- Joined
- Sep 14, 2012
- Messages
- 3,413
Oh yes you're right 
Oh yes I like the idea of combo system !!
I'll do a spellpack with this idea later xD
Ice Boulder
DDS:N/A
Code Type: GUI
Spell Type: Unit
Target Type: Target Point
Area of Effect: 125
Number of Levels: 1
Range: 2000
Duration: 1
Mana Cost: 0
Cooldown: 3
In-game Description: Sends a Ice Boulder on enemy units, damages units around and stops on first unit hit
How the spell works: if the ice boulder reach the first target the target will be freeze for 1 seconds...it will not knock back
•Note: Please use Knock-Back 3D v. 1.9.1 system
Lightning Wave
DDS: Any if its needed
Code Type: Any (Would be nice if every spell will be made on one type.)
Spell Type: Hero
Target Type: Target Point
Area of Effect: X
Number of Levels: 4
Range: X
Duration: -
Mana Cost: 90/100/110/120
Cooldown: 15 seconds.
In-game Description: Shoots a lightning ball that travels X range. Any unit that the ball passes thru will receive X damage and will get slow. When the ball reach its destination an electric current will travel the line where the ball traveled dealing X damage on a X AoE.
How the spell works: I think the description above already explains the spell.
Relocation
DDS: Any if needed
Code Type: Any (Would be nice if every spell will be made on one type.)
Spell Type: Hero
Target Type: Target Point
Area of Effect: ?
Number of Levels: 4
Range: ?
Duration: X
Mana Cost: 200/220/240/260
Cooldown: 35/30/25/20 seconds
In-game Description: Creates a small electric ball on an area and any unit around X AoE of the ball will be relocated on your desired position. Time to relocate units is only 5 seconds if you failed to relocate any units you'll suffer X damage.
How the spell works: Make electric ball -> you'll have an extra spell called "Relocate" which is an Target Point spell -> use that spell to relocate units around the electric ball -> If you fail to relocate a unit within 5 seconds you'll suffer damage.
Electric Flow
DDS: Any if needed
Code Type: Any (Would be nice if every spell will be made on one type.)
Spell Type: Hero
Target Type: Passive
Area of Effect: ?
Number of Levels: 4
Range: ?
Duration: ?
Mana Cost: ?
Cooldown: ?
In-game Description: Makes the hero stronger. Every spell you cast(except Lightning Wave) will increase the damage produced by Lightning Wave by 20/30/40/50. Also increases the heroes movement speed by 2/3/4/5%.
Additional damage by Lightning Wave can be stack up to 5 times.
How the spell works: The bonus damage should only affect Lightning Wave's secondary damage(the AoE one).
Curse of the Lightning
DDS: Damage Any if needed
Code Type: Any (Would be nice if every spell will be made on one type.)
Spell Type: Hero
Target Type: Single Target
Area of Effect: ?
Number of Levels: 3
Range: 800
Duration: ?
Mana Cost: 50
Cooldown: 10/7/5
In-game Description: Bestows the Curse of the Lightning to the unfortunate unit amplifying your Lightning Wave damage by 2/3/4%. Also gives vision on the target unit.
How the spell works: Description above should explain how the spell works.
Is there a duration for how long the buff and debuff?Electric Flow
DDS: Any if needed
Code Type: Any (Would be nice if every spell will be made on one type.)
Spell Type: Hero
Target Type: Passive
Area of Effect: ?
Number of Levels: 4
Range: ?
Duration: ?
Mana Cost: ?
Cooldown: ?
In-game Description: Makes the hero stronger. Every spell you cast(except Lightning Wave) will increase the damage produced by Lightning Wave by 20/30/40/50. Also increases the heroes movement speed by 2/3/4/5%.
Additional damage by Lightning Wave can be stack up to 5 times.
How the spell works: The bonus damage should only affect Lightning Wave's secondary damage(the AoE one).
Curse of the Lightning
DDS: Damage Any if needed
Code Type: Any (Would be nice if every spell will be made on one type.)
Spell Type: Hero
Target Type: Single Target
Area of Effect: ?
Number of Levels: 3
Range: 800
Duration: ?
Mana Cost: 50
Cooldown: 10/7/5
In-game Description: Bestows the Curse of the Lightning to the unfortunate unit amplifying your Lightning Wave damage by 2/3/4%. Also gives vision on the target unit.
How the spell works: Description above should explain how the spell works.
