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Siege Wars

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Level 7
Joined
Dec 3, 2006
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339

Siege Wars

Created by Switch33 or corner-pocket (Bnet acct)


Map Info

I'm doing a project that is a variation of Legion TD and Line TD.
Races are generic races of wc3-- night elf, human, undead, and orc.
Each player can choose between a choice of several builders with varying generic stats that effects all the units that are built(similar to youtd) and can also train a hero that fits a specific role (heroes are race-specific).

Objective:
Build units to send over and attack enemy castles. Use heroes to provide for holes in your strategy.
Building Units:
Units can be built in two modes by toggling the On Build Ability: Attack on built! or Defend on built!
Units are ordered to attack as soon as you build them if the On Build ability is set to Attack on built!.
You get some income for building units in Defend on built!, but you get more income from building units with Attack on Built!.
Note:Converting units to attack mode costs money actually to prevent the option of mass hording defense mode units. And you cannot control your regular units besides setting them to attack or defend, except for the hero which is able to be completely and freely controlled.
Rounds:
Every round (will be some form of game-time) the player will recieve income according to their income value.

Game Modes

There are also 3 modes based on speed of Game-play:
  • Regular game-play--bounty 100%
  • Faster gameplay-- bounty 150%
  • Fastest gameplay--bounty 200%


Races

  • Human:
    The most balanced race. Best at structured defenses. Has even number of casters, melee, ranged, anti-air etc for the most part. Since humans are well educated in both magic and steel they can construct some of the best anti-specific defense structures.
    Specialization: Defense
  • Orc:
    The race with the most melee attackers. Has caged animals that are only released when attacked. Orc also has a wide array of casters that specialize mostly in helping certain units.
    Specialization: Tanking
  • Undead:
    Undead are the most carnage and parasitic race. They make use of dead sometimes consuming corpses or generating their own from them. They often have low health but deal a lot of damage. Undead units are capable of evolving or morphing from kills.
    Specialization: Attacking
  • Night Elf:
    Night Elf has the strongest disabling spells. They are the only race that can build a well. The well heals allies as well as enemies( But the enemy heal is slower)! Some night elf units uproot after taking too much damage to heal.
    Specialization: Spell Casting

Units

Human Units(Quick Overview)
Name/TitleRaceCategorySpell 1Spell 2Spell 3Spell 4RangedContributed to by

Squire
HumanoidMassDefend???????????????no?????

Knight
HumanoidChampionChargeLance??????????no?????

Riflemen
HumanoidChampionPiercing Bullets???????????????yes?????

Rock Golem
OtherMassSlow???????????????no?????

Siege Golem
OtherChampionCleaveSpell Immune??????????no?????

Flesh Golem
OtherBossDouble-EdgeConsume Ally??????????no?????

EMPTY
????????????????????????????????????????

EMPTY
????????????????????????????????????????

EMPTY
????????????????????????????????????????

EMPTY
????????????????????????????????????????

EMPTY
????????????????????????????????????????

EMPTY
????????????????????????????????????????

EMPTY
????????????????????????????????????????


(This is attack/reduction type table is being edited.* So it's not completely correct yet.)

Energy

Elemental

Physical

Decay

Essence


Hel

100%
75%
125%
125%
75%
Sol

75%
100%
75%
125%
125%
Lua

125%
75%
100%
75%
125%
Myt

125%
125%
75%
100%
75%
Sif

75%
125%
125%
75%
100%


What a Unit Submitting Form looks like:

141575-albums3291-picture31245.jpg


KEY:
(S) = String
(R) = Real between 0.00 and 1.00
(#) = Integer Number (no decimal places)
(%) = Percent between 0% and 100%
(%!) = Percent between 0% and 200%, Default is 100%
Basics:
Name/Title(S):
Unit Model(S):

Profile Characteristics:
Unit Category:
Unit Race:

Category Attack Bonuses:
Structures(%!):
Normal(%!):
Mass(%!):
Champion(%!):
Boss(%!):
Air(%!):
Hero(%!):

Race Attack Bonuses:
Undead(%!):
Nature(%!):
Orc(%!):
Humanoid(%!):
Summons(%!):


