- Joined
- Feb 11, 2011
- Messages
- 1,860
Update:
Hollification - Fireball uploaded!
Hollification - Fireball uploaded!
Once its a full bar. You can only have one charge. After you use that charge. You will have to work for charges again. So yea it is safer to do it that way.when the hero has full charges but has not attacked yet (i.e. next attack will deal pure damage), can gain another charge? Or can he only gain more charges when he doesn't already have full charges (I think this is safer)?
Only to you and your team mates. Just to hide from other enemy hero's that you might or might not have full charges. One more thing can you change the critical strike to a random number in-between of (*3.75 to *5.25).is the | | | | bar above the hero visible to enemies?
Al-right but make it a 1500 AOE. Because there are still more spells to on on this hero after you're done. And these spells mesh with his current spells.can you rather change the part when the hero has to get an assist to get a charge? Perhaps if an enemy hero in 1000 range (or whatever) dies then he gains a charge?
Hmm lets see if I can explain this better. Lets say the hero's default attack speed is 2.36 then you kill a hero then you gain attack speed +6. That just means the attack rate is going to decrease "2.36 - 6 =2.30". The hero starts off generally with a slow attack speed. This is currently the unofficial default attack speed. After beta testing I'll probably make some changes. But for now. That's what I was thinking. If not possible. And you can only work with percentages. Then make it increase by 1.65% per time a hero is killed. Or 2.15%.when you say +6 attack speed, what do you mean? +6% attack speed?
Yeah I'm not too worried about how it works. But yeah that would be fine if it counted kills before the skill is learnt. But don't stress to much about it. Just do whatever works best.must it count kills before the skill is learnt?
Yeah okay change the descriptions of them to percentages.Dark Charge must it be +1.65%/+1.65%/+1.65%/+1.65% per hero? You initially had it +3/4/5/6 attack speed?
Yeah that's fine. It couldn't be worse than having an Invoker in your map.EDIT: Also, Dark Charge requires 8 extra abilities and Immence Power requires 6 extra abilities to add damage and attack speed. Each ability has 100 levels. This increases map loading time quite a lot. Is this okay?
Yes its consistent.Dark Charge: Must it be a constant +1.65% attack speed per hero? Must it stay the same for each level?
Hmm never thought of it like that. Yea make it +0.45% extra per kill. Or if you cant work with percentages. Just make so its a little bit more than last time.Immence Power: What must the attack speed bonus be? +2%? Must it stay the same per level?
SpellsDark Charge
Passive: Whenever the Dark Skull Mage is within 1500 range of a dying enemy hero, he becomes more powerful and deadly.
He gains bonus stats, damage and attack speed with each nearby dying enemy hero permanently.
Level 1: +1 all stats; +1 bonus damage; +2% attack speed
Level 2: +2 all stats; +2 bonus damage; +2% attack speed
Level 3: +3 all stats; +3 bonus damage; +2% attack speed
Level 4: +4 all stats; +4 bonus damage; +2% attack speed
Immence Power
Passive: The Dark Skull Mage starts off as a weak battle magician. Over time, with enough blood on his hands, his power grows slowly, but surely.
Whenever the Dark Skull Mage kills a hero, he gains bonus stats, damage and attack speed permanently.
Level 1: +4 all stats; +4 damage; +2% attack speed
Level 2: +5 all stats; +5 damage; +2% attack speed
Level 3: +6 all stats; +6 damage; +2% attack speed
Which ability adds damage?Each time I click the Spell it changes actions, for example if its Life Stealery and I click on it it goes to More Damage if I click it again it goes More Damage and from beggin again.
Do you want just 1 icon for the spell? One that you click? Or must there also be a passive icon that tells you what's happening?
Also, I don't think you can reduce base attack time. It has to be a percent increase (like +20% attack speed). Is this okay?
Mr_Bean987 said:Do you want just 1 icon for the spell? One that you click? Or must there also be a passive icon that tells you what's happening?
Also, I don't think you can reduce base attack time. It has to be a percent increase (like +20% attack speed). Is this okay?
I wan't a wish, could you please make it GUI or..?
I understand, but what I am asking:
Does he want it like this:
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Or like this:
![]()
Also, the spell (Either Life Steal or More Range or More Speed) the Character currently haves shows the Information about the Spell too, theres no other Spell that shows information or anything like that, for example Life Steal Level 1 will show: This Spell gives you 10% Life Steal of the Damage you make to enemy Units, if I click on it, it switches to More Speed Level 1 and it shows information: This Spell gives you more Range, increasing it by 150. and so on.
Okay. I will try to make it GUI. Cool, I understand your spell now.
Also, what must I call the spell? I mean the one that the hero learns.
Edit: The best I can do with the attack speed is give a percent increase. What do you want?
Edit 2: Do you not want life steal increase to be constant? It is currently 10/17/27/39%. What about 10/17/24/31%? It is just easier to calculate...
Cool. Are you sure you don't want vJASS?
I can make it easily configurable and it is much faster for me to code
It will also be much more efficient, plus I kinda have to "experiment" with GUI cause I never really made spells with it :O
If you want to see how I make my spells, just download one of the completed requests from the first post and read the documentation of the spell.
private function GetLifeSteal takes integer level returns real
return 12.0 * level
endfunction
return
word. This is a simple formula that calculates the life steal percent depending on the level of the ability. I will place all the things you might want to change at the top, and comment it out clearly, so you won't have trouble finding things.Update:
@Ntantz: Problem. There is no way to easily increase and then decrease a unit's range again. It would be easier if there were only 2 abilities to switch between, but this is not the case. Would you be willing to change the More Range ability to something like More Agility, More Damage or More Armor?![]()
Update:
@Ntantz: Problem. There is no way to easily increase and then decrease a unit's range again. It would be easier if there were only 2 abilities to switch between, but this is not the case. Would you be willing to change the More Range ability to something like More Agility, More Damage or More Armor?![]()
@Ntantz:
- Yes, I am sorry for not making it GUI. The reason is that I SUCK WITH GUI. If you want it GUI please ask someone else. I work with vJASS and vJASS only. I will make it very easy to configure, if you still want me to do the request...
- I will change it to the life steal percentages you wanted, I just thought it would be simpler to have a constant increase per level. Apparently not...
- TELL ME HOW to set the base attack cooldown, and I will happily do it for you.
- I will try to find a solution to the attack range thing...
No, I mean you must just copy and paste the hero that will have this spell 4 times. Then you must just change each copy's attack range to be slightly higher than the previous one's. You will see what I mean when I upload the demo map. I will put clear instructions in there, so nothing to worry aboutOh, about your edit, you mean the Heroes Model will change each time
Just to confirm:
1) Can each player only own a maximum of 1 of the hero that will have this spell?
2) In your map can heroes buy this ability?
3) What is the name of the main ability? I.e. the one that the hero learns.
@Ntantz:
- I don't think it will work if one player can get 2 of the hero. This is because I use a command that disables an ability for the player, not just for the unit. This means that if one of the heroes does something, it might mess up the other one.
- The only way to make the attack range work is by creating copies of EVERY hero that could possibly have the skill and change the attack range. How many different heroes can use the ability?
@SonicFlare101:
Okay, but I am busy with exams so there will be a delay. Is this okay?