- Joined
- Aug 27, 2007
- Messages
- 1,164
BETA STAGE
This hero is now in BETA STAGE and under major construction ...
His abilities may be deleted .... so just i wanted to give some...
WIP !
Tell me what you think
Bane said:@ Everyone: What name would suit my hero better/sounds better: Argent Vanquisher, Argent Duelist, or Divine Duelist
@ Rmx:
The ulti, exactly what Aspard said, and one thing about the passive:
Let's say the unit's default speed is: 255
When his speed is like 350 (due to the passive) it carries Boots of Speed, the speed becomes 400. Wouldn't it then set back to 255? and sort of fuck up the whole movement speed system?
And you set it to "Default speed" (as I noticed, I didn't read trigger so I might be wrong) then won't that be also ignoring all speed items by disabling their effect?
Get my point eh?
This hero is now in BETA STAGE and under major construction ...
Ah exelent. Cuz I can work it out to be some sort of spell or somth. I thryed that spell I told ya about. Stormbollt + explozion on hit target. Didnt work. All was nice but I had trouble fixing targets
No time to thry and fix it. Will practise later, after contest is over![]()
Can't agree on that.
Immolation is an active spell which lasts during desired time
Passives are always active, therefore their name is passive.
That's exactly why I give you all that stuff on what's bad with your spell, since it's beta and you need to fix it =DRmx said:Like i said, it is just BETA and therefor testing the hero still, about the passive it may not make it to the final release, the Ultimate is getting heavy fixed and nurfed, the hero attributes is now agility, many changes will be made.
You realize that this statement made no sense? This would mean that any spell to be considered active would have to cost no mana. =PAspard said:All mana-consuming spells can be treated like passive, I think.
Sabertooth said:But you have to choose when to use an "activated passive" or else there will be some negative side effect, such as mana or health loss, move speed reduction, etc.
Rmx said:PERMENANT IMMOLATION is not an active ...
And everyone gets that it's a wink after the first )
xDDDDD
If its not too late to join in, i would like to give it a shot, count me in![]()
If its not too late to join in, i would like to give it a shot, count me in![]()
I think you can join any time, even on 30 of June
Just finish before the 1st of July. I'm thinking about taking part too, but have no idea about the hero. ;(
Just join this contest guys!
The better it makes me look when I win!
... and the lower the chance I do so! D:
So true! 33Things are going pretty well here![]()
I'll go for something like "Heaven's Blade" XD@ Yearight, the sword is half the level of hero.
@ Everyone: What name would suit my hero better/sounds better: Argent Vanquisher, Argent Duelist, or Divine Duelist
Lets come to a conclusion: Anything that can trigger when you're afk is passive, anything that can't is active, assuming that there's no AI playing for you.Let me dare to agree with Rmx, I think that Immolation (permanent or not - doesn't matter) - is kinda a passive ability, not active. All mana-consuming spells can be treated like passive, I think.
My new hero concept! It's a water elemental hero. (Not ice in any way.)
Name: Mist
Attribute: Intelligence
Model: http://www.hiveworkshop.com/forums/...ord-48381/?prev=search=ice%20lord&d=list&r=20
Spell 1 [Channeling]
Draw Water
Mist will draw the water around him over time. Making him draw the water out of the air and earth which will heal him by a base of 5 per second. He will be healed for each tree in range each second and he will be healed for each unit in range and draw them toward him as he draws the water out of them.
Spell 2 [Active]
None Yet
Spell 3 [Passive]
None Yet
Spell 4 [Ultimate]
Liquid Accumulation
Mist will tap upon his own water blowing himself up like a bubble amd grow bigger. When activated he will grow by 1% of his current life per second as accumulated water. If attacked he will lose a percent of his water making him lose 1% of the damage he took as the accumulated water. When he is healed he will gain 1% of the healed life as accumulated water and when reaching 100% accumulated water he will burst dealing his max life in a little area around him. Done
Do you see the synergy between the spells?
Systems that do most of the work for you are not allowed. This includes things such as "Caster Systems". However, things such as damage detection or Struct attachment systems are fine as long as the author is credited.
I think it's ok to use it, for it doesn't do the whole work for you, but makes the spell more efficientAspard said:What about "Jump System"?
Just a little question:
I gave my Stone spell an aura that has no effect on units, but only gives them the buff that shows them they are in range of the gold draining effect. Does this count as decreased efficiency or improved playability? :O
And by the way, might be a stupid question.. but the map that the hero is in, do i have to put out some units and such you can try the hero, or is it enough with only have the hero to look at in WE?
Is it beater to make abiliti with lvl:
1) Make 1 trigger, and use if/then/else multy action to make lvls of spell diferent.
2) Make 3 simmular triggers and just chang condition that states the lvl of abiliti, and change vallues (dmg delt, hp healed, etc.)??
@Rmx
Your hero doesn't really have much synergy. Why? Because he has no mana to combo -_- Please reduce the mana cost of his abilities.
Also, it would make sense that his Madness does damage based on his movement speed * something. Then his Red Rage thing would be more effective. And maybe make an AoE effect kind of damage too, when you hit something
If i remember the unit don't play his animation when charging.
Try to make the rhino play stand animation when charging.
I think you will need to use jass for that as you can't play walk animations normaly
EDIT:
This contest is expanding.
Hope to see quality work, not only object editor stuff![]()