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Fiery Shield v. 1.00

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Creates a Shield around the Target Unit that consists of 2 Rings.
The outer Ring consists of Flames and the inner Ring consists of Fireballs.
Each time an Enemy touches the shield he gets damaged.
The Fireballs of the inner Ring have got the 'Phoenixfire' ability, if they hit an Enemy they put them on fire and if they last 60 Seconds they turn into a Lavaspawn.

Please Rate and Comment.

And Please give Credits if you use this Spell.

Thanks to:

tjordell for testing and reporting bugs;
Kingz and Maker for Tech Support

  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set table = (Last created hashtable)
      • Set Damage[1] = 50.00
      • Set Damage[2] = 95.00
      • Set Damage[3] = 175.00
      • Set Duration[1] = 60.00
      • Set Duration[2] = 60.00
      • Set Duration[3] = 60.00
      • Set Lavaspawn[1] = Lavaspawn (Level 1)
      • Set Lavaspawn[2] = Lavaspawn (Level 2)
      • Set Lavaspawn[3] = Lavaspawn (Level 3)
  • Spell Start
    • Events
      • Unit - A unit starts the effect of an ability
    • Conditions
      • (Ability being cast) equal to Fiery Shield
    • Actions
      • -------- --------
      • -------- Setting all important Variables --------
      • -------- --------
      • Set Caster = (Triggering unit)
      • Set Target = (Target unit of ability being cast)
      • Unit Group - Pick every unit in Projectile_Inner and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • Target equal to (Load 0 of (Key (Picked unit)) in table)
            • 'THEN'-Actions
              • Special Effect - Destroy (Load 4 of (Key (Picked unit)) in table)
              • Unit Group - Remove Projectile from Projectile_Inner
              • Unit - Add a 1.00 second Standard expiration timer to Projectile
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in table
            • 'ELSE'-Actions
      • Unit Group - Pick every unit in Projectile_Outer and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • Target equal to (Load 0 of (Key (Picked unit)) in table)
            • 'THEN'-Actions
              • Special Effect - Destroy (Load 4 of (Key (Picked unit)) in table)
              • Unit Group - Remove Projectile from Projectile_Outer
              • Unit - Add a 1.00 second Standard expiration timer to Projectile
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in table
            • 'ELSE'-Actions
      • Set Target_Loc = (Position of Target)
      • Set Num_Projectile = ((Level of Fiery Shield for Caster) + 2)
      • Set Angle = (360.00 / (Real(Num_Projectile)))
      • -------- --------
      • -------- Creating Projectiles/Fireballs at specific Location that refers to the Location of the Target --------
      • -------- --------
      • For each (Integer A) from 1 to Num_Projectile, do (Actions)
        • Loop - Actions
          • Set Projectile_Loc = (Target_Loc offset by 200.00 towards (Angle x (Real((Integer A)))) degrees)
          • Unit - Create 1 Projectile for (Owner of Caster) at Projectile_Loc facing ((Angle x (Real((Integer A)))) + 90.00) degrees
          • Hashtable - Save Handle OfTarget as 0 of (Key (Last created unit)) in table
          • -------- --------
          • -------- You can change the model of the Projectile here so you let everything rotate --------
          • -------- --------
          • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Weapons\LordofFlameMissile\LordofFlameMissile.mdl
          • -------- --------
          • -------- Saving important Variables referring to the Projectiles --------
          • -------- --------
          • Set Point_Temp = (Position of (Last created unit))
          • Hashtable - Save (Angle from Target_Loc to Point_Temp) as 1 of (Key (Last created unit)) in table
          • Custom script: call RemoveLocation(udg_Point_Temp)
          • Hashtable - Save Duration[(Level of Fiery Shield for Caster)] as 2 of (Key (Last created unit)) in table
          • Hashtable - Save Handle OfCaster as 3 of (Key (Last created unit)) in table
          • Hashtable - Save Handle Of(Last created special effect) as 4 of (Key (Last created unit)) in table
          • Hashtable - Save (Level of Fiery Shield for (Load 3 of (Key (Last created unit)) in table)) as 5 of (Key (Last created unit)) in table
          • Hashtable - Save True as 6 of (Key (Last created unit)) in table
          • Unit Group - Add (Last created unit) to Projectile_Inner
          • Unit - Set level of Phoenixfire for (Last created unit) to (Load 5 of (Key (Last created unit)) from table)
          • -------- --------
          • -------- Removing Leaks --------
          • -------- --------
          • Custom script: call RemoveLocation(udg_Projectile_Loc)
      • For each (Integer A) from 1 to (Num_Projectile x 2), do (Actions)
        • Loop - Actions
          • Set Projectile_Loc = (Target_Loc offset by 400.00 towards ((Angle / 2.00) x (Real((Integer A)))) degrees)
          • Unit - Create 1 Projectile for (Owner of Caster) at Projectile_Loc facing ((Angle x (Real((Integer A)))) - 90.00) degrees
          • Hashtable - Save Handle OfTarget as 0 of (Key (Last created unit)) in table
          • -------- --------
          • -------- You can change the model of the Projectile here so you let everything rotate --------
          • -------- --------
          • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
          • -------- --------
          • -------- Saving important Variables referring to the Projectiles --------
          • -------- --------
          • Set Point_Temp = (Position of (Last created unit))
          • Hashtable - Save (Angle from Target_Loc to Point_Temp) as 1 of (Key (Last created unit)) in table
