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The Hive Workshop Spells:
SPIN VERSION 1.1
by -Derp-
Images
Highslide JS
Details
Uploaded:03:00, 22nd Jul 2012
Last Updated:04:56, 22nd Jul 2012
Keywords:Spin, Lightning, Spiral, Comments, Herp, THE SPELL SPINS LIKE A CHAIR, SPIN IT TO WIN IT, SPIN ME BABY ONE MORE TIME, DERP, -, GUI, JASS, Capslock
Type:Target Ground
Category:GUI / Triggers

SPIN
SPIN

Ingame Description

The caster fires up lasers at the targeted location. The lasers will spin in a circle and then fire outwards, stunning and harming all those near the lasers.


TRIGGERS
SpinInt
Events
Map initialization
Conditions
Actions
-------- DONUT TUCH --------
Hashtable - Create a hashtable
Set Hash_Spin = (Last created hashtable)
-------- TOUCHABLE --------
-------- THIS IS YOUR DUMMY UNIT'S ID. --------
-------- IT WILL HAVE TO BE CHANGED. --------
Custom script: set udg_SpinDummyId = 'h000'
-------- THE LONG STUN ABILITY --------
Custom script: set udg_Spin_LongStun = 'A002'
-------- THE SHORT STUN ABILITY --------
Custom script: set udg_Spin_LongStun = 'A001'
-------- THIS IS THE DISTANCE BETWEEN THE LIGHTNING AND THE CIRCLE'S CENTER. --------
Set Spin_Lighting_Distance = 45.00
-------- THIS IS THE LIGHTNING TYPE. --------
Set SLT = Chain Lightning - Primary
-------- THIS IS THE LIGHTNING'S HEIGHT. --------
Set SPH = 120.00
-------- THIS IS WHAT THE AoE STARTS AT --------
Set Spin_StartingAoE = 10.00
-------- THIS IS WHAT THE AoE GROWS TO --------
Set Spin_MaxAoE = 175.00
-------- DAMAGE PER ROTATION (THIS IS MULTIPLIED BY EACH LEVEL) --------
Set Spin_RotationDamage = 10.00
-------- DAMAGE TO UNITS WHEN THE LASER FIRES (THIS IS MULTIPLIED BY EACH LEVEL) --------
-------- UNDERSTAND THAT THE DAMAGE CAN CRITICAL HIT --------
-------- THE CHANCE OF IT HAPPENING IS QUITE FREAKWENT. --------
Set Spin_FireDamage = 60.00
-------- THE ORDER STRING OF THE LONG STUN ABILITY SO IT WILL CAST IT --------
Set SpinAbilityString = thunderbolt
-------- THE ORDER STRING OF THE SHORT STUN ABILITY SO IT WILL CAST IT --------
-------- WE USE TWO FOR THOSE THAT WANT A SUPER COOL SPELL --------
Set SpinAbilityString2 = thunderbolt
-------- THIS IS WHERE WE MAKE THE LIGHTNING BEAUTIFUL --------
-------- LIKE A BEAUTIFUL BUTTERFLY --------
-------- IT GOES RED = 1/5/6 GREEN = 2/10/12 BLUE = 3/15/18 --------
Set SLB[1] = 1.00
Set SLB[2] = 0.00
Set SLB[3] = 1.00
Set SLB[5] = 0.00
Set SLB[10] = 1.00
Set SLB[15] = 1.00
Set SLB[6] = 1.00
Set SLB[12] = 1.00
Set SLB[18] = 0.00
SpinCastdurr
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Spin
Actions
-------- --------
-------- --------
-------- --------
-------- --------
-------- --------
-------- THIS IS YOUR CASTER. --------
Set SPU = (Triggering unit)
-------- THIS IS THE TARGETING POINT --------
Set SP1 = (Target point of ability being cast)
-------- THIS IS YOUR DUMMY --------
Custom script: set udg_SPU2 = CreateUnitAtLoc(GetTriggerPlayer(), udg_SpinDummyId, udg_SP1, 270)
-------- THIS IS YOUR HANDLE --------
Custom script: set udg_Handle_Spin = GetHandleId(udg_SPU2)
-------- THESE ARE YOUR LIGHTNINGS --------
Set SPI3 = (Random integer number between 1 and 3)
For each (Integer SPI2) from 1 to 8, do (Actions)
Loop - Actions
Set SP2 = (SP1 offset by Spin_Lighting_Distance towards ((Real(SPI2)) x 45.00) degrees)
-------- LIGHTNING RAWR --------
Custom script: set udg_SL = AddLightningEx(udg_SLT, true , GetLocationX(udg_SP2), GetLocationY(udg_SP2), GetLocationZ(udg_SP2) + (udg_SPH), GetLocationX(udg_SP2), GetLocationY(udg_SP2), GetLocationZ(udg_SP2) + (udg_SPH) )
