Mr Dice, creates a ward which controls random elementals that has random affects on random units they hit randomly in random times. Earth elementals entangle units, air elemantals slow with lightnings, fire elementals create fearie fires to stop units from being invisible and water elements cast frost novas to damage nearby and slow shortly.
Mana costs and effects increase with level, cooldown decreases.
Quote:
Creates a ward at a targeted location which creates elementals to defeat enemies around it. Every elements has different effect on the targets.
Water: Casts a frost nova that deals <A001,DataB1> damage to a specific target and <A001,DataA1> damage to nearby units.
Earth: Entangles the unit for <A004,Dur1> seconds, dealing <A004,DataA1> damage every second.
Fire: Creates a non-damaging flame around a unit that decreases its armor by <A002,DataA1> for <A002,Dur1> seconds.
Air: Casts a chain lightning that deals <A005,DataA1> damage and slows the primary target.
Closer units to elements has a more chance to be hit. Ward's cooldown for creating elements decreases by level and more agility point your hero has.
[+] Concept seemed decent. [+] Tooltip once learned was good. [?] The icon ingame is not the one provided in the preview. [-] The effects looked choppy. [-] The spell seemed to randomly glitch. [-] The earth, ice, and fire effects did not particularly fit. [-] The code had three separate triggers. [-] The code was horrendously long. [-] Why was your stuff public, and why was a (supposedly private) class encapsulated when you had no bounds? [-] Method operators should've at least been used for encapsulation if you wanted it so desperately.
HINDYhat "HindyThat": [+] Concept seemed decent. [+] Good name. [+] Good tooltip. [+] No major coding complaints. [?] Decent icon. [-] Lightning is not synched with target over water. [-] Can be cast on unpathable areas.
Thanks for the critique Purple, the thing is I'm not expert enough to understand even some of the criticism you've made. :D But no problem, I'll get used to it.
The code is too long I know, and imo, the most important reason that made the trigger long is the methods that an element has, and easy to add methods to an element. I mean, there is a search method, seek&destroy method, and get back to your master methods for now. I don't know, maybe there are easier ways to do these. Another point I want to ask is, (out of topic maybe but..) is it that bad to have 3 seperate triggers? I mean you can copy and paste it, not a big problem. The only reason to have 3 triggers is that I work easier with them. Maybe I should c&p at last.
Lastly, thanks for the challenge again. Wish we had more voters here, but the best part was the preparation. So I enjoyed it. Gratz "HindyHat".