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Author Topic: [Race] Witch Doctor  (Read 2086 times)
aLEX6Zik
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« on: December 30, 2010, 10:36:25 PM »

Skills:
  • Spell Points: 12% - 33% chance to Gain Spell Points when killing an enemy.
  • Spell Power: Radius and amount of your Spells. Radius: 60 - 120. Amount: 1 - 4.
  • Flickering Cloak: Gain Invisibility that Flickers when hit. Chance: 12% - 33%.
  • Book of Spells: Cast a spell from your Book of Spells.

--------------------------------------------------------------

Spell Points
  • Level 1: 12% chance to gain spell point when you shooting in emeny
  • Level 2: 18% chance to gain spell point when you shooting in emeny
  • Level 3: 22% chance to gain spell point when you shooting in emeny
  • Level 4: 33% chance to gain spell point when you shooting in emeny
  • Max spells: 20

Spell Power( +ability )
  • Level 0: You can place 1 spell and radius of spells equal 60
  • Level 1: You can place 2 spell and radius of spells equal 75
  • Level 2: You can place 3 spells and radius of spells equal 90
  • Level 3: You can place 4 spells and radius of spells equal 105
  • Level 4: You can place 5 spells and radius of spells equal 120

Flickering Cloak
  • Level 1: With 12% chance you gain invisible when emeny shooting in you
  • Level 2: With 18% chance you gain invisible when emeny shooting in you
  • Level 3: With 22% chance you gain invisible when emeny shooting in you
  • Level 4: With 33% chance you gain invisible when emeny shooting in you

Book of Spells( +ultimate )
  • Level 1: You can use .:True Sight Ward:.
  • Level 2: You can use .:True Sight Ward:. and .:Stasis Trap:.
  • Level 3: You can use .:True Sight Ward:., .:Stasis Trap:. and .:Damage Trap:.
  • Level 4: You can use .:True Sight Ward:., .:Stasis Trap:., .:Damage Trap:. and .:Healing Ward:.

--------------------------------------------------------------

When you connecting to server you have 1 spell point
When you cast spell you lose one spell point
You can remove you spell by pressing ( +ability1 )

--------------------------------------------------------------

Screenshots:
.:True Sight Ward:.

.:Stasis Trap:.

.:Damage Trap:.

.:Healing Ward:.

Book of Spells
« Last Edit: January 04, 2011, 12:09:22 PM by aLEX6Zik » Logged

Ownz
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« Reply #1 on: December 30, 2010, 11:05:46 PM »

so ult gives u a menu to select a spell to cast?

"Ward of Revelation" would be a nice name
why not just use simple radius check for reveal? and i think reveal area should be twice as large (60-120)?

skill by default should have some radius, so
60 - default
+15 each skill level

why is it called witch doctor? it has no relation to the dota race
« Last Edit: December 30, 2010, 11:08:28 PM by Ownz » Logged

DarkEnergy
aLEX6Zik
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« Reply #2 on: December 30, 2010, 11:28:49 PM »

why is it called witch doctor? it has no relation to the dota race
Its not my idea Cheesy
http://www.fpsbanana.com/scripts/5417

skill by default should have some radius, so
60 - default
+15 each skill level
Ready
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Glider⠠⠵
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« Reply #3 on: December 31, 2010, 07:13:08 AM »

When disconnecting while still having wards out following error is thrown:

L 12/31/2010 - 14:10:55: [SM] Native "AcceptEntityInput" reported: Entity 69 (69) is not a CBaseEntity
L 12/31/2010 - 14:10:55: [SM] Displaying call stack trace for plugin "War3Source_CustomRace_Witch_Doctor.smx":

The spell points skill does not use W3ChanceModifier. Therefor a pyro on TF2 who flames somebody will get ~10 spell points on the spot.
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aLEX6Zik
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« Reply #4 on: December 31, 2010, 07:47:21 AM »

It was written for CSS. I don't tested it in TF2
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Ownz
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« Reply #5 on: December 31, 2010, 08:10:54 AM »

it should work with tf2 with some different sprites?
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DarkEnergy
aLEX6Zik
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« Reply #6 on: December 31, 2010, 08:24:14 AM »

In tf2 it will work 100%, but probably lost some graphical effects.
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[Oddity]TeacherCreature
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« Reply #7 on: December 31, 2010, 09:46:21 AM »

It is from Warcraft 3

http://classic.battle.net/war3/orc/units/witchdoctor.shtml

I made the same race but a little different I allow all 3 spells at once but on cooldowns it is posted in my section

btw
I like your effects
« Last Edit: December 31, 2010, 02:23:35 PM by [Oddity]TeacherCreature » Logged

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« Reply #8 on: December 31, 2010, 09:46:59 AM »

I also got the error above in CS:S.

Also you should really include W3ChanceModifier, just like it nerfs fast fire rates it also buffs slow fire rates.

Tested some more and this race can be a real asshole race. Just plant the bomb, put 5 damage wards on it and fuck off.