-------- LIGHTNING COLOR --------
-------- RED, GREEN, BLUE, GHOST --------
-------- LOOK BLUE! A PAINTBRUSH! --------
Custom script: call SetLightningColor(udg_SL, udg_SLB[udg_SPI3], udg_SLB[udg_SPI3*6], udg_SLB[udg_SPI3*5], 1)
-------- SAVE YOUR LIGHTNING --------
Custom script: call SaveLightningHandle(udg_Hash_Spin, udg_Handle_Spin, udg_SPI2, udg_SL)
-------- KILL BAD THINGS --------
Custom script: call RemoveLocation(udg_SP2)
-------- --------
-------- THIS IS YOUR ABILITY LEVEL --------
Set SPI = (Level of Spin for SPU)
-------- --------
-------- --------
-------- --------
-------- THIS IS YOUR DAMAGE --------
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 9, udg_Spin_RotationDamage * udg_SPI)
-------- THIS IS YOUR LAUNCH DAMAGE --------
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 10, udg_Spin_FireDamage * udg_SPI)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
-------- THIS IS THE STARTING SPEED OF THE ROTATION --------
-------- THIS VALUE MUST EQUAL UP TO 360 AT SOME POINT --------
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 11, 4)
-------- THIS IS THE SPEED OF WHICH THE ROTATION INCREASES BY --------
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 12, 1)
Else - Actions
-------- NEGATIVE VALUES! --------
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 11, -4)
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 12, -1)
-------- THIS IS THE VALUE WHICH THE LASER'S DISTANCE INCREASES BY PER MOVEMENT UNTIL IT REACHES THE MAXIMUM AoE --------
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 14, udg_Spin_MaxAoE / (udg_Spin_StartingAoE*4))
-------- THIS IS THE LIGHTNING'S STARTING DISTANCE. --------
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 16, udg_Spin_StartingAoE)
-------- THIS IS WHERE WE SAVE THE HERO FOR THOSE NITPICKERS. --------
Custom script: call SaveUnitHandle(udg_Hash_Spin, udg_Handle_Spin, 15, udg_SPU)
-------- THIS IS WHERE WE SAVE THE LEVEL OF THE ABILITY. --------
Custom script: call SaveInteger(udg_Hash_Spin, udg_Handle_Spin, 0, udg_SPI)
-------- THIS IS WHERE WE SET THE DURATION OF THE LAUNCH. --------
Custom script: call SaveInteger(udg_Hash_Spin, udg_Handle_Spin, 23, 60)
-------- --------
-------- --------
-------- ADD THE DUMMY UNIT TO THE UNIT GROUP --------
Custom script: call GroupAddUnit(udg_Spin_Group, udg_SPU2)
-------- INCREASE THE TRIGGER RAWEGJLHAWE;LRGHAL;EGHEJLARGAER --------
Set Spin_Integur = (Spin_Integur + 1)
-------- START THE SPELLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL --------
Trigger - Turn on SpinSpinSPIN <gen>
-------- THIS IS YOUR BOOMSTICK --------
Custom script: call RemoveLocation(udg_SP1)
SpinSpinSPIN
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Spin_Group and do (Actions)
Loop - Actions
Set SPU = (Picked unit)
Custom script: set udg_Handle_Spin = GetHandleId(udg_SPU)
Set SP1 = (Position of SPU)
-------- LOAD VARIABLES --------
Custom script: set udg_SR1 = LoadReal(udg_Hash_Spin, udg_Handle_Spin, 16)
Custom script: set udg_SR3 = LoadReal(udg_Hash_Spin, udg_Handle_Spin, 11)
Custom script: set udg_Spin_LaunchBool = LoadBoolean(udg_Hash_Spin, udg_Handle_Spin, 21)
-------- MOVE LIGHTNING --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Spin_LaunchBool Equal to False
Then - Actions
Custom script: set udg_SPI4 = 0
Custom script: set udg_SR2 = LoadReal(udg_Hash_Spin, udg_Handle_Spin, 17) + udg_SR3
Else - Actions
