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Old 06-12-2011, 09:39 PM   #2 (permalink)
Registered User MortAr
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Comment and rate, thank you.
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Old 06-12-2011, 09:49 PM   #3 (permalink)
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(Owner of (Triggering unit) -> Triggering Player

Set (Triggering Unit) to a variable, and re-use the variable... its more efficient than constantly calling (GetTriggerUnit())

Unit - Remove B_Dummy[MUI3] from the game -> I've heard Explode Unit is preferred.

Animation - Change B_Dummy[MUI2] flying height to 75.00 at 0.00 -> Perhaps just use the Object Editor height, as it'll remove this action.

Other than that the triggering looks good.
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Old 06-13-2011, 01:29 AM   #4 (permalink)
Registered User Jazztastic
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Looks pretty good.

off topic
ARCHANGEL HOW THE FUCK DO YOU POST ON EVERY SINGLE SPELL AS LIKE THE SECOND COMMENT? WHAT THE SHIT?
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Old 06-13-2011, 03:46 AM   #5 (permalink)
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Isn't this like the same thing as chain lightning?
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Old 06-13-2011, 03:53 AM   #6 (permalink)
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Quote:
Originally Posted by Genji Lone View Post
Isn't this like the same thing as chain lightning?
Kind of, yes, but it has missle instead of lightnings and can have much more complex effects instead of damaging/healing.

Quote:
(Owner of (Triggering unit) -> Triggering Player

Set (Triggering Unit) to a variable, and re-use the variable... its more efficient than constantly calling (GetTriggerUnit())
(Triggering Unit) is used only twice, I don't see a reason to change it.

Quote:
Unit - Remove B_Dummy[MUI3] from the game -> I've heard Explode Unit is preferred.
It is configurable, so it's users choice, but I prefer remove.

Quote:
Animation - Change B_Dummy[MUI2] flying height to 75.00 at 0.00 -> Perhaps just use the Object Editor height, as it'll remove this action.
That can be changed, but it doesn't deserve a whole version for.
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Old 06-13-2011, 05:33 AM   #7 (permalink)
Registered User Ketsuno Anson
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Quote:
Originally Posted by Beef_Is_Back View Post
Looks pretty good.

off topic
ARCHANGEL HOW THE FUCK DO YOU POST ON EVERY SINGLE SPELL AS LIKE THE SECOND COMMENT? WHAT THE SHIT?
Why are you even noticing that?
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Old 06-13-2011, 08:50 AM   #8 (permalink)
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This was probably stolen from some of the open version of DOTA 6.32,6,41,6.60,6.72, The only difference is that this is done in the GUI and used the other SEffect

And this:Original concept taken from here.
Should be changed to this:Original concept was stolen from here

I've always wondered why some people have a need to rewrite DOTA spells.
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Old 06-13-2011, 10:41 AM   #9 (permalink)
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OFFTOPIC
Quote:
Originally Posted by zv27 View Post
This was probably stolen from some of the open version of DOTA 6.32,6,41,6.60,6.72, The only difference is that this is done in the GUI and used the other SEffect

And this:Original concept taken from here.
Should be changed to this:Original concept was stolen from here

I've always wondered why some people have a need to rewrite DOTA spells.
the fact that this spell is made in GUI, and i should emphasize WELL made in GUI has prove that this is not a thing stolen from any open / cracked DotA map as you presume.

and there is no rule specify that if DotA have something, any other people who recreate it is stealing.

not to mention that in reality, lots of your so called DotA spells was stolen from various spell makers long ago.


i like the way the trigger and indexing runs,
one thing i notice, the next target of the spell is not randomized because of using FirstOfGroup call, with that in mind, i believe it will always hit 2 same unit until the composition of the enum group change.

so i suggest:
1. randomize the target via GroupPickRandomUnit (or whatever, i forgot..)
2. add a method for priority pick like lowest hitpoint, nearest, or whatever.
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Old 06-13-2011, 11:10 AM   #10 (permalink)
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Quote:
Originally Posted by zv27 View Post
This was probably stolen from some of the open version of DOTA 6.32,6,41,6.60,6.72, The only difference is that this is done in the GUI and used the other SEffect

And this:Original concept taken from here.
Should be changed to this:Original concept was stolen from here

I've always wondered why some people have a need to rewrite DOTA spells.
Stolen? If you make things like that I'll just have to say Icefrog stole Aoen of Strife,which is the first AoS,lots of models in dota don't have credits given to the creators,which means it was stolen too,etc.
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Old 06-13-2011, 01:43 PM   #11 (permalink)
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Well MortAr, there honestly isn't alot to change. The spell is very well triggered. :P

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Quote:
ARCHANGEL HOW THE FUCK DO YOU POST ON EVERY SINGLE SPELL AS LIKE THE SECOND COMMENT? WHAT THE SHIT?
Well...
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Old 06-13-2011, 02:31 PM   #12 (permalink)
Registered User MortAr
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Quote:
This was probably stolen from some of the open version of DOTA 6.32,6,41,6.60,6.72, The only difference is that this is done in the GUI and used the other SEffect

And this:Original concept taken from here.
Should be changed to this:Original concept was stolen from here

I've always wondered why some people have a need to rewrite DOTA spells.
What makes you think I'd ever rewrite/steal any DotA spell? Tha fact that I make them in GUI doesn't mean
I have stolen them. All I do is copy the concept.

Obvious troll is obvious.

