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Mass Spells Needed! (MPI, GUI, Leaks dont matter)

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The title should explain what I am looking for, but I will go into detail:
These skills will be added in an upcoming skill pack for Custom Hero Arena Revolutions

Wanted:
-Lots of spells!
-Do not need to be MUI, only MPI. They can be MUI of course; but I feel as though MPI is easier to make, IMO.
-Do not need to have their leaks cleaned, unless they produce a lot. A lot by my standards are over 1000 per cast. I use mastermalts automatic leak cleaning system; works great, allows me to be lazy.
-Please GUI only; as I plan to edit the skills, minorly, and jass confuses the hell out of me.
-These skills do not need to be hardcore advanced or anything; just spells that you cannot normally find in the WC3 ladder; however dont remake a ladder skill and just swap out a graphic.
-No use of blink, or blink type moves; nothing that allows you to fly, or remove pathing.

How to go about doing this:
- Best bet is to suggest a skill idea you would like to work on (again, can be basic, and can be based partly on ladder abilities; so long as there is some customization through triggering) and to get the thumbs up. I already have a lotttt of abilities in the game, and dont want anyone to work hard on something, then find out I have a skill identical to it already.

Additional Info:
- I will +rep anyone who makes an attempt
- Credit to any skill I use in the map
- Yes, I have been through the spells of this site; and have found maybe 20 that I want to try to use. Of them; 15 will prolly be used. I need a good 15 more skills on top of that to reach my goal of a 30 spell "addition".

Thanks for looking!
 
anyway, its better if you think of an ability you want the users to make to avoid users thinking of ability which you already have...

if you need ideas though, I think its better to put this on the idea factory...

since I actually don't do spells in GUI nowadays, I suggest the Ravage Ability! (in simple terms if you dont know DotA, its a mass Impale ability...)
 
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Alight; I copied this to idea factory; since I guess it is more ideas than specific requests.

^^I dont play DOTA, but I think I have seen that. A simple way to make that would be to cast impale from dummy units every, say, 15 degrees around the caster, eh?

On the topic of leaks; because that seemed to get to yeh. The leak cleaning system will clean any and all GUI leaks. It doesnt work on JASS, vJASS, or whatever else people might be using; GUI only... So, for what few JASS triggers I am forced to use; I have to manually clean them. But, this thing cleans everything. Downside is that I need to use variables for anything needing to be saved for more than 30 seconds; which isnt hard at all.

Anywayssss, guess this is in the think tank; unless 1 person is making all of them, I dont feel it is worthy of project recruitment.
 
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Frankly, if the spells are simple, I can make all 15 of them. And I have the time to do so. AND, I have the ideas to do so. But I don't like the way this works here. I suggest abilities, you check if you want them, if you want them I make, and then I give them to you. I'd rather you post 15 ideas and I'll get it done.

P.S. I make it a habit to clear all leaks on my own.
 
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Alright; I will try to come up with some suggestions; my biggest problem is that I am semi-drained of ideas. I have a handful though.

Land Mines: (point target)
Unit drops an invisible, invuln mine at point; If an enemy comes within X of it, it explodes in X raduis, dealing X damage. If nothing comes near it, after X seconds it explodes anyway.
- A unit needs to be able to have multiple mines down at once (Cd shorter than duration)
- Explosion AoE and Damage increase with level

Paralysis: (unit target)
Casts a curse on an enemy (buff) causing the unit to be stunned for X seconds every X second, lasting for X seconds. If the unit is debuffed/ ability wears off, it is stunned for an additional X seconds.
- Debuff stun and duration have to be changable with level

Lightswarm: (no target)
Hero shoots out X number of little bolts, each of which hit a random unit in X range of the hero, dealing spell damage.
*I am kinda looking for an animation that has them come out like a locust swarm; but hit like a single target spell on each target. Maybe launch them up like flares or something? IDK, not too picky.
- Damage and number of swarms/bolts must increase with level

Soundwave: (point target)
Shoots out a soundwave from the hero. Say; 60 degrees in front of the caster? casting out 700 feet/area; goes through targets hit; dealing X damage and silencing units hit for X seconds.
- Damage and silence time increases with level

Spitfire: (no target)
Similar to an inferno ability; but with fast firing bolts. While casting for X seconds, the hero cannot move or attack, but can spin. Whatever direction the hero is facing, shoots a small fireball every .X seconds; dealing X damage to anything hit.
- Damage increases with level, time between "attacks" decreases per lvl, range on bolts increases with level.

Frozen Shield: (Target unit)
(Diablo 2 type skill) Unpurgeable buff. While this is up; gives a chance when the hero is attacked; a small bolt of ice shoots back in the direction of the attacker (no target lock on) the bolt, if it hits an enemy, deals X damage and slows the targets for X seconds. (can just use frost slow for this)
- buff duration, damage, and slow duration increase with level

Thor's Curse: (target)
debuff, Deals spell damage every X seconds to the target. When it is purged, or the timer runs out; it causes a lightning explosion, dealing additional damage in an AoE.
- Damage per second, End Damage, and AoE increase with level.