Attack Characteristics:
Attack Type(S):
Damage(#):
Range(R):

Attack Chances:
Accuracy(%):
Crit Chance(%):
MultiCrit Chance(%):

Attack Method:
Attack Method(Bold One of These):(Multishot/Splash/Bounce/Cleave/Normal)
Target Max(#):

Attack Sfx(not needed if melee):
Missile Effect(S):
Missile Arch(R):
Missile Speed(#):

Defense Type Characteristics:
Evasion(%):
Defense(#):
Reduction Type(S):
Damage Reduction(%):
Spell Dmg Block(%):

Shield Characteristics:
Shield Life(#):
Shield Regeneration(R):

Life Characteristics:
Life(#):
Life Regeneration(R):


Death/Drop Characteristics:
Bounty(#):
Item Find(%):
Item Quality(%):
Experience(#):


Misc:

All these start off at 0 in most cases:
Life Steal(%):
Thorns(%):
Bash(%):
Bonus Revive Life(%):



Quick Role Description:



141575-albums3291-picture31245.jpg
Name:

Spell Description...
141575-albums3291-picture31245.jpg
Name:

Spell Description...
141575-albums3291-picture31245.jpg
Name:

Spell Description...
141575-albums3291-picture31245.jpg
Name:

Spell Description...



footman.gif


KEY:
(S) = String
(R) = Real between 0.00 and 1.00
(#) = Integer Number (no decimal places)
(%) = Percent between 0% and 100%
(%!) = Percent between 0% and 200%, Default is 100%
Basics:
Name/Title(S): Squire
Unit Model(S): Footmen

Profile Characteristics:
Unit Category: Mass
Unit Race: Humanoid

Category Attack Bonuses:
Structures(%!):0.60
Normal(%!):1
Mass(%!):1.25
Champion(%!):0.90
Boss(%!):0.40
Air(%!):1
Hero(%!):1

Race Attack Bonuses:
Undead(%!):1.25
Nature(%!):1
Orc(%!):1
Humanoid(%!):1
Summons(%!):1


Attack Characteristics:
Attack Type(S):Physical
Damage(#):15
Range(R):100

Attack Chances:
Accuracy(%):60%
Crit Chance(%):5%
MultiCrit Chance(%):10%

Attack Method:
Attack Method(Bold One of These):(Multishot/Splash/Bounce/Cleave/Normal)
Target Max(#):1


Defense Type Characteristics:
Evasion(%):2%
Defense(#):2
Reduction Type(S):Myt
Damage Reduction(%): 5%
Spell Dmg Block(%):15%

Shield Characteristics:
Shield Life(#): 200
Shield Regeneration(R): 2

Life Characteristics:
Life(#): 300
Life Regeneration(R): 1
Damage Reduction(%): 5%


Death/Drop Characteristics:
Bounty(#): 4
Item Find(%): 5%
Item Quality(%):5%
Experience(#): 10


Misc:

All these start off at 0 in most cases:
Life Steal(%):0
Thorns(%):0
Bash(%):5%
Bonus Revive Life(%):0



Quick Role Description:
An somewhat spell shielded unit good at taking out casters and ranged units when in mass.



defend.gif
Name:Defend
Reflects all missiles sent sent to attack this unit for a (1*level) seconds.

141575-albums3291-picture31245.jpg
Name:

Spell Description...
141575-albums3291-picture31245.jpg
Name:

Spell Description...
141575-albums3291-picture31245.jpg
Name:

Spell Description...




knight.gif


KEY:
(S) = String
(R) = Real between 0.00 and 1.00
(#) = Integer Number (no decimal places)
(%) = Percent between 0% and 100%
(%!) = Percent between 0% and 200%, Default is 100%
Basics:
Name/Title(S): Knight
Unit Model(S): Knight

Profile Characteristics:
Unit Category: Champion
Unit Race: Humanoid

Category Attack Bonuses:
Structures(%!):.8
Normal(%!):1
Mass(%!):1.25
Champion(%!):1
Boss(%!):.75
Air(%!):.75
Hero(%!):.75

Race Attack Bonuses:
Undead(%!):1.25
Nature(%!):1
Orc(%!):1
Humanoid(%!):1
Summons(%!):1


