- Joined
- May 11, 2008
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- 1,198
EDIT: I changed my mind. my priority list is now as follows:
Monsters
Mystic
I need the monsters done before the mystic, yeah.
I'm not sure why but i guess somewhere I typed that I wanted mystic done first.
Maybe I was just very skeptical that I could pull it off. I'm not anmore. Now I just want lots of fun monsters for the mystic to play with before I design him...because for every new monster ability that comes out that he can absorb, I have to go back and edit him again...
Also, the main hero design problems that have given me the most grief are:
Syllabear sort of Summon ability.
I think I came up with a way around this, to have summons able to carry items.
It's not exactly the same as was done in dota, but it works I think ok.
The other difficult thing which I have still not found an answer to is...
Making druid of the talon or prophet morph into a crow/raven and back again.
What, do you have to use the Robo-Goblin ability for this? That's my next guess...nothing else seems to be working. Any help on this, greatly appreciated.
//ok end of Editing first post.
if i had to rank everything,
the ones i want to get done the most right now are ranked like so:
Mystic
Monsters (Even monster designs is good!)
Rune Master
Arcana Master
Mystic the biggest problem i have is i haven't got the graphics on his three main abilities done yet.
For Monster designs to be effective, they should preferably have a spell or two. And they need a common, uncommon and rare drop item list. Of course this means you have to design items at the same time, lol. The good news is right now I just need the monster designs. I can figure out how to program the monsters myself, I just need some ideas. And preferably one out of every 3 or 4 monster submissions should have a spell that can be absorbed by the Mystic, and an Attribute Bonus given to the mystic as long as that ability is absorbed into his Mystic Weapon.
An Example might be like so:
Fearsome Wendigo
3500 HP
400 Mana
4 Armor
Item Drop Common, Uncommon, Rare
Wendigo Hide(clothing that adds 4 armor), Heart of a Wendigo(consumable, gives permanent +2 to Str), Talisman of Terror(Reduces armor of enemies that come within 400 range by 4)
Abilities
Big Slam(75 mana)*, Gruesome Howl(125 mana)
*Able to be learned by the Mystic Hero(gives weapon a plus 12 str and plus 2 int)
Rune Master and Arcana Master are kinsfolk of the Mystic more or less and so they are a top priority also.
The other stuff I mentioned if you want to work on it, that's great but those others aren't as important as the ones I just mentioned.
so i'm going to post all my most relevant current notes so you can see what's going on right now with my map...
I need some designing and some programming...especially with graphics...
the biggest thing that i'm really far behind on is the monsters.
and i think it would maybe waste some time if i started working on them before i got my mystic finished...
i don't really need model or skin ideas for him...
i can figure that out on my own. and as you can see i've already figured out what his abilities are going to be.
i've played around with an idea here or there for his basic abilities...but anyway i'm still kinda fuzzy around the edges as to how i'm going to pull it all off...
i guess the main thing i may be after right now for him is some nice graphics for those three main abilities of his...
mystic sword should look like he pulls out a sword which he normally doesn't have, and he attacks with it. gloves i kinda want him to spin around like the warden does when she does fan of knives. that's probably kindof easy...the mystic boots i want the mystic to basically jump at the target and then bounce back a little on impact. with the gloves maybe it would be cool if he does a little dance toward the target but if it's just like a melee range or close to it attack and he spins around, that's fine too. the pulling out a sword from nowhere and the kicking seem more difficult at the moment...
so anyway if you don't got any idea how to do the spells like i mentioned, maybe you can just design some monster ideas for me. reading my notes should give you an idea of what i'd like...
Monsters
Mystic
I need the monsters done before the mystic, yeah.
I'm not sure why but i guess somewhere I typed that I wanted mystic done first.
Maybe I was just very skeptical that I could pull it off. I'm not anmore. Now I just want lots of fun monsters for the mystic to play with before I design him...because for every new monster ability that comes out that he can absorb, I have to go back and edit him again...
Also, the main hero design problems that have given me the most grief are:
Syllabear sort of Summon ability.
I think I came up with a way around this, to have summons able to carry items.
It's not exactly the same as was done in dota, but it works I think ok.
The other difficult thing which I have still not found an answer to is...
Making druid of the talon or prophet morph into a crow/raven and back again.
What, do you have to use the Robo-Goblin ability for this? That's my next guess...nothing else seems to be working. Any help on this, greatly appreciated.
//ok end of Editing first post.
if i had to rank everything,
the ones i want to get done the most right now are ranked like so:
Mystic
Monsters (Even monster designs is good!)
