I'm at a loss. I was working with Demonette to make Mana Shield (I called it "Energy Barrier") for Kheldrun because it sounded interesting. Sad thing is my Hydra Hero's energy goes down real fast after it's cast and he's under attack (if you don't know Mana Shield makes it so that your "Mana" takes damage instead of your health). He was left unable to cast spells, and could only retreat, burrow, and regen energy before going back into battle.
So, I decided to ditch it, as cool as it was because it just didn't work out for him. Originally, his first spell (where Energy Barrier was placed) was going to be Defensive Matrix. But we don't have that. So, I thought maybe I could use Blink instead. Bad choice, Blink doesn't require any energy and it would be retardedly overpowered to give my Hydra Hero a no-energy cost teleportation spell while he had Dark Swarm on him. Plus, I'm planning to give him Plague as his fourth spell, which, if he had Blink as well, he would be monstrously overpowered (Plague, then Blink away for no energy cost, and then snipe them as they reach 1 HP).
So, I'm looking for a cool idea for a first spell. Something Psionic, obviously. I don't know how I'm going to make Plague, so it's still up for removal if something better/easier to make comes in. So... any suggestions?
why not make it so that blink costs energy to cast? that would solve the no energy cost problem.
Im not 100% on how someone would make plague, but maybe you can base it off of fungal growth, and just make it an aoe that would apply a behavior that would cause negative fractional regeneration, for example -9.9% for 10 seconds, that should bring the unit affected by it to 1% Health
for something new, how about give him some kind of stun? "lore"-wise think of it as he uses his psionic powers to mess with other living things psionic powers and makes them go unconscious (i think according to sc lore everything has psionic power to an extent, just that not too many things are good at using them)
or maybe a searing arrowing like ability from wc3, except psionic spines?, wouldnt really be sure how to get this too work though
Do not make the hydra too protoss-ish even though he is psionic. I prefer more bio-psionical things for a zerg hero or no psionic at all (bio is enough)
But if you love sth psionical, I will think sth fun.....
Spine Barrage: release 10 spine fly slowly in front of "hero", then release it with devastating speed, randomly attack enemy unit within (AOE) and reduce armor.
Do you have never seen Kheldrun using some incredible powers in your dreams?
Maybe it will be great to give him some heroic abilities that nobody in WC3/SC/SC2 shares with him? Do you mean that Ultimate from the nerubian hero from wc3 with "Plague"?
And yes it wasn't be much work to give Blink an energycost.
If you want something psionic that doesn't comes with an protoss-ish appierance you can maybe use an aura that shows how Kheldrun stimulates and controlls the zergs around him, bringing out the best in them... this maybe tends a little bit to the idols of the zerg... tyranids. But at all Zerg shares much with them for example the ability to be controlled in a psionic way (Overlords/Cerebrats/Kerrigan(?)).
Maybe you can also give him the ability to teleport away (random direction or near swarmcluster) if letal damage would dealt to him?
There is so much possible.
First step: Imagine it.
Edit:
Could also be that "Plague" was the ultimate of the Lich... i thought it was something of the undead.
And maybe your hero can drain energy of other units around him?
He already has Psionic spines, that's his main weapon. XD Hmmm... I'll play with Fungal Grwoth because plague is definitely something I want him to have.. if I can make it.
@ShadowThanatos: Go
Yes, I am trying to make him have more bio-psionic, but Kerrigan in SC1 had one Terran Psionic ability (cloak), one Protoss ability (Psi Storm), and one Zerg (Ensnare). So, she was one-third Bio-Psionic. :P Spine Barrage... that's interesting. What would you base it off of?
@Demonette: Go
Ah, you never played SC1, I see. I'm talking about Plague from SC1. The Defiler's ability. Plague basically reduced units, buildings, etc. down to around 1 HP after several seconds to half a minute, depending on the amount of HP the target had.
Hmmm... I'm not sure I'm fond of auras though. He already has a passive ability. :P
@Demonette: Go Ah, you never played SC1, I see. I'm talking about Plague from SC1. The Defiler's ability. Plague basically reduced units, buildings, etc. down to around 1 HP after several seconds to half a minute, depending on the amount of HP the target had.
