- Joined
- Aug 14, 2006
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Hey do you have some kind of list like what theme and what kind of abilities you're searching?
Hey do you have some kind of list like what theme and what kind of abilities you're searching?
Im bored, so here:
Battlemage:
1. Mana to Power - X percent mana is depleted, while x percent is added to the attack damage for x seconds.
2. Batter - Gangs up on a unit, dealing multiple blows in a short amount of time. Deals (attack damage * strength) / int damage. Stunned for a few seconds after.
3. Battlefocus - Channels his energy on a the next x blows. The next x blows would be x percent stronger, but cost x mana per blow. If his mana is insufficient to for the spell, he stops it.
4. Essence Drain - His attacks would drain small amounts of mana from the enemy unit.
5. Grip - For x seconds, all damage would be dealt to his mana instead of his hp.
6. Flare Absorb - Fires a flare of mana to the target point. It drains the mana of all nearby units. He may not do anything or may not do any order. Lasts x seconds.
7. Magic Boom - The battlemage channels his mana into the target area. After a few seconds, it bursts filled with energy from his mana. Deals damage depending on his mana when casted. No mana cost, high cd.
He utilizes his Mana to Power ability to make his attacks and spells stronger. You dont really need to click n click the spells here. As said in the main post, he relies on his melee capabilities. It would be better to give a low mana/hp regen and low armor.
Undead Knight
1. Armor Break - Disregards any kind of armor and can deal more damage on a normal strike.
2. Bloodthirst -
Passive Effect = For every unit the Undead Knight kills, he gains a Blood Counter, which is stored at his Blood Pool.
Active Effect = When casted, he restores x * number of Blood Counters. It removes all Blood Counters. While in this state, he gets a temporary Berserk.
3. Blessing of the Nether - When casted, his armor is blessed with dark energies. This make any attacker get a small dps.
4. Blood Slam - Cloaks his blade with small blood then slams the ground. It spills blood over affected units and make them give 2 Blood Counters instead of a single Blood Counter. Deals x * number Blood Counters. Removes x Blood Counters.
5. Hyperions Roar - Roars in an immense volume, deafening affected units in a straight line. It makes all units within x units of the Death Knight in a straight line have reduced armor and may have fear. Fear makes affected units unable to strike and flee upon hit.
6. Bloodbath - For the cost of depleting all his mana, the Death Knight deals one hit ko to all units lower than level x. Costs all Blood Counters.
7. Heavens Fall - Makes a large portion of dark energy above the target area. After a few seconds, he slams the ground with dark energy. Deals massive damage. Costs x Blood Counters.
8. Offer - By the cost of all Blood Counters, The Death Knight summons a Demonic Beast to fight for his side. The Beast lasts x seconds and has Breath of Fire, Taunt, Thunder Clap, Bloodlust and Spell Immunity.
Relies on Blood Counters to nuke enemies. Can survive for a long time and deal big damage. It would be better to give him low mana and mana regen, but high armor and attack damage. Good on crowd control.
It's always easier to work with your own code.I spend 14 months on my FullScreenInventory system, what makes you think it's required to remake it? I fixed a ton of wc3 bugs (double pickup bug, icon glitches, double/invalid event fire) which you haven't experienced yet.
I am not saying you should use my system, but I am saying why not check if it fits your need before reinventing the wheel? I am pretty sure you can get A LOT OF TIME back by importing it.
You can do item sets that stack multiple times per unit! Up to 3 attachments per item too. I am sure sooner or later you will enjoy working with it, just like I did it.
(You can even bind it to a new UI easily, since I seperated UI from core feature implementation)
It's always easier to work with your own code.
I for example created inventory system on my own as well, true it sucks compared to yours, but it has all requirements I need.
Also items in general are linked to damage system, stats system and many other things, self coded as well. Point is it easier and less troublesome to use your own resource.
Not to mention many useless code that is imported with public resource that may never been used.
Didn't Anachron created that Inventory?
SO LUCKY XD !
Where ?