Deleted member 247165
D
Deleted member 247165
--- Create cool custom spells without triggering / coding ---
I was really having fun while doing these. I will, of course, upload other stuff once I find.
This was saved using patch 1.31. (See attach in the post). I uploaded it so that you can easily understand the tricks behind these spells.
If you also found something cool in the WE, please post
As we all know, whenever we create heroes for our projects we want it to have nice abilities and unique as well. The best way to do that is to use GUI/MUI or other coding language from the WE. BUT, there are people who didn't learn how to make spells using those or other people that simply don't want to use triggered spells and instead, they stick to the ones from the Object Editor, (And based on what I've seen while playing, reviewing, testing dozens of projects, there are many people who barely trigger the spells). Then again, triggering is the fastest way for custom spells since you can easily maneuver them and is highly recommended if you have a DDS in your project. I've been experimenting stuff in the WE recently, different combinations of abilities, weird values used for heights, attack types, passive abilities and so on, and I discovered some pretty cool stuff: |
In the video above, we got 4 custom abilities and the way they are made is explained below: #1 Instant Summon This one is made using negative cast range on an instant summon. The summon is a dummy with the burning effect that expires after 1 second. To do that, set its life to a value and the regeneration to negative, calculating the time you want. ALSO VERY IMPORTANT SET THE COMBAT TARGET AS VALUE TO "DEBRIS" so that it wont be affected by other healing sources to have the time delayed xD #2 Exploding Summon Is another summon, using calculated values to make it explode after a set amount of time. For the damage, use the AOE Death of the goblin mines , same for the first spell. #3 Arcing Stormbolt Is actually a mere Storm Bolt edited with MISSILE ARC SET TO 4 so that it makes the missile go into the sky first then fall upon the target. #4 Frost Barrage Is a summoned dummy with flying height of 2500, attack rate of 0.05 (set the dmg you want) and to make it hit multiple targets, make a barrage ability and add it to it. With all of these put on, enemies around will be repeatedly hit by falling arrows (or anything you want). NOTE THAT IT IS VERY IMPORTANT TO USE SUMMON WATER ELEMENTAL FOR INSTANT CAST ABILITIES. The reason is because the dummy will have the lightning poof effect when the spell ends if you used for example Feral Spirit, Summon Quillboar, Misha, Spirit Bear etc. |
In the second video we got 3 custom spells which are more eye candy let's say: #1 Healing Blast Is made using instant summon (Water Elemental) using a dummy that expires the same way as the spell in the previous video. Here we got normal cast range so it summons in front of the hero (you can put the range you want). For the healing, I used negative values on the land mine AoE dmg but even though I checked and tested the radius many times, it only applies the heal to targets near or outside the dummy and not in it. Weird, the damage value worked normally for other spells. #2 Meteor Shower Is actually Storm, Earth and Fire, using dummies with 3000 flying height, locust put on so they are invulnerable but they are still selected (actually good since you can target the enemy you want xD ). For the visuals, just have fun with the missile arc, effect you wanna use and the radius (it can be increased or decreased as you like). #3 Lightning Burst Is a targeted cast point summon which again uses a dummy with flying height of 3000 and has a lightning attack. In order to change the lightning type and the blast effect, simply edit the Chimaera's lightning attack and attach it to the dummy. Put the attack range you want and voila. A spells that causes lightning bolts to hit enemies on the ground. |
In the third video, we got 4 custom spells that would fit a melee hero mostly: #1 AoE instant dmg + debuff and magic immunity Is made using Bladestorm actually, with 1.01 duration and DPS set to 450, turning it into an instant active damage ability that can be cast while moving and also dispels your hero and grants it magic immunity which can be extremely useful especially versus multiple opponents. KEEP IN MIND THAT IT ALSO SILENCES YOUR HERO FOR THE DURATION YOU SET. #2 Using "permanent immolation" in combination with a dummy via any Summon Is based on Water Elemental Summon, using a dummy for the lightning effect. Two Permanent Immolations abilities are added on it, one that deals 150 damage every 0.50 seconds to enemies and another one that heals allies for the same damage every 0.50 seconds. (For the heal, put negative values and set the targets allowed to ground, air, allied, friend). #3 Double Damage AoE Attack passive Is actually the Cleaving Attack with the splash effect modified, radius increased a lot and the value of the damage distributed doubled. This way, your MELEE hero can deal twice the amount of its damage to enemies around the primary hit foe. (it does not affect the target you're attacking and only those in the area of effect) #4 Swarm summon with different attack Is Locust Swarms (pretty obvious), but with no healing, only 5 dummies and set to affect enemies 1 per target. This means that each coil will target only one enemy and multiple coils will not hit an isolated enemy at the same time. For the cool lightning blast, use the Chimaera's attack, modify the lightning as you want using the passive Lightning Attack and then attach it to the dummy. DO NOT ATTACH ORB EFFECTS ABILITIES (made using Orb of Slow or Orb of Lightning), BECAUSE THEY WILL NOT FORCE RIGHT CLICK TO TRIGGER THE PASSIVE ! |
I was really having fun while doing these. I will, of course, upload other stuff once I find.
This was saved using patch 1.31. (See attach in the post). I uploaded it so that you can easily understand the tricks behind these spells.
If you also found something cool in the WE, please post
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