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Customizable Spell (AOE)

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Customizable Spell (AOE)
You just have to change several variables to make a complete new spell
more options coming soon...
If you had any idea or problem leave a comment, thanks.

Required explanations are in trigger. (Please read comments in trigger)
New update:

-fixed n_ex integer array problem
-Used custom integers in place of Integer A or Integer B for loops
-Added a new option "Cs_Trigonometry_Mod" to customize spell even better
-You can see "Cs_Trigonometry_Mod" effects by entering (1,2,3&4) numbers respective to desiring Mod in chat message.



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Contents

Customizable Spell (Map)

Reviews
Wrda
I second what Daffa said, MUI Spells Using Artificial Waits and Dynamic Indexing are important in spell/system making. The spell currently goes faster if I cast a second time while the first instance isn't done. What is the point of the first wait...
What a lovely spell with wonderful effect placement :thumbs_up:
The math is quite complex for my head to grasp, so props for that :thumbs_up:

Anyway, I would like to give some feedbacks regarding the codes:
  • Do not use Integer A or Integer B, instead use your own Integer
  • Do not use waits, I suggest reading MUI Spells Using Artificial Waits
  • n_ex never get de-indexed, thus the value will keep increasing up to the array limit (8191 for old patches, 32767 for new patches iirc)
  • Control over the spread is quite complex due to the math, giving a general idea how changing values affect the spell can greatly benefit users
  • I personally recommend changing the way the damage calculation is done to multiple rows for readability, but that's personal preference; giving math of the damage calculation for the user is more than sufficient
 
Level 6
Joined
Jul 10, 2023
Messages
32
What a lovely spell with wonderful effect placement :thumbs_up:
The math is quite complex for my head to grasp, so props for that :thumbs_up:

Anyway, I would like to give some feedbacks regarding the codes:
  • Do not use Integer A or Integer B, instead use your own Integer
  • Do not use waits, I suggest reading MUI Spells Using Artificial Waits
  • n_ex never get de-indexed, thus the value will keep increasing up to the array limit (8191 for old patches, 32767 for new patches iirc)
  • Control over the spread is quite complex due to the math, giving a general idea how changing values affect the spell can greatly benefit users
  • I personally recommend changing the way the damage calculation is done to multiple rows for readability, but that's personal preference; giving math of the damage calculation for the user is more than sufficient
Thank you very much for the feedback you gave. I try to use them well.🙏🙏
 
  • Submissions must be MUI or MPI, meaning that they can be casted by multiple units or players without bugs.
 

Wrda

Spell Reviewer
Level 26
Joined
Nov 18, 2012
Messages
1,892
I second what Daffa said, MUI Spells Using Artificial Waits and Dynamic Indexing are important in spell/system making. The spell currently goes faster if I cast a second time while the first instance isn't done. What is the point of the first wait? Minimum wait time possible is 0.27s on average. There are very few situations waits are allowed, this isn't one of them.

You can describe the math formula in Customizable Spell Initials trigger in comments.
Place the if block of "Cs_Trigonometry_Mod_2 Equal to True" in the else part of the "Cs_Trigonometry_Mod_1 Equal to True" block, same logic applies to the other ones.
The choice of the "Trigonometry Mod" could be simplified to an integer instead of 4 booleans variables.
Leaking Unit group:
  • Unit Group - Pick every unit in (Units within Damage_Aoe of (Cast_Position offset by (x_Position, y_Position)).) and do (Actions)
Put this custom script before it to fix the leak:
  • Custom script: set bj_wantDestroyGroup = true
More info about Leaks.
To me, the name "Customizable Spell" sounded like a system for spells, for setting targets allowed, and other stuff of the likes. This is spell with the choice of multiple forms, structures, or whatever you want to call it, so the name is a bit misleading.

To sum up, the "Trigonometry Mod" procedure is cool and the math is beyond me, but there's critical parts to fix. Also, please add "how to import instructions" on the description.
 
Level 6
Joined
Jul 10, 2023
Messages
32
I second what Daffa said, MUI Spells Using Artificial Waits and Dynamic Indexing are important in spell/system making. The spell currently goes faster if I cast a second time while the first instance isn't done. What is the point of the first wait? Minimum wait time possible is 0.27s on average. There are very few situations waits are allowed, this isn't one of them.

You can describe the math formula in Customizable Spell Initials trigger in comments.
Place the if block of "Cs_Trigonometry_Mod_2 Equal to True" in the else part of the "Cs_Trigonometry_Mod_1 Equal to True" block, same logic applies to the other ones.
The choice of the "Trigonometry Mod" could be simplified to an integer instead of 4 booleans variables.
Leaking Unit group:
  • Unit Group - Pick every unit in (Units within Damage_Aoe of (Cast_Position offset by (x_Position, y_Position)).) and do (Actions)
Put this custom script before it to fix the leak:
  • Custom script: set bj_wantDestroyGroup = true
More info about Leaks.
To me, the name "Customizable Spell" sounded like a system for spells, for setting targets allowed, and other stuff of the likes. This is spell with the choice of multiple forms, structures, or whatever you want to call it, so the name is a bit misleading.

To sum up, the "Trigonometry Mod" procedure is cool and the math is beyond me, but there's critical parts to fix. Also, please add "how to import instructions" on the description.
Thanks for your guidance I try to use them and update the spell soon🙏
 
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