Attack Characteristics:
Attack Type(S):Physical
Damage(#):25
Range(R):120

Attack Chances:
Accuracy(%):70%
Crit Chance(%):5%
MultiCrit Chance(%):15%

Attack Method:
Attack Method(Bold One of These):(Multishot/Splash/Bounce/Cleave/Normal)
Target Max(#):1

Defense Type Characteristics:
Evasion(%): 5%
Defense(#): 4
Reduction Type(S): Lua
Damage Reduction(%): 5%
Spell Dmg Block(%):20%

Shield Characteristics:
Shield Life(#): 100
Shield Regeneration(R): 3

Life Characteristics:
Life(#): 400
Life Regeneration(R): 2


Death/Drop Characteristics:
Bounty(#):10
Item Find(%): 7%
Item Quality(%): 7%
Experience(#): 32


Misc:

All these start off at 0 in most cases:
Life Steal(%):0%
Thorns(%):0%
Bash(%):5%
Bonus Revive Life(%):10%



Quick Role Description:
To take out ranged units and casters faster than almost any unit. Very weak shields, and once gotten down to life they are somewhat easy targets.


ironforgedswords.gif
Name:Lance

Does (25*level) damage versus units on first strike only. Ranged units hit by lance receive 25 more damage.

animalwartraining.gif
Name:Charge

The knight passively gains (25*level) increased movement speed when targeting a ranged unit.

141575-albums3291-picture31245.jpg
Name:

Spell Description...
141575-albums3291-picture31245.jpg
Name:

Spell Description...

Items

Types of Items:
Items are usually thought to be for heroes only. In this map it's the reverse! Heroes have only 2 items which are temporary heal and mana regen items that are dispelled when attacked, so are best used out of combat. While regular units can have full 6 slot inventories that can add up to quite a large bonus.


  • common
    Most stackable items fall into this category.
  • uncommon
    A slight grade above common items these items apply more benefits but are slightly more rare.
  • rare
    These items have even less chance to drop.
  • unique
    These items are least likely to drop and are probably the best to put on a unit.


Items stack onto each other to apply bonuses.
Items will look like this one for example:

Small Sword (Common)
(x = number of item charges)
Adds 5*x to damage.
Stack Chance: 100%- x*15
Break Chance: 25%


Stack Chance refers to the chance that when a Small Sword dropped on-top of another Small Sword that- the items will be combined and the stacked sword will have 2 charges adding 10 damage. The item being stacked on-top of the small sword will be destroyed.

Break Chance refers to the chance that when a Small Sword dropped on-top of another Small Sword that- the stacked sword will break and the stacked sword will lose 1 charge and +5 damage. The item being stacked on-top of the small sword will also be destroyed.
Warning: If the Small Sword being stacked on-to only has 1 charge and it breaks then it will be destroyed! (Happens very rarely.)

If a Stack Chance is an success when an break chance is an success the item being stacked on-top will be destroyed, but the item that is being stacked on-to will not change at all.



Higher grade items Stack Chance will decrease slower so you can stack more on-top. And their Break Chance will also be lower. This provides a system where lower class items can be better than higher class items until more higher class items are found and used.

Spells

Buffs:
Spells work by applying certain buffs as they are cast. Here is the current list of implemented modular buffs. Buffs can stack, be negated, or be stolen(unless stated otherwise). They are categorized by what they modify on the unit. Green Buffs are POSITIVE, Red Buffs are NEGATIVE, and Blue Buffs are NEUTRAL.

Position/Hold Modifiers
These buffs modify the unit's position by set x, and set y or by preventing movement.Similar to wc3's system a unit entangled cannot be impaled or be caught in a cyclone. This buff hold system I made will work in a similar fashion.
  • Returning/Returned <-- This buff has two versions one is the completed buff(returned) for extra visual effect
  • Knockback <-- a unit with this buff is knocked back (this buff cannot be stolen, but it can be negated); an entangled, webbed, or cycloned unit cannot be knocked back.
  • Root --> a unit rooted can't be webbed, knockbacked, or caught in a cyclone
  • Web --> a unit webbed can't be rooted, knockbacked, or caught in a cyclone
  • Cyclone --> a unit in a cyclone cannot be rooted, knockbacked, or webbed
  • Chained --> (attaches a rock to a unit preventing it from moving a certain distance) this unit cannot be picked up by a tornado(cycloned), but can be rooted, knockbacked, or webbed
  • Shackles --> (this unit is unable to move until the caster of the effect stops channeling, the spell is disrupted, or this unit is pushed out of range) this unit cannot be picked up by a tornado(cycloned), but can be rooted, knockbacked, or webbed
Damage Per Second Modifiers
These all do damage over time.

