- Joined
- May 9, 2007
- Messages
- 3,563
Ok. I think that I'll enter.
EDIT: Never mind, about the deadline.
EDIT: Never mind, about the deadline.
you guys have a week left.
The Rules said:# You may use utilities (that do small jobs), but no large do-it-for-you systems.
Originally Posted by The Rules
# You may use utilities (that do small jobs), but no large do-it-for-you systems.
It seems like Hawk's spell is not based on only a small knockbacking. The spell itself is more complicated then that. So maybe knockback won't be a large-do-it-for-you system for this spell. It's gonna do some small jobs for the trap.
Eh, knockback does too much for you.
With a knockback system, that entire spell would be roughly 20 lines max in the actions func.
1. Resurrection Totem, when a unit dies in the proximity it will be resurrected, cooldown and defining conditions of what can and cannot be ressurected will be defined by the level of the ability
That spell leaks very much joe-black, many location leaks.
isnt this my spell you are talking about?NO, dont xO. It would kill me since our comp here crashed yesterday. I spent 3 days configurating it properly :/
It works now though, but I need to start with the spell soon._.
-BerZeKeR- I found an odd bug in your spell. It appears that the units are unhidden at their "created location". I dont know how its possible, but they are, and it looked very mysterious since everything seemed fine in the triggers.
Also, is units supposed to become teleported back even if the ward dies? It would look better if they all are brought back upon ward death. (that is my opinion)
May I also suggest not using custom value? It would be better with a dummy ability increasing level instead. My first spell (not last but last again) was made by custom values, but it lowered my total score due to the possible interference if someone would like to implent the spell to ones map.