Amaterasu X V1.3

Amaterasu X
IMPORT GUIDE :
1. Enable "Tick the Automatically create unknown variables ..." located at File>Preference>General
2. Copy the Amaterasu ability in the object editor
3. Import Timed Special Effect Linked List v2.1.2 and DamageOverTime v1.1 systems and their requirements (refer to each system thread for details)
4. Copy the AmaterasuX folder in the trigger editor
5. Configure the Config and Filter triggers as you like
[EXTRA: Daffa Spell Requirement Table]
SPELL DESCRIPTION :
Burns an area with eternal flame for 20 seconds, dealing 100/200/300 damage to everyone within 300 range of the flame's center. Anyone hit by Amaterasu will be engulfed with flame for 9 seconds, dealing additional 11/22/33 damage per second. Flame affected area will be blighted. Units within flame for longer duration receives stacking damage from both main and engulf damage.
320672-1a53c5fa27281f25c94e2756736ddf9d.jpg

SPELL INFORMATION :
Itachi Uchiha model and Amaterasu sound used in the media showcase is not present in the spell map to minimize file size as per map submission rules. I have attached them separately on the first post.
MEDIA SHOWCASE :
CHANGELOG :
Version 1.3:
  • Filter out dead units from being flamed
  • Added a UnitCaster variable for filter uses
  • Improve filter documentation
Version 1.2: Added configurable to alter SFX scale for the Area SFX
Version 1.1.1: Fixed a group leak within the loop portion of the spell
Version 1.1: Replaced DOT with v1.3 to fix a bug where dead units in Amaterasu caused the flame to never disappear
Version 1.0: Released

CREDIT :
ZODD - Amaterasu
ZODD, Toraibaru, Tribalsman, Darkworkx, Valkemiere - AmaterasuV2
Bandai Namco Games, Shin, KibaSx, SoulLife, GoldenEgg, ZODD - Itachi Impact (video)[COLOR]
Previews
Contents

Amaterasu X V1.3 (Map)

Reviews
Rheiko
As a fan of anime spells, splendid! Finally, an improvement at aesthetic aspect. I also like the concept you came up with, the main flame deals heavy damage to units that stay in the location but the damage is not immediate, allowing them to escape...
Here's one with model and sound as shown in the preview video.

So, after a long time of spell crafting in Warcraft III and multiple criticism in regards to aesthetic, I try to improve things related to aesthetic as I move forward. Hope this will be an improvement in comparison to my older works.

EDIT:
This and Amaterasu v1.2 are very distinct interpretations of the same spell (hence I include X for this version to help distinct them). This one is a channel-less blast+DOT combo while the other is a channeling blast ability, so they are not the same spell.
 

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There's a bug from TSELL and DOT system interaction that I cannot patch with TELL, hence I have rewritten DOT system to discard TELL requirement and become standalone. I will update this resources with the new DOT system.

The bug can be found when there's dead corpse of a unit kept getting burnt by Amaterasu or triggered at somewhat random occurence when DOT and TSELL collides.
EDIT:
Patched DOT to v1.3, patched Amaterasu to v1.1
 
Last edited:

Rheiko

Spell Reviewer
Level 26
Joined
Aug 27, 2013
Messages
4,214
As a fan of anime spells, splendid! Finally, an improvement at aesthetic aspect. I also like the concept you came up with, the main flame deals heavy damage to units that stay in the location but the damage is not immediate, allowing them to escape with only burn damage which isn't as destructive as the main flame but punish those who stays for too long.

Although simple, it is an effective design with an apparent flaw (one can easily avoid this ability by using blink or if they have movement speed buff. But the caster can also do a combo with a stun or slow ability to make this ability more effective) and that's what makes it great. Of course, anyone can further tweak the settings to balance it even more or adjust it to their liking.

It surprisingly works well without custom models, too. But adjusting the model size is unfortunately not available in the config trigger, you have to change TSELL_Scale in AmaterasuXCast for it to happen. I suggest adding some options to tweak the model from config trigger, this way if the user has no idea how the spell works, they are still able to simply change it in config trigger.

Not really a fan of blight but since it's optional, everything's good. Overall, good job with this one.
That being said,
Approved
 
As a fan of anime spells, splendid! Finally, an improvement at aesthetic aspect. I also like the concept you came up with, the main flame deals heavy damage to units that stay in the location but the damage is not immediate, allowing them to escape with only burn damage which isn't as destructive as the main flame but punish those who stays for too long.

Although simple, it is an effective design with an apparent flaw (one can easily avoid this ability by using blink or if they have movement speed buff. But the caster can also do a combo with a stun or slow ability to make this ability more effective) and that's what makes it great. Of course, anyone can further tweak the settings to balance it even more or adjust it to their liking.

It surprisingly works well without custom models, too. But adjusting the model size is unfortunately not available in the config trigger, you have to change TSELL_Scale in AmaterasuXCast for it to happen. I suggest adding some options to tweak the model from config trigger, this way if the user has no idea how the spell works, they are still able to simply change it in config trigger.

Not really a fan of blight but since it's optional, everything's good. Overall, good job with this one.
That being said,
Approved
Happy to hear, I will think about the part with escaping and easy to avoid. I think it is sort of how Amaterasu is 'easy' to avoid but once you get hit, it's game point in the anime and manga.

I'll add scaling option to configuration as a todo.
 
Forgot to mention, although the DoT disappears properly after the unit dies, the main flame will still register corpses nearby to DoT. You might want to tinker with the filtering to exclude dead units unless that's the direction you are after.
I think I'll prevent DOT from applying to dead units to minimize the spell load.
 
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