  • Sub-Category: Poison Modifiers
  • Disease -->Dmg over time, but spreads to nearby units
  • Poison --> Dmg over time
    //======Sub-Category End
  • Immolation -->Dmg over time to only units around the unit
Movement Modifiers
These modify movement behavior.

  • //Sub-category Injuries Modifiers
  • BleedOut --> Movement causes the target to lose more life
  • BrokenLeg -->Unit movespeed is crippled (buff cannot be stolen)
    //End Sub-category
  • Acceleration --> Increases movement speed as long as the unit is moving (Knockback counts as moving)
Attack Modifiers
These modify the way that attacks behave.
  • Riochet -->Makes a unit's attack bounce to another unit, lasts y attacks
  • Lust -->Improves attack speed
  • Vampirism --> Steals life, life stolen will go to unit who stole the buff
  • Manaburn -->Makes next attack steal mana, mana stolen will go to unit who stole the buff
  • Pillage --> Steals gold, gold stolen will go to unit who stole the buff
    //Sub-category Injuries Modifiers
  • FrostBite --> Reduces attack speed
  • Burned -->Next attack on this unit deals extra x damage, lasts y attacks (buff can be stolen)
  • DeepWound -->Next attack on this unit deals extra % damage, lasts y attacks (buff cannot be stolen)
    //end sub-category
Range Modifiers
These modify attack range.
  • ConcaveScope //ConvexScope
Unit Modifiers
  • Hex
  • Stun
  • Banish
  • Phase --> collision doesn't effect the unit, THIS IS NOW USED BY THE ATTACK SYSTEM(to provide less lag for moving large amounts of units) and is also non-stealable
  • Invisible
  • SpellImmune --> Cannot be stolen (because the unit with the buff is currently spell immune)
  • Control --> the unit is controlled by another player (doesn't work on heroes)
  • Disabled attack -->completely disables the unit's attacking capabilities
  • Silenced -->prevents the unit from casting spells
Stat Modifiers
These modify the stats the unit has.
  • WeaponBreak//WeaponForge -->Modifies Damage
  • ShieldBreak//ShieldForge -->Modifies Defense
  • ArmorBreak//ArmorForge -->Modifies Reduction
  • AccuracyLoss//AccuracyGain
  • EvasionLoss//EvasionGain
  • ChanceLoss//ChanceGain -->Modifies spells chance that have the attribute Chance
  • CritPercentLoss//CritPercentGain
  • MultiCritPercentLoss//MultiCritPercentGain
  • WeakVitality//StrongVitality -->Modifies Life
  • WeakEnergy//StrongEnergy -->Modifies Mana
  • Charge --> Movement speed gain
Regeneration Modifiers
These modify regeneration behavior.
  • Drowse//Rejuvenation --> Health regeneration
  • Diminish//Energize --> Mana regeneration
Spell Modifiers
These modify how spells behave.
  • Refresh Cooldowns--> Refreshes all the unit's abilities cooldowns
  • No Cooldown -->Unit has no cooldown on next ability cast
  • Spells Slowed -->slows the effects of spells
  • Spells Hastened -->quickens the effects of spells
  • Note: If a unit has both spells hastened and spells slowed spells will occur at their normal speed.
Death/Item Modifiers
These modify what happens on death of the unit.
  • PermaDeath -->Unit cannot be ressed if it dies with this buff (doesn't work on heroes)
  • SecondChance -->Unit is ressed with 50% life instantly on death
  • Pinata -->Unit has better chance of dropping an item at all
  • LuckyLoot -->Unit has better chance of dropping higher end items
  • DepletedGoldMine -->Unit has no chance of dropping items
Removing Modifiers
These manipulate buffs by negation or stealing them. These buffs cannot be stolen.
  • Antidote -->Removes all Poison Modifiers
  • Bleach -->Removes all buffs
  • Bandage -->Removes all Injury Modifiers
  • Magnet (North)-->This unit has been ripped of all POSITIVE type buffs
  • Magnet (South)-->This unit has been ripped of all NEGATIVE type buffs

