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===[NEW] Spell Workshop [NEW]===

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Level 13
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Oct 27, 2008
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1,176
quick change on Gravity Blade can you make it 5 second duration
cause late game with like 99 Armor would be 990 damage x 10 = total damage that would be a over powered skill
 
Level 33
Joined
Mar 27, 2008
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8,035
Last 3 skills needed to finish another hero off
Dont rush cause I wont be able to get back on till tomorrow.

Gravity Blade
10 Levels
5 Second Cooldown
Cost: 20 +5 each level
200 Range (All)
Does (10 x armor) damage per second for 10 seconds
Slows target by +5% each level

Disease
5 Levels
Does (50 x Lv) damage per second (Non-stop) till unit dies
Once Target dies all units within 200 Range take (100 x lvl) damage

Shadow Storm
2 Levels
Range 450
Spawns 10 Evil Shadows to attack nearby units dealing 150 Damage Per Shadow (Damage on Contact than the shadow disappears)
Cooldown: 180/120
Cost: 100/150

Disease
Seriously, until target dies... ?
Kinda... nvm.

Shadow Storm
When that unit in contact (collide) with any enemy unit, it explode/disappear dealing damage ?
How is it ?
Does the Shadow Unit has attack damage of 150 damage ?
How is it, I can't understand fully

EDIT:
Disease
I made this spell can be dispelled by Purge
It reduces the "imba-ness", is it okay ?
 
Level 13
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1,176
Thinking of making Disease non-hero target only.

Shadow Storm
Once the shadow gets to the same point at a unit, the shadow disappears and the Unit takes damage.
if that makes sence
 
Level 12
Joined
Jan 30, 2009
Messages
1,067
To answer mckill, I'm not ALWAYS on.

What I meant by that is:

Most people are on during a set period. Like 4pm-9pm.

Or something like that.

I can be on at ANY time, morning, day, or night.

I'm not ALWAYS on (Although I'm like, always online cuz I never turn off my desktop, which I'm also signed in on), just that I CAN be on at ANY time of day.

If that doesn't clear it up idk what can. Anyway, time to get ready for work. D:
 
Level 13
Joined
Oct 27, 2008
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1,176
so far I've liked your effects with the skills so if you can think of something in general that would look good try it out than, unless you want to go until you manage to pull it off
 
Level 12
Joined
Dec 17, 2009
Messages
951
I don't know, now it's 1.15AM, and my eyes are... well, pretty fucked up.
And I gotta sleep, as normal human
Tomorrow I gotta get ready for my license test on 8AM, so, I don't know :)
Spell Status: 30% Completion.

omg defskull, go to bed right now! :eek:
(vivian here)
tomorrow i need your help :p
 
Level 13
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Oct 27, 2008
Messages
1,176
defskull if you can't pull off Shadow Storm just make a dark(Shadowish) aura around the hero (with the range of the skill) that does damage per second for 30 seconds
AGI / 5 = damage per second (its a lvl 30 skill so by than the player should have a nice amount of Agility)
 
Level 13
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Oct 27, 2008
Messages
1,176
Is great just had to change the x 0.30 for armor to the correct amount (which is .25)
and x 10 was OP at the start of the game so I changed that to level of GB (so the skill now gets stronger in 2 ways instead of just AGI)
Does good damage and not Over Powered anymore at lvl 1

Just waitting for def to finish the other skills, but till there MORE BALANCING MUST BE DONE!

Thinking of after the weekend of just spending time talking finding more bugs in my map and working on the site more.

BTW if you ever get bored and have a hero idea + 5 skill ideas let me know, gonna talk to the other people that have helped with the skills and icons and see if they want a custom made hero too XD So far two of my Beta Testers have customized/Made a hero into their playing style
 
Level 7
Joined
Dec 10, 2010
Messages
221
Here is my ammo system request:
- Using the ammo with items, when you shooting your weapon (item) is deacrising, and the ammo (item) is realoding. Example: AK47 - AK47 Ammo. And the realoding should be automatic. I know that there is ammo system here but it's bugged i know you can make this easy system.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Cool thx :D
For my it would take like 2 months :D

omg defskull, go to bed right now! :eek:
(vivian here)
tomorrow i need your help :p
Yes, What, Hello ?
defskull if you can't pull off Shadow Storm just make a dark(Shadowish) aura around the hero (with the range of the skill) that does damage per second for 30 seconds
AGI / 5 = damage per second (its a lvl 30 skill so by than the player should have a nice amount of Agility)

This is what I'd like to hear :)
Sorry dude, for summoning up to 10 shadows, I can but...
Can't do the the "near target disappear, takes damage unit"
 
Level 12
Joined
Dec 17, 2009
Messages
951
i need a spell that have a chance to be multicasted like dota spell
into a simple NOVA spell.