Hmmm... I'm not sure I'm fond of auras though. He already has a passive ability. :P
Well i played SC1 but on an other language. In german this spell was called "Blutbad" which was translated bloodbath. oO Sometimes there are wierd translations around the world.
Seems to me that all named abilities are possible. ;) "Spine Barrage" seems to be the difficultest, everything else should be done easily.
Consume, Plague, SC1 Skills...
Maybe i should redone all defiler abilities.... seems there is a real need to them. Also love the good old queens, but the newer one are quite more cool. Parasit, Net(god... yes this is ensnare not net.. sry translation again) and Broodlings.
Okay, I've been playing with Fungal Growth and "made" plague. It sorta works, except that it KILLS the units as their regen goes down. Anyone know how to fix this?
But i have no animation until now.
If your ability is based on FungalGrowth you have to add a validator to the effect that is periodical triggered by the behavior.
Set the value CEffect_ValidatorArray to {OneHealth}.
I think this should it be.
Sry that i only know the right value for raw data, cause i don't know how the validator is named in english.
This value isn't on the behavior.... it is on the effect that was triggered by the behavior.
So go under effects. (raw data)
Zerg > CEffectDamage > [Your copied part of the fungalgrowtheffect] > CEffect_ValidatorArray > {OneHealth}
To fix the "can't move" switch over to behaviors
Zerg > CBehaviorBuff > [Copied version of the fungalgrowth behavior] > CBehaviorBuff_Modification_AbilClassDisableArray > Search e_classIdCAbilMove and chance it to 0
Hope you can find it...
Edit:
Found a second value in the behavior you have to change.
Zerg > CBehaviorBuff > [Copied version of the fungalgrowth behavior] > CBehaviorBuff_Modification_ModifyFlags > e_behaviorModifySuppressMoving (this should be 0 like)
Hmmm... can you maybe upload? Then i can maybe fix it directly.
Edit: Sry how much damage deals you damageeffect? I have built up my ability in an other way and the validator works well for me... but if your effects deals more then 1 damage it will sometimes kills the targets... (everytime they have an even number of hitpoints)
Okay, I have a problem. I looked up plague on the Starcraft Wiki, and it does 25 damage per second, so buildings now take the needed damage. I also found the duration was 12. So, I made those values such. Unfortunately, the spell kills off units again. Even with the validators. :(
I solved this problem with using modified liferegeneration except of dealing damage.
But you can also do this:
There is an periodical behavior. So you have to make the value of a period very low. 25 damage per second means you ned 25 periods per second to deal 25 damage if you need to deal 1 damage per period.
CBehavior_BuffPeriod to 0.04
and
CBehavior_Duration to 25*12 so 300
Then you can also use the validator i told you and you must chance the damage of the linked effect to 1.
Edit:
.... sry again you don't have to change the duration... set it only to 12 and all should be right.
That made only so units died faster. :( In fact Kheldrun was able to kill himself with a second Plague. I'm also using negative liferegen. Here: look at my map and see what I'm doing wrong. And then tell me what to fix. XD
You haven't changed the Period to 0.04. An you haven't set the validator for the behavior thats all.
Edit:
I also mentioned that there is an issue with your dark swarm... it isn't working on enemies? Good old dark swarm was covering your and enemy forces, but let them all deal there melee attack (if they have). Seems not working like this on your map.
I'm at a loss. I was working with Demonette to make Mana Shield (I called it "Energy Barrier") for Kheldrun because it sounded interesting. Sad thing is my Hydra Hero's energy goes down real fast after it's cast and he's under attack (if you don't know Mana Shield makes it so that your "Mana" takes damage instead of your health). He was left unable to cast spells, and could only retreat, burrow, and regen energy before going back into battle.
