 100/200/300 damage every second for up to 5 seconds to enemies in 500 range of a target point. Backlash damage to user on end-cast by 100/200/300 damage.

SPELL INFORMATION :
  • Special thanks to Bribe for fixing a logic mistake in my code, as well as for his Spell System
  • Backlash damage is inspired by the fact Sasuke holds his eye after using Amaterasu due to its sheer pain (Itachi also has some pain after using Amaterasu)
Skip to 3:50

MEDIA SHOWCASE :
CHANGE LOG :
Version 1.2: No longer abruptly dissipate the spell, added disruption time, added disruption factor, fixes a major bug that causes the caster to take multiplied damage if interrupted mid-cast.
Version 1.1.1 : Added a new visual video
Version 1.1 : range scaling is default 0 (still available for configuration), added a 0 damage per second increment, added an after-cast SFX attached to user.
Version 1.0 : Uploaded.

CREDIT:
Spell System: Bribe


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

Amaterasu v1.2 (Map)

Reviews
KILLCIDE
Good use of Bribe's Spell System. The spell has decent configurability and given the number of Anime style maps in WC3, this can prove to be useful. Although, I must say given the popularity of this spell, the effects were lacking :p spell concept is...

Deleted member 219079

D

Deleted member 219079

I think anime spells should introduce a myriad of visual effects, to stay true to anime industry standards. For example, you could spawn black-tinted anti-magic shell and fire effects about the targets and knock nearby units back from the cast location. You could even have it spread upon target death, of course accompanied by a knock back and a horde of special effects.

Edit: Don't forget to apply mass of stampede hit and blood splatter effects, play death animation of caster and an anime scream (e.g. one of these) when applying the backlash damage.
 
Last edited by a moderator:

Deleted member 219079

D

Deleted member 219079

May I use anime models though? Cause pretty sure those are RIP.
From Spell Submission Rules:
No overloading the test map with bulky, unneeded custom models and icons. If you really do need to use a lot of imported content, link to it in your description.
You can reference desired assets in the description. In the submission map itself you should utilize game's own assets.
 

Review (based on Video)

  • The spell's game mechanic is a simple damage over time, without much of any present after-effects.
  • The flame growth is awkward, at best to look at. A smoother scaling effect would best remedy this.
  • The flame disappears without a trace, which can leave the user dumbstruck (where's my fire?)
Originality: 2.5/5
Creativity: 3/5
Functionality: 4/5
Overall score: 9.5/15 or 3.16/5
 
I've thought a bit about the flames and figures would be better with Flame Strike, but the scaling is not pretty decent if the radius difference is big unless the duration is shortened severely (like every 0.05 seconds). With that in mind, I'll make an update :

Version 1.1 : range scaling is default 0 (still available for configuration), added a 0 damage per second increment, added an after-cast SFX attached to user.
 

Spell Mechanics Review:


Mechanics:


I would recommend, at least for this demo, that the default duration would be 5 seconds.

As it turns out, cancelling the channeled ability while its' effects are ongoing causes the abrupt removal of the flames, as if they never existed in the first place. I would suggest a graceful manner of handling an endcast event.

If memory serves, it would be best to do things related to the endcast event within the endcast event instead of having to rely on a boolean flag on whether the spell is being channeled or not, though I suppose that the flag should be kept only for the loop actions.

As I envision it:

