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The official "bla bla bla about abilities" by Lior

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Create an aswesome map

The idea behind creating an awesome map is all about thinking, thinking and a lot, even as you shower or going to shop, you allways keep in mind the scene that is in your map and the mood, the more ideals you put into a map the more creative things to do on the map will be, allways keep your map in mind.
Once you see an epic movie, keep that feeling and try to get scanes from that movie copied into the game, since the game can't make 100% the same scane it will instead create your own version to how you describe epicness.
A funny proof for this is our real life games: people who loved warcraft 1 came to check warcraft 2, those who love warcraft 2 came to check warcraft 3, and we the players of warcraft 3 are SURE to check warcraft 4 once its finnaly out. So creating the same map just with more ideals and an improved version (faster? looks better?) gonna allways attract us. Think about any possible game on the market, they are sure to have atlist 3 version for their game, with improved ideals, visuall effects and bigger area for each version.
Start map by calling it "V0.01" and add 0.01 any version, there is no real need for log for what was changed, but as players see that map with a new version they just might come and say hellow, or even say how they loved the first version where that hero was available XD
When you create your map you have to focus of a few things: Mechanics, Storyline, Visuals and difficulty.

Orb Effects

Searing Arrows + Orb of Venom = Stacks for ranged.
Critical Strike + Bash = Only one at a time for ranged, can be at same time for melee.
Critical Strike 100% + Bash / Crit = 100% only for ranged, same time for melee.
* PULVERIZE on ranged attacker?! = Stacks. The damage is done arround the attacker, not arround the target.
Orb of venom + Split shot (steam tank passive with 0 as base damage) = stacks, on the main target.
Attacking with the same attacker unit model as missle = The unit dies after the attack so a potm which has arrows that look like a potm will die after she attacked, same goes for a storm bolt modeled unit casting a storm bolt.
Phoenix Fire + an attack = Stacks, even if it has the same model so you can use potm with arrows that look like potm flying automaticly from her and she will not die.
Phoenix Fire + Phoenix Fire = only stacks on 0.01 buff placement, it might select different target or skip the target that has the buff when the missle went out.
Orb of venom / Envenomed weaponds / Slow poison / Orb of slow does not stack.
Orb of fire + Envenomed Weapond? dunno if stack, the damage in "data 1" is the damage which will splash with spells attack type, this means that an attack of a hero with orb of fire that deals 10 damage will do a fixed 10 damage to surrounding area unless they have spell immunity.
Wind walk does damage type that match the user attack type and it will never place orb of venom buff on an air unit.
Orb of Fire + Cleaving attack1 + Cleaving attack2 + Cleaving attack3 = stacks for melee. ranged unit can use the advantage of Cleaving attack and even Vampiric aura if this unit was originaly melee and gained extra range thanks to range upgrade, the unit attack will never create a missle, but its possible to attack with "lightning attack" which like chimera, looks somewhat like a ranged attack depite not being a missle (the model of lightning attack can be edited into any lightning effect like Drain Life).
List of possible and impoossible orbs: http://www.playdota.com/mechanics/Orb_Effects Credit to icefrog xD.

Make an Ability
Making BRILLANCE AURA with 1 level out of HERO will cause bigger loading screen time than using BRILLACE AURA out of item, which don't have 3 levels and its even less costy than a UNIT based brilance aura since a unit has a tooltip, unlike the item version.
Is this princeple applies to all new created abilities at all?
yes, all abilities that created from item takes less loading time, since items abilities has 1 level and no tooltip, the reason is because that an ability is created by this order upon loading screen:
1) computer create original ability.
2) computer change that original ability to fit the new abilty in the editor.
Due to this order, abilities that are originaly with less data will create less pressure on step 1 than abilities with bigger data. So since all items comes with level 1 and no tooltip, they all are allways better.

