Spells
Aug 5 2008, 5:34 am
By: KyleIs1337
Pages: < 1 2 3 >
 

Aug 6 2008, 2:18 am Ryan Post #21



Wouldn't the stasis freeze the burrowed units as well?



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Aug 6 2008, 3:31 am Vi3t-X Post #22



Stasis does not freeze burrowed units, but units that are going through the burrowing phase can still be stasised.
Also, how would you detect stasis and damage?

Shroud - Invisible from Enemies, certain units cannot attack. You could theoretically create vHP detectors.
Bash - Something similar to the Critical Hit system, but as a buff for a time period.
Stomp - Localized units are paralyzed and damaged slightly.
Blizzard - Observers rushing into a spot, blowing up.
Crecent Blades - 3 dts spawn, 1 hit.
MUDKIP MADNESS - 9999999999999 Mudkips are spawned and rape everything.
Raise Dead - Raise local corpses (Omg, hard).
Inferno - Massive explosion overtop player, Ultralisk spawn?
Jolt - Player moves quicker, enemies that come in contact with hero in X seconds are stunned (x2 or x4 game speed, burrowed lings, added effect).
Foresight - Increased Line of Sight.
-----
Have to sleep, post more later, when I come back from vacationing.



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Aug 7 2008, 12:31 am Blah619 Post #23



{Multiple Sword Slash}

Makes a Dark Templar attack a unit next to the spell user, then removes the Dark Templar...but repeat this several times. Also add a Kakaru dieing.

{Hurricane/Tornadoe}

Makes an Observer(which the spell user controls) with Arbiters casting recall on it. And when units come in contact with it, they are moved into another location(like the eye), which has alot of Missle Traps in a circle. You can also put some Wraiths moving around it, or attacking.

{Earthquake}

Sends units around spell caster into another location, where there are alot of lurkers, and make the screen shake.

{Fire (Something)}

Makes several Zealots, Bangalasss, Dark Templars, or Dark Archons explode around user, and any unit that gets caught in the spell, goes to another location where there are alot of cloaked, but removed bunkers(make the bunkers burning too, and also add some burning Protoss buildings), with firebats inside it. Or you can put alot of tanks around the location, and everytime they attack, they get replaced with a brand new tank, so they attack rapidly.

{Tsunami}

Makes Hallucination clones die, while sending reaver scarabs to attack.
___________________________________________________________________________________________________________________________________________________________

Ima go play now, but I'll add some more later, Btw... I might use some of these for my map(s). ^^



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Aug 7 2008, 1:16 am stickynote Post #24



Quote
{Multiple Sword Slash}

Makes a Dark Templar attack a unit next to the spell user, then removes the Dark Templar...but repeat this several times. Also add a Kakaru dieing.

I was using something similar to this in my rpg; but it looks much cooler. YOu make a mobile grid over the target, and instead of just creating it, you create it in one place, move it to another place and so on and so forth.



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Aug 7 2008, 1:24 am KyleIs1337 Post #25



Around the hero or the target you want to attack?



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Aug 7 2008, 1:25 am Falkoner Post #26



Lol, that sounds like a spell from We Are Friend :P



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Aug 9 2008, 4:43 am Vi3t-X Post #27



That was the general concept of my Crescent blade, but mine is multi damage.

Impale - Target units are paralyzed and injured, or killed.
Nature's Call - Summon Treant, lol...
Berzerk - Increased attack speed.
Razor Wind - Kakarus, ATTACK.
Water Pulse - Observers moving to and from target and hero, remove observers, no kill.
Frost Bolt - Self Explanitory.
Crimson Sike - Another DT attack move, using a hyper triggered wraith death.
Taunt - Local Enemies attack you more.
Mark - Set Town Portal Location.
Recall - Recall to location (OMG, MORROWIND).
Bear Claw - Self Explanitory.
Dagger Requim - Knives, Knives and more knives!

More ideas to come, but its like, 1am...



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Aug 9 2008, 4:56 am KyleIs1337 Post #28



Thanks, Vi3t, your a real help! Keep them coming



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Aug 10 2008, 1:43 am Ateo Post #29



One tip, cloaked units are your friend. You can use the different cloaked units to do damage while you dress the spell up with all kinds of pretty effects. Spider Mines and infested terrans under explosions and other effects work great too. You can even use the mines/infested terrans from different computer players for different spells, modifying their damage via unknown upgrade 60. They are very useful because suicidal units from player 9 to 11 will also explode and cause damage when attacked.




Aug 10 2008, 9:12 am NudeRaider Post #30

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yeah, but keep in mind that upgrade 60 (last of the unused upgrades in ScmDraft) also affects how strong psi storm is (+8 dmg / up) and buildings will have their armor increased. It affects many other things too. Basically every unit whose upgrades you can't set otherwise (like workers and spores).
Another cool spell effect is if you have spell units cloaked under an Arbiter field and then move them into battle if needed. They will still be cloaked the first moment. It will look like they just phased in or something.




