Staredit Network

Staredit Network -> Concepts -> new spells
Report, edit, etc...Posted by kirby_star on 2005-05-12 at 01:05:22
QUOTE(Deadalus @ Apr 23 2005, 02:14 AM)
Ah you want damage spells, well lets see....
- Ice Blast: Slows an enemy dramaticly and deals damage
- Fire Nova: Damages all enemy's around
- Meteor: Deals an huge amount of damage in an large area, however the meteor does need some time to actually hit the ground/unit
- Earthquake (channeling): Damages all units around you every second, also slows everyone
Etc.
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no offense but any one could've thought of those spells... the trick is how to dammage without modifing closedeyes.gif
Report, edit, etc...Posted by Moogle on 2005-05-12 at 20:35:22
QUOTE(kirby_star @ May 12 2005, 04:05 PM)
no offense but any one could've thought of those spells... the trick is how to dammage without modifing  closedeyes.gif
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Depending if your using Real HP or Virtual HP VHP just destory its hp and not really modify monster hp just subtracting away from its current. Real hp more then likely have modify it, or use unit give it real dmg or teleport it quickly away into a empty box give it dmg. Althought Deadalus has alot good spells. ^_^
Report, edit, etc...Posted by ShinRa_Soldier on 2005-05-17 at 23:48:56
Me and Screwed have been working on a map that has a lot to do with spells there are over 30 spells in the game. There are Health Modifing Spells, and Summoning spells, but there are also many other. For example one of the cooler more unique spells we have created in this map is Teleport, The entire map focus's on the "Crosshair" system, where there is an observer that acts as the cursor where the spell is cast, There is a limit to how far the cursor can go though. And for the teleport spell when you cast it you teleport to the crosshair, this can be used for many things such as teleporting over a wall, or quickly getting yourself out of danger. Some people would say, "Well what if the person tries to teleport to a place like the side of a wall, whereas the unit would be implacable" I thought about this already and anytime someone tries to teleport into an "Invalid" area the spells fails, the way this is tested is by creating a unit about the same size as the mage at the teleport destination just before the teleport occurs, if that unit is implacable then the spell automatically fails. Spells like this and many more "Unique" spells have been used in this new "Spell Based" map me and screwed have been working on. For anyone who cares this map will be released (hopefully) at map night saturday.
Report, edit, etc...Posted by Oni-Sei on 2005-05-18 at 00:05:00
but you see the problem with SC is that we cant do cool things like you probably can in WC3

some spells i have thought of...

Soul Mend- The person who cntrolls souls creats a Soul that appears and Dissapears then it combines with the Hero or the Monster and makes a unit with a mixtrue of stats also you can mend with other heros(wtf?) and if you do that it creats 2 of the same unit(but they will be weak but stroger than the orginal units but nice ammount of dmg so it will be better and given to each player)

Apocolipse(GASP!?) a lifted Cammand center with 1% of life appears once it is killed or it burns it self down it will Creat an explosion exactly where it is (it will be moving closer and closer to the hero) if it hits the hero then the Hero dissapears and only the Monster gets killed(notice why the hell would if modify hp? IT WOULD KILL SOMEONE LOL) but if it dosent hit the Hero then the hero will be sent to an area with 10 dmg DTs and get attacked for 5 or so seconds (damge caused by blast)

thats about all i can think of right now...
Report, edit, etc...Posted by Oo.Panzer.oO on 2005-05-18 at 01:34:44
thats actually a really good idea for the dmg dt's. u might want to play a small sound file while the hero is in the 'dmg area' so that people dont hear the dt's attacking. cuz well, that would just ruin the coolness
Report, edit, etc...Posted by Oni-Sei on 2005-05-19 at 00:39:34
yes maby like a Wav with the hero yelling and like trying to get away
Hero: AGH AGH AGHHHHHHH!
-your hero has died please insert Gurder... i mean $.25

it would be fun but if like people have low HP it should show a warning. "OMG IF YOUR GOING TO USE THIS YOU BETTER RUN!" except we cant DETECT HP which is lame :/ maby this is where Virtual HP would come into hand (but then you could just use a simplaler task of doing kill 4 ____ unit at location _____
so we would have to do somethings

Switch 1 is set
Trigger

Player 1 brings exactly 1 Terran Civ to location SPELL 6
Trigger

-NEXT
Creat one Terran Command center for player 2 with preoperties 1% hp
Trigger

order all Terran command center owned by player 2 to location HERO
Trigger

NEW
P2 brignd exactly 1 Terran CC to HERO
Trigger

-next
Creat 8 observers for p2
Trigger

kill all observers owned by p2
Trigger

Telaport/Move 1 HERO for p1 to DTs
Trigger

wait - 10000 milaseconds
Trigger

telaport/move HERO for p1 to CC(where the CC was)
Trigger


sorry if the trigger thing isent working im lazy
Report, edit, etc...Posted by Kyuubi. on 2005-06-05 at 03:19:13
I know people are trying to come up with more ideas for spells. I created a few spells of my own and it seemed people enjoyed them.

In my "Legacy of a Shadowlion" map I used the concept of a mana counter. Where once a spell gets activated it stays on until you run out of mana. Such as an auto-barrier for the sorcerer. It automatically recovered the shields when hit and a little help from hyper triggers it made it seem unique. And also utilizing certain units like a dark templar where you can make it cloaked and uncloaked. Uncloaking it will make enemies not attack you which is good for escaping a few enemies.