Note: you can find intresting results when you shift click ability and write down a negetive value:
Cleave attack can heal nearby allies based on the damage that your pitlord dealt. XD
Bloodlust can shrink the effected unit. XD
Just remember: Using negetive values allways had a map file destroying effect! so make sure to save the map file twise. Version 0.01 -> V 0.020 + V 0.02.

Make a Trigger

Create a point named p and place it in your variables, whenever you get an action which asks for point, use that p, no expections, if there is an exeption is about creating p2 - a place that is different from p and is needed at the same time: example: p = position of unit. p2 = (p) offset with 700 range toward (triggering unit corrent facing). **do something with p or p2** . Custom script call RemoveLocation(udg_p). Custom script call RemoveLocation(udg_p2).
that might be used for spells like Shadow from Dota which throw spell damage in 700 ranged toward its facing.
Bad: dont do set real1 = x of p set real2 = y of p, then create unit in (real1,real2), this create a loaction that is leaking, instead you may use: set real1 = x of p set real2 = y of p, Custom script call RemoveLocation(udg_p). and then in another trigger use those saved reals to pull out that point, not losing the point from trigger to trigger -> set p = (real1,real2). do something with p. Custom script call RemoveLocation(udg_p). Note that it works better if you have real1 and real2 saved in hashtables but I leave this explain for later.

Create a unit group named ug and place it in your variables, whenever you get an action which asks for a unit group, use that ug, allways.
examples: set p = position of triggering unit. set p2 = position of target unit of ability being cast. set ug = all living units in 700 area from p. set ug2 = all living units in 700 area from p2 . pick every unit in ug { if (picked unit is enemy) if (level of invulenable netural is 0 for picked unit) if (picked unit is not mechanical) then deal 100 damage to picked unit.
pick every unit in ug { if (picked unit is enemy) if (level of invulenable netural is 0 for picked unit) if (picked unit is not mechanical) then deal 100 damage to picked unit. Custom script call RemoveLocation(udg_p). Custom script call RemoveLocation(udg_p2). Custom script call DestroyGroup(udg_ug). Custom script call DestroyGroup(udg_ug2).

Hashtable is like a variable that is attached to unit, instead of INT[1] = 1 and a different use of this strategy of using an attached data is UnitIndexer which refer to any new created unit like this: INT[counter of created unit on the map] = 1 is HASHTABLE. since HASHTABLE can create a maximum of 100 hashtables per map, if you going to create more than 100 custom abilities you are going to NEED Unit indexer, but if you create less than 100 abilities, you can use hashtables which are more simple to use, once you get used to them.
Trigger 1) MAP INITIATION: create hastable set Hash1= last created hastable.
Trigger 2) Unit started an ability. ability equalls to PoisonToGroup. set p = poistion of ability being cast. set ug = all living unit in 700 area from p. pick all units in ug and do{ set Int = 5. set unit = triggering unit. Save Int as 1 of key(PICKED UNIT) in Hash1. Save unit as 2 of key(PICKED UNIT) in Hash1. add picked unit to UnitGroupPoison. (yes its true, the number of spells is the number of actuall variable of unit groups, I never found a better way to do it, but I might be wrong) call DestroyGroup(udg_ug) call RemoveLocation(udg_p). Turn on Trigger 3.
Trigger 3) Every 1 second of the game: pick every unit in UnitGroupPoison and do { set Int = load 1 of KEY(PICKED UNIT) from hash1
set Int = load 2 of KEY(PICKED UNIT) from hash1. cause unit to deal 10 damage of type spell. set Int = int-1. save int as 1 of key(PICKED UNIT) in hash1. if int = 0 { remove picked unit from UnitGroupPoison. remove all child from picked unit. if UnitGroupPoison is empty turn off trigger3.
I bet this one was a bit confusing and it took me a lot of trys to get it right, but if you done it like I wrote, everything go smoothly, and be sure to check all of them turituals suggested for hashtable since it takes time to get used to.