Thank you
 
If anyone could do these spells for me in vjass, that'd be wonderful (I'll be doing the first bomb passive, but I'd really rather be making a map than doing all of them).

I can do them all, it'll just take me awhile to get to them ;\ (I still got 4-7 more systems to write to really be able to start mapping).

I also might be interested in joining this group at some point, but I'd only be taking a select few tasks ;P.

1. Final Fantasy Bomb Passive (I'm making this one. This is just here to show how the bomb unit works)

Whenever a unit gets hit by a physical or spell attack from an enemy (may be physical, spell, or both), their hit count goes up. When their hit count reaches a certain value, they explode, damaging all nearby units for spell damage through JASS (AdvDamageEvent). As time passes by, their hit count slowly decreases. This type of passive ability makes quick attacking low damage units as well as certain magic abilities (if some magic types are absorbed) nearly useless. Very resistant against magic (normally, but normally doesn't grow from magic attacks).
2. Pillar of Fire

Create a large literal pillar of fire (fire rotating upwards).
3. Sand Golem

Many units brought together to form one unit. The sand golem continues to reshape itself based on the sand making it up. As it's hit and sand is cleft from it, it grows smaller. As it regenerates or gets near sand, it grows larger. Sand golems can change shape for attacks and do just about anything. They are extremely powerful and their hp is based on the sand that makes it up. It can be a summon or a monster.

Abilities:
Sandstorm: The sand golem disperses into a locust type deal continuously damaging all units within the storm. Lasts until the golem decides to reform. The golem can still be destroyed.

Regular Attack: the sand golem can extend its arms and legs to reach a far distance for devastating attacks.

Shapeless Wonder: The sand golem becomes a shapeless mass of sand, moving about at incredible speeds with incredible regenerative powers. Anything caught in the mass will be entangles within the sand golem and may drown to death. As the sand golem hardens again, the things within it are crushed.

Makeshift: Regular form where attacks extend and what not. The sand golem is in its shape, but is still a whirl of sand.

Behemoth: The sand golem gains a physical rock hard form, turning into an indomitable tank. No regeneration but it reduces damage to nearly nothing. No spells will harm it and physical attacks will be nearly useless. The sand golem turns into an unstoppable tank.
4. Bomb (different elemental flavors)

Abilities:
Explode (explode after x number of hits)
Fire Ring (a ring of fire)
Fire spray (spray fire out of mouth)
Spinning attack (makes unit go in a 360 degree circle with radius depending on unit size damaging all units it comes across)
Rolling attack (roll forward a certain distance damaging all units it comes across)
Bash (plain hit)
Heat (damage all units based on their distance from the bomb and fire resistance)



An interesting system would be a cell-based dungeon system where dungeons are created by linking cell blocks together. Their should be a program or lua parser that can look inside of a map containing a dungeon, rip the script out, and make everything relative to an origin so that the things can properly be placed in a dungeon. The things should also be split up cell by cell. The terrain types should also be retrieved. This will mean that a map could have a very large number of dungeons in it (am amount of scripting that'll make a map approach 8 megs). I'll be eventually making this, but if someone beats me to it, I won't mind ; P. It'll mean less work for me =D.


Another interesting system (and another one I'll eventually get to) would be a platform system (like in platform genre games). When a unit gets on it, it moves with the platform and can swap to other platforms. Also prevent platforms from colliding with each other (given z level and zd of platform). When a unit goes off the platform, they fall. Their should be events for when a unit is on a platform and when a unit isn't on a platform as well as when a unit changes platforms.

Yes, I have very many cool ideas for games ; P.


Another interesting system would be destructable units (since destructables are very limiting). For example, a bridge made from a unit(s) or a wall or a floor. This will make more interesting 3D environments and would allow for things like expanding bridges. The platform idea should run off of this.
 
Level 12
Joined
Jan 30, 2009
Messages
1,067
Those are some wicked ideas, I will agree.

The first one, you're basically talking about D2 Dungeons, more or less?
 
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