Also the effects are great  Cheesy
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Ownz
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« Reply #9 on: December 31, 2010, 12:05:36 PM »

maybe its time for you to implement translations
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DarkEnergy
aLEX6Zik
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« Reply #10 on: December 31, 2010, 12:24:11 PM »

How to use native Float:W3ChanceModifier(attacker); Huh??
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Ownz
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« Reply #11 on: December 31, 2010, 12:55:47 PM »

like
it returns a float 1.0 or less, so just multiply it by your other "chance" like 0.35
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DarkEnergy
aLEX6Zik
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« Reply #12 on: December 31, 2010, 01:03:19 PM »

Code:
if( !Hexed( attacker, false ) && GetRandomFloat( 0.0, 1.0 ) <= GetSpellChance[skill_spell] * W3ChanceModifier( attacker ) )
Huh
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« Reply #13 on: December 31, 2010, 01:07:03 PM »

yes

i recommend

!hexed .. && W3Chance(GetSpellChance[skill_spell]*W3ChanceModifier( attacker ))
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DarkEnergy
aLEX6Zik
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« Reply #14 on: December 31, 2010, 01:17:29 PM »

Ready
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Glider⠠⠵
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« Reply #15 on: December 31, 2010, 01:38:56 PM »

What exactly does Stasis Trap do?
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Ownz
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« Reply #16 on: December 31, 2010, 05:53:50 PM »

aoe slow
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DarkEnergy
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« Reply #17 on: January 07, 2011, 06:44:32 PM »

Love this race for it's overpowered wards. It became my new top played race... On CS:S I'll just put 5 wards on the bomb or near a hostage and tada~ instant win for Terrorists. Same for TF2 and putting 5 Wards on a control point.

For balance I'd suggest to make it so that wards can't be placed on top of each other. You should store each players wards positions in an array and disallow the player from putting wards to close to each other. As it is right now a single person can deny a position with 5 wards stacked on top of each other.


Also I really hate the way the invisibility is done, simply because it doesn't work with anything else that messes with invisibility. For example there is no check for InvisibilityDeny to remove it etc. Having a unique effect is okay, but not if it doesn't play along with the rules set by the mod.
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[Oddity]TeacherCreature
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« Reply #18 on: January 07, 2011, 09:09:19 PM »

Yea in CS any race with wards needs duration...
We altered the shadowhunter for this reason... IT way too easy to drop all your wards on a bomb or hosty and boom u atuo win
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em-eukal
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« Reply #19 on: January 19, 2011, 06:41:45 PM »

It doesn't need a duration...

It should not be possible to plant a ward near bomb/hostages, like WC3FT does.
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[Oddity]TeacherCreature
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« Reply #20 on: January 19, 2011, 08:18:54 PM »

It does need a duration because even fi u do prevent it

It is also very easy to lets say play a map like Italy and be a Terrorist and put one ward in the little window to the house nad one on each entrance and boom ur not ON the bomb or hosty but u have again prevented the game objectives from happening

or on Office and 4 or 5 players grad shadow Hunter an cover the entrances with wards...

The bottom line is a duration is a good idea!!!
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qwerty
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« Reply #21 on: January 19, 2011, 08:29:15 PM »

yes, duration is needed.  but it also seems to be something that would be a server-specific rule.  if you don't want players doing that, add it to the server rules, and they'll learn after some temp bans go out
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« Reply #22 on: January 20, 2011, 11:29:44 AM »

Server rules? HAHAHAHAHAHAHAHAHA! That's how SourceCraft does it. "You are not allowed to burrow near the point", "You are not allowed to stack the teams"... What it translates to is "Server mods that feel like doing it may do everything that offsets the teams" aswell as "If no mod is online, do whatever you want".

Why implement shitty rules you have to enforce yourself when you could simply CODE those rules to enforce them 100% of the time? What's the fucking problem with iterating over all entitys and comparing the positions to the player? As I posted before I would go beyond that, save the ward positions and disallow teammates from stacking damage/healing wards over each other. If I put 5 damage wards in one narrow corridor then that corridor is a death trap for any enemy.
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qwerty
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« Reply #23 on: January 20, 2011, 03:42:50 PM »

Server rules? HAHAHAHAHAHAHAHAHA! That's how SourceCraft does it. "You are not allowed to burrow near the point", "You are not allowed to stack the teams"... What it translates to is "Server mods that feel like doing it may do everything that offsets the teams" aswell as "If no mod is online, do whatever you want".

Why implement shitty rules you have to enforce yourself when you could simply CODE those rules to enforce them 100% of the time? What's the fucking problem with iterating over all entitys and comparing the positions to the player? As I posted before I would go beyond that, save the ward positions and disallow teammates from stacking damage/healing wards over each other. If I put 5 damage wards in one narrow corridor then that corridor is a death trap for any enemy.

lol, only becomes a problem when you don't have a minimum of 2-3 admins on at all times.  the server i'm on is very popular w/ the clan's admins.  hell, the zm has fallen to shit because all the admins have gone over to the war3 server

edit: we call it wcs 'cause that's what everyone was used to
« Last Edit: January 20, 2011, 05:57:13 PM by qwerty » Logged
zero
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« Reply #24 on: January 20, 2011, 09:33:13 PM »

Hey I am working on getting the zm back under control!

(I assume your referring to my servers, as I am sure I am the only one running this and a zm server and titles their server wcs instead of war3 lol)

I think one big issue is that without any anti ward shop menu item or ability built into the mod as of present the wards really have no counter.
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