- Joined
- Jul 16, 2004
- Messages
- 390
Can someone please help me out with these spells for my map???
Theres a good few of them so i'll try and organize it a bit.
For my Paladin
1- Blessed Spirits: Summons holy spirits to heal allied units. (Looks like Locust Swarm but doesnt attack enemies and heals the Paladin and allies.)
----
2- Otherworldly Charge: Creats a holy shield which absorbs all physical damage for XX seconds. (Kinda like mana shield but only costs mana to cast and doesnt drain when the Paladin is attacked.
For my Zealot:
1- Zeal (Auto Cast): Allows the zealot to attack twice. (Pretty much the Paladin's zeal from Diablo 2)
----
2- Divine Intervention: Reincarnate the Zealot by his unseen masters. Enemy units surrounding his corpse suffer decreased armor as their morale sinks with the knowledge the Zealot is not yet defeated.
For my Vampire: (Yes the names all use the word Vampiric. I will research some vampire information so I can make the abilities sound more creative)
1- Vampiric Blood: Increases the vampire's hit point regeneration and blocks a negative spell every XX seconds.
----
2- Vampiric Gaze: Puts target enemy unit to sleep.
----
3- Ultimate - Vampiric Bite: Steal XX health from target unit. If unit is a hero and under the effect of Vampiric Gaze it takes XX bonus damage. If target is a creep and is asleep due to Vampiric Gaze, and is killed by this attack, it will turn into a minion with life steal attack under the Vampire's command.
For my Archer:
1- Multishot (Autocast): Attack multiple targets (go figure)
----
2- Piercing shot: Shoots and arrow that damages enemy units in a row
----
3- Fire Arrows: For a set amount of time, the Archer covers his arrows in a flamable substance and sets them alight to do fiery damage to enemy units. (Basically, for XX seconds, his attacks to splash and has the searing arrows animation.)
For my Ent:
1- Constricting Roots (Aura): Slows enemy units near the Ent (I know how to do that part), and every XX seconds, roots burst forth from the earth, covering enemy units and immobalizing them while injecting painful toxins.
----
2- Nature's Wrath: The Ent summons forest spirits to damage and poison enemy units in a circle around the Ent. (Creates an explosion of natural energy in a circle around the Ent using the Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl model, regardless if theres enemies around the ent. to look something like this
......OOO
....O.....O
..O.........O
..O...Ent...O
..O.........O
....O.....O
......OOO
Except, you know, more like a circle (like a nova i guess))
----
3- Ultimate: Unnatural Growth: The Ent roots himself into the earth and draws upon the energy of nearby enemies to sustain his form.
(The Ent roots himself, and entangling vines burst forth from teh ground and sap enemy units health. However rooting drains his mana very fast but depending on how many enemies are entangled, it is drains slower. Basically, the more enemies there are, the more he'll stay rooted and the more life he drains)
Pyschic:
1- Sap: Drains an enemy units health over XX seconds. The Psychics mana is restored for each point of health drained.
----
2- Telekenetic Distortion: Mass mana burns an area.
----
3- Overflow: Transfers the Psychic's mana to an enemy unit. If the enemy unit's total mana point is reached, it overflows dealing massive damage to the unit. The freed energy swirls around the target for XX seconds slowing enemy units in its area and combusting their mana.
(Like a mana drain that transfers to the targeted unit)
----
4- Cataclysm: Frees all the stored mana that Psychic has and causes mass destruction around the Psychic. Even she isn't immune to its effects and is left at 10% of her health.
Other abilities:
Noxious Gas: Shoots out a serious of poison clouds at an enemy unit. If any enemy units are nearby the targeted unit but are not caught in wake of the clouds, they branch off towards that unit. (
(Kind of like a tree of poison)
Dark Pull: Creats a swirlling vortex that slowly sucks enemy units in. After XX seconds the vortex explodes dealing damage to units in relation to their distance from the explosion.
If you dont know how to, i wont hold it against you, but even the slightest attempt to help solve my ability plight would be greatly appreciated.
