Warcraft III resources & community, 2003–2006 · archived

6spells by Sansui

not rated
Submitted by SansuiTrigger Enhanced694 downloads171 KB
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Screenshot
Contains such spells as Pyrosis, Saint, Circle of Rocks, TKT, Iceflow, and Flameing TKT



Added a new SPELL! Static Field

Version 1.03
File Name
6spells by Sansui.w3x
Author
Sansui
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Comments

30
Static Field - No graphics for it besides the sparks that appear randomly, and makes all units inside the range besides your own move to some point

getting better though
Overpowered because the units around them are weak :)

And damage can be changed easily :)
some of them have cool affects but most of these spells are really overpowered. Also you don't need all of that text. Other than that it is good... :wink: 4/5
Added another spell.
O I see.

I guess then the only way is to make a unit the would kill the target if it's hp is too low.
But how will that take into acount the random integers/ int/ str spells, You see I have each spell doing damage diff like one takes casters int x lvl x lvl of spell
another does targets str x lvl x spell lvel.
and another does int x lvl of caster /agi of target.

otherwise I would.

You will notice the radius of the attack Iceflow is determined by int and spell lvl.


And I dont think i can make a unit that has equal attack to the spell itself because damage does not just change on lvl of spell.


Oh I was just trying a new appearance.
CoR: Yeah the mass thunder clap effects kinda look blotchy, also I dunno if this is the intended effect but when you cast it and the rocks move, there's alot of them at once, otherwise it's fine now.

IceFlow: It looks better, a lot better now, but it doesn't give expierence for kills.

I have a few suggestions to make your life easier.

If possible you should use loops inside your triggers, because in a lot of them you c/p the same actions over and over but just change a few things, and I'm pretty sure its entirely possible with loops.

I also have an idea for exp. In the triggers you have the action to set their life - so and so, this doesn't give exp/bounty. However you can create a dummy unit that can't move, has no spells, then create a spell called "Ice Flow Damage" or something and give it the desired spell damage and set the mana cost to 0 and the cooldown to 0 and cats range to 99999.99, then create the unit, give it the spell and order it to cast it on the units.

Not only will it give exp/bounty for kills but it takes into consideration spell reduction/immunity
They are getting better.
Just wanted to point out in Circle of Rocks. Because you used a mass amount of Thunder Clap Effects they mix together and make it look like a blob of multicolor Pixles.

For the ice flow i think you should add an effect when the spires appear maby like frost nova mainly for the sound and the little air effects that it dose.

Keep working on them.
Put in a variable such as caster or whatever and that would be the unit casting the spell

Then pause everyone and unpause him.

Could also pick all units besides the caster
Hey Sansui. You've helped me once beofre by making a kamahl i think... anyways i made some spells that worked great until the game froze. I made a basic trigger before i made my spell's triggers. My Spell goes like this...
(o btw this is a spell that freezes everything (but the game) and lets the hero escape)

-Basic Trigger-
Events- Map inisialazation
Conditions- NONE
Actions- Pick all units in etire map and do add picked unit to Freeze

-Name- Eternal Ice

Events- Unit begins channeling an ability
Conditions- Ability equal to Eternal Ice
Actions- Enviroment- Set Enviroment to Frozen Throne Blizzard
-Pick all units in Freeze and do Create special effect (Frost Nova) at picked unit.
-Pause All units
-Wait 30 Seconds
-Destroy last created Special Effect
-Unpause all units

TY for you time -Godof_ChAoS-
If you give them the locust ability they won't be selectable and that would clear up the problem
All of the dummie units wisps have flying movement, the ice chunks move because they are units done so i could create and destroy them instead of the gayness with effects staying,

The triggers should be an easy fix to add multiplayability.

Thanks for testing Ill be working on the above mentioned, plus revamping CoR again to make it look better.

