22woger22
07-08-2005, 06:48 PM
OK, this is my first unit for a very long time, because everyone's gone on vacation. This unit is very long, so i'm going to skip the bio and other stuff. EDIT: This unit is the longest unit i've ever done. And i've done a lot of long units too. This has so far taken me 45 minutes to do, and i'm going to be making another post for some extra things. please don't post until i've reserved my second post. Continue on to my second post once you read this all. EDIT: Yeah, I know, I spelt the title wrong :roulette:
Enchantice
Class: Female human
HP: 35
Armor: --
Power: --
Movement range: 3
Attack range: 2
Blocking: --
Recovery turns: 3 if she both moves and attacks. - 2 if she only attacks, 1 if only moved.
Appearance:
The enchantice is basically just an enchantress, but it wears an aura the same color as your team color (Just like a DSM).
Attack description:
The enchantice does not paralyze a unit. It summons wierd, cross-shaped, winds (that blow around and contain ice in it) in this pattern:
OOXOXOO _______ X = square which attack hits
OOOXOOO _______ X = targeted square by the enchantice (the attack hits this square too)
OOXOXOO _______ O = square which the attack cannot hit
OOOEOOO _______ E = Enchantice
Winds will be summoned on these squares, which block all LoS attacks and more. If a unit walks through one of these winds (doesn't have to walk INTO it), that lose 10 unblockable, armor-reducible HP. The damage is UNHEALABLE. The unit that walked through the winds will be blown around. Example:
OOXOXOO
OOUXOOO
OOXOXOO
If the unit walks into one of the winds (say the top-left hand one), that wind will blow him around, and that unit could appear on any adjacent square to the winds he walked into. So if he walks straight into that wind, the winds will have a 25% chance of blowing him back to where he came from. There is also a 25% chance that he will get blown to the right, left, or forwards (it doesn't matter what angle the unit walks to). The unit will be blown to one side randomly. The unit will not continue to walk after it has been blown to a new square, it will merely stop, and it's movement turn AND attack turn is over (the unit can still change direction, but cannot move or attack, until the next turn). The unit's recovery will ALWAYS BE ONE TURN. The damage is done when the unit re-appears from the wind.
OOOSOOO
OSXOXOO
OOUXOOO
OOXOXOO
This time, if the unit (show above) walks into the top-left corner wind again, there will be a 50% chance that he will be blown back from where he entered, or to the right side of the wind. This is done because the shrubs (or units) are blocking him from entering the square. Likewise, if there are 3 units/ shrubs on the 4 adjacent squares to the wind, the unit will always be blown back to where he came from. It's a 33% chance that he will be blown to one of the three squares adjacent to the wind, if only 1 unit/shrub is adjacent to the wind.
OOOSOOO
OOXOXOO_________U = unit
UOOXOOU_________S = Scout
OOXOXOO_________X = winds
OOOOOOO_________O = Empty square
OOOOOOO_________T = square which the scout has targeted for an attack.
OOOTOOO
In this case, the scout has targeted his arrow on "T", but a wind is in the LoS. When the scout shoots the arrow, the wind will blow it to another direction (25% chance of returning back to the scout, 25% chance of still hitting the selected target, 25% chance for ect....). In this code, the wind will either blow it to the target, the scout, or one of the two units. The arrow will do half the damage it usually does (it will now do 9), but it is not unblockable and non-armor affected (the ice in the wind will cover the arrow, so the armor will stop the ice, but will not stop the arrow.)
OOOOOSOOOOO
OOOOXOXOOOO
OOOOUXOOOOU
OOOOXOXOOOO
OOOOOTOOOOO
In this code, the wind will blow it to any of these sides, BUT, the arrow will not reach the unit on the right side of this code. There are 2 squares between the wind and the target, (one square connecting, and one square including the target, shown in the green color). This will mean the wind will only blow the arrow 2 squares (still random to which side it chooses). So the arrow will be able to hit the scout, the targeted square and the unit on the left of the code, but not the unit on the right. If there are 4 squares between the wind and the targeted square (including the targeted square), the wind will blow it 4 squares to a random side.