Quote:
i like the way the trigger and indexing runs,
one thing i notice, the next target of the spell is not randomized because of using FirstOfGroup call, with that in mind, i believe it will always hit 2 same unit until the composition of the enum group change.

so i suggest:
1. randomize the target via GroupPickRandomUnit (or whatever, i forgot..)
2. add a method for priority pick like lowest hitpoint, nearest, or whatever.
Yes I was thinking to do the RandomUnit call, but I wasn't sure if it's not leaking a group, then DSG said it doesn't, so I might just add it in the next few days.
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Last edited by MortAr; 06-13-2011 at 04:03 PM.
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Old 06-14-2011, 09:37 PM   #13 (permalink)
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Hmmmm.... It can hit a unit multiple times, good effects, 5/5
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Old 06-14-2011, 10:15 PM   #14 (permalink)
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There are not open versions of DotA since icefrog started working on it. No this was not stolen from DotA, that would be like saying a nova spell is stolen from (insert random ass game here). Next, rewriting it in GUI is a great accompishment, seeing as it was probably originally written in JASS, and there isn't really a good on one here (well, there is one but the creator refuses to fix a leak or two). Finally, for someone who sure trolls the shit out of spell forums you haven't either said anything very useful about the spells or how to make the triggering more efficient.
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Old 06-14-2011, 11:25 PM   #15 (permalink)
Registered User MortAr
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Actually, there is a open-source map for version 6.41 but the code is soo damn messy, you wouldn't be able to understand a thing.

For those of you who are interested, here is the code from that version:

Jass:
function Trig_Chain_Frost_Conditions takes nothing returns boolean
if(not ChainFrostSpell())then
return false
endif
return true
endfunction
function ChainFrostSpellII takes nothing returns boolean
if(not(GetSpellAbilityId()=='A05T'))then
return false
endif
return true
endfunction
function ChainFrostFilter takes nothing returns boolean
if(IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE))then
return false
endif
if(GetUnitAbilityLevelSwapped('A04R',GetFilterUnit())==1)then
return false
endif
if(IsUnitAliveBJ(GetFilterUnit())==false)then
return false
endif
if(GetUnitTypeId(GetFilterUnit())=='o003')then
return false
endif
return true
endfunction

function Trig_Chain_Frost_Actions takes nothing returns nothing
local player lSU=GetOwningPlayer(GetTriggerUnit())
local integer lSv=0
local integer lSV
local unit lSw
local unit lSW
local unit loK
local integer lEq
local integer lEQ
local group lSx=CreateGroup()
local group lSX=CreateGroup()
local unit lnX
local location lSy
local location lSY
local location lnG=GetUnitLoc(GetSpellAbilityUnit())
if(ChainFrostSpellII())then
set lSV=GetUnitAbilityLevelSwapped('A05T',GetTriggerUnit())
else
set lSV=(GetUnitAbilityLevelSwapped('A08H',GetTriggerUnit())+1)
endif
set lSw=GetSpellTargetUnit()
set lSy=GetUnitLoc(lSw)
set lSW=CreateUnitAtLoc(lSU,'e009',lnG,bj_UNIT_FACING)
call IssuePointOrderByIdLoc(lSW,OrderId("move"),lSy)
call SetUnitPathing(lSW,false)
call UnitAddAbility(lSW,'Aloc')
call SetUnitInvulnerable(lSW,true)
set lSY=GetUnitLoc(lSW)
call PolledWait(((DistanceBetweenPoints(lSY,lSy)-90.)/575.))
loop
exitwhen lSv>5
set lSv=(lSv+1)
call RemoveLocation(lSy)
set lSy=GetUnitLoc(lSw)
set loK=CreateUnitAtLoc(lSU,'e00C',lSy,bj_UNIT_FACING)
call UnitAddAbility(loK,'A091')
call SetUnitAbilityLevelSwapped('A091',loK,lSV)
call IssueTargetOrderById(loK,OrderId("frostnova"),lSw)
call SetUnitInvulnerable(loK,true)
call SetUnitPathing(loK,false)
call UnitAddAbility(loK,'Aloc')
call UnitApplyTimedLifeBJ(2.,'BTLF',loK)
call RemoveUnit(lSW)
if(lSv<6)then
call GroupClear(lSx)
call DestroyGroup(lSX)
set lSX=GetUnitsInRangeOfLocMatching(600.,lSy,Condition(function ChainFrostFilter))
loop
set lnX=FirstOfGroup(lSX)
exitwhen lnX==null
if(IsUnitEnemy(lnX,lSU))then
if(lnX!=lSw)then
if(IsUnitVisible(lnX,lSU))then
call GroupAddUnit(lSx,lnX)
endif
endif
endif
call GroupRemoveUnit(lSX,lnX)
endloop
if(IsUnitGroupEmptyBJ(lSx)==false)then
call RemoveLocation(lSy)
set lSy=GetUnitLoc(lSw)
set lSW=CreateUnitAtLoc(lSU,'e009',lSy,bj_UNIT_FACING)
call RemoveLocation(lSY)
set lSY=GetUnitLoc(lSW)
call RemoveLocation(lSy)
set lSw=GroupPickRandomUnit(lSx)
set lSy=GetUnitLoc(lSw)
call IssuePointOrderByIdLoc(lSW,OrderId("move"),lSy)
call SetUnitPathing(lSW,false)
call UnitAddAbility(lSW,'Aloc')
call SetUnitInvulnerable(lSW,true)
call PolledWait(((DistanceBetweenPoints(lSY,lSy)-90.)/575.))
else
set lSv=99
endif
endif
endloop
call RemoveLocation(lSY)
call RemoveLocation(lSy)
call RemoveLocation(lnG)
call DestroyGroup(lSx)
call DestroyGroup(lSX)
endfunction

I'm not sure if this is allowed, but, if its not, please any mod to delete this post.
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Last edited by MortAr; 06-15-2011 at 01:51 AM.
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