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'Unique' OE Spells

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So I want to know of more 'Unique' default WE spells. Today, I discovered that 'Fury Swipes' and 'Caustic Finale' from DotA is actually the Firelord's third skill, Incinerate.

Also, some more questions:
(1. Does QuillSpray /actually/ work? I tried testing, doesn't seem to.) -> solved
(2. The Lava Spawn's ability to split with reduced duration is hard coded right?) -> solved

'List'

- Battle Roar/Howl of Terror can give a flat regen bonus, % damage boost, flat armor boost for a duration. Note that Howl of Terror by default has reversed effects, so negative values return positive. Also note that interface icons turn red when you turn Howl into a friendly spell.
- Demolish is like Critical Strike that doesn't show damage dealt.
- Drunken Haze/ Silence/ Cloud of Fog can do the same thing: prevent attacks and abilities. The differences are; Drunken Haze is single target, Silence afflicts everything currently in the area for a duration, and Cloud of Fog needs to be channeled and only affects enemies that stay in the area.
- Incinerate can cause targets to take more damage every hit and/or explode upon death if it dies with buff
- Lava Spawn is an ability that summons monsters that multiply in a specific amount of attacks for a specified amount of time.
- Custom On-Hit Orb Effects are possible without triggers. Use Orb of Slow ability and get a targeting ability to use it with. Instant-casting is disputed.
- Quill Spray is an autocast that gives increased damage and a cleaving attack, but requires "Missile - Splash" Attack Types.
- Tornado Slow and Tornado Spin respectively slow enemies and toss enemies into the air periodically. Both don't show in the UI, and are passive
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What is OE?
- DotA's quillspray? I know it works the last time I used Bristleback (2010).
 
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Quilspray is a completely triggered ability, it's damage is instant and the fan of knives animation is just for effect it does nothing.

The lava spawn abilitys "respawn" duration I feel like could be changed, I haven't looked at the fields recently, but yes demonic conversion seems to just be an alterted lava spawn.

OE is the object editor :p.

A unique ability...I'll try to think, on my way to class, I know a few I think.

Edit:
Some off the top of my head, bloodrage is soul burn with negative values for dmg, with the new dispell feature that may either be triggered or a purge I'm not sure.
Track and Amplify Damage are both faerie fire,
Gush is acid bomb
Moment of courage is a disabled spellbook with a vamp aura and slow aura with max attack speed.
Not 100% on this but I think Requiem of Souls fires numerous shockwaves or breathes of fire in 360 degrees directions around SF
Moonlight shadow adds ghost or permanant invisible with a fade time.
God strength gives him a disabled spell book with a command aura.
Heartstopper aura is a negatively valued unholy aura
Rocket barrage is a disabled spell book of phoenix fire
I think remember hearing that glyph of fortification is used in dk's dragons blood
Syllabears entangling roots is slow or lightning orb with the base ability entangling roots.
Geostrike is a slow poison with the stacking feature checked so the group of meepos slows.
Flak cannon is Barrage from siege engines
Death pact from clinkz damage is based on inner fire, the go I guess is the health ability is item ability not sure.
Kracken shell is in part hardened skin

Hope this is the type of stuff you were looking for. I'll try to think of more when I finish class for today.
 
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I meant the default Quill Spray, not from Bristleback lol. It's a unit ability that is supposed to enhance attacks with damage like Searing Arrows and at the same time grant cleaving attack.

@Poke I was looking for 'unique' spells, not spells from DotA. You know, those things some might never know actually exist by default.

Not 100% on this but I think Requiem of Souls fires numerous shockwaves or breathes of fire in 360 degrees directions around SF
Yup. The trick they do to 'deal more damage when nearer' is that the unit is hit by more waves at a close range, and fewer at a long range. The carrion swarm is increased every 2 levels of Necromastery.
 
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So you're looking for long lost and forgotten abilities in the OE.

Well just yesterday I looked at Posion arrows has searing arrow icon, not like envenomed spears or slow poison, it has some interesting fields.
 
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Sorry, I got confused. There is an ability guide in wc3c, but the site is currently down.
Here, used wayback machine.
 
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The lava-spawn ability can be modified pretty far. Here is an overview about how it works.

DataA tells you how many units will be created when casting the ability. However this does not affect the number of units created by a split. Every split only creates one new unit.

DataB tells you how long the splitting process takes. The splitting unit cannot be controlled.

DataC tells you how often a unit has to attack until it splits. 15 means your unit will attack 15 times, then it will start to split. After the splitting process both of the units have to attack 15 times again.

DataD Here you can define the lifepoints gained for each split. After a split the HP of both new and old unit are set to the same value which is calculated this way: (MaxHP + CurrentHP) * DataD. For example Your unit has a max HP of 500 and

DataD is set to 0.6 .Your unit is in a fight and gets damaged until it finishes a splitting process. The moment before the new unit appears and the healing effect occurs your old unit had 200 HP. Both units will now have (500 + 200) * 0.6 = 420 HP.

DataE this is the time which is added to the lifespan of your units when splitting. For example your unit has a 60 sec. duration, DataE is set to 12 and after 30 seconds it finished the splitting process. Both of your new units will now have a lifetime of (60-30+12)= 42 sec. The new unit will have one or two seconds more lifespan because it needs that time to fly away from the original unit and spawn.

DataF tells you how often the units can split themselves. If you enter 3 you can have a maximum of 4 units. The first generation is directly created when you cast the ability. This first unit can split to create a second unit (2nd generation). Both of those units (the first one and the one created through split) can split once more to create two new 3rd generation units which makes a total of 4.

Area1 this is the distance at which your units are created when you cast the ability as well as the distance the new unit has to travel when splitting.

Take a look at the buff as well! There you can change the splitting effect (flying lavamonster)


However there is one downside/problem:
- After every split the color intensity of your units is lowered a little bit which seems to be hard coded. Every unit of the 4th generation will therefore turn unvisible. You can fix that by resetting the vertex coloring via trigger. I suggest using the event "unit enters playable map area", which only detects the new units (not the originally splitting units, i couldnt figure a way to detect them). Then run sth. like pike every unit of unit type (whatever you use).
 
You can fix that by resetting the vertex coloring via trigger. I suggest using the event "unit enters playable map area", which only detects the new units (not the originally splitting units, i couldnt figure a way to detect them)
Why not do it for both? However, are you sure that it's the vertex coloring that's gone awry?
 
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@Wrathion: Well, i just tried setting the vertex color to standard values and it worked. With trigger off my units turned darker and finally every 4th and later gen. unit was transparent or whatever (just the shadow was left). With trigger on the units were fully visible and colored. They didnt turn dark either.

Problem with the "unit enters playable map area" event is: If a unit splits only one of the two resulting units is detected (the one flying through the air). There may be an event that can detect both of them, i just didnt figure it out.
 
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Just tried that, used paladin as summoned unit. The original paladin didnt die (after 1st split there were only 2 paladin icons in the top left and 2 paladins were on the map) so original units stay alive.
 
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