OOOOOOOOOOO
OOOXOXOXOXO
OOOOXOXOXOO
OOOXOXOXOXO
OOOOOOOOOOO
The winds CANNOT be adjacent to each other. The code above shows the closest the winds can be together.
The winds are invisible to the enemy, but visible to you. The winds will turn visible to the enemy if the frost golem OR the enchantice are not on fulll health. When they are on full health again, the winds will be invisible once again. Winds CANNOT be barriered. The winds will turn visible to the enemy, if that particular wind blows a unit/shrub/projectile away. That wind cannot turn invisible again.
The enchantice can only summon winds if there is a frost golem on the same team as the enchantice because the winds need the ice channeled from the frost golem to do damage and to be able to blow units and projectiles.. The frost golem's paralysis attack will not work, while the enchantice is still in play (just like the combo between the dragon tyrant and the DSM). If the frost golem dies, the enchantice will turn back into a normal enchantress (just like the DSM into a pyromancer). The winds will disappear when the frost golem dies. If the enchantice dies, the frost golem will regain it's paralyzing attack.
A single wind (1 square wind), has 50 HP. If an attack hits it (or passes through it), it will take the damage AND it will blow it to some random spot. When a wind reaches 0, the wind will disappear, but the enchantice can't summon a new 5 square wind, until every wind dies in a 5-square formation. Winds have no armor and no blocking.
The enchantice can only summon up to 3 cross-shaped winds(which is 15 single wind squares altogether) per team (you have to wait for recovery to summon another wind). If the enchantice OR the frost golem are NOT on full health, the enchantice can only summon 2 cross-shaped winds (10 single, wind squares altogether). When the enchantice and frost golem are healed back to the full health, the enchantice can summon 3 cross-shaped winds. If there are 3 cross-shaped winds, and the enchantice or the frosty loses any HP, the wind that was last summoned will disappear. If there are 3 (or 2 if the frosty or enchantice are injured) full winds, and the enchantice summons another one, the wind that was summoned first will disappear.
The winds will only die if:
* The enchantice dies
* The frost golem dies
* Another wind is summoned, (and the enchantice can only summon 3 winds), the first wind summoned will die.
* The HP of one wind reaches 0 (only that wind will die)
Winds don't count as end-game units.
Read the next post for more information (yes, it's that long...)
Enchantice
Class: Female human
HP: 35
Armor: --
Power: --
Movement range: 3
Attack range: 2
Blocking: --
Recovery turns: 3 if she both moves and attacks. - 2 if she only attacks, 1 if only moved.
Appearance:
The enchantice is basically just an enchantress, but it wears an aura the same color as your team color (Just like a DSM).
Attack description:
The enchantice does not paralyze a unit. It summons wierd, cross-shaped, winds (that blow around and contain ice in it) in this pattern:
OOXOXOO _______ X = square which attack hits
OOOXOOO _______ X = targeted square by the enchantice (the attack hits this square too)
OOXOXOO _______ O = square which the attack cannot hit
OOOEOOO _______ E = Enchantice
Winds will be summoned on these squares, which block all LoS attacks and more. If a unit walks through one of these winds (doesn't have to walk INTO it), that lose 10 unblockable, armor-reducible HP. The damage is UNHEALABLE. The unit that walked through the winds will be blown around. Example:
OOXOXOO
OOUXOOO
OOXOXOO
If the unit walks into one of the winds (say the top-left hand one), that wind will blow him around, and that unit could appear on any adjacent square to the winds he walked into. So if he walks straight into that wind, the winds will have a 25% chance of blowing him back to where he came from. There is also a 25% chance that he will get blown to the right, left, or forwards (it doesn't matter what angle the unit walks to). The unit will be blown to one side randomly. The unit will not continue to walk after it has been blown to a new square, it will merely stop, and it's movement turn AND attack turn is over (the unit can still change direction, but cannot move or attack, until the next turn). The unit's recovery will ALWAYS BE ONE TURN. The damage is done when the unit re-appears from the wind.