Custom script: set udg_SPU4 = LoadUnitHandle(udg_Hash_Spin, udg_Handle_Spin, 15)
Custom script: set udg_Spin_EffeciencyReal = LoadReal(udg_Hash_Spin, udg_Handle_Spin, 10)
Custom script: set udg_SPI3 = LoadInteger(udg_Hash_Spin, udg_Handle_Spin, 0)
Custom script: set udg_SPI4 = LoadInteger(udg_Hash_Spin, udg_Handle_Spin, 23) - 1
Custom script: call SaveInteger(udg_Hash_Spin, udg_Handle_Spin, 23, udg_SPI4)
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 16, udg_SR1 + LoadReal(udg_Hash_Spin, udg_Handle_Spin, 14) * 2.6)
Custom script: set udg_SR2 = LoadReal(udg_Hash_Spin, udg_Handle_Spin, 17) + (udg_SR3 / 5)
Set Spin_Player = (Owner of SPU)
For each (Integer SPI) from 1 to 8, do (Actions)
Loop - Actions
Set Spin_EffeciencyReal = (SR2 + (45.00 x (Real(SPI))))
Custom script: set udg_SL = LoadLightningHandle(udg_Hash_Spin, udg_Handle_Spin, udg_SPI)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SPI4 Equal to 1
Then - Actions
Lightning - Destroy SL
Set SP3 = (SP1 offset by (SR1 + Spin_StartingAoE) towards Spin_EffeciencyReal degrees)
Special Effect - Create a special effect at SP3 using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Spin_LaunchBool Equal to False
Then - Actions
Set SP2 = (SP1 offset by Spin_Lighting_Distance towards Spin_EffeciencyReal degrees)
Set SP3 = (SP2 offset by SR1 towards Spin_EffeciencyReal degrees)
Else - Actions
Set SP2 = (SP1 offset by (((SR1 x 1.20) + Spin_StartingAoE) - Spin_MaxAoE) towards Spin_EffeciencyReal degrees)
Set SP3 = (SP1 offset by (SR1 + Spin_StartingAoE) towards Spin_EffeciencyReal degrees)
-------- JIMMY MATHS. --------
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within (Spin_MaxAoE x (0.01 x (60.00 - (Real(SPI4))))) of SP2 matching (((Owner of (Matching unit)) Not equal to Spin_Player) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit and do (Actions)
Loop - Actions
Set SPU2 = (Picked unit)
Custom script: call UnitDamageTarget(udg_SPU4, udg_SPU2, udg_Spin_EffeciencyReal, true, true, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL, null)
Custom script: set udg_SPU3 = CreateUnitAtLoc(udg_Spin_Player, udg_SpinDummyId, udg_SP1, 270)
Unit - Add SHORT STUN (THIS IS YOUR STUN) to SPU3
Custom script: call SetUnitAbilityLevel(udg_SPU3, udg_Spin_ShortStun, udg_SPI3)
Custom script: call IssueTargetOrder( udg_SPU3, udg_SpinAbilityString2, udg_SPU2 )
Custom script: call UnitApplyTimedLife( udg_SPU3, 'BTLF', 1 )
Custom script: call SetUnitExploded( udg_SPU3, true )
Custom script: call GroupAddUnit(udg_Spin_DamageGroup, udg_SPU2)
Set Spin_Integur = (Spin_Integur + 1)
Custom script: set udg_SPI3 = GetHandleId(udg_SPU2)
Custom script: call SaveInteger(udg_Hash_Spin, udg_SPI3, 22, 33)
Custom script: call MoveLightningEx(udg_SL, true , GetLocationX(udg_SP2), GetLocationY(udg_SP2), GetLocationZ(udg_SP2) + (udg_SPH), GetLocationX(udg_SP3), GetLocationY(udg_SP3), GetLocationZ(udg_SP3) + (udg_SPH) )
Custom script: call RemoveLocation(udg_SP2)
Custom script: call RemoveLocation(udg_SP3)
-------- ADJUST VARIABLES, INFLICT DAMAGE --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Spin_LaunchBool Equal to False
Then - Actions
-------- SARGE, WE'RE GOING TO NEED A BUCKET --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SR1 Less than Spin_MaxAoE
Then - Actions
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 16, udg_SR1 + LoadReal(udg_Hash_Spin, udg_Handle_Spin, 14))
Else - Actions
Custom script: call SaveBoolean(udg_Hash_Spin, udg_Handle_Spin, 20, true)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
