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Newbton Sorcerer Spells 1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
The Sorcerer hero for the map I am making, with all 7 abilities.

The spells' parameters can be tweaked in variables editor. There is no way to link these to the tooltips, so you would have to change the tooltips manually.

These aren't supposed to be stunning visual abilities; they are made to be tweaked and balanced to fit into an arena-based game, similar in spirit to Bloodline Champions.

I realize there are some Frozen Orbs up here, but they use Shockwave as a base ability. This one is fully triggered and the shards terminate when they hit an enemy.

All spells use Magtheridon96's GUI SpellEvent.
The bolt model is from Tranquil's model called Great Lightning.

Flame Spear
An explosive missile that does more damage with the distance it travels before hitting an enemy.
Based on a spell with the same name from Vanguard: Saga of Heroes.

Wither
A channeled beam of cold that slows a single enemy.
Based on Withering Heat from Warhammer Online: Age of Reckoning.

Thunderbolt
A bolt of lightning that does more area damage the longer you charge it.
A big payoff if you can stand still for the 4-second cast time.

Detonate
Hits the target with an explosion, has a greater effect if the unit is lit on fire from Flame Spear.
Based on a spell with the same name from Warhammer Online: Age of Reckoning.

Frozen Orb
Flings damaging shards of ice from a slowly-moving frozen orb.
Based on a spell with the same name from Diablo 2.

Meteor
Brings down a meteor that causes more damage to units with high vitals.

Keywords:
Sorcerer, Frozen Orb, Meteor, Flame Spear, Detonate, Thunderbolt, Wither
Contents

Untitled (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Required changes Add importing instructions Abilities must support levels Null local unit variables in Wither Cast, now they leak Suggested changes Make clear which triggers...

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12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

Reviewed by Maker, Sorcerer Spells 1.0, 5th May 2012

Required changes
  • Add importing instructions
  • Abilities must support levels
  • Null local unit variables in Wither Cast, now they leak
Suggested changes
  • Make clear which triggers belong to the spellpack
  • Instance counter integers can't be 0 if they are not subtracted from.
    Do "if integer == 0, turn off trigger" check only after you subtract from the integer,
    not during every loop
  • No need to remove units from a group if you're going to destroy
    the group right away
  • Don't load light and buff0 in Wither Effects during every loop, only
    when you need them
  • Thunderbolt Cast, SaveRealBJ -> SaveReal(hash, parentKey, childKey, value)
  • You could use GetSpellTargetX and ...Y instead of location in Thunderbolt Cast
 
It's actually fully possible to compact this entire pack into 3 triggers and use a single hashtable

There doesn't seem to be anything too special, every spell is pretty simple, but then again I guess that's something which packs tend to be like.

Oh you also have overlapping hotkeys.

I'd suggest making the tooltips more like the blizzard ones, look at how they're done and apply it to yours.

You need to create a configuration for all your spells.
You could store effect paths as variables as well and add them to the configuration

Also store everything required for your pack in the /same place/ so that you don't have to go importing from multiple folders to import, and remove anything not relevent to this particular pack.

I don't particularly like that every spell is ran from this "GUI spell event" trigger considering only those with JASS knowledge will really be able to follow it

Your variables should not have preset values in the variable editor, as when somebody imports the spells they will be reset to 0 and thus do absolutely nothing, this is why we have a configuration as well as for you know, configuring.
 
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