  • Amaterasu Loop
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spell_i_Channeling[Spell__Index] Equal to True
        • Then - Actions
          • Set Spell__InRangePoint = Spell__TargetPoint
          • Set Spell__InRange = Amaterasu_Radius[Spell__Index]
          • Set Amaterasu_FinalDamage[Spell__Index] = (Amaterasu_FinalDamage[Spell__Index] + Amaterasu_DamageIncPerSecond[Spell_i_Level[Spell__Index]])
          • Unit Group - Pick every unit in Spell__InRangeGroup and do (Actions)
            • Loop - Actions
              • Set Amaterasu_Target = (Picked unit)
              • Unit - Cause Spell_i_Caster[Spell__Index] to damage Amaterasu_Target, dealing Amaterasu_FinalDamage[Spell__Index] damage of attack type Amaterasu_AT and damage type Amaterasu_DT
          • Set Amaterasu_Radius[Spell__Index] = (Amaterasu_Radius[Spell__Index] + Amaterasu_Expand_Radius[Spell_i_Level[Spell__Index]])
          • Animation - Change Amaterasu_Dummy[Spell__Index]'s size to (Amaterasu_Radius[Spell__Index]%, Amaterasu_Radius[Spell__Index]%, Amaterasu_Radius[Spell__Index]%) of its original size
        • Else - Actions
  • Amaterasu Endcast
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spell_i_Channeling[Spell__Index] Equal to False
        • Then - Actions
          • Game - Display to (All players) the text: Endcast invoked!
          • Special Effect - Destroy Amaterasu_SFX_Form[Spell__Index]
          • Unit - Remove Amaterasu_Dummy[Spell__Index] from the game
          • Set Amaterasu_Target = Spell_i_Caster[Spell__Index]
          • Set Amaterasu_FinalDamage[Spell__Index] = 0.00
          • Unit - Cause Spell_i_Caster[Spell__Index] to damage Amaterasu_Target, dealing Amaterasu_Backlash[Spell_i_Level[Spell__Index]] damage of attack type Amaterasu_AT and damage type Amaterasu_DT
          • Special Effect - Create a special effect attached to the Amaterasu_PainSFXAttach of Spell_i_Caster[Spell__Index] using Amaterasu_PainSFX
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions

Suggestions:


On the endcast part of the trigger/s, you can add some sort of dummy ability that debuffs the caster such that vision is reduced, and the caster has a chance to miss.

Status:

  • Awaiting Update
 
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5 seconds would yield the flames to disperse and the fifth instance damage still dealt, hence why I lower it out.

Been a task to think what would pop if the flames were stopped prematurely. I'll think some more of an alternative for end cast effect, especially abrupt dissipation.

I don't think an end cast even is necessary, as that's what the boolean does in the loop. Though I'll consider that.

EDIT :
Fixed a ton of stuff after some checking.

Version 1.2: No longer abruptly dissipate the spell, added disruption time, added disruption factor, fixes a major bug that causes the caster to take multiplied damage if interrupted mid-cast.
 
Last edited:
If you want it to be realistic 1:1 with the real naruto eye technique..............

Additionally AMATERASU is a unextinquishable fire. Only the caster can remove it.

Would be pretty imbalanced if I do it like that to be honest. I'm aware. Thanks for the recommendations, will do update soon.
 
Level 37
Joined
Jul 22, 2015
Messages
3,485
Good use of Bribe's Spell System. The spell has decent configurability and given the number of Anime style maps in WC3, this can prove to be useful. Although, I must say given the popularity of this spell, the effects were lacking :p spell concept is really simple, so not much else I can say about it.

Needs Fixed

  • Nothing

Suggestions

  • Preload ability / effects used in the spell
  • Special effects should be improved

Status

Approved
 
this is great, but can you make some Fire Spell? I need Fire Spell with Huge Area. Send you spell in my email: @[email protected] and i will give you credit in my new map. Or post more Fire Spell in this Forum, i will waiting for that's. Thanks.
All my spells can be altered to use fire effect instead of what they currently use.
 
I have noticed something strange with Spell System and Amaterasu sometimes being bugged with the loop trigger. It is not present in the test map but I have recently encountered it from someone else's installation.

If the configuration for both Spell System and Amaterasu are properly set yet the fires do not pop and no damage but you get damaged by the backlash, try to delete both Spell System and Amaterasu, then re-import them to your map.

For users of 1.31 and 1.32, I suggest to not bring the variable folder and let the map create the variables automatically. Yes, it will look ugly, but it reduces any potential risk of getting bugged.
 
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