Note: This buff list may change or be added to but generally now it has most of the buffs that are common to any type of spell. And i am always open to suggestions to add to the list of common buffs. Here is a template for submitting buff ideas:
Modifier Category(ex. Death Modifiers):
Buff Type(POSITIVE,NEUTRAL,NEGATIVE):
Description(what should the buff do?):

Update:
Spell Orbs:
In addition to spells being based on buffs there will also be a spell orb dropped that contains the mana cost of a last cast spell and the ability id of that spell everytime a spell is cast. A sort of residual spellcasting system. These orbs can be used to manipulate previous cast spells like storing them in an item, capturing their mana costs etc. The orbs dissipate over time eventually.

Also some spells may require corpses, kills, or sacrifices these spells are dark spells that often end up having a greater effect because of the requirements.


Screenshots


Unit Info

10199-albums4148-picture39145.jpg

Looking at the unit's UI (User Interface)
All unit's can level or de-level in battle. Strength, agility, and intelligence are converted into a more modular system that can show 6 stats.
  • Accuracy works in a very simple way- the accuracy this unit has is a % and it's subtracted by the evasion % on the other unit.
    The green addition looking part will show the evasion of the unit.
  • Criticals are on regular attacks or spells. Every attack can critical more than once! MultiCritChance is the chance after the first critical to succesfully critical a second, or third, etc time on the same attack.
    The green additional looking part will show the MultiCritChance.
  • Armor is a straight # reduction of damage, similar to sc2's damage system.
    MaxCritCount is the number of max criticals a unit can make on one attack.
    The green additional looking part will show the Max CritCount.

Reduction is a % damage reduction that is applied last-- after the Armor(#) is reduced from the total damage dealt.
Note: I'll update this picture soon but just imagine Armor(#) is actually Defense(#) and would be Def in the screenshot rather than Arm. Since I decided to rename armor to defense to prevent confusion of thinking of it as regular wc3 armor.



Features

Here are some unique features you may not find in every map:
Stealable, negatable, stackable buff-linked spells.
Modifying Cooldowns
Modifying Stacking Evasions.
Modifying Stacking Critical Bonuses.
Modifying Spell's speeds.

Physics related:
A unit Lock system that makes a unit only able to be effected by certain spells based on priorities.
(It is an extremely intuitive way of dealing with multiple physic type spells)
Movement Speed System that allows movement speeds past 522!

Terrain related:
Terrain that serves a function; besides looking mindbogglingly awesome. The terrain is well planned out for strategies and more.
Map specific models like a drawbridge with chains, a casting bar, and probably more.
(I'll give more info on terrain soon.)

Change Log



No release yet. Private beta testing will come soon.


Credits

Credits will be added after the map is finally out of beta.

Notes

Currently in Alpha testing(alpha = mostly just me testing).

A note to myself, probably not worth looking through:


ATTACK TYPE

  • AttackType: Self-explanatory
  • Range: The units attack range.


HIT CHANCES

  • Accuracy: The attacker's chance to hit.
  • Evasion: The defending unit's chance to evade.


PROJECTILES

  • unitHeight <-Thrown in to make projectiles act correctly
  • missileArt <- Should eventually be alterable with items etc, but just serves as a placeholder for the unit's original missileArt at the moment
  • projSpeed <- the projectile's speed can be beneficial to the unit when increased cause it will damage another unit faster
  • real projArch <- mostly just a visual effect


DAMAGE MODIFIERS

  • Defense: Is a flat reduction of an # from the damage like sc2's armor system.
  • ReductionType: The reduction type is shown where armor for wc3 was. It is a flat armor type reduction that cannot change.
  • Reduction: Reduction is shown where armor for wc3 was. It is a % reduction on damage.
  • Life Steal: The % of life steal the unit takes from a single attack.
  • Life Reap: The # of life returned per attack.
  • Thorns: The % of damage returned from a unit's attack.
  • Damage Return: The # of damage returned from a unit's attack.