          • Custom script: call RemoveLocation(udg_Point_Temp)
          • Hashtable - Save Duration[(Level of Fiery Shield for Caster)] as 2 of (Key (Last created unit)) in table
          • Hashtable - Save Handle OfCaster as 3 of (Key (Last created unit)) in table
          • Hashtable - Save Handle Of(Last created special effect) as 4 of (Key (Last created unit)) in table
          • Hashtable - Save (Level of Fiery Shield for (Load 3 of (Key (Last created unit)) in table)) as 5 of (Key (Last created unit)) in table
          • Unit - Remove Phoenixfire from (Last created unit)
          • Unit Group - Add (Last created unit) to Projectile_Outer
          • -------- --------
          • -------- Removing Leaks --------
          • -------- --------
          • Custom script: call RemoveLocation(udg_Projectile_Loc)
      • Trigger - Turn on Spell Loop <gen>
      • Trigger - Turn on Projectile Death <gen>
      • Trigger - Turn on Target Death <gen>
      • -------- --------
      • -------- Removing Leaks --------
      • -------- --------
      • Custom script: call RemoveLocation(udg_Target_Loc)
  • Spell Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Projectile_Inner and do (Actions)
        • Loop - Actions
          • -------- --------
          • -------- Setting important Variables to prepare the Rotation of the Projectiles --------
          • -------- --------
          • Set Projectile = (Picked unit)
          • Set Projectile_Loc = (Position of Projectile)
          • Set Target_Loc = (Position of (Load 0 of (Key (Picked unit)) in table))
          • Set Delta_Angle = (360.00 / 50.00)
          • Set Angle = (Load 1 of (Key (Picked unit)) from table)
          • Set Current_Angle = (Angle + Delta_Angle)
          • Hashtable - Save Current_Angle as 1 of (Key (Picked unit)) in table
          • Set Point_Temp = (Target_Loc offset by 200.00 towards Current_Angle degrees)
          • -------- --------
          • -------- Moving Projectile --------
          • -------- --------
          • Unit - Move Projectile instantly to Point_Temp, facing (Current_Angle + 90.00) degrees
          • -------- --------
          • -------- Checking if Enemies are in Range --------
          • -------- --------
          • Set Target_Unit_Group = (Units within 100.00 of Projectile_Loc matching (((((Matching unit) is alive) equal to True) and (((Matching unit) belongs to an enemy of (Owner of Projectile)) equal to True)) and ((((Matching unit) is an air-unit) equal to False) and (((Matching unit) is Immune to magic) equal to False)))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • (Number of units in Target_Unit_Group) bigger than or equal to 1
            • 'THEN'-Actions
              • -------- --------
              • -------- Damaging Enemies + Explosion of Projectile + Removing Projectile --------
              • -------- --------
              • Set Level = (Load 5 of (Key (Picked unit)) from table)
              • Set Effect_Temp = (Load 4 of (Key (Picked unit)) in table)
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 200.00 of Point_Temp matching (((((Matching unit) is alive) equal to True) and (((Matching unit) belongs to an enemy of (Owner of Projectile)) equal to True)) and ((((Matching unit) is an air-unit) equal to False) and (((Matching unit) is Immune to magic) equal to False)))
                • Loop - Actions
                  • -------- --------
                  • -------- You can change the model of the Explosion here --------
                  • -------- --------
                  • Special Effect - Create a special effect at Point_Temp using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
                  • Unit - Cause Projectile to damage (Picked unit), dealing Damage[Level] damage of attack type Spells and damage type Fire
                  • Unit - Create 1 Dummy for (Owner of Projectile) at Point_Temp facing default building facing degrees
                  • Unit - Set level of Burn for (Last created unit) to Level
                  • Unit - Add a 2.00 second Standard expiration timer to (Last created unit)
                  • Unit - Order (Last created unit) to attack (Picked unit)
                  • Special effect - Destroy Effect_Temp
                  • Unit Group - Remove Projectile from Projectile_Inner
                  • Unit - Add a 1.00 second Standard expiration timer to Projectile
                  • Special Effect - Destroy (Last created special effect)
                  • Custom script: call DestroyGroup(udg_Target_Unit_Group)
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in table
            • 'ELSE'-Actions
          • -------- --------
          • -------- Checking Duration --------
          • -------- --------
          • Hashtable - Save ((Load 2 of (Key (Picked unit)) from table) - 0.03) as 2 of (Key (Picked unit)) in table
          • Custom script: call RemoveLocation(udg_Point_Temp)
          • Custom script: call RemoveLocation(udg_Target_Loc)
          • Custom script: call RemoveLocation(udg_Projectile_Loc)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • (Load 2 of (Key (Picked unit)) from table) smaller than or equal to 0.00
            • 'THEN'-Actions
              • Special Effect - Destroy (Load 4 of (Key (Picked unit)) in table)
              • Set Point_Temp = (Position of Projectile)
              • Set Boolean_Temp = (Load 6 of (Key (Picked unit)) from table)
              • Unit - Add a 1.00 second Standard expiration timer to Projectile
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Conditions
                  • Boolean_Temp equal to True
                • 'THEN'-Actions
                  • Unit - Create 1 Lavaspawn[(Load 5 of (Key (Picked unit)) from table)] for (Owner of Projectile) at Point_Temp facing ((Load 1 of (Key (Picked unit)) from table) + 90.00) degrees