Aug 10 2008, 10:00 am Ateo Post #31



Speaking of cloaking, which units can be cloaked using the enable/disable/disable method? So far, I have successfully cloaked:
- Marine and Hero Counterpart
- Firebat and Hero Counterpart
- Zergling and Hero Counterpart
- Dragoon and Hero Counterpart
- Mutalisk and Hero Counterpart

I have heard of these units reportedly being cloaked, but my attempts to do so always results in a crash:
- Archon
- Hydralisk
- Seige Tank




Aug 10 2008, 4:05 pm rockz Post #32

ᴄʜᴇᴇsᴇ ɪᴛ!

You have to order hydras in a certain direction to prevent the crashing frame from being displayed until you enable it. You can also just use the zerg cloak glitch (but then they aren't cloaked if you burrow them again).

Also, it's "disable/enable/enable".




Aug 10 2008, 5:44 pm Vrael Post #33



As for he Hydralisk cloaking, I've been using it in my map, and the disable/enable/enable thing works, I'd say about 95% of the time, but I can't get it to not crash 100% of the time. I have tried all sorts of things, like ordering it in different directions, changing the wait times between enables, giving it to computer players while it's cloaking, ect, but nothing Ihave done can get a 100% no-crash rate. Maybe I just suck, but I ended up having to use the Arbiter cloak method, which isn't that bad, since my hydralisk player can't burrow anyway.



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Aug 11 2008, 2:23 am Biophysicist Post #34



Speed Burst: Teleports the player based on his direction (use a mobile grid or something to figure it out). You can use Recall's visual effect (maybe), or just create a bunch of hallucinated units between his start and end points. There are a few difficulties with this, and I'm not quite sure how to get around them yet, but I will eventually.

Time Cloning: Summons a copy of the player at his location 5 seconds ago. Not quite sure how you would track where he was 5 seconds ago, but once again, I will come up with a solution eventually. Probably at a very random time. (Also, there could be a problem if he hasn't moved for 5 seconds... Maybe make an explosion? Dunno.)

Portal: Creates pair of Beacons; any unit that enters one poofs over to the other one. (Basically a movable teleporter.) There are two methods of doing this:
Method A) The first time the player casts the spell, Beacon 1 appears underneath his unit. The second time, Beacon 2 appears next to him. (Not under him, or he would go through the teleport!) Cast a third time to clear.
Method B) When the player casts the spell, he gets a Command Center and a ComSat Station. Set up a trigger to detect where the Sensor Sweep is aimed at (Conditions: Player <whatever> commands exactly one Sensor Sweep; Actions: Center location 'Place Beacon' on Sensor Sweep owned by Player whatever> at Anywhere) and use that to place the Beacons. Cast a second time to clear. (Don't give him the CC and ComSat the second time he casts, tho...) Unfortunately, I'm not sure if this is possible... Will test.
Also, you will need to use a mobile grid to place a location next to each Beacon for the units to arrive at, or else they would get stuck in a loop.

Split: Replaces the Hero with two units which have exactly half the player-unit's stats. (Heroes FTW!)

I will get back to you with more detail eventually, just wanted to get these out there.

Also, just going to warn you, these spells are taken from a project of mine, so if you use them, could you please 'credit' me? I don't want fame or anything, I just don't want people to think I stole the ideas from you... :P




Aug 11 2008, 3:15 am Vi3t-X Post #35



List of spells so far, just so I can keep track.
Quote
Shroud - Invisible from Enemies, certain units cannot attack. You could theoretically create vHP detectors.
Bash - Something similar to the Critical Hit system, but as a buff for a time period.
Stomp - Localized units are paralyzed and damaged slightly.
Blizzard - Observers rushing into a spot, blowing up.
Crecent Blades - 3 dts spawn, 1 hit.
MUDKIP MADNESS - 9999999999999 Mudkips are spawned and rape everything.
Raise Dead - Raise local corpses (Omg, hard).
Inferno - Massive explosion overtop player, Ultralisk spawn?
Jolt - Player moves quicker, enemies that come in contact with hero in X seconds are stunned (x2 or x4 game speed, burrowed lings, added effect).
Foresight - Increased Line of Sight.
Impale - Target units are paralyzed and injured, or killed.
Nature's Call - Summon Treant, lol...
Berzerk - Increased attack speed.
Razor Wind - Kakarus, ATTACK.
Water Pulse - Observers moving to and from target and hero, remove observers, no kill.
Frost Bolt - Self Explanitory.
Crimson Sike - Another DT attack move, using a hyper triggered wraith death.
Taunt - Local Enemies attack you more.
Mark - Set Town Portal Location.
Recall - Recall to location (OMG, MORROWIND).
Bear Claw - Self Explanitory.
Dagger Requim - Knives, Knives and more knives!

Unused Upgrade 60 with Psi Storms is epic. Too bad they can't be changed though...

