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Hero Contest #2 - HQ Hero

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Level 11
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Jun 28, 2008
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Well, my are not MUI,and noone should have problem with my hero if used in normal map. Or campaigne. But in somthing else...
Hehehehahahahohohoh that poor soul :p
 
Level 11
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Yes. But, since my triggers work, and no leek, I am hoping for atleast 5/10 points. If I do well on other parts, I can have 25/30. Whitch is not that bad, now is it ^.^
 
Level 25
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Jun 5, 2008
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I have decided to post current finished spells descriptions here too see public reaction on them(suggestions, etc).
Should finish the hero soon.
Only ultimate remains.


Fires off a mortar missile, upon reaching the targeted area the missile cracks sheding mines upon the battlefield. Each mine deals 65 damage in 250 AOE upon destruction.Gains benefits from Shrapnel Technology.

Level 1 - Deploys 3 mines.
Level 2 - Deploys 4 mines.
Level 3 - Deploys 5 mines.


Throws a spining bomb at the target area. Upon almost reaching the ground the bomb explodes sending shrapnel on nearby units dealing physical damage and reducing speed. Multiple casts stack.Gains benefits from Shrapnel Technology.

Level 1 - Deals 15 direct damage, reduces movement speed by 5 and deals 3 damage per second for 10 seconds.
Level 2 - Deals 20 direct damage, reduces movement speed by 7 and deals 4 damage per second for 10 seconds.
Level 3 - Deals 25 direct damage, reduces movement speed by 9 and deals 5 damage per second for 10 seconds.


Provides the Clockwerk hero a deeper understanding of physics allowing him to improve his abilities. Each level increases the potency of his other spells.

Cluster Mines - Adds 3 damage per second to affected enemies and a 100 points knockback.
Crack Bomb - Increases the potency of the shrapnel sprayed, increasing the chances of double shrapnel sprays for 10%.
Ultimate - unknown.

 
Level 9
Joined
Dec 4, 2007
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562
Hey everybody, I have only 2 small problems with my spells ( + I think it is not MUI).

My hero is called Deathscream and I made the skin, woho. To bad his pants look terrible but I will fix that later (after this contest).

This is my ultimate.

You create a graveyard at your current position. All enemies in it takes 30 damage per second, and they cannot escape it. The graveyard has a 300 AoE. All enemies that dies inside it will rise as skeletons. Last 10 seconds


So, the problem is that I cant make it so that they cannot exit the graveyard zone (and if you come up with a solution that makes it impossible to exit and enter that is also good xD) and I dont know how to make skeletons spawn when a unit dies.
 

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Level 16
Joined
Feb 22, 2006
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ok finally i found some time to work on my hero... finished my 3. ability
here the description:


Destruction

To damage an enemy, Alynil concentrates her power on the inner strength of her target. The enemy will be forced to bear torturous pain. Each second the target is damaged and also there is a chance of 8% that the power of this spell will overload and damage all nearby enemies.
Lasts 8 seconds.
For each 'Magical Sphere' the chance is increased by 4% that the spell overloads.
This ability grants a Magical Sphere.
Level 1 - Deals 10 damage per second and 35 damage if the spell overloads.
Level 2 - Deals 20 damage per second and 70 damage if the spell overloads.
Level 3 - Deals 30 damage per second and 105 damage if the spell overloads.
 
Level 9
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Hehe nice xD.Schurke, but you wrote "The enemy will be forced to bear torturous pain." I think you should write bare, I dunny myself, but Bear is a animal :).
 
Level 9
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562
Hey? Can somebody help me with a thing with my hero. I jsut need to know how to make it like if a unit dies within an area then a skeleton will rise at his location.
 
Level 18
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Mar 13, 2009
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1,411
I hope this works:

  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
      • (SpellRegion contains (Triggering unit)) Equal to True
    • Actions
Made that up a bit hasty and never tried a trigger like that, but it was at Boolean Comparison :p

I guess you can understand the rest (Variable = position of unit then create unit there etc...)
 
Hey? Can somebody help me with a thing with my hero. I jsut need to know how to make it like if a unit dies within an area then a skeleton will rise at his location.

Unit dies

Unit type of triggering unit is <your unit>

Create <unit> for <owner of triggering unit> at <position of triggering unit>...

But note this leaks :p
 
Level 11
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Jun 28, 2008
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Aww , fu*k I just noticed 1 pf my spells isnt working. Somtihng went bad when I moved hero from test map to emerald garden...
Gona fix that. Good thing there is still time :p
 
Level 9
Joined
Dec 4, 2007
Messages
562
I hope this works:

  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
      • (SpellRegion contains (Triggering unit)) Equal to True
    • Actions
Made that up a bit hasty and never tried a trigger like that, but it was at Boolean Comparison :p

I guess you can understand the rest (Variable = position of unit then create unit there etc...)

Well... It is like the region where he can die is circular so it is more like a unit group.

+rep anyways :p
-BerZerKer- said:
Unit dies

Unit type of triggering unit is <your unit>

Create <unit> for <owner of triggering unit> at <position of triggering unit>...

But note this leaks :p
Well, I'd like it so that every unit that dies spawns a skeleton not just 1 unit type :).

+rep anyways :D
 
Level 11
Joined
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Messages
2,365
My hero is done. I dont have any ideas about tweaking, so I probably wont.

Billy, when ever I see your avatar I think its Piramidhe@d, because he used to have a similar avatar :p
 
JASS:
    function condition takes nothing returns boolean
        return GetSpellAbilityId() == Spell
    endfunction

Earlier, you define Spell = 'A008'.
Or simply :

JASS:
    function condition takes nothing returns boolean
        return GetSpellAbilityId() == 'A008'
    endfunction

Edit: I see.

You defne the 'A008' as a global integer.

JASS:
globals
private constant integer Spell        = 'A008'
endglobals
 
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