                  • Unit - Add a 30.00 second Standard expiration timer to (Last created unit)
                  • Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                • 'ELSE'-Actions
              • Custom script: call RemoveLocation(udg_Point_Temp)
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in table
            • 'ELSE'-Actions
      • Unit Group - Pick every unit in Projectile_Outer and do (Actions)
        • Loop - Actions
          • -------- --------
          • -------- Setting important Variables to prepare the Rotation of the Projectiles --------
          • -------- --------
          • Set Projectile = (Picked unit)
          • Set Projectile_Loc = (Position of Projectile)
          • Set Target_Loc = (Position of (Load 0 of (Key (Picked unit)) in table))
          • Set Delta_Angle = (360.00 / 50.00)
          • Set Angle = (Load 1 of (Key (Picked unit)) from table)
          • Set Current_Angle = (Angle - Delta_Angle)
          • Hashtable - Save Current_Angle as 1 of (Key (Picked unit)) in table
          • Set Point_Temp = (Target_Loc offset by 400.00 towards Current_Angle degrees)
          • -------- --------
          • -------- Moving Projectile --------
          • -------- --------
          • Unit - Move Projectile instantly to Point_Temp, facing (Current_Angle - 90.00) degrees
          • -------- --------
          • -------- Checking if Enemies are in Range --------
          • -------- --------
          • Set Target_Unit_Group = (Units within 100.00 of Projectile_Loc matching (((((Matching unit) is alive) equal to True) and (((Matching unit) belongs to an enemy of (Owner of Projectile)) equal to True)) and ((((Matching unit) is an air-unit) equal to False) and (((Matching unit) is Immune to magic) equal to False)))
          • Set Level = (Load 5 of (Key (Picked unit)) from table)
          • Set Effect_Temp = (Load 4 of (Key (Picked unit)) in table)
          • Unit Group - Pick every unit in Target_Unit_Group and do (Actions)
            • Loop - Actions
              • -------- --------
              • -------- You can change the model of the Explosion here --------
              • -------- --------
              • Special Effect - Create a special effect at Point_Temp using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
              • Unit - Cause Projectile to damage (Picked unit), dealing Damage[Level] damage of attack type Spells and damage type Fire
              • Special effect - Destroy Effect_Temp
              • Unit Group - Remove Projectile from Projectile_Outer
              • Unit - Add a 1.00 second Standard expiration timer to Projectile
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call DestroyGroup(udg_Target_Unit_Group)
          • -------- --------
          • -------- Checking Duration --------
          • -------- --------
          • Hashtable - Save ((Load 2 of (Key (Picked unit)) from table) - 0.03) as 2 of (Key (Picked unit)) in table
          • Custom script: call RemoveLocation(udg_Point_Temp)
          • Custom script: call RemoveLocation(udg_Target_Loc)
          • Custom script: call RemoveLocation(udg_Projectile_Loc)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • (Load 2 of (Key (Picked unit)) from table) smaller than or equal to 0.00
            • 'THEN'-Actions
              • Special Effect - Destroy (Load 4 of (Key (Picked unit)) in table)
              • Unit - Add a 1.00 second Standard expiration timer to Projectile
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in table
            • 'ELSE'-Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Conditions
          • (Number of units in Projectile_Inner) equal to 0
          • (Number of units in Projectile_Outer) equal to 0
        • 'THEN'-Actions
          • Trigger - Turn off (This trigger)
          • Trigger - Turn off Projectile Death <gen>
          • Trigger - Turn off Target Death <gen>
        • 'ELSE'-Actions
      • -------- --------
      • -------- If there are no Projectiles this trigger mustn't run so I turn it off --------
      • -------- --------
  • Projectile Death
    • Events
      • Unit - A unit dies
    • Conditions
      • (Unit-type of (Triggering unit)) equal to Projectile
    • Actions
      • Unit Group - Remove (Triggering unit) from Projectile_Inner
      • Unit Group - Remove (Triggering unit) from Projectile_Outer
      • Special Effect - Destroy (Load 4 of (Key (Picked unit)) in table)
      • Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in table
  • Target Death
    • Events
      • Unit - A unit dies
    • Conditions
      • (Unit-type of (Triggering unit)) not equal to Projectile
    • Actions
      • Unit Group - Pick every unit in Projectile_Inner and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • (Triggering unit) equal to (Load 0 of (Key (Picked unit)) in table)
            • 'THEN'-Actions
              • Special Effect - Destroy (Load 4 of (Key (Picked unit)) in table)
              • Unit Group - Remove (Picked unit) from Projectile_Inner
              • Unit - Add a 1.00 second Standard expiration timer to Projectile
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in table
            • 'ELSE'-Actions
      • Unit Group - Pick every unit in Projectile_Outer and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Conditions
              • (Triggering unit) equal to (Load 0 of (Key (Picked unit)) in table)
            • 'THEN'-Actions
              • Special Effect - Destroy (Load 4 of (Key (Picked unit)) in table)
              • Unit Group - Remove (Picked unit) from Projectile_Outer
              • Unit - Add a 1.00 second Standard expiration timer to Projectile
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in table
            • 'ELSE'-Actions

