18:40, 2nd Jun 2011
You don't have to set point int the cast trigger's loop. Use point instead. It's basically the same point.
Hashtable - Save Handle OfUnit as (Key Fragment) of HandleID in Hashtable
You could add some kind of maximum damage or maximum target limit.
You could use non-array variables if you only need one or few indexes but that's not a big issue.
Change the elapsed time to map initialization.
oh yeah, I always get confused between those models... anyway, put him on the credits... or better yet, just link the lightning model and remove it from the map...
For the arrays, its not about the file size, its about the performance... as arrays work slower than non-arrays... and since you only use about 1-3 indexes, its always better to just use diff variables...
arrays are only recommended if you have the chance of using a lot of the indexes...
And I was thinking that I've arrived to the stage of "using many variable for same purpose"
Well, not gonna change the version for this spell, maybe it's for the next spell :)
and when you use any custom model give credits to model creator ;)
Well, for me, I think that's just your personal opinion about the "Effect A (my effect) < Effect B (your effect)"
How can you be so sure that your SFX is more beautiful/appropriate than mine ?
Beauty cannot be measured.
Misunderstood the point lol
What I understand is, you ask me to use default effects rather than using custom ones, is it ?
Good to see you working with your coding skills still I have to point out a few flaws that the others seemed to miss.
-Should be map ini, it's not a multiboard
Time - Elapsed game time is 0.00 seconds
-All variables should be prefixed.
-Base variables and multiply variables are useless, just have one variable with the whole formula instead of wasting space on useless variables (yes they are useless as you can just have one instead of two, saving space (even if it's around a few bytes))
-These should be in some kind of formula like in the cast trigger
--------  is for the fragment to appear for the first cast -------- Set FragmentOffset = 200.00 --------  is for the fragment's speed -------- Set FragmentOffset = 15.00
-Applies with the same argument as above.
Set UnitInRange = 150.00
-SFX variables should be two non-arrayed variables instead of one arrayed as you are only using two array slots of 8192. Arrayed variables takes more space than two normal string variables.
-Basic I found out now in the cast trigger that you have loads of these arrayed variables. Make each of them non-arrayed and make more of the non-arrayed (yet as I said above not to have multiple variables, it doesn't apply to this as these are arrayed and you don't use enough index slots to make it worth it).
-Integer A should be switched into a custom integer variable, preferably prefixed.
-The Loop seems fine, just the setunitx/y calls are disturbing me for some reason. You're moving them to a point which you already called polar offset. And then you call GetLocX/Y to get their coordinates.
So as I'm lazy to explainit all, I'll keep it simple. Polar Offset BJ looks liek this:
functionPolarProjectionBJtakeslocation source,real dist,real angle returnslocation localreal x =GetLocationX(source)+ dist *Cos(angle *bj_DEGTORAD) localreal y =GetLocationY(source)+ dist *Sin(angle *bj_DEGTORAD) returnLocation(x, y) endfunction
These points are those you are using:
Set Point = (Position of Unit) Set Point = (Point offset by FragmentOffset towards Angles degrees)
WHY DON'T ANYONE SEE THAT I CREDITED THE MODEL IN THE MA---....
Oh, on the first post ?
Will... Fix... That... (...and I was thinking that all people visit this spell, should download them, sorry for false thought) LOL