Tier Bonus Stats
DDS: I don't think it'll need this
Code Type: GUI or Anything ( i prefer GUI but... oh well)
Spell Type: Hero
Target Type: Passive
Area of Effect: None
Number of Levels: 3
Range: 0
Duration: 0
Mana Cost: 0
Cooldown: 0 seconds.
In-game Description: Give unit bonus stats ( str, agi, int ) ( 10%/20%/30%)
Example: a unit with 100 stats will get 10/20/30 stats bonus.
10 stats will give 1/2/3 stats bonus.
This spell. i need two version. One is only base stats. two is include item stats.
I think it can be made easily @_@ An event - unit learn a spell w the conditions then modify the heroe's attributeTier Bonus Stats
DDS: I don't think it'll need this
Code Type: GUI or Anything ( i prefer GUI but... oh well)
Spell Type: Hero
Target Type: Passive
Area of Effect: None
Number of Levels: 3
Range: 0
Duration: 0
Mana Cost: 0
Cooldown: 0 seconds.
In-game Description: Give unit bonus stats ( str, agi, int ) ( 10%/20%/30%)
Example: a unit with 100 stats will get 10/20/30 stats bonus.
10 stats will give 1/2/3 stats bonus.
This spell. i need two version. One is only base stats. two is include item stats.
I think it can be made easily @_@ An event - unit learn a spell w the conditions then modify the heroes attribute![]()
Do you mean when it increase, then it increase again, it'll take in the the previous bonus together?what if unit level up. stats will grow. if it's modify stats against then it'll be like this:
Level 1 : 10 stats (Base + 0 grown) + ability stats = 11
Level 2 : 16 (10 base + 5 grown + 1 ability ) + ability = 17.6.
But what i need is:
Level 1 : 10 stats (Base + 0 grown) + ability stats = 11
Level 2 : 15 stats (Base + 5 grown) + ability stats = 16.5
only handle leak, not unit neccesarily, just make sure your dummy casters have "Can't raise, does not decay", because otherwise it will take around 180 seconds for it to truly vanish from game
Is there a duration for how long the buff and debuff?
Double Strafing
DDS: -
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect: -
Number of Levels: 5
Range: 600
Duration: -
Mana Cost: -
Cooldown: -
In-game Description: Shoot an arrow twice in a row..
How the spell works: The archer shoot an arrow and dealt the first damage, and after 0.5-1 sec delay, the archer shoot another arrow and dealt the 2nd damage.. there is 0.3 mini stun each shoot.. damage is base on stat (agi) ^^'
I always do that. I do believe that units remain in memory even after removal.
But I made tests where WC3 crashed, but I don't know if it's due to too may units created or what. 'Testing properly' is impossible, since creating 49 missiles within 2 seconds(if spread within 5 seconds, this does not occur) and using them in a missile system freezed the game. If that already freezes WC3, how else can I test unit leak 'properly'?
The memory Warcraft 3 can handle is pretty low.
scope s initializer i
private function onTimer takes nothing returns nothing
call KillUnit(CreateUnit(...))
endfunction
private fuction i takes nothing returns nothing
call TimerStart(CreateTimer(), .00, true, function onTimer)
endfunction
endscope
Did anyone take this one?Tier Bonus Stats
DDS: I don't think it'll need this
Code Type: GUI or Anything ( i prefer GUI but... oh well)
Spell Type: Hero
Target Type: Passive
Area of Effect: None
Number of Levels: 3
Range: 0
Duration: 0
Mana Cost: 0
Cooldown: 0 seconds.
In-game Description: Give unit bonus stats ( str, agi, int ) ( 10%/20%/30%)
Example: a unit with 100 stats will get 10/20/30 stats bonus.
10 stats will give 1/2/3 stats bonus.
This spell. i need two version. One is only base stats. two is include item stats.
Tier Bonus Stats
DDS: I don't think it'll need this
Code Type: GUI or Anything ( i prefer GUI but... oh well)
Spell Type: Hero
Target Type: AoE target
Area of Effect: 300
Number of Levels: 3
Range: 600
Duration: 0
Mana Cost: 200
Cooldown: 12 seconds.
In-game Description: Unit create a shockwave that do 150 damage/0.1 seconds. can deal more than 150 damage per unit BUT the total damage it can deal is 1500. it's mean if there is a unit with 1600 hp take the damage the shockwave will disappear.