v. 0.10 upload
v. 0.11 fixed Periodic Event Time
v. 0.20 added some Comments so it is more easy to customise
v. 0.30 removed (hopefully) all leaks with Help of Maker and Kingz (+rep)
v. 0.31 minor Change
v. 0.40 added 'Burn' and 'Lavaspawns' also removed some Leaks
v. 0.41 Prevented Bug when casting on unit that already has got 'Fiery Shield'
v. 0.42 Found a bug when Target of 'Fiery Shield' dies
v. 0.31 minor Change
v. 0.40 added 'Burn' and 'Lavaspawns' also removed some Leaks
v. 0.41 Prevented Bug when casting on unit that already has got 'Fiery Shield'
v. 0.42 Found a bug when Target of 'Fiery Shield' dies
v. 0.43 Fixed A mayor Bug reported by tjordell
v. 0.50 fixed bugs added 'Phoenixfire' and 'Outer Circle'
v. 0.51 fixed known bugs
v. 1.00 approval :grin:


Keywords:
Fire, Rotating, Shield, Fiery, MUI, GUI, Lavaspawn, DOT,
Contents

Spell Destroyer (Map)

Reviews
20:24, 2nd Mar 2010 The_Reborn_Devil: The triggering looks ok, but the spell isn't that unique though. Status: Approved Rating: Useful

Moderator

M

Moderator

20:24, 2nd Mar 2010
The_Reborn_Devil:

The triggering looks ok, but the spell isn't that unique though.


Status: Approved
Rating: Useful
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
There's quite a few leaks in there, "position of..." thingies and unit groups, special effect.

You were also referencing to wrong "picked unit" when clearing hashtables for example.

I also changed the dummy's property to "Can't raise, does not decay".

Take a look at the attachment, the issues are fixed there.
 

Attachments

  • Fiery Shield.w3x
    40.5 KB · Views: 119
Level 6
Joined
Dec 8, 2009
Messages
179
There's quite a few leaks in there, "position of..." thingies and unit groups, special effect.

You were also referencing to wrong "picked unit" when clearing hashtables for example.

I also changed the dummy's property to "Can't raise, does not decay".

