Custom Hero Ability

Level 6
Joined
May 13, 2019
Messages
46
I know that there is a lot of map that takes this same idea of a custom hero build, but I'm here doing my own version of it. It mixes some different ideas but to make it short, the hero is not the only thing that you'll have to take care of.

Wave of ennemy growing with time...
Ennemy Champion that can change the path of the game...
Outpost to build and maintain to grow stronger and faster...
Randomly Generated Terrain so everygame is different and there is no "Good" start location...
RMK integrated in the map to start new game faster...

So I have my system nearly complet but what I lack is ideas for the Abilities, not that I don't know which one to put, because I could just put classic abilities in there and make it running, like a crit strike, war stom... Etc... But that would be too much of a basic custom hero.

Since I don't really have time (and will) to search and travel through all the custom spells of the hive, I'm here asking you if you encountered any custom spell that would work and would be cool to see on a map.
I'm going for a classic 5 Ability Types :
-Passive (Crit Strik...)
-AoE (War Stomp...)
-Auto (Poison Arrow...)
-Target (Chain Lightning...)
-Summon (Any type of classic or custom units)
I will take some from the classic game, and add custom too. So 6-8 Classic abilities and 5-7 custom ones if I have enough (Roughly 25-35 Custom Abilities).

And if you have an idea of a new custom ability, I can try and make it works (if not too complicated via Trigger, I don't do JASS).

Well here I said what I had to, I welcome every idea that could come across your mind.

P.S. :
I don't really have any screens to show as the map itself is blank since it's supposed to be RMK in game and terrain is random... And PvP/PvE... But if it's really needed I can show some footage once I record them.
 
Level 18
Joined
Feb 2, 2009
Messages
217
There are alot of unique abilities that can be created via using negative values in the World Editor.

One I am a particular fan of is something like a 'Fear Aura' which is just an inverted command aura that only affects enemy units. This aura would have negative values for its attack % bonus and as such you can really turn a melee hero into something tankier by watching your position (as you would have to move closer to some ranged units if you wanted them to be affected by the -%)

I would also implore you to explore some of the unit ability data and turn them into levelable hero abilities. Elune's Grace for example can be used to great effect or if you wanted it to be more of a 'toggleable' ability you can make a levelable Defend.

Hopefully this helps get some ideas going and best of luck on the map!
 
Level 6
Joined
May 13, 2019
Messages
46
There are alot of unique abilities that can be created via using negative values in the World Editor.

One I am a particular fan of is something like a 'Fear Aura' which is just an inverted command aura that only affects enemy units. This aura would have negative values for its attack % bonus and as such you can really turn a melee hero into something tankier by watching your position (as you would have to move closer to some ranged units if you wanted them to be affected by the -%)

I would also implore you to explore some of the unit ability data and turn them into levelable hero abilities. Elune's Grace for example can be used to great effect or if you wanted it to be more of a 'toggleable' ability you can make a levelable Defend.

Hopefully this helps get some ideas going and best of luck on the map!
I have already dealt with negative number by the past but I havn't thought about negative in this kind of way, i'll have to try with other auras as well. Thanks for the idea.
Like a slow aura or a -defense aura... etc...
 
Level 14
Joined
Jun 15, 2016
Messages
753
Custom spell types:
  • Chaos: A passive spell, but require resources to trigger/have a change to trigger (such as mana/hp; % of max mana/hp; gold/lumber;...).
  • Hybrid: An active spell, but work as a passive spell.
  • Counter: An active spell or passive spell, but only work when you attacking/be attacked/be targeted by other spell.
  • Chain: An active spell or passive spell, but only available after you cast trigger a specific spell.
  • Unity: An active spell, but works as different active spells, when target on each different unit type.
  • Combo: An ultimate active spell, but actually an auto-cast combo of other active spells.
  • Charge: An active spell, but with limited uses, require to be recharged by doing specific actions.
  • Swap: After number of cast, change to other spell types.
    There are more to be sure, but that should be enough.
 
Level 6
Joined
May 13, 2019
Messages
46
Custom spell types:
  • Chaos: A passive spell, but require resources to trigger/have a change to trigger (such as mana/hp; % of max mana/hp; gold/lumber;...). Ex: Passive War Storm but require 30 mana or 10% of maximum mana to auto-cast.
  • Hybrid: An active spell, but work as a passive spell. Ex: Active spell to turn on True-strike Aura.
  • Counter: An active spell or passive spell, but only work when you attacking/be attacked/be targeted by other spell. Ex: Passive Chemical Rage whenever you targeted by a hero spell.
  • Chain: An active spell or passive spell, but only available after you cast trigger a specific spell.
  • Unity: An active spell, but works as different of active spells, when target on each different unit type.
  • Combo: An ultimate active spell, but actually an auto-cast combo of other active spells.
  • Charge: An active spell, but with limited uses, require to be recharged by doing specific actions.
  • Swap: After number of cast, change to other spell types.
    There are more to be sure, but that should be enough.
Great ideas there,
  • Chain (I can use killing things or things like it)
  • Counter (Easy to do and plenty of spells to use)
  • Charge (Great idea for an "evolving" spell or similar)
  • Swap (Cool idea for a alternative spell like swap between chain lightning or healing... etc)

Being the most usefull to me, as there is no real "Ultimate", Combo depends too much of what every player wants to take, Unity is a nice idea, but there is too much differents units and it will be too time consuming to set

Thanks for the ideas.
 
Top