- Joined
- Jun 20, 2014
- Messages
- 539
Requesting for approval
Description
The caster unleashes a devastating attack that causes all burning enemies to explode.
More Details about the spell
The spell is heavily inspired by Ignite from Dragon Nest. (I don't own the video)
Concept
The spell is meant to be a finisher designed for a pyromancer (or any elementalists who wants to stack debuffs for that matter). When the caster finishes casting, it releases a nova which checks whether or not a unit has the specific debuff/s. It counts said debuffs and amplifies the base damage of the spell based on how many debuffs were counted. Debuffs counted this way are removed. The caster has to be mindful when to use the spell since using it too early may cause the caster to lose some dot from the debuffs.
How to Import
How to import:
1) Go to the main window of the world editor then click on file-> preferences-> general then check the checkbox labeled automatically create unknown variable while pasting trigger data.
2) Copy Ignite (Main Ability), Ignite (Disabled) and Switch Ignite
3) Make sure the Switch Ignite has the right abilities in its Data - Ability Upgrade 1 just like in this test map.
4) Export dummy.mdx then import it to your map.
5) Copy and paste the Dummy (Generic) into your map.
6) Copy and paste the Trigger folder into your map.
7) Make sure to configure the values in the Ignite Init. Everything is pretty much explained in the trigger comments.
8) Read some important notes below
Note:
The ability is channeling, make sure that the casting time in the ability is higher than the ones in the trigger value. It is advised to put the value at its maximum. Also the tooltip of the Ignite(Main Ability) and Ignite(DIsabled) are the same. Same goes with the Cooldown and Casting time. It is only there for the sole purpose of avoiding the same unit cast the same ability while casting.
Variant
Ignite (Instant) - The caster no longer needs to fully channel the spell for it to release the nova.
How to Import
How to import:
1) Go to the main window of the world editor then click on file-> preferences-> general then check the checkbox labeled automatically create unknown variable while pasting trigger data.
2) Copy Ignite
3) Export dummy.mdx then import it to your map.
4) Copy and paste the Dummy (Generic) into your map.
5) Copy and paste the Trigger folder into your map.
6) Make sure to configure the values in the Ignite Init. Everything is pretty much explained in the trigger comments.
Credits
Vexorian for dummy.mdx