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Abilities Request

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BLX

BLX

Level 2
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Jul 29, 2004
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I am making a map and I am looking for the following abilities for some units since I am not good at creating spells.

1. Calvary Charge: As the title states, it would apply to knights. Basically once you click the spell, the target symbol would appear and you just click anywhere you want to attack and when the knight meet his target, he would knock the unit that he hit back for a short distance. A splash effect would be cool so that multiple units can get hit.

2. An easy control button for archers. This button would stop the archers from engaging the enemies at will, so basically you can command the archers when to shoot arrows and when to stop. I know that this works in cinematics but an ability like this in-game would be nice.

These two abilities, I think would be easy for people like Darky, Raven, Vexorian and lots of other spell masters. You guys' spells are amazing. Just some spells ideas and if anyone could make them, then it would be awesome.

This is all I can think of for the moment, more ideas would come during my map creation.
 
Level 7
Joined
Apr 25, 2004
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241
I am not a great spell designer or anything but this would be my idea for the second spell.

Just make a transformation for the archers and disable both of their attacks. Then make an ability which allows the archers to switch back and forth from the two forms. There shouldnt be any triggers involved with this.
 

BLX

BLX

Level 2
Joined
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The seize spell looks very nice. What do you think about adding a critical strike damage once the unit is dragged to the caster?

Anyway, the auto-cast attack is exactly what I wanted. Thanks.

Now, does anyone have any idea of how the first one can be implemented?
 

BLX

BLX

Level 2
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Oh, I am sorry. I thought that Raven was going to change the spell seize to a "charges" item. LOL

Waiting eagerly... :D
 

BLX

BLX

Level 2
Joined
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Um....Seem to have a problem with the attack/stop spell. I know it's a spell for casters to attack, so I changed some of the stats of the archers. I only gave them armour and removed mana points. Hoped that they will use the ability to attack, but the archers only ran up like melee units. Gosh, I suck at making spells to work. :?

I had played with the stats for a bit but only found myself messing up stuff.

Can anyone provides some enlightenments?
 

BLX

BLX

Level 2
Joined
Jul 29, 2004
Messages
22
Thanks for the information, Raven. But I think it's just that I didn't find the right way to manipulate the one you gave me. Everything is possible or at least seems to be. I will try again to see if I can find out anything, but if the "Ghost" works, then I guess I can switch to that.
 

BLX

BLX

Level 2
Joined
Jul 29, 2004
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Wow...No wonder Raven is one of the Legendary Spellmakers. :shock:

Downloading it right now....Feedback is coming soon.
 

BLX

BLX

Level 2
Joined
Jul 29, 2004
Messages
22
Ok, Charge is very nice. But I have a suggestion. I think it would be better to let the unit casting Charge to continue running for a set distance(short) after it hit the target? Or something fancy, first it kick the target back, run to it, hit it again with critical strike and then run a short distance. Maybe it's too fancy to be a spell, so the first one should be good.

I have another spell idea that pops out of my mind, so here it is:

A spell base on Shadow Strike. When a hero cast it, huntress' bouncers flies out in a circe pattern or any pattern that seem cool. They hit any unit in x range and the bouncers flies back to the hero and any unit in the range gets hit again. I don't know if anyone already posted this idea, so tell me so if it's stated already.

BTW...The Toggle Auto-Acquire spell didn't work for me. Spell like Charge worked fine, so I don't know what's the problem.
 
Level 9
Joined
Jun 10, 2004
Messages
594
1) That's the THIRD Boomerang request today. I'm working on a template map so that the user can change the movement pattern to whatever he wants.

2) Hmm...it work fine for me. You do know that you have to click on the attack button to turn it on/off, and if you disable Auto-Acquring while you are attacking, you have to give the unit another order for it to be effective.

~The_Raven
 

BLX

BLX

Level 2
Joined
Jul 29, 2004
Messages
22
LOL...Ok, forget about it.

Um...It's that riflemen' icon for the spell disappears after some use. And sometimes paladin will still attack while the command is off. I guess I should have stated it more clear. And it's not "didn't work for me", but "didn't work well". Sorry for the confusion. Can't think today. :shock:
 

BLX

BLX

Level 2
Joined
Jul 29, 2004
Messages
22
Ok, I tried it again and I found what's bugging the riflemen. The bug is when you have the spell disabled and when you enable it, then disable it. The rifles will continue to attack even though the command is disabled. LOL...like a riddle. Paladin and knights work fine now.
 

BLX

BLX

Level 2
Joined
Jul 29, 2004
Messages
22
Ok, I will check it. But the thing that caused the rifles to continue to fire after you disable the spell is sure to be a bug, since I didn't move them. I will test it more.
 

BLX

BLX

Level 2
Joined
Jul 29, 2004
Messages
22
Gone for a while and this thread is coming down to the bottom. Anyway, I checked the spell and it's still a bit bugged, but I think I will just use what I can get.

Currently I am making a War II Retro map and I need the spell "Rune" for the Ogre Mage. I think I don't have to explain...since everybody knows about War II(I assume). So if anyone can make it, appreciate it greatly. Now "Exorcism" will be in great use.:D Of course, won't forget to give credit to Vexorian.
 
Level 13
Joined
May 5, 2004
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1,330
Runes: In a way like goblin mines. The ogres enchanted the ground and some runes appear. The runes explode if anyone steps on them, dealing high damage. As far as I remember it were 5 runes, one in the middle and the other for in a circle around it, so it looked like a cross.

Excocism: imo the same as holy light, but no healing to own units, only damage to undead ones.
 

BLX

BLX

Level 2
Joined
Jul 29, 2004
Messages
22
DarkShadow explained it all...but here's the description on b.net/war2:

The exact nature of the Runes used by Ogre-Magi is unknown to the Humans, but their effect is obvious: anyone straying into the area warded by the Runes is struck by a fiery explosion capable of killing or injuring the hardiest unit. Each "Rune" consists of 5 distinct points, each of which will explode only once. The Runes are also indiscriminate-any unit, friend or foe, that runs over them will be affected. Only flying units are immune to the effects. Since the Runes "float" on top of water, they are pretty good against enemy ships, especially transports.

Using Runes: Runes lays 5 land mines. Each land mine does exactly 50 hit points of damage. On the slowest game speed setting, Runes lasts about 2 minutes. Then the Runes disappear. Also, the Runes blink about every 15 seconds so that you can see them.


Excocism is already been done by Vexorian, so I will just use that and credit.
 
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