CRIT BONUSES

  • Crit Chance
  • % CritBonus
  • MultiCrit Chance


CATEGORIAL BONUSES

  • UnitCategory: Structure, normal, mass, champion, boss, hero
    • % dmgtoStructures
    • % dmgtoNormal
    • % dmgtoMass
    • % dmgtoChampion
    • % dmgtoBoss
    • % dmgtoAir
    • % dmgtoHero

RACIAL BONUSES

  • UnitRace: orc, undead, nightelf, human, or other
    • % dmgtoUndead
    • % dmgtoNature
    • % dmgtoOrc
    • % dmgtoHumanoid
    • % dmgtoOther //Summons fall under this category

SUMMONS SYSTEM

  • Summons //A group containing all the unit's summons
    • Summon Level //A special summoning skill level
    • Master //The owner of the summons


MISC: UNIT STATS

  • Kills
  • Bounty: How much gold the unit gives on death.


USED BY PHYSICS SYSTEM IGNORE THESE TWO BELOW:

  • LockId
  • LockPriority


USED BY COOLDOWNS IGNORE THESE BELOW:

  • LastCast-> The ability last cast by the unit
  • OnCooldown1 -> is ability 1 on cooldown?
  • OnCooldown2
  • OnCooldown3
  • OnCooldown4
  • Abil1-> What is ability 1?
  • Abil2
  • Abil3
  • Abil4




Documentation Update 4.1!:

Unit Data Form is complete.
Item Data Table will be on way soon.
Buff Data Table is completed, except for maybe % versus raw # bonuses.
FIXED GOTOTABLE : )!


To-do:
Physics system description coming soon.
Provide examples of items. (Provide format for submitting item ideas) //this is coming much sooner, i've gotten the idea for items completely set now just need to find time to edit it and provide format for submitting item ideas.
 
Last edited:
Level 7
Joined
Dec 3, 2006
Messages
339
Unit Submitting Form code:
JASS:
[HIDDEN=Unit Submitting Form][table][table]
[IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG]
[/TABLE]
[table]
[COLOR=#60A600][B]KEY:[/B][/COLOR] 
[COLOR=#60A600][B](S)[/B][/COLOR] = String
[COLOR=#60A600][B](R)[/B][/COLOR] = Real between 0.00 and 1.00
[COLOR=#60A600][B](#)[/B][/COLOR] = Integer Number (no decimal places)
[COLOR=#60A600][B](%)[/B][/COLOR] = Percent between 0% and 100%
[COLOR=#60A600][B](%!)[/B][/COLOR] = Percent between 0% and 200%, Default is 100%
[/table]
Basics:
[COLOR=#60A600][B]Name/Title(S):[/B][/COLOR] 
[COLOR=#60A600][B]Unit Model(S):[/B][/COLOR] 

Profile Characteristics:
[COLOR=#60A600][B]Unit Category:[/B][/COLOR]
[COLOR=#60A600][B]Unit Race:[/B][/COLOR]
[table]
Category Attack Bonuses:
[COLOR=#60A600][B]Structures(%!):[/B][/COLOR]
[COLOR=#60A600][B]Normal(%!):[/B][/COLOR]
[COLOR=#60A600][B]Mass(%!):[/B][/COLOR]
[COLOR=#60A600][B]Champion(%!):[/B][/COLOR]
[COLOR=#60A600][B]Boss(%!):[/B][/COLOR]
[COLOR=#60A600][B]Air(%!):[/B][/COLOR]
[COLOR=#60A600][B]Hero(%!):[/B][/COLOR]

Race Attack Bonuses:
[COLOR=#60A600][B]Undead(%!):[/B][/COLOR]
[COLOR=#60A600][B]Nature(%!):[/B][/COLOR]
[COLOR=#60A600][B]Orc(%!):[/B][/COLOR]
[COLOR=#60A600][B]Humanoid(%!):[/B][/COLOR]
[COLOR=#60A600][B]Summons(%!):[/B][/COLOR]
[/Table]


