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Spirit RPG.- Wanna Join?

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Level 9
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Dec 26, 2007
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Well, I think I can join since I got really much freetime right now.
Well, scripter. Spells 'n' systems plox.

Oh yeah, please, don't use the wisp model. Ever. It sucks.
I think you should use models, with the element they are in as theme.

No colored models BTW.
And I can object model (a little.) and FX model.
 
Level 22
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Dont worry, we have liek 2 mods in our team, if i was going to be reported for Double posting, they would have taken me for quadrouple posting before :D

Anyhow, it works now, thanks a bunch.

What is this line for?
(Intelligence of (Target unit of ability being cast) (Include bonuses)) Greater than (Intelligence of (Casting unit) (Include bonuses))
 
Level 2
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Nov 17, 2008
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You could make a bank account that has inventory.If you know how to stack items,then it could hold copper,silver gold and crystals.Of course it would need to have 4 inventory slots.
 
Level 25
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Spells backfire when you try to gank a low level hero with your spells, so high level characters can't just go and kill low level characters.
The modifier is:
Casting unit level - target unit level X 1
And the line is:
If modifier is greater than 5 the spell backfires.

You could make it reverse or increase the modifier value needed.

EDIT: Counter attack works only on melee attackers to keep in touch with reality.
 
Level 22
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I would say that they are MUI (Or castable 9731 times a second)
As none of the stuff last any time, and you dont use waits.
Also, you use arrays on most of the stuff, so if anything happens, it wont happen.
(You only controll 2 units each)

Edit:

  • VCounterAttack
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacked unit) has buff Acid Bomb) Equal to True
      • ((Attacked unit) is A melee attacker) Equal to True
      • ((Attacking unit) is A melee attacker) Equal to True
    • Actions
      • Set Temp_Integer[0] = (Random integer number between 0 and 100)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Temp_Integer[0] Less than or equal to ((Level of Acid Bomb for (Attacked unit)) x 10)
        • Then - Actions
          • Animation - Change (Attacked unit)'s animation speed to 300.00% of its original speed
          • Animation - Play (Attacked unit)'s attack animation
          • Unit - Cause (Attacked unit) to damage (Attacking unit), dealing (Damage taken) damage of attack type Normal and damage type Normal
          • Animation - Reset (Attacked unit)'s animation
          • Animation - Change (Attacked unit)'s animation speed to 100.00% of its original speed
          • Set Temp_Integer[0] = 0
        • Else - Actions
          • Set Temp_Integer[0] = 0
 
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Level 25
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What i mean is example you have a slow attacking Enemy hero it attacks your hero, when the enemy starts his attack animation that counts like "Unit is attacked" so he could use a glitch, pressing the "S" button to stop animation forcing another one animation, that is attack so your trigger calculates "Damage Taken" on Unit is attacked trigger even if the damage hasn't been dealt.
 
Level 22
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This is multiplayer, which is why all spells have to be MPI by default. Else we cant use it.
MUI is not needed, as its very not likely, for somebody to somehow get 2 elementals/villagers (As this is not supposed to happen) and then use one spell, 2 times, at exactly same time.

Just keep things MPI and we will do just fine.
 
Level 25
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So look at this example of your counter attack system:
Another villager attacks the other villager controlled by a difrent player, one player or both would just cancel their animations, wait for spells and trigger counter attack by using is attacked exploit.
I still don't think you can calculate Damage Taken in your system.
 
Level 22
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Oh, yea. Thats right. I tought of Villagers being together, but making some duel system.
Right.
Ill just parse them into two, but then i would need variables, and it would go MPI, instead of MUI.

And just a second, if we say Villager 1 has counter attack and so has Villlager 2.
Then Villager 1 keeps stopping, then he will *Attack* Villager 2, and Villager 2 will sometimes return the damage...
Why would somebody do it worse for themselves?

You see?
If i keep stopping, it will only be bad for me.
 
Level 25
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Some time based spells(well maybe not all), didn't had any inspiration.
The Time Master may be totaly lame(maybe should change from attacking to damage source unit affected) but it was late and i don't have any(not used) ideas.
View attachment 42215
If you want add nicer effects or even custom models, i just added some.
Also though about this dark spell:
-Soul Assumption
-For each 10/7/5 damage taken by enemy unit the caster(maybe AOE) heals 1/2/3 mana and health upon spell termination(or each second).Lasts x seconds.

I will be doing some Ice spells today and one question about the spirit that follows the villager, is it trained,created via trigger or present in the map?

@Paladon - great wind spell.
 
Last edited:
Level 25
Joined
Jun 5, 2008
Messages
2,573
Here are some Ice spells i made, only the Aura is not original so:
Can anybody think of a good passive ice skill?
Also it would be good for anyone to tell me how to hide Ice explosion's second icon.
Anyways there are 4 spells, enjoy:
-Ice Blast
-Ice explosions
-Frost Aura
-Frozen Orb


View attachment 42232

EDIT:
@Spartadude

Man that spell is sooooo leaking and the line:
Remove Last created lightning effect is unefective

And it creates a effect which doesn't move only stand's at the begining location, you should move it each second and learn to use variables.
 
Last edited:
Level 2
Joined
Nov 17, 2008
Messages
12
Okay,here is this.
Event - A unit starts the effect of an ability
Condition - Ability being cast equal to Time Banish
Action - Set <Temp_Integer> equal to random integer between 1 and 4
Action - Create 1 Dummy for owner of triggering unit,facing default building angle
Action - Cause triggering unit to damage target unit of ability being cast by level of ability being cast x 75,attack type Spells,damage type Normal
I do this because if there is a event that triggers at death,the casting unit will trigger it.
Action - Set TimeBanishStunAbility level equal to <Temp_Integer>
Order last created unit to (the base ID of the stun ability,use whatever you want)
Action - Set <Temp_Integer> equal to 0
Action - Set Unitcast equal to Triggering Unit

The trigger that makes the time banish ability to damage units that are out of existence(stunned) based on the how long they are stunned.
Event - Every 1 second of game-time
Action - Pick every unit in units in playable map area
If then else
If - Picked unit has buff Timebanished
Then - Cause Unitcast to damage picked unit by 40,attack type Spells,damage type Normal.

So in summary,damages a enemy unit by level of the ability x 75(you can maybe skip that part),and then stuns it for a random duration between 1 and 4.Each second,everything that was banished from time will be damaged by 50.
 
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