Warcraft III resources & community, 2003–2006 · archived
Barbed Riposte v. 1.0
not rated
Submitted by The_RavenTrigger Enhanced251 downloads40 KB
Screenshot
Covers the hero in magical spikes. After 20 seconds of channeling, the spikes will fly out at nearby enemy units, dealing a total damage equal to the damage taken by the hero while casting.
that Damage Target and Damage Area is frikin sweet gonna be alot more spells posted and make thing ezy for us. Plus i love that level ability up, no more making lots of diffrent dummy spells for each level.
That new Damage Target function is so cool! I would've used it the first time, but I had accidently removed the patch and I didn't realize it until now.
Do what CDSNUTS said. That's perfect. Change the missile art to whatever, and make sure there's no arc. Reason the timing is off is it takes a couple tenths of a second for a unit to cast a spell, so put in a wait function, or have him start casting a few actions before the damage is done.
It lacks animation, true, but other than that it's very good. 1 thing though, what exactly is the purpose of putting everything in loops from 1 to br_times_cast? It seems that it would make each subsequent casting stronger than the last, but that's not the case when actually applied. On a side note, if you want to make spells give bounty, then I reccomend that you upgrade to the beta patch. There's a new action in the world editor "order unit to damage unit" or something like that. It works just as if it were non-triggered. EDIT: Nevermind, I see that the loops are to support multiple casters.
Im no expert but how about it creates an invisible dummy wich casts a custom spell fan of knives with the animation of the quill beast. You could either use the damage from the spell or just set it to 0 and use it for the art.
As with many of my spells, it lacks in the animation department. I wanted the spikes to actually fly out and hit the targets, but no matter what I tried, the animation just didn’t turn out right. Any ideas?