Rune Master
Arcana Master
Mystic the biggest problem i have is i haven't got the graphics on his three main abilities done yet.
For Monster designs to be effective, they should preferably have a spell or two. And they need a common, uncommon and rare drop item list. Of course this means you have to design items at the same time, lol. The good news is right now I just need the monster designs. I can figure out how to program the monsters myself, I just need some ideas. And preferably one out of every 3 or 4 monster submissions should have a spell that can be absorbed by the Mystic, and an Attribute Bonus given to the mystic as long as that ability is absorbed into his Mystic Weapon.
An Example might be like so:
Fearsome Wendigo
3500 HP
400 Mana
4 Armor
Item Drop Common, Uncommon, Rare
Wendigo Hide(clothing that adds 4 armor), Heart of a Wendigo(consumable, gives permanent +2 to Str), Talisman of Terror(Reduces armor of enemies that come within 400 range by 4)
Abilities
Big Slam(75 mana)*, Gruesome Howl(125 mana)
*Able to be learned by the Mystic Hero(gives weapon a plus 12 str and plus 2 int)
Rune Master and Arcana Master are kinsfolk of the Mystic more or less and so they are a top priority also.
The other stuff I mentioned if you want to work on it, that's great but those others aren't as important as the ones I just mentioned.
so i'm going to post all my most relevant current notes so you can see what's going on right now with my map...
I need some designing and some programming...especially with graphics...
JASS:
//a mage hunter
//model looks like maybe it's a dude but it's a gal
//i don't have a readme for the unit model so i'll have to check for the maker of it
//ability ideas:
//make a fairie dragon item carrying summon
//which can fly...
//make a ability like mana flare, mana burn, phase shift...any of those
//make a ability like evasion
//make a ability like locust swarm with fairie dragons...trigger something else with them
// with that...
//make a ability like...pings the minimap when an enemy casts a spell...detects casters
//make ability like... dota anti mage ultimate
//make ability like dota mana leak
//my KOTG will probably be furion himself
//make furion have hide ability when not on steed
//make furion have greater movespeed while on steed
//
//
//yeah i don't know how to do the changing models thing with a hero...
//fairie fire skill...
//ultimate skill...
//like naga from dota maybe...
//entangle passive attack skill...
//need 2 more abilities...
//maybe skill of turning trees into wisps which can detonate or whatever...
//maybe use that crazy poison bomb stuff from that contest...
//maybe use a versionn of the dryad from dota''s untouchable abilityy...
//banish?, sleep?
//make thornsaura passive that makes attacks sometimes spawn a tree?
//MONSTER SECTION
//so far the only incentive to get this section done is to be able to finish up the mystic hero
//ok...i think i'll put in humans(or dwarves, elves, etc), mechs, monsters...including wendigos,
//wolves, flying enemies...fairies...etc...
//idea is for every kind of 'forest monster' to drop items, ten percent chance.
//like, 6 percent chance common item, 3 percent uncommon, and 1 percent rare items...
//basically the item set of common, uncommon and rare depends on the type of enemy...
//obviously monster type forest monsters will be able to have ability sets to be absorbed, as
//well as stats to give to mystic hero...
//make little forest monster avatar units that attack you and then trigger them to be replaced by
//unit pools of forest monsters...according to the unit type of the forest monster avatar
//doing the above avatar idea lets you trigger looking at the unit getting attacked by the avatar
//and seeing what the hero level is...there can be higher end units coming if the hero level is higher
//forest monster drops...humans will perhaps carry items you get from the shops...
//reg monsters i'm not sure what they'll drop...fangs or hide or something...
//mechs...some kind of heavy artillary maybe stunning items or something idk...
//mystics/fairies would drop some magical items maybe letting you cast spells or whatever...
//yeah i kinda figured out what i want to do with creeps but i haven't gotten
//around to designing any...like if you want to make a hero but you think your
//hero is too lame to be a hero, maybe he can be a creep!
//more monster ideas!!
//fel orc car model ideas
//forest monster idea here
//so it can be big, maybe a high end unit for cars/vehicles or else part of a fel orc group
//or even both groups...
//abilities would be something like...
//a berserk ability...a flamebolt ability...
//and that might be good enough...
//RUNEMASTER ABILITIES
//victory rune
//castable on allies or self...
//increases attack of the target according to target's intelligence
//possibly Intelligence * Levelofability
//probably lasts for only 2 attacks
//hide rune
//castable on allies or self...
//hides target for x seconds according to target's agility
//possibly agility/10 * Levelofability
//or... according to intelligence of the caster? prob not...