OOOSOOO
OSXOXOO
OOUXOOO
OOXOXOO
This time, if the unit (show above) walks into the top-left corner wind again, there will be a 50% chance that he will be blown back from where he entered, or to the right side of the wind. This is done because the shrubs (or units) are blocking him from entering the square. Likewise, if there are 3 units/ shrubs on the 4 adjacent squares to the wind, the unit will always be blown back to where he came from. It's a 33% chance that he will be blown to one of the three squares adjacent to the wind, if only 1 unit/shrub is adjacent to the wind.
OOOSOOO
OOXOXOO_________U = unit
UOOXOOU_________S = Scout
OOXOXOO_________X = winds
OOOOOOO_________O = Empty square
OOOOOOO_________T = square which the scout has targeted for an attack.
OOOTOOO
In this case, the scout has targeted his arrow on "T", but a wind is in the LoS. When the scout shoots the arrow, the wind will blow it to another direction (25% chance of returning back to the scout, 25% chance of still hitting the selected target, 25% chance for ect....). In this code, the wind will either blow it to the target, the scout, or one of the two units. The arrow will do half the damage it usually does (it will now do 9), but it is not unblockable and non-armor affected (the ice in the wind will cover the arrow, so the armor will stop the ice, but will not stop the arrow.)
OOOOOSOOOOO
OOOOXOXOOOO
OOOOUXOOOOU
OOOOXOXOOOO
OOOOOTOOOOO
In this code, the wind will blow it to any of these sides, BUT, the arrow will not reach the unit on the right side of this code. There are 2 squares between the wind and the target, (one square connecting, and one square including the target, shown in the green color). This will mean the wind will only blow the arrow 2 squares (still random to which side it chooses). So the arrow will be able to hit the scout, the targeted square and the unit on the left of the code, but not the unit on the right. If there are 4 squares between the wind and the targeted square (including the targeted square), the wind will blow it 4 squares to a random side.
OOOOOOOOOOO
OOOXOXOXOXO
OOOOXOXOXOO
OOOXOXOXOXO
OOOOOOOOOOO
The winds CANNOT be adjacent to each other. The code above shows the closest the winds can be together.
The winds are invisible to the enemy, but visible to you. The winds will turn visible to the enemy if the frost golem OR the enchantice are not on fulll health. When they are on full health again, the winds will be invisible once again. Winds CANNOT be barriered. The winds will turn visible to the enemy, if that particular wind blows a unit/shrub/projectile away. That wind cannot turn invisible again.
The enchantice can only summon winds if there is a frost golem on the same team as the enchantice because the winds need the ice channeled from the frost golem to do damage and to be able to blow units and projectiles.. The frost golem's paralysis attack will not work, while the enchantice is still in play (just like the combo between the dragon tyrant and the DSM). If the frost golem dies, the enchantice will turn back into a normal enchantress (just like the DSM into a pyromancer). The winds will disappear when the frost golem dies. If the enchantice dies, the frost golem will regain it's paralyzing attack.
A single wind (1 square wind), has 50 HP. If an attack hits it (or passes through it), it will take the damage AND it will blow it to some random spot. When a wind reaches 0, the wind will disappear, but the enchantice can't summon a new 5 square wind, until every wind dies in a 5-square formation. Winds have no armor and no blocking.
The enchantice can only summon up to 3 cross-shaped winds(which is 15 single wind squares altogether) per team (you have to wait for recovery to summon another wind). If the enchantice OR the frost golem are NOT on full health, the enchantice can only summon 2 cross-shaped winds (10 single, wind squares altogether). When the enchantice and frost golem are healed back to the full health, the enchantice can summon 3 cross-shaped winds. If there are 3 cross-shaped winds, and the enchantice or the frosty loses any HP, the wind that was last summoned will disappear. If there are 3 (or 2 if the frosty or enchantice are injured) full winds, and the enchantice summons another one, the wind that was summoned first will disappear.
The winds will only die if:
* The enchantice dies
* The frost golem dies
* Another wind is summoned, (and the enchantice can only summon 3 winds), the first wind summoned will die.
* The HP of one wind reaches 0 (only that wind will die)
Winds don't count as end-game units.
Read the next post for more information (yes, it's that long...)