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- Jan 30, 2013
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@LordHatchet95 this is the rework utilizing some of the key resources in Spell Section, allowing for multiple paladins without issue.
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Description: Heals the target. Deals Holy damage to undead.
- Holy Light
Cost: 80
Range: 600
Target: Single
Formula: (4*Paladin's intelligence + 2*Paladin's strength)*Base Power
Element: Holy (Divine)
Effect: None
Cast Time: 2 Seconds
Duration: Instant
Base Power: 80%
Description: Smashes an enemy with the Paladin's hammer.
- Smite
Cost: 15
Range: Melee
Target: Single
Formula: 1.2*Paladin's Strength*Base Power (Total damage is doubled against undead)
Element: Physical (Normal)
Effect: 40% Chance of Stun
Cast Time: Instant
Duration: 2 Seconds
Base Power: 160%
Description: The Paladin's weapon is infused with Holy Power.
- Divine Infusion
Cost: 0
Range: Melee
Target: Single
Formula: 1*Paladin's Intelligence*Base Power (Damage is 1.5x against undead)
Element: Holy (Divine)
Effect: Basic Attacks deal increased damage based on Paladin's Intelligence
Cast Time: Passive
Duration: Permanent
Base Power: 115%
Description: The Paladin channels his holy power to create a Holy field.
- Bastion
Cost: 160
Range: 400
Target: Area of Effect (500)
Formula: None
Element: None
Effect: Grants 25 armor to Allies within.
Cast Time: 4 Seconds
Duration: 15 Seconds
Base Power: None
Forgot to ask... what version of Warcraft 3 were you using? because... For some reason unknown to even N'zoth, I can't even test the map because "It's not available, or its damaged"@LordHatchet95 this is the rework utilizing some of the key resources in Spell Section, allowing for multiple paladins without issue.
Patch 1.31, far below current Reforged (last Classic patch). I suspect it is because I modified Damage Engine to be compatible with this patch (it is a minor edit, but it overrides a Reforged only native). I'll wrap a Reforged variation of this map tomorrow or so.Forgot to ask... what version of Warcraft 3 were you using? because... For some reason unknown to even N'zoth, I can't even test the map because "It's not available, or its damaged"
I can open and edit the map, though, but still...
View attachment 460539
Sorry about the confusion... I will test the spell pack after work@Wrda after evaluating, this spellpack already has all the requirements properly set to the correct versions. It is ready to be re-evaluated without any updating.
These are intentional, the delay is part of the spell and I recall the tooltip do mention them. In regards to Holy Light, unless I use Holy Light as base spell, I cannot find a combination of target allowed that can be restricted to Allied Living + Undead EnemiesHoly light is allowed to cast on enemy units that aren't undead, and it deals no damage, despite the effect appearing. If I understood it well, you want it to be cast on allies or enemy undead units, correct? If so, this looks an unintentional bug.
Besides, the spell's behavior acts with a delay of 1sec after the channeling ends, is this intentional?
Smite is also very similar, just with a delay of 0.6sec.
I don't remember if these things were present or not before, they're not major issues, but I wanted to clear things out before approving again.
They indeed mention the cast time, Holy Light as an example is 2sec. However, there's the additional delay after that, which in this case is the Spell__Time variable. That's what confused me.These are intentional, the delay is part of the spell and I recall the tooltip do mention them.
In that case, you should make a cancel trigger. It looks like "Unit - A unit Begins channeling an ability" combined with a 0sec wait, then reseting ability's cooldown and unit mana, should do it. This is basically the only case where a wait should be allowed.In regards to Holy Light, unless I use Holy Light as base spell, I cannot find a combination of target allowed that can be restricted to Allied Living + Undead Enemies
Glad somebody noticed the Spell__Time shenanigans. It has been quite a pain whenever I use this particular system. I'll make some adjustment.They indeed mention the cast time, Holy Light as an example is 2sec. However, there's the additional delay after that, which in this case is the Spell__Time variable. That's what confused me.
I don't think the wait is truly necessary, but I might be misremembering. Well, if it is needed, glad I received the permission.In that case, you should make a cancel trigger. It looks like "Unit - A unit Begins channeling an ability" combined with a 0sec wait, then reseting ability's cooldown and unit mana, should do it. This is basically the only case where a wait should be allowed.
I think that's the disable autocast trick. Kind of something I remember from looking at TheSpoon's codes and Slalom Wars development codes.I confirmed, it's not needed. I assumed it was because there's always some sort of trick for other special cases
In a future I could upload the polar opposite (the dark side of the force), which instead of using holy light or blessings, it dedicates to weaponize corpses and throw curses... In fact I have a "draft" of a necromancer done, though its very basic...A spellpack related to the "good side of the force", normally effective against undead units. Works properly.
Approved