Attack Characteristics:
[COLOR=#60A600][B]Attack Type(S):[/B][/COLOR]
[COLOR=#60A600][B]Damage(#):[/B][/COLOR]
[COLOR=#60A600][B]Range(R):[/B][/COLOR]
[table]
Attack Chances:
[COLOR=#60A600][B]Accuracy(%):[/B][/COLOR]
[COLOR=#60A600][B]Crit Chance(%):[/B][/COLOR]
[COLOR=#60A600][B]MultiCrit Chance(%):[/B][/COLOR]
[/Table]
[table]
Attack Method:
[COLOR=#60A600][B]Attack Method(Bold One of These):[/B][/COLOR](Multishot/Splash/Bounce/Cleave/Normal)
[COLOR=#60A600][B]Target Max(#):[/B][/COLOR]
[/Table]
[table]
Attack Sfx(not needed if melee):
[COLOR=#60A600][B]Missile Effect(S):[/B][/COLOR]
[COLOR=#60A600][B]Missile Arch(R):[/B][/COLOR]
[COLOR=#60A600][B]Missile Speed(#):[/B][/COLOR]
[/Table]

Defense Type Characteristics:
[COLOR=#60A600][B]Evasion(%):[/B][/COLOR]
[COLOR=#60A600][B]Defense(#):[/B][/COLOR]
[COLOR=#60A600][B]Reduction Type(S):[/B][/COLOR]
[COLOR=#60A600][B]Damage Reduction(%):[/B][/COLOR]
[COLOR=#60A600][B]Spell Dmg Block(%):[/B][/COLOR]
[table]
Shield Characteristics:
[COLOR=#60A600][B]Shield Life(#):[/B][/COLOR]
[COLOR=#60A600][B]Shield Regeneration(R):[/B][/COLOR]
[/table]
[table]
Life Characteristics:
[COLOR=#60A600][B]Life(#):[/B][/COLOR] 
[COLOR=#60A600][B]Life Regeneration(R):[/B][/COLOR]
[/table]


Death/Drop Characteristics:
[COLOR=#60A600][B]Bounty(#):[/B][/COLOR]
[COLOR=#60A600][B]Item Find(%):[/B][/COLOR]
[COLOR=#60A600][B]Item Quality(%):[/B][/COLOR]
[COLOR=#60A600][B]Experience(#):[/B][/COLOR]


Misc:
[table]
All these start off at 0 in most cases:
[COLOR=#60A600][B]Life Steal(%):[/B][/COLOR]
[COLOR=#60A600][B]Thorns(%):[/B][/COLOR]
[COLOR=#60A600][B]Bash(%):[/B][/COLOR]
[COLOR=#60A600][B]Bonus Revive Life(%):[/B][/COLOR]

[/table]


[COLOR=#60A600][B]Quick Role Description:[/B][/COLOR]


[table]
[R][IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG][C][COLOR=#60A600][B]Name:[/B][/COLOR]

Spell Description...
[R][IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG][C][COLOR=#60A600][B]Name:[/B][/COLOR]

Spell Description...
[R][IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG][C][COLOR=#60A600][B]Name:[/B][/COLOR]

Spell Description...
[R][IMG]http://www.hiveworkshop.com/forums/members/141575-albums3291-picture31245.jpg[/IMG][C][COLOR=#60A600][B]Name:[/B][/COLOR]

Spell Description...
[/TABLE][/TABLE][/HIDDEN]


It's been a while since i last updated the documentation of this project mainly due to I had the project on hold for a while since between school and looking to drastically change some parts of the code. Here is the new Unit Submitting Form.

For using icon links you can use wow icons by using links from here:http://www.wowwiki.com/WoWWiki:WoW_Icons/Icon_List/Images or http://classic.battle.net/war3/human/units/ . By right clicking the icon you want and clicking getting the url for the icon to put it in image tags.

I reformatted the project a bit to be more open source in the sense that anyone can submit ideas for units. Though the form may look complicated it's not nearly as complicated as telling you to edit a small map to create an item/tower then send it like youtd. Instead it's you just put some values to the stats and explain spell ideas. I'll mix and match and throw things together to create probably one of the most interesting wc3 games ever.
 
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