T
Spell race: Nature/Ancient/Elves
Spell type: Diversity (Target/AOE)
Target categories can be disabled and enabled as you see fit
Made via GUI based triggers (
5 triggers) + (
3 third-party triggers)
Spell is instancable
Includes
128 configurables for every detail of the spell
Custom dummy units utilized:
8
Custom abilities utilized:
11
Custum buffs utilized:
1
Includes instructions for transferring the spell
Includes a debugging trigger with instructions
All damage types can be configured to dodge spell immunity
Can change the tree formation of the map
The map includes a Mini-Game to test the spell in game
Target categories:
1. Self (Caster)
2. Allied/Owned Non-Structure Units
3. Allied/Owned Structures
4. Enemy Non-Structure Units
5. Enemy/Neutral Structures
6. Neutral Passive Non-Structure Units
7. Trees
8. Ground (No Target)[Dead Trees, Corpses, and Trees]
Spell functions for each category:
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1. Self (Caster):
By Gathering forces from the trees around himself, the caster heals himself.
Level
1:
15 HP is recovered for the target per tree
10 Damage is inflicted on each tree
450 Radius
Level
2:
20 HP is recovered for the target per tree
15 Damage is inflicted on each tree
450 Radius
Level
3:
25 HP is recovered for the target per tree
20 Damage is inflicted on each tree
450 Radius
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2. Allied/Owned Non-Structure Units:
By Gathering forces from the trees around the target, the caster heals the target
allied/owned unit.
Level
1:
12 HP is recovered for the target per tree
8.5 Damage is inflicted on each tree
450 Radius
Level
2:
16 HP is recovered for the target per tree
12.5 Damage is inflicted on each tree
450 Radius
Level
3:
20 HP is recovered for the target per tree
16.5 Damage is inflicted on each tree
450 Radius
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3. Allied/Owned Structures:
By damaging one tree near the target building, wraps the building in roots and increases its
armor and HP recovery.
Level
1:
+3 Armor
+3 HP regeneration
20 Damage is inflicted on each tree
500 Radius
12 Seconds
Level
2:
+5 Armor
+4.5 HP regeneration
35 Damage is inflicted on each tree
500 Radius
16 Seconds
Level
3:
+7 Armor
+6 HP regeneration
50 Damage is inflicted on each tree
500 Radius
20 Seconds
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4. Enemy Non-Structure Units:
By Gathering forces from the trees around the target, the caster damages the targeted enemy
unit.
Level
1:
18 Damage is inflicted on the target per tree
9.5 Damage is inflicted on each tree
400 Radius
Level
2:
24 Damage is inflicted on the target per tree
14 Damage is inflicted on each tree
400 Radius
Level
3:
30 Damage is inflicted on the target per tree
18.5 Damage is inflicted on each tree
400 Radius
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5. Enemy/Neutral Structures:
By damaging one tree near the target building, wraps the building in roots and decreases its
armor and HP regeneration.
Level
1:
-2 Armor
-3 HP regeneration
20 Damage is inflicted on each tree
450 Radius
12 Seconds
Level
2:
-4 Armor
-4.5 HP regeneration
35 Damage is inflicted on each tree
450 Radius
16 Seconds
Level
3:
-6 Armor
-6 HP regeneration
50 Damage is inflicted on each tree
450 Radius
20 Seconds
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6. Neutral Passive Non-Structure Units:
By Gathering forces from the trees around the target, the caster captures the targeted neutral
unit's soul.
Level
1:
Each
90 Hp of target's maximum HP requires a tree
1000 Damage is inflicted on each tree
500 Radius
Level
2:
Each
105 Hp of target's maximum HP requires a tree
1000 Damage is inflicted on each tree
500 Radius
Level
3:
Each
120 Hp of target's maximum HP requires a tree
1000 Damage is inflicted on each tree
500 Radius
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7. Trees:
Picks a target tree and releases its energy as damage to the surrounding enemy units.
Level
1:
Each pulse inflicts
12 damage on enemy units in the area
Interval between each pulse is
0.9 second
1.5 Damage is inflicted on each tree by each pulse
10 Seconds
Level
2:
Each pulse inflicts
18 damage on enemy units in the area
Interval between each pulse is
0.8 second
2 Damage is inflicted on each tree by each pulse
11 Seconds
Level
3:
Each pulse inflicts
24 damage on enemy units in the area
Interval between each pulse is
0.7 second
2.4 Damage is inflicted on each tree by each pulse
12 Seconds
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8. Ground (No Target)[Dead Trees, Corpses, and Trees]:
Fertilizes the selected area around the targeted location, healing alive trees, and sprouting new
trees from dead ones and corpses.
Level
1:
3 Corpse limit
2 Dead tree limit
20 HP is recovered for each tree in
9 seconds
475 Radius
Level
2:
4 Corpse limit
4 Dead tree limit
25 HP is recovered for each tree in
9 seconds
550 Radius
Level
3:
5 Corpse limit
6 Dead tree limit
30 HP is recovered for each tree in
9 seconds
625 Radius
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