SR2 Greater than or equal to 360.00
SR2 Less than or equal to -360.00
Then - Actions
Custom script: set udg_SR2 = 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SR3 Less than 6.00
SR3 Greater than -6.00
Then - Actions
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 11, udg_SR3 + LoadReal(udg_Hash_Spin, udg_Handle_Spin, 12))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
SR3 Equal to 6.00
SR3 Equal to -6.00
Then - Actions
Custom script: call SaveBoolean(udg_Hash_Spin, udg_Handle_Spin, 19, true)
Else - Actions
Custom script: set udg_SPU4 = LoadUnitHandle(udg_Hash_Spin, udg_Handle_Spin, 15)
Custom script: set udg_Spin_EffeciencyReal = LoadReal(udg_Hash_Spin, udg_Handle_Spin, 9)
Set Spin_Player = (Owner of SPU)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within (Spin_StartingAoE + SR1) of SP1 matching (((Owner of (Matching unit)) Not equal to Spin_Player) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is Magic Immune) Equa and do (Actions)
Loop - Actions
Set SPU2 = (Picked unit)
Custom script: call UnitDamageTarget(udg_SPU4, udg_SPU2, udg_Spin_EffeciencyReal, true, true, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL, null)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SPU2 is in Spin_DamageGroup) Equal to False
Then - Actions
Custom script: set udg_SPU3 = CreateUnitAtLoc(udg_Spin_Player, udg_SpinDummyId, udg_SP1, 270)
Unit - Add LONG STUN (THIS IS YOUR STUN) to SPU3
Custom script: call IssueTargetOrder( udg_SPU3, udg_SpinAbilityString, udg_SPU2 )
Custom script: call UnitApplyTimedLife( udg_SPU3, 'BTLF', 1 )
Custom script: call SetUnitExploded( udg_SPU3, true )
Custom script: call GroupAddUnit(udg_Spin_DamageGroup, udg_SPU2)
Set Spin_Integur = (Spin_Integur + 1)
Custom script: set udg_SPI3 = GetHandleId(udg_SPU2)
Custom script: call SaveInteger(udg_Hash_Spin, udg_SPI3, 22, 33)
Else - Actions
Else - Actions
Else - Actions
Custom script: call SaveReal(udg_Hash_Spin, udg_Handle_Spin, 17, udg_SR2)
-------- LAUNCH --------
-------- IT'S SUPER EFFECTIVE --------
Custom script: if udg_Spin_LaunchBool == false and LoadBoolean(udg_Hash_Spin, udg_Handle_Spin, 19) and LoadBoolean(udg_Hash_Spin, udg_Handle_Spin, 20) then
Custom script: call SaveBoolean(udg_Hash_Spin, udg_Handle_Spin, 21, true)
Custom script: endif
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SPI4 Equal to 1
Then - Actions
Hashtable - Clear all child hashtables of child Handle_Spin in Hash_Spin
Unit - Explode SPU
Set Spin_Integur = (Spin_Integur - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Spin_Integur Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Custom script: call RemoveLocation(udg_SP1)
Unit Group - Pick every unit in Spin_DamageGroup and do (Actions)
Loop - Actions
Set SPU = (Picked unit)
Custom script: set udg_SPI3 = GetHandleId(udg_SPU)
Custom script: set udg_SPI2 = LoadInteger(udg_Hash_Spin, udg_SPI3, 22)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
SPI2 Greater than 0
(SPU is dead) Equal to False
(SPU is Polymorphed) Equal to False
(SPU is hidden) Equal to False
Then - Actions
Custom script: call SaveInteger(udg_Hash_Spin, udg_SPI3, 22, udg_SPI2 - 1)
Else - Actions
Custom script: call GroupRemoveUnit(udg_Spin_DamageGroup, udg_SPU)
Hashtable - Clear all child hashtables of child SPI3 in Hash_Spin
Set Spin_Integur = (Spin_Integur - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Spin_Integur Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions


ACTION SHOTS





Update Log

Quote:
v1.0 Uploaded
v1.1 Efficiency supreme

Rating - 0.00 (0 votes)
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Moderator Comments
Recommended
07:53, 22nd Jul 2012
Magtheridon96: Approved.

THIS IS YOUR REVIEW
http://www.hiveworkshop.com/forums/2187672-post3.html

This spell is very well-written and readable :>
It just needs a few minor enhancements.

This spell is approved and works properly.


Download Spin.w3x
(32.97 KB, 448 Downloads)

Old 07-22-2012, 03:04 AM   #2 (permalink)
Registered User -Derp-
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Spell idea inspired by Taking Back Sunday's song 'Spin'.

Last edited by -Derp-; 07-22-2012 at 03:34 AM.
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Old 07-22-2012, 04:23 AM   #3 (permalink)
Forum Moderator Magtheridon96
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In JASS, == true is the most useless thing ever because you could remove it and be unaffected ^_^

edit
So much win xD

Tips:

Trigger
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SPI3 Equal to 1
Then - Actions
Custom script: call SetLightningColor(udg_SL, 1, 1, 1, 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SPI3 Equal to 2
Then - Actions
Custom script: call SetLightningColor(udg_SL, 0, 1, 1, 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SPI3 Equal to 3
Then - Actions
Custom script: call SetLightningColor(udg_SL, 1, 0, 1, 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SPI3 Equal to 4
Then - Actions
Custom script: call SetLightningColor(udg_SL, 1, 1, 0, 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SPI3 Equal to 5
Then - Actions
Custom script: call SetLightningColor(udg_SL, .75, .75, .75, 1)
Else - Actions


What if I told you, this could all be optimized to ONE line O: :O O:
(You need 3 arrays to set on map init)

edit
Since I know you're an exceptional GUIer and decent JASS-scripter, I'm going to be a bit stricter here ;D

Since you're using custom scripts, you might as well use coordinates instead of locations :p
Instead of the target point, use GetSpellTargetX() and GetSpellTargetY().

edit
This also means that CreateUnitAtLoc has got to go. Use CreateUnit.

edit
A better screenshot would be nice :C
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Last edited by Magtheridon96; 07-22-2012 at 04:58 AM.
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Old 07-22-2012, 04:36 AM   #4 (permalink)
Registered User Tank-Commander
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Ow, blinding screenshot you have there
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Old 07-22-2012, 02:57 PM   #5 (permalink)
Registered User -Derp-
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Thanks Magtheridon!

I've updated the screenshot, I'll update the code soon.



Updated, fixed stuff.

Last edited by -Derp-; 07-29-2012 at 08:57 PM.
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Old 08-04-2012, 02:07 PM   #6 (permalink)
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Can i ask that why everybody always use "channel" ability to make a new ability?
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Old 08-04-2012, 05:27 PM   #7 (permalink)
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It's used as the ability doesn't cause any side effects like damage and you can set the ability's stats. i.e. target type
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