Handeling the Forum
Be a buddy! I left posts with readers who discouraged me from trying and choose to not help them, when someone do something good for you give them +Rep, even for little things, even for trying to help, even for irrelivant to the corrent converstion things, even just to spread, the new system allows us to give something like 10 reputation points a day so now we have to worry about that but still BE A FRIEND.
Obey Rules, I took years to get used to APPOCALIPS who give negetive reputation for double posts and only last year I started to stop hating him, just obey the rules, or he will be there to annoy you -_- .
To fix double post go to the second post and press edit, save with control C and make sure you don't ctrl c again for another text or you lose it, go delete on the second post, go edit the first post and press controll V and then press save. Since editing wont show a new massage for all of the corrent writers, you may indeed create a new massage contain "123456" (6 is the minimal digits for a message) and delete it afterwards, nobody will notice unless they have super fast computer, I was only seen once all those years xD.
Do not post Abilities that are made for noob map maker, don't post anything simple and easy to make as an ability, you will get a very bad attantion since the custom spell area is not meant for people with awesome use of built-in ability, but instead is a place that force you to give credit to random persons on this site, I had a huge argument about that subject and that was the conclution me and the other chatters come to, the abilities area is only for highly complecated triggers and the thread is made for forcing people into giving credit (or else your map will not be approved if you tried to post a map) take my advice, take nothing from there, it just won't worth it.
Don't use too many colored letters, a text in white with {B} and {U} is enough, or else you get private mails -_- also, red for danger should be well placed.
DO NOT CREATE PASSWORDS WHICH ARE HARD TO REMEMBER the only one that really has the ability to steal your password is a person which is watching you typing the password, in your room, there is no reason to create a password with 18 letters and 12 numbers, the only one who will have a hard time decoding it is you, when you forgot it.

Edits:
28/10/13 Windwalk attack fix, custom script "call RemoveLocation" fix, a few misspells fix and merging the double post.
09/11/13 Added a link to a list that shows orbs effects stackability.
29/11/13 Added a guide about Negetive Values.
 
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Do not post Abilities that are made for noob map maker, don't post anything simple and easy to make as an ability
You mean refrain myself from getting simple spells from this site, creating them my own? [my team]

since the custom spell area is not meant for people with awesome use of built-in ability
You mean giving a bad impression to those skilled spell makers?

yes, all abilities that created from item takes less loading time,
Does this affect gameplay's lag in any way?

Once you see an epic movie, keep that feeling and try to get scanes from that movie copied into the game, since the game can't make 100% the same scane it will instead create your own version to how you describe epicness.
Scenes from movie is impossible to be presented in gameplay, only cut scenes.
 
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aYb73r2_460sa.gif
 
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This is... Very complex and difficult to read. I would highly suggest some more paragraph breaks, some 'lists', some tables, perhaps, some colors (not too many)...

On the other hand, I'm quite interested in what might be quite a set of 'diamonds in the rough'... Especially the paragraphs on using Item abilities as a base & all that testing about attack-enhancing-related abilities... Do you have more/more clear/more examples/test-maps on that stuff?

Also, this
...the only one that really has the ability to steal your password is a person which is watching you typing the password, in your room, ...
is patently false. Ever heard of keyloggers? As well as a host of other malicious software that a computer can become infected with... However, yes, don't pick a password you yourself cannot remember. I would highly suggest drawing some inspiration from here.
 
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Add some boxes or sections to separate the different topics. Is this a collection of your experiences on map making added with some suggestions?
 
You mean refrain myself from getting simple spells from this site, creating them my own? [my team]


You mean giving a bad impression to those skilled spell makers?


Does this affect gameplay's lag in any way?


Scenes from movie is impossible to be presented in gameplay, only cut scenes.

you were right about most of it, only that the lag is before the game starter and after 5 minutes loading time im pretty sure some computers would collapes or players get bored and leave.

Add some boxes or sections to separate the different topics. Is this a collection of your experiences on map making added with some suggestions?