Theres a good few of them so i'll try and organize it a bit.
For my Paladin
1- Blessed Spirits: Summons holy spirits to heal allied units. (Looks like Locust Swarm but doesnt attack enemies and heals the Paladin and allies.)
----
2- Otherworldly Charge: Creats a holy shield which absorbs all physical damage for XX seconds. (Kinda like mana shield but only costs mana to cast and doesnt drain when the Paladin is attacked.
For my Zealot:
1- Zeal (Auto Cast): Allows the zealot to attack twice. (Pretty much the Paladin's zeal from Diablo 2)
----
2- Divine Intervention: Reincarnate the Zealot by his unseen masters. Enemy units surrounding his corpse suffer decreased armor as their morale sinks with the knowledge the Zealot is not yet defeated.
For my Vampire: (Yes the names all use the word Vampiric. I will research some vampire information so I can make the abilities sound more creative)
1- Vampiric Blood: Increases the vampire's hit point regeneration and blocks a negative spell every XX seconds.
----
2- Vampiric Gaze: Puts target enemy unit to sleep.
----
3- Ultimate - Vampiric Bite: Steal XX health from target unit. If unit is a hero and under the effect of Vampiric Gaze it takes XX bonus damage. If target is a creep and is asleep due to Vampiric Gaze, and is killed by this attack, it will turn into a minion with life steal attack under the Vampire's command.
For my Archer:
1- Multishot (Autocast): Attack multiple targets (go figure)
----
2- Piercing shot: Shoots and arrow that damages enemy units in a row
----
3- Fire Arrows: For a set amount of time, the Archer covers his arrows in a flamable substance and sets them alight to do fiery damage to enemy units. (Basically, for XX seconds, his attacks to splash and has the searing arrows animation.)
For my Ent:
1- Constricting Roots (Aura): Slows enemy units near the Ent (I know how to do that part), and every XX seconds, roots burst forth from the earth, covering enemy units and immobalizing them while injecting painful toxins.
----
2- Nature's Wrath: The Ent summons forest spirits to damage and poison enemy units in a circle around the Ent. (Creates an explosion of natural energy in a circle around the Ent using the Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl model, regardless if theres enemies around the ent. to look something like this
......OOO
....O.....O
..O.........O
..O...Ent...O
..O.........O
....O.....O
......OOO
Except, you know, more like a circle (like a nova i guess))
----
3- Ultimate: Unnatural Growth: The Ent roots himself into the earth and draws upon the energy of nearby enemies to sustain his form.
(The Ent roots himself, and entangling vines burst forth from teh ground and sap enemy units health. However rooting drains his mana very fast but depending on how many enemies are entangled, it is drains slower. Basically, the more enemies there are, the more he'll stay rooted and the more life he drains)
Pyschic:
1- Sap: Drains an enemy units health over XX seconds. The Psychics mana is restored for each point of health drained.
----
2- Telekenetic Distortion: Mass mana burns an area.
----
3- Overflow: Transfers the Psychic's mana to an enemy unit. If the enemy unit's total mana point is reached, it overflows dealing massive damage to the unit. The freed energy swirls around the target for XX seconds slowing enemy units in its area and combusting their mana.
(Like a mana drain that transfers to the targeted unit)
----
4- Cataclysm: Frees all the stored mana that Psychic has and causes mass destruction around the Psychic. Even she isn't immune to its effects and is left at 10% of her health.
Other abilities:
Noxious Gas: Shoots out a serious of poison clouds at an enemy unit. If any enemy units are nearby the targeted unit but are not caught in wake of the clouds, they branch off towards that unit. (
(Kind of like a tree of poison)
Dark Pull: Creats a swirlling vortex that slowly sucks enemy units in. After XX seconds the vortex explodes dealing damage to units in relation to their distance from the explosion.
If you dont know how to, i wont hold it against you, but even the slightest attempt to help solve my ability plight would be greatly appreciated.