So, I decided to ditch it, as cool as it was because it just didn't work out for him. Originally, his first spell (where Energy Barrier was placed) was going to be Defensive Matrix. But we don't have that. So, I thought maybe I could use Blink instead. Bad choice, Blink doesn't require any energy and it would be retardedly overpowered to give my Hydra Hero a no-energy cost teleportation spell while he had Dark Swarm on him. Plus, I'm planning to give him Plague as his fourth spell, which, if he had Blink as well, he would be monstrously overpowered (Plague, then Blink away for no energy cost, and then snipe them as they reach 1 HP).
So, I'm looking for a cool idea for a first spell. Something Psionic, obviously. I don't know how I'm going to make Plague, so it's still up for removal if something better/easier to make comes in. So... any suggestions?
why not make it so that blink costs energy to cast? that would solve the no energy cost problem.
Im not 100% on how someone would make plague, but maybe you can base it off of fungal growth, and just make it an aoe that would apply a behavior that would cause negative fractional regeneration, for example -9.9% for 10 seconds, that should bring the unit affected by it to 1% Health
for something new, how about give him some kind of stun? "lore"-wise think of it as he uses his psionic powers to mess with other living things psionic powers and makes them go unconscious (i think according to sc lore everything has psionic power to an extent, just that not too many things are good at using them)
or maybe a searing arrowing like ability from wc3, except psionic spines?, wouldnt really be sure how to get this too work though
Do not make the hydra too protoss-ish even though he is psionic. I prefer more bio-psionical things for a zerg hero or no psionic at all (bio is enough)
But if you love sth psionical, I will think sth fun.....
Spine Barrage: release 10 spine fly slowly in front of "hero", then release it with devastating speed, randomly attack enemy unit within (AOE) and reduce armor.
Do you have never seen Kheldrun using some incredible powers in your dreams?
Maybe it will be great to give him some heroic abilities that nobody in WC3/SC/SC2 shares with him? Do you mean that Ultimate from the nerubian hero from wc3 with "Plague"?
And yes it wasn't be much work to give Blink an energycost.
If you want something psionic that doesn't comes with an protoss-ish appierance you can maybe use an aura that shows how Kheldrun stimulates and controlls the zergs around him, bringing out the best in them... this maybe tends a little bit to the idols of the zerg... tyranids. But at all Zerg shares much with them for example the ability to be controlled in a psionic way (Overlords/Cerebrats/Kerrigan(?)).
Maybe you can also give him the ability to teleport away (random direction or near swarmcluster) if letal damage would dealt to him?
There is so much possible.
First step: Imagine it.
Edit:
Could also be that "Plague" was the ultimate of the Lich... i thought it was something of the undead.
And maybe your hero can drain energy of other units around him?
An Aura that drains nearby enemy unit energy? Detonate a zerg unit, gives energy to the caster and deal damage around the target? (Improved Consume)
Maybe you just need to recover some ability from SCI, they are unique in SCII.
Thanks for all the replies! :)
@gizmachu: Go
He already has Psionic spines, that's his main weapon. XD Hmmm... I'll play with Fungal Grwoth because plague is definitely something I want him to have.. if I can make it.
@ShadowThanatos: Go Yes, I am trying to make him have more bio-psionic, but Kerrigan in SC1 had one Terran Psionic ability (cloak), one Protoss ability (Psi Storm), and one Zerg (Ensnare). So, she was one-third Bio-Psionic. :P Spine Barrage... that's interesting. What would you base it off of?
@Demonette: Go Ah, you never played SC1, I see. I'm talking about Plague from SC1. The Defiler's ability. Plague basically reduced units, buildings, etc. down to around 1 HP after several seconds to half a minute, depending on the amount of HP the target had.
Hmmm... I'm not sure I'm fond of auras though. He already has a passive ability. :P
@ShadowThanatos: Go (again)
You mean like Transfusion, except that it can target himself? That could work.
Well i played SC1 but on an other language. In german this spell was called "Blutbad" which was translated bloodbath. oO Sometimes there are wierd translations around the world.
Seems to me that all named abilities are possible. ;) "Spine Barrage" seems to be the difficultest, everything else should be done easily.