You can make bosses in an rpg or a computer have like a blast nova where it can shoot scarabs all over the place.
Report, edit, etc...Posted by RandomJo on 2005-06-11 at 22:05:04
Wowa. This topic has so gone off topic from where it started haha. Most mapmakers usually don't have that many spells because fo the extra so many triggers and variables and problem solving time of how to make it.
I was thinking about a mana counter in the rpg I'm making heh. I was thikning that It would be a lot easier to just use minerals asa counter but i think it's almost the same thing if I put something up liek Player1's mana or something alogn those lines..
Damn deadalus If your map ever goes to beta testing or anything you need help with your map.. I wanna get in biggrin.gif I mean.. those spells triggers I've just figured out( i still havent figured out the "slow" enemy spell) but damn blink.gif , You n ya friedn put a lotta time into them....
QUOTE
Disarming opponent,
- Reducing enemy's weapon range,
- Increase reload time of enemy,
- Disable the enemy to use spells,
- Slow enemy,
- Increase your attack rate,
- Increase your damage,
- Create magical shield which absorbs bullets/spells,
- Disenchant enemy (removes all positive spells)
- And mooooore
Report, edit, etc...Posted by BeeR_KeG on 2005-06-12 at 13:54:57
I've got a pretty hard one to understand, but if used correctly it's awesome.

http://www.staredit.net/index.php?tutorial=118

Just basically modify it to your needs. I only made the Tutorial with the basics of what is needed. You could add an observer as a target reticle if you want.
Report, edit, etc...Posted by ManateeQuest on 2005-06-23 at 18:39:34
Heres an idea for a new spell: Ring of fire;
when cast, Dt death images circle around oyur unit and kill any enemy unit it touches.
Report, edit, etc...Posted by Red2Blue on 2005-06-23 at 18:57:01
QUOTE
Wowa. This topic has so gone off topic from where it started haha. Most mapmakers usually don't have that many spells because fo the extra so many triggers and variables and problem solving time of how to make it.
I was thinking about a mana counter in the rpg I'm making heh. I was thikning that It would be a lot easier to just use minerals asa counter but i think it's almost the same thing if I put something up liek Player1's mana or something alogn those lines..



Just about every spell in all games can be done in the world of sc triggering.




Next I would like to bring this back on topic and take it off again. You say that we should have better things the just exploding, things subracting life, and the like. Well theres a big ol' problem with adding such unique effects and abilities. For one thing, you gotta trigger it. The second is that it is very difficult to understand during the gaming. Who the heck will understand what happens in the situation that you told to us? People have simple spells like summoning and exploding subracting virtual health, because its easy to understand and easy to pick up and play right away. Adding advanced spells are too troublesome for the "lesser experienced" people to understand. Simplicity is the key to a fun game.
Report, edit, etc...Posted by DaMiNaToR on 2005-06-23 at 21:22:25
Yeah? Well, ur gay! crazy.gif
Report, edit, etc...Posted by Tdnfthe1 on 2005-06-23 at 22:45:13
I think we should start a spell chart list, and pin it to the concept forum. Have a Mod or Admin run it if you decide it's a good idea.

Here are some spell ideas:
*Combination spells(spells 2/more players can combine together to execute!)
*Dark Swarm aiming system instead of an observer(make defiler not able2 move)
*Slow - this would be done by centering units exactly over another unit, or constantly creating and killing units over another unit.
*Reaver scarabs(modify this with whatever)
*Illusion spells, hallucinations of course.
*Defiled entities, do something like make a Hero Hydralisk appear that it made fake images of itself, but these fake images are just regular hydralisks. If you give them similar stats people will not be able to tell them apart, this is something that can feel like a waste of a unit however.
*Science Vessel spells(Defence Matrix, EMP, Iradiate as poison happy.gif )
*Plague(simple enough)
*Nuke - this can be done with an enclosed arena, or if you can control how the units are fighting. You can make it so a cloaked ghost fires off a nuke onto the battlefield and do what not damage. It's a pretty neat idea and can be modified numerous ways.
*Cloak - Like a dt becoming unseen by computers or enemy players, seems pretty good to me.
*Auras - I learned this from a friend's map. You can make it so as a character does certain things(walk, kill, gain money, etc.) they gain extra powerups in a so say form. For example, say you give a zealot a "aura", and make it so each time he kills 2 units, his shields regenerate. You can do something like that, and it works a ton of different ways.
*Summons - Pure and simple biggrin.gif

I won't add anymore cuz I probably wasted my time posting these anyway. Hope these are helpful.
Report, edit, etc...Posted by Red2Blue on 2005-06-23 at 23:26:37
Most spells and strategies reguarding real time games are very limited to the variety of spells and effects. However, if you constrain the limits of the game via. turn-based strategy, theres no limit to what you can do or affect. So many, that it would be pointless to list them. Skies the limit. Ironic isn't it?
Report, edit, etc...Posted by RandomJo on 2005-06-24 at 01:08:36
hmm some one use time spells from teh item shop.. hehe auras form the armoury etc. it would work or as a quest...
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