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... 4/5
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.
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.
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
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
Ok I tested it again (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.
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.
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.