Correct.
This is... Very complex and difficult to read. I would highly suggest some more paragraph breaks, some 'lists', some tables, perhaps, some colors (not too many)...

On the other hand, I'm quite interested in what might be quite a set of 'diamonds in the rough'... Especially the paragraphs on using Item abilities as a base & all that testing about attack-enhancing-related abilities... Do you have more/more clear/more examples/test-maps on that stuff?

Also, this

is patently false. Ever heard of keyloggers? As well as a host of other malicious software that a computer can become infected with... However, yes, don't pick a password you yourself cannot remember. I would highly suggest drawing some inspiration from here.

http://www.playdota.com/mechanics/Orb_Effects
There should be a section which tells you about how illusions works but it might fool you as in dota, there are settings which are different from the normal warcraft games, like how illusions can heal and are receaving extra attack speed from certain abilities which shouldn't work for them. Either way, critical strikes allways works for illusions while bashes are working if the unit was allready bashed (prolonging the stun of none-illusion) but prevents bash from hittting the target (the fake bash disables none-illusion bash from being able to hit).

more like best player 98
It might be my thread but I'm still not alloweded to delete post like that. Regarding how this is "the official bla bla bla" which is meant for my friends on the list I have, I ghess I just have to put up with people like you.
So, if you think Im at age 15 like you and not 25, then I like that you see me as a friend at your age and I dont hate you. [you can go fuck yourself]
Also I want you to feel good about your self. [I fuck niggers like you every day]
and I hope we can be friends. [get the fuck away from my thread bitch]
Thank you.
 
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url]http://www.playdota.com/mechanics/Orb_Effects[/url]
There should be a section which tells you about how illusions works but it might fool you as in dota, there are settings which are different from the normal warcraft games, like how illusions can heal and are receaving extra attack speed from certain abilities which shouldn't work for them. Either way, critical strikes allways works for illusions while bashes are working if the unit was allready bashed (prolonging the stun of none-illusion) but prevents bash from hittting the target (the fake bash disables none-illusion bash from being able to hit).
Interesting. I had no idea the guy(s) behind DotA had researched Orb effect abilities so extensively (though I guess it makes sense).

I wasn't so much concerned/knowing about all that Illusion/Stun/Critical Strike stuff... But more the stuff like:
bestplayer said:
Searing Arrows + Orb of Venom = Stacks for ranged....
* PULVERIZE on ranged attacker?! = Stacks. ...
Orb of venom + Split shot ...
Phoenix Fire + an attack = Stacks, ...
Phoenix Fire + Phoenix Fire = only stacks ...
Orb of Fire + Cleaving attack1 + Cleaving attack2 + Cleaving attack3 = stacks for melee. ...
First off, when you say "stacks", what exactly do you mean? i.e. Does the Damage add up/get combined? Or do you mean, the secondary effects (Orb of Venom = Poison, Phoenix Fire = Flames, etc) combine positively with others (what others)? Can you be a bit more specific/provide examples?

Pulverize on Ranged Attackers, eh?... That's really useful.

Phoenix Fire can stack with itself!? That would be very useful... If it works like I think it does. Can you explain this a bit more/provide examples?

Cleaving Attack works on Ranged units, too? Does it hurt units near the Attacker or the Target of the Attack?

bestplayer88 said:
It might be my thread but I'm still not alloweded to delete post like that. Regarding how this is "the official bla bla bla" which is meant for my friends on the list I have, I ghess I just have to put up with people like you.
So, if you think Im at age 15 like you and not 25, then I like that you see me as a friend at your age and I dont hate you. [you can go fuck yourself]
Also I want you to feel good about your self. [I fuck niggers like you every day]
and I hope we can be friends. [get the fuck away from my thread bitch]
Thank you.
Dude, chill out. He's just being a jerk. The Internet has that effect on some people. :p

Actually, to be honest, I don't even get the insult; you're "bestplayer88", he said "more like 'bestplayer98'"? Like adding 10 to the number at the end of your username is a bad thing somehow?
 