I think I might start a new cleaner map with the next 10 spells and those will allow multiple casts. good idea?
sorry for double posting i forgot about this 1 if you cast iceflow near a large group of units the large ice chunks start to mave to i thin you shuld b able to fix thin by making the wisps have a flying mavement type and have move height set normal
i fount abnother bug if you cast the tk thing on a unit and get another hero to cast it at the same time then the cripple effects and the roar effects wont go away
Well I tested on 2 pcs and on one they did lag like you said and on the other they didn't.

In order to stop the lag I would have to revamp the movement of the effects.

They may be selectable but you cant attack or cast on them...

I could make CoR look great but then i can't get rid of the sfx.

Fixed the roar on Iceflow. no more roar.
Ok I tested it again :D (gl in the contest btw I'm entering to under ice) and there's a few bugs I found.

Circle of Rocks: You can still select the rocks if your fast enough, so I suggest giving them the locust ability to solve that. Also this isn't really a bug, but when you cast CoR, it creates a fairly good lag spike on my cpu (which is crap ;/)

Ice Flow: This is really neat, but when you first start it you can see the blue wisps and select them, I dunno if you wanted the wisps as the graphics, but thats how it turns out. It also gives the battle roar buff and graphics to every unit hit by it, but otherwise it's fine.

TKT: Really neat, but if you cast it on a unit and theres a unit in the way it stops him and the unit just shakes but its good.
Added another spell and fixed circle of rocks.

when you use tkt change the caster viewing position its fun!
Ok fixed some issues... with camera001 and Circle of Rocks
and
Added another spell, again no pause ingame.
Eww I gotta fix that,

Ya circle of rocks does not move them no idea why visibility would appear in the right hand corner.

As for damage use it on the hero foes, it uses its targets str, ill have to change some other things arounf with it i guess, maybe add a stun time.

And change ownership of the boulders to passive or extras?

Thankyou for testing.

Fixed the rock bug but if you cast it again before the spell completes the rocks go to the next target gotta fix that too.

Another bug on the to cinmatic types you cant see the damage when casting on the heros.
I just tested it, pyrosis is ok now, saint is good, and i found a few bugs with Circle of Rocks.

First, it doesn't move the units to the spell casting area, but it still creates visibility there like it should of sent them there, it doesn't do any damage, the rocks are selectable, movable, you can keep them and they give a food cost.
Saint is kinda like Pyrosis in a way but still ok.

Bug: Circle of Rocks dose no damage, plus you can select the rocks and move them away from the target allowing you to save a crap load of rocks.
2 new spells added Saint and circle of rocks,

Circle of Rocks does not pause game.
not if you mean for them to be used in single player
That would be just removeing the cameras...... and the pausing.

But i was going for the movie spells kindof like the console rpgs and such.

But iGuess its the wrong direction?
The first spell is more of a movie then a spell, maby if you rework it into game play it would be better.

Try some more but stay away from a movie type.
Ok damage is now switched to per hit,
times are now cut a little faster spell cast.


How do I move the cameras to the exact position infront of the units?
I just did it that way for ease on my self.

Oh and if it is used in multiplayer it would be annoying due to the pausing.


Umm so should I make the others or not Ill try to be cleaner but there all going to have that cutscreen to the spell effect.


Found error! damage was not correct only did int x spell level

fixing


have not reuploaded though so no changes yet.

Should I add splats to tthe ground and flames to the caster?


In my opinion it was a tad sloppy. The trigger takes away the mana, but you can do that with the object editor real easy. I did dislike the unit not recieving damage per "hit", but at the end. And due to the time it takes to cast, this spell would be...uh ineffecient? In multiplayer maps, but in single player maps it would be fine if you could redo the camera and region to the exact place you casted the spell.
The damage can be done thanks

2 takes to long to cast because I like the delays for rpg.

Will hopefully be fancier in the future.
1) It should deal damage as the texts appear.
2) It takes way too long to cast.

~The_Raven
Only contains Pyrosis, wanted feedback before makeing the others.