Flash Fire 1 - Remove Hero, add firebat for 1-2 shots, remove firebat, replace Hero.
Flash Fire 2 - Spawn "Support" around hero for several seconds, remove.
Infinitum - Remove Hero, create archon for 1 shot (high power?), replace Hero.
Whirlwind - Using the arbiter "mini-cloak" trick, warp a series of corsairs and scouts in and out "pushing" enemy units away.
Nature's Blessing - MEDIK, MEDIK!!!
Tranquility - Restores all local (allied) units to their respective max hps.
Request Backup - Backup arrives (airship, boat?) and docks somewhere, which from that point heads out to meet the player. Sometimes the backup never arrives or no backup units are availible (the guild hates you).
Conjure [Unit] - Spawn Unit (Magemage)
Manipulation - X% Chance to take control of the weakest unit in the local area.
Oceanic Osculation - Observers sent in waves along with corsairs (tide breaking effect) to crush all units (reasonably, lower hp for others?)
Blaze - In a grassy terrain, units are heavily damaged (logically of course, no water types...), you get the point.
Torrent - Powerful in water areas, you get the point.
Tribunal Tribute - Pay money, get a buff, wow, TOO MUCH MORROWIND.
Set Trap - Spider Minez
Defensive Position - Player Sacrifices movement speed to suffer less damage.
Command Aura - [Passive] - Local allied units do more damage.
Morale Aura - [Passive] - Local allied units do more damage (less than command) and move faster.
Static Aura - [Passive] - Local enemy units are temporarily disabled (400 miliseconds?) every few seconds.
Demon Aura - [Passive] - Local "Demon" units do more damage (more than command), move faster and are slightly stronger (hp wise)
Haze - Darkswarms appear in and out atop the hero.

Remember to move the hero to another location and not remove him from play.

-- Too lazy, work later --




Aug 11 2008, 3:46 am Pyro682 Post #36



Crippling Quake *Fractures all Nearby units within a Radius of the Unit casting. (Centers a Location on the Caster, and Several Burrowed units are continuously centered under all enemies. This causes a devastating decrease in speed and is of greater magnitude than a queen's esnare.)

You can also have spells that level, you know? Like have better effects, or have just a greater magnitude of the same effects for each spell. I suggest 3 levels for each spell, its sorta standard, and it works out well.

Advanced Quake All enemy units are Rendered immobile, but can attack. (All enemy units are constantly teleported to an unwalkable location.)

Master Quake All enemy units within a given area of the spell caster are Rendered Immobile and Unable to attack. (Basically, all nearby enemy units are Constantly Moved to an unwalkable area, and they are constantly allied to the spell caster.)

You can have really advanced effects for this to demonstrate a "quake" showing... Like an explosion of a BC above the spell caster, and then several observers/cloaked wraiths (no shared vision) Radiate out, and whenever any enemies touch these Cloaked Wraiths/Observers, they are affected. You can also do just the basic effect. Both work well. It's highly recommended that you have hyper triggers present.
---------------------------------------------------------
And now, The ever over-used and Cliche'd, FireBall.

FireBall : Observer (not seen by any player) is spawned over spell caster. It immediately moves to a nearby enemy unit, with constant Firebat/ScV/Seige Tank explosions underneath it. If the enemy unit touches the observer, The Observer is removed, and BCs Asplode(explode) one at a time (but very fast and constantly) over the unit for 2.5 seconds. During this 2.5 seconds, a unit is created underneath the explosions to do damage, while the enemy unit is constantly moved to unwalkable terrain.

However, If the observer moves towards the unit, and the unit runs away, and the observer doesn't touch the unit in 4.6 seconds, the Observer is removed, and a big explosion (4 BCs) occurs.

Advanced FireBall : Same thing, Except now it is a cloaked wraith, so it's easier to hit the enemy unit, and there is increased damage.. (Bigger explosion)

Master Fireball : Basically, the same thing happens, except the wraith is allowed 6.7 seconds to reach the target, and the damage is doubled from whatever the Advanced Fireball's Damage is. (Much bigger Explosion)
----------------------------------------------------------------------

Ive got an entire list of Spells like these. Most of them are Past tense setting (Swords, Magic, Stuff like that.) However, I DO have some future spells for you two.
What is the setting for your RPG?

Post has been edited 2 time(s), last time on Aug 11 2008, 4:00 am by Pyro682.



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Aug 11 2008, 3:51 am Biophysicist Post #37



Just though of this: If you have Warcraft 3, look at the spells from Defense of the Ancients (otherwise known as DotA). There is some cool stuff there (Blink Strike and Juxtaposition, to name a few- or the Invoker spells) Granted, it would be kinda hard to do in StarCraft...

Question: Can you, in fact, detect Sensor Sweeps with Triggers? If so, it would be really useful.



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Aug 11 2008, 4:37 am KyleIs1337 Post #38



You can detect sensor sweeps but you can't detect where they are only if they are somewhere on the map. Also, Pyro the setting of my map is futuristic.



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Aug 11 2008, 4:50 am Morphling Post #39



About the cloaking zerg units just cloak a larva and morph it. It works for all units but if you morph into a drone and morph that into a building it never finishes building it.



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Aug 11 2008, 9:22 am NudeRaider Post #40

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from name:
You can detect sensor sweeps but you can't detect where they are only if they are somewhere on the map. Also, Pyro the setting of my map is futuristic.
Yeah, that is because you can detect commands at least 1 scanner sweep, but not bring.
I'm not sure, but can you possibly center on them? I guess not though...




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