Interesting. I had no idea the guy(s) behind DotA had researched Orb effect abilities so extensively (though I guess it makes sense).

I wasn't so much concerned/knowing about all that Illusion/Stun/Critical Strike stuff... But more the stuff like:

First off, when you say "stacks", what exactly do you mean? i.e. Does the Damage add up/get combined? Or do you mean, the secondary effects (Orb of Venom = Poison, Phoenix Fire = Flames, etc) combine positively with others (what others)? Can you be a bit more specific/provide examples?

Pulverize on Ranged Attackers, eh?... That's really useful.

Phoenix Fire can stack with itself!? That would be very useful... If it works like I think it does. Can you explain this a bit more/provide examples?

Cleaving Attack works on Ranged units, too? Does it hurt units near the Attacker or the Target of the Attack?


Actually, to be honest, I don't even get the insult; you're "bestplayer88", he said "more like 'bestplayer98'"? Like adding 10 to the number at the end of your username is a bad thing somehow?

He's tring to point out as if my age won't suit my knowledge.

I learned warcraft 3 editor at age 15~ where I first came to the idea that I want my older sister to play games with me despite us not having internet, and since she is a girl, I wanted to make a game she could play, it took me so many years to learn how to edit properly and my 26 years old sister will probably have no use of my knowledge! xD I want to see how well other map makers are doing with my knowledge, I mean, if I know that a pulverize can be an awesome ability for ranged attacker hero, I want to see how awesome other artist of map editing are able to go with my knowledge.

Searing Arrows + Orb of Venom = Stacks for ranged. -> Each attack will have the bonus damage and will place the buff of venom.
* PULVERIZE on ranged attacker?! = Stacks. -> Give it the name "point blank shot" and try to think which hero it will suit for best.
Phoenix Fire + an attack = Stacks. Phoenix Fire + Phoenix Fire = Stacks. only in case that the duration is 0.01. So multiple missles with different intervals and different model will spawn -nearly- without delaying eachother.
Cleaving Attack works on Ranged units, too? yes, the area is near the attacked unit, give pitlord the upgrade of rifles and then in the game pick human and upgrade the rifle's range upgrade, pit's cleave will work and his attack will hit far, but he's attack will be weird looking so you can give pitlord in adition to his ability Inventory(Hero) the ability Lightning Attack so that his attack will look somewhat like a missle.
 
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Cool things there man, it would be really great if you could group that stuff on one post so it would be easier to read.
 
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He's trying to point out as if my age won't suit my knowledge.
Ahhhh... So the "88" at the end is, like, your age/year of birth or something, I suppose? Never mind, then.

bestplayer said:
* PULVERIZE on ranged attacker?! = Stacks. -> Give it the name "point blank shot" and try to think which hero it will suit for best.
I don't know about "stacking", but the important part to me is that Pulverize works, and works as a burst of AoE around the attacker, not the target. This would be great as a sort of "magical rebound/re-burst" ability for a Warmage hero (% of his magical ranged attacks deal AoE damage around him, punishing melee attackers), or perhaps a souped-up Batrider unit that, with every ranged Spear attack of his Troll rider, the Bat releases a sonic bat-Screech which deals damage to rebuff pesky anti-air melee attackers.

That's awexome.

bestplayer said:
Phoenix Fire + an attack = Stacks. Phoenix Fire + Phoenix Fire = Stacks. only in case that the duration is 0.01. So multiple missles with different intervals and different model will spawn -nearly- without delaying eachother.
Ohh, dang. No, I know Phoenix Fire can have a duration of 0.01 and do a sort of "pseudo-stacking"... But I can't, for example, have a Phoenix Fire stack with another Phoenix Fire (i.e. if my enemy uses a Phoenix, my custom PF-based spell won't proc until the fire is gone).

bestplayer said:
Cleaving Attack works on Ranged units, too? yes, the area is near the attacked unit, give pitlord the upgrade of rifles and then in the game pick human and upgrade the rifle's range upgrade, pit's cleave will work and his attack will hit far, but he's attack will be weird looking so you can give pitlord in adition to his ability Inventory(Hero) the ability Lightning Attack so that his attack will look somewhat like a missle.
Interesting... Ranged upgrades have always been a tricky sort.
 