DragonSlayer: (self cast)
Allows melee units to attack flying units, and gives them X bonus damage, for X seconds.
- Damage increases with level

Sonic Boom: (no-target)(Basic knockback)
Pushes all enemies in an area back X yards. Pathing remains on during this; but units cannot attack or cast while being pushed.
- Distance pushed, and speed pushed change with level.


These are what I can currently think up; The majority of them are simple; you can base anything off current game skills, so long as the ability is castable from a dummy unit.
 
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Glorn2 said:
Land Mines: (point target)
Unit drops an invisible, invuln mine at point; If an enemy comes within X of it, it explodes in X raduis, dealing X damage. If nothing comes near it, after X seconds it explodes anyway.
- A unit needs to be able to have multiple mines down at once (Cd shorter than duration)
- Explosion AoE and Damage increase with level

Completed.

Glorn2 said:
Paralysis: (unit target)
Casts a curse on an enemy (buff) causing the unit to be stunned for X seconds every X second, lasting for X seconds. If the unit is debuffed/ ability wears off, it is stunned for an additional X seconds.
- Debuff stun and duration have to be changable with level

What do you mean by debuff, is it purge or a negative buff? Does this mean
Stun times are:
No debuff: 2,2,2,2,3(spell ends)
Has debuff: 3,3,3,3,4(spell ends)?

Glorn2 said:
Lightswarm: (no target)
Hero shoots out X number of little bolts, each of which hit a random unit in X range of the hero, dealing spell damage.
*I am kinda looking for an animation that has them come out like a locust swarm; but hit like a single target spell on each target. Maybe launch them up like flares or something? IDK, not too picky.
- Damage and number of swarms/bolts must increase with level

I need more details, can't understand this. And also more details on how the effects should be.

Glorn2 said:
Soundwave: (point target)
Shoots out a soundwave from the hero. Say; 60 degrees in front of the caster? casting out 700 feet/area; goes through targets hit; dealing X damage and silencing units hit for X seconds.
- Damage and silence time increases with level

Seems like a fun spell to do.. But I can't progress because, I don't understand what is 60 degrees in front of the caster o.o.
Also, is it okay if the spell is rectangular? instead of opening it out in a fan(Because it's hard to detect the units in the Aoe.)

Glorn2 said:
Spitfire: (no target)
Similar to an inferno ability; but with fast firing bolts. While casting for X seconds, the hero cannot move or attack, but can spin. Whatever direction the hero is facing, shoots a small fireball every .X seconds; dealing X damage to anything hit.
- Damage increases with level, time between "attacks" decreases per lvl, range on bolts increases with level.

Doing this now. If I understand spin, it means turn right? Meaning the unit has 0 movespeed during the duration of the spell?

Glorn2 said:
Frozen Shield: (Target unit)
(Diablo 2 type skill) Unpurgeable buff. While this is up; gives a chance when the hero is attacked; a small bolt of ice shoots back in the direction of the attacker (no target lock on) the bolt, if it hits an enemy, deals X damage and slows the targets for X seconds. (can just use frost slow for this)
- buff duration, damage, and slow duration increase with level

Will do this after Spitfire.

Glorn2 said:
Thor's Curse: (target)
debuff, Deals spell damage every X seconds to the target. When it is purged, or the timer runs out; it causes a lightning explosion, dealing additional damage in an AoE.
- Damage per second, End Damage, and AoE increase with level.

Again what does debuff mean?

Glorn2 said:
DragonSlayer: (self cast)
Allows melee units to attack flying units, and gives them X bonus damage, for X seconds.
- Damage increases with level

I'm not sure about this, but I'll try. Maybe I can work around the item abilities.

Glorn2 said:
Sonic Boom: (no-target)(Basic knockback)
Pushes all enemies in an area back X yards. Pathing remains on during this; but units cannot attack or cast while being pushed.
- Distance pushed, and speed pushed change with level.

Push backwards meaning backwards of where the unit is facing, or the opposite of where the caster is facing?


Glorn2 said:
These are what I can currently think up; The majority of them are simple; you can base anything off current game skills, so long as the ability is castable from a dummy unit.

You have a strange definition for simple spells...

Edit: For spitfire, I'm making the missiles go faster instead of time between attacks, hope that's okay with you. (Because it would require creating many triggers, since the event is different each time.)

Edit: Also, for spitfire, I believe the missiles disappear upon impact as well right? Can I make it NOT be removed on impact instead? Can the unit move while this spell is in effect? (I'll stop doing this spell for the moment due to too many unanswered questions.)