//causes unit to be invulnerable probably...until he loses invisibility
//vitality rune
//castable on allies or self...
//heals the target for every time the target attacks according
//to target's strength
//possible strength * level of ability...
//for all...or...there is a limit to the enhancement...according to a
//certain ammount there is a limit for each level...or something along these lines
//lastly...soul rune
//castable only on self...
//doubles str, agil, intel, for possibly 15/30/45 seconds...
//when it's over, takes away 1/8 tophp and all mana or gives a reduction in stats...
//stats return when target reaches full hp and half capacity of mana perhaps...
//that mana requirement supposes it takes away all mana. the requirement might be a
//quarter or somthing like that capacity instead...or maybe just a raw number.
//ARCANAMASTER ABILITIES
//death knight obviously...
//death card
//castable on enemies...
//takes away 1/8 tophp from the enemy...
//reasonable cooldown, chance of taking away hp...reasonable mana cost
//shield card
//castable on allies or self...
//gives oh...perhaps 25 percent boost to target's armor per level
//saber card
//perhaps deals damage according to intelligence of caster to target.
//possibly Intelligence * Levelofability
//grail card
//create crazy status effects to hit the target with...could have a lot of fun
//triggering this ability!!
//also if cast on ally it heals of status effects...??
//for all...or...there is a limit to the enhancement...according to a
//certain ammount there is a limit for each level...or something along these lines
//lastly...tower card
//castable only on enemies...
//uses all mana...
//damages according to the mana used...ultimate ability obviously..
//figure out the exact math later...it's a doozy.
//uses all intelligence?? intelligence gained when out of combat. 1 point per
//3/2/1 seconds perhaps...
//deals mana point damage to hp plus intelligence * ten damage to hp
//saber card is probably the least interesting of these, it'll probably get cut.
//THIS IS THE BIG HERO IDEA!!
//THIS IS THE BIG HERO IDEA!!
//THIS IS THE BIG HERO IDEA!!
//THIS IS THE BIG HERO IDEA!!
//MYSTIC ABILITIES
dreadlord model...
or bloodmage or whatever...something mysticky...
mystic abilities
//mystic sword
//able to absorb monsters and gain their abilities
//mystic gloves
//mystic boots
//so, monsters have sword, gloves, boots enabling abilities.
//basically at the same time, the monsters will give stat bonuses.
//when new monsters are absorbed, old monster stat bonuses and abilities go away.
//each mystic weapon is able to be leveled up to level 5.
//this matches 15 skill points used for abilities.
//ahh...math isn't done yet but sword is available first, and then gloves,
//then boots...
//instead of attribute bonus hero can learn hp and mana bonus, or something like
//that...of course, icon will not show...so that gives another 10 skill points
//to be had for the proper total of 25.
//at level 1 the weapon will have perhaps 20 percent chance to absorb a monster
//each level after gives another 10 percent chance.
//also, increasing the level of the weapon will increaase the power of
//the absorbed ability...or some bonus like that i guess...
//
//
//
//make a druid of the talon hero...
//
//
//make him have ability for cyclone...
//this ability is like naga sea witch ultimate
//this will have a nice cooldown and probably 4 levels
//
//
//make him have a sniff the wind ability?
//nah...change this to something else...
//illuminate might work quite nicely since
//it already adds fairie fire anyway...
//
//
//
//perhaps give him thornwine armor ability...
//
//
//let him morph into a crow so he can fly...make it temporary
//as if he's using metamorphosis...while he's in crow form he
//can detect invisible units...
/////////having problems with the gui on this...
//
//
the biggest thing that i'm really far behind on is the monsters.
and i think it would maybe waste some time if i started working on them before i got my mystic finished...
i don't really need model or skin ideas for him...
i can figure that out on my own. and as you can see i've already figured out what his abilities are going to be.
i've played around with an idea here or there for his basic abilities...but anyway i'm still kinda fuzzy around the edges as to how i'm going to pull it all off...
i guess the main thing i may be after right now for him is some nice graphics for those three main abilities of his...
mystic sword should look like he pulls out a sword which he normally doesn't have, and he attacks with it. gloves i kinda want him to spin around like the warden does when she does fan of knives. that's probably kindof easy...the mystic boots i want the mystic to basically jump at the target and then bounce back a little on impact. with the gloves maybe it would be cool if he does a little dance toward the target but if it's just like a melee range or close to it attack and he spins around, that's fine too. the pulling out a sword from nowhere and the kicking seem more difficult at the moment...
so anyway if you don't got any idea how to do the spells like i mentioned, maybe you can just design some monster ideas for me. reading my notes should give you an idea of what i'd like...
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