Consume, Plague, SC1 Skills...
Maybe i should redone all defiler abilities.... seems there is a real need to them. Also love the good old queens, but the newer one are quite more cool. Parasit, Net(god... yes this is ensnare not net.. sry translation again) and Broodlings.
So lets start work. ;)
Okay, I've been playing with Fungal Growth and "made" plague. It sorta works, except that it KILLS the units as their regen goes down. Anyone know how to fix this?
I have fixed it ;)
But i have no animation until now.
If your ability is based on FungalGrowth you have to add a validator to the effect that is periodical triggered by the behavior.
Set the value CEffect_ValidatorArray to {OneHealth}.
I think this should it be.
Sry that i only know the right value for raw data, cause i don't know how the validator is named in english.
Those aren't working for Damage or Apply Root, and I can't find that field in the behavior of the spell.
Also, does anyone know how to make it deal heavy damage to buildings, but not make it go too fast for units?
Also, how do I get rid of the "can't move" effect for the ability?
This value isn't on the behavior.... it is on the effect that was triggered by the behavior.
So go under effects. (raw data)
Zerg > CEffectDamage > [Your copied part of the fungalgrowtheffect] > CEffect_ValidatorArray > {OneHealth}
To fix the "can't move" switch over to behaviors
Zerg > CBehaviorBuff > [Copied version of the fungalgrowth behavior] > CBehaviorBuff_Modification_AbilClassDisableArray > Search e_classIdCAbilMove and chance it to 0
Hope you can find it...
Edit:
Found a second value in the behavior you have to change.
Zerg > CBehaviorBuff > [Copied version of the fungalgrowth behavior] > CBehaviorBuff_Modification_ModifyFlags > e_behaviorModifySuppressMoving (this should be 0 like)
@Demonette: Go
Did both of those. Still kills off the unit.
Also, the unit is STILL rooted even though you can command it to move, but it won't move until the effect wears off. :/Fixed that.
Hmmm... can you maybe upload? Then i can maybe fix it directly.
Edit: Sry how much damage deals you damageeffect? I have built up my ability in an other way and the validator works well for me... but if your effects deals more then 1 damage it will sometimes kills the targets... (everytime they have an even number of hitpoints)
Seems that my edit above comes to late.... you have to change 3 things alltogether. So one thing is left.
That fixed it! :D
Also, there's a NEW PATCH. With an EDITOR UPDATE that puts it from 0.11 to 0.13. :D
Anyway, all that's left is to make it so it'll hurt buildings, too for a long time. Anyone remember plague's original duration?
@AegisRunestone: Go
Well... here i can wait up to 24 hours until it reachs me -.-
Okay, I have a problem. I looked up plague on the Starcraft Wiki, and it does 25 damage per second, so buildings now take the needed damage. I also found the duration was 12. So, I made those values such. Unfortunately, the spell kills off units again. Even with the validators. :(
What do I do now?
I solved this problem with using modified liferegeneration except of dealing damage.
But you can also do this:
There is an periodical behavior. So you have to make the value of a period very low. 25 damage per second means you ned 25 periods per second to deal 25 damage if you need to deal 1 damage per period.
CBehavior_BuffPeriod to 0.04
and
CBehavior_Duration to 25*12 so 300
Then you can also use the validator i told you and you must chance the damage of the linked effect to 1.
Edit:
.... sry again you don't have to change the duration... set it only to 12 and all should be right.
That made only so units died faster. :( In fact Kheldrun was able to kill himself with a second Plague. I'm also using negative liferegen. Here: look at my map and see what I'm doing wrong. And then tell me what to fix. XD
Haha XD needed 60 seconds ;)
You haven't changed the Period to 0.04. An you haven't set the validator for the behavior thats all.
Edit:
I also mentioned that there is an issue with your dark swarm... it isn't working on enemies? Good old dark swarm was covering your and enemy forces, but let them all deal there melee attack (if they have). Seems not working like this on your map.
OH! You never said use the DisableValidatorArray. Just the effect ones. That's why I was confused. :P