Edit: Can I make Frozen shield purgeable? Frankly I have no idea how to make buffs unpurgeable. (Unless preventing purge to be casted on unit)

Edit: Completed Dragon Slayer, everything else on hold.
 
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debuff= a negative buff. AKA, a buff that represents a negative spell. The ability "Slow" is a debuff. So; a debuff is, simply put, a buff.
A buff can be removed with the purge ability, consume magic, abolish magic, or a handful of other abilities.
An effect with a duration is an "unpurgable buff" that is, it stays on the unit no matter what the do. Parasite is a great example of this.

paralysis: If a unit has the buff "paralysis" then they will be stunned every X seconds. When the unit loses that buff, they are stunned for a single, larger stun.

Lightswarm: Not sure how to better explain this; I have... zero skill making cool SFX for abilities. The best thing I can think up is uhhh... Kind of like cluster rockets. Except each rocket only hits a single unit at random, and there is no stun. Also; the rocket is a different model; say a wisp or something.

Soundwave: yeah, if this is just a rectangle, it would work; much simpler math.

Sonic Boom: Backwards from the caster, sorry for not clarifying that.

>> Sorry if these werent as simply as I had advertised; the looked kinda simple on paper.
Spitfire: Yeah, it is fine to do it that way if it is a hassle to change the time between attacks. Uhh; sure, you can allow the spitfire bolts to go through targets hit if it makes the triggering much easier for you. The casting unit cannot attack, move, or cast other abilities. Set movespeed to zero would work; so they could still turn around; this changing the direction of the fireball.

For frozen shield; if you cannot get it to work as an effect; then just do the triggering for the unit having the buff; (Just the trigger "a unit is attacked, unit has buff, then do....) and I will make a dummy unit with an aura that gives the buff; to follow the unit for the duration of the ability.

Thanks again for making these ^_^
 
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The spitfire, if you want the hero to actual turn it's facing angle, It'll be hard to actually disable attack.

I can try making the frozen shield unpurgeable, but I need you to explain how parasite is an effect and not a buff, or if there are other such effects that are positive, otherwise frozen shield will be treated as a debuff.

Edit: Completed sonic boom. You don't want to add any damage?
 
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For spitfire; is it possible to prevent the unit from dealing attack damage? Worst case; we can slap a debuff on him that gives a 100% chance to miss attacks; but that wouldnt disable "chance on attack" procs... But; I could work with that; if the unit cannot move, but can still spin.

Sonic boom; Damageless skill; I am gonna use it on a semi-short cooldown more as a defensive skill.
 
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I just found out you can disable attacks through silence as well, so attacks prevented should not be an issue :thumbs_up:

So far completed:
Land mines 100% customizable
Sonic boom 100% customizable
Dragon slayer 100% customizable
Soundwave 100% customizable -Edit-

Put on hold:
Spitfire 80% completed 50% customizable
Frozen shield 90% completed 50% customizable

Currently doing:
-

Haven'ts started:
Thor's curse
Paralysis

Not doing:
Lightswarm (A little too hard for me, to trigger the effects)

Edit: I thought I'd upload as I go so you can check out the spells and see if they are satisfactory before I go on to the next
Download here.

Edit: Will put hold to this for a day or 2.
 
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I can do the Lightswarm ability, want to get it flashy, or just normaly effected. Also is it a point target, a unit target or no target ability?

It would also help if I have the glitch of which Hero/unit would use this so I can sfx it according to the Hero. (like frost Hero frost sfx)
 
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So how is it?

It is very good; all of the skills work. Any minor tweeking I will do on my own; but very nice. I added some creeps to the map to better test things, and could find no problems. Thanks!


@Darkwing: I would like it a little flashy; but not one of those ultra-omega-super-explosion-justlostmyeyebrows, kind of flashy. Really, using wisps, or glowing missiles, with small explosion graphics when they hit is good enough. Also, it is a no target ability; but, it targets stuff (like starfall). AKA, you cast it, and all these lightswarms fly up; then back down, targetting/exploding on any enemies in the area. These skills are for Custom Hero Arena; that is, no hero has a set ability list. You cant really make hero-specific graphics for any ability.

Thanks for looking; get back to me if you have anymore Q's.
 
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only damage; gotta keep it simple ^_^. And no problem on time; take as long as you need. I am not planning a release of the new edit for 5 months or so; and wont even be skill testing until I reach my goal of 30+ new skills. you can do it next month if you gotta; so dont feel time constrained. thanks again!
 
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Skyblader, Im having a problem with Spitfire. It seems as though you forgot to add any damage dealing part to the "hits a unit" trigger... And, well, I know nothing of hashtables, and I assume that is what you would use to save what playergroup the fireball dummy is in... As is; it shows the explode animation on myself, or any friendlies I hit with it; so I cannot simply "damage target"

I could be completely wrong; but, I'm a little lost on how to add the damage >< I think that is the same problem with frozen armor.
 
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