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I believe with different buff it will still takes effect.
I can (re)test that, but unfortunately this is a problem with all of Blizzard's spells, pretty much; if one makes a custom spell with a custom buff, the game still treats it like the original buff (in terms of stacking & such). So my Raptor's "Lacerate" (mod. Inner Fire) can't play nice with the *regular* Inner Fire, nor can my Headshrinker's "Shrink" (mass mod. Bloodlust) work well with *regular* Bloodlust.
 
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I thought PF's stack, I remember asking about how a certain map was making multiple bullets auto-fire without the unit stopping to attack. I never got to testing it though.
 
I can (re)test that, but unfortunately this is a problem with all of Blizzard's spells, pretty much; if one makes a custom spell with a custom buff, the game still treats it like the original buff (in terms of stacking & such). So my Raptor's "Lacerate" (mod. Inner Fire) can't play nice with the *regular* Inner Fire, nor can my Headshrinker's "Shrink" (mass mod. Bloodlust) work well with *regular* Bloodlust.

It goes even worst than this my friend, Inner fire 1 (5 armor) and Inner Fire 2 (2 armor) (2 different buffs) will give the target the last spellcaster of inner fire with no buff and only the effect.
Cast 1: unit get +5 armor.
Cast 2: unit get +2 armor and have invisable buff.
Cast 1 again: unit get +5 armor again and still have invisable buff.
Effect of armor ends: unit lose all buff.
Cast 2: unit get +2 armor.
Cast 1: unit get +5 armor and the buff disapears again.
Cast 1: unit get +2 armor without a buff.
Effect of armor ends: unit lose all buff.

Edit: there is a solution to it: unit cast a buff: give unit devotion aura with spellbook that is disabled to all players. after 60 seconds remove the buff. the spell cast again? reset the duration of the trigger for the buff. unit cast dispell? remove the ability spellbook (devotion aura that looks like inner fire) from the target. It is very complecated and I would not recommend it since its very tricky.
 
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I thought PF's stack, I remember asking about how a certain map was making multiple bullets auto-fire without the unit stopping to attack. I never got to testing it though.
With a Duration of 0.01 (minimum), they "stack" only in that the buff does not last long enough to stop a second (or third/fourth/etc) PF from firing off. But if I have two PF's that both use reasonably Durations (i.e. the regular PF & a modified one, for Poison or something), they won't both proc. :<

bestplayer said:
t goes even worst than this my friend, Inner fire 1 (5 armor) and Inner Fire 2 (2 armor) (2 different buffs) will give the target the last spellcaster of inner fire with no buff and only the effect.
Cast 1: unit get +5 armor.
Cast 2: unit get +2 armor and have invisable buff.
Cast 1 again: unit get +5 armor again and still have invisable buff.
Effect of armor ends: unit lose all buff.
Cast 2: unit get +2 armor.
Cast 1: unit get +5 armor and the buff disapears again.
Cast 1: unit get +2 armor without a buff.
Effect of armor ends: unit lose all buff.

Edit: there is a solution to it: unit cast a buff: give unit devotion aura with spellbook that is disabled to all players. after 60 seconds remove the buff. the spell cast again? reset the duration of the trigger for the buff. unit cast dispell? remove the ability spellbook (devotion aura that looks like inner fire) from the target. It is very complecated and I would not recommend it since its very tricky.
Eesh, that's nasty. Yeah, what you're describing (using Auras as psuedo-buffs) I've heard about, but never really used; with my simple GUI, it would be too leaky to be useful. :< Maybe with the higher coding arts, perhaps...
 
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