Take a look at the attachment, the issues are fixed there.

thanks thats what i just noticed when I had finished writing the Comments
Thanks Maker
 

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
Review



- Idea and creativity - # / 10

- Eye Candy and Ingame Play - # / 10

- Coding - # / 20

- Description of spell - # / 5

- If Spell is MUI you get +3

-if spell is Recycled efficiently you get +2

--------------------------------------------------------------------

-
The total amount is 50

If you get 10 = FAIL

If you get 20 = Lacking

If you get 30 = Acceptable

If you get 40 = Recommended

If you get 50 = Highly ! Recommended


---------------------------------------------------------------------

Idea and Creativity - 3.5 / 10

Eye Candy & Ingame Play - 3.5 / 10

Coding - 9.5 / 20

Description of spell - 3 / 5


Total = 19.5

MUI [ Yes ] then 19.5 + 3 = 22.5

Spell is Recycled Efficiently [ Yes & No ] then 22.5 + 1 = 23.5

Status is [ Lacking ]


---------------------------------------------------------------------



First of all, many people in GUI have done this spell and many are better in doing it.
Second your spell leaks position and Special effects, i suggest looking at *Things That Leak* to help you with those problems.
Third this spell is in hash and it isn't very effecient but still recycled :) so you get +1 rather than +2.
Fourth Don't remove the UNITS from the map, instead just add an expiration timer to them, because if you remove them it means moving them instantly out of map bounds to nowhere.
Good luck and hope you do better next time ^^
 
Level 6
Joined
Dec 8, 2009
Messages
179
Don't double post.

Second RMX's review isn't a moderators one, you are using hashtables which are good for GUI and are automatically recycled.

Don't get yourself worked up over it, try to make the spells idea better.

edit: @ Kingz

1. OK I will not double post again

2. I know he isn't a moderator but I'm learning so I' thankful for every criticism and Help I can get

3. I've no Idea what I could add if you got please tell me I'll try to put this in my Spell
 

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
are you sure about that?
and what's different about expiration timers?

Yes i'm pretty sure about that, it has been tested and ading expiration timer for units would not mean removing them from game but it would mean like killing the hiding them from the game, so it's much better that way.
how about spawning a Lavaspawn for every fireball thats left after Duration

Then i would run away when i do this ability, becoz i could use lava spawns alot more than a 50 damage dealing fireball.
 
Last edited:
Level 25
Joined
Jun 5, 2008
Messages
2,572
That sounds nice also! :D

About the burning thingy, you could use an existend object editor spell to achieve that effect if you think adding it manually would be a too much stress on the spell already.

@Rmx

Expiration timers just kill a unit after X seconds.

I personally like removing dead units, as once they are dead and/if decayed they are removed automatically.

But note that Removing a unit will actually kill a unit after some time(i am pretty sure it is so) since when you remove a unit and try to see if it is dead after some time, it says it is.
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
You could save the effect handles like this:
  • Hashtable - Save Handle Of(Last created special effect) as (Key (effect + (String((Integer A))))) of (Key (Last created unit)) in table
and clear them:
  • For each (Integer A) from 1 to 3, do (Actions)
    • Loop - Actions
      • Special Effect - Destroy (Load (Key (effect + (String((Integer A))))) of (Key (Picked unit)) in table)
You also cause leaks if you cast the spell on the unit again and the previous dummies/effects are still there.

Why do you pick two groups when damaging units? You cause unit group leaks.

  • Special Effect - Create a special effect at (Position of Projectile) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
^Leak.

  • Hashtable - Save (Angle from Target_Loc to (Position of (Last created unit))) as 1 of (Key (Last created unit)) in table
^Leak.


The "turn off" check sohuld be move after "remove unit from group".


@Kings

I'm just used to using expiration timers, so that dummies get removed sooner than after 60 seconds. Some spells create a lot of dummies. Plus what RMX said.
 
Level 6
Joined
Dec 8, 2009
Messages
179
so again thanks for the help removing leaks but it will take me some Time removing the / getting Idea how to remove them

I think next update won't be today

@ maker

What special Effect you mean I should save in Hashtable like you posted??
 
Level 9
Joined
Jun 25, 2009
Messages
427


- Idea and creativity - # / 10

- Eye Candy and Ingame Play - # / 10

- Coding - # / 20

- Description of spell - # / 5

- If Spell is MUI you get +3

-if spell is Recycled efficiently you get +2

--------------------------------------------------------------------

-
The total amount is 50

If you get 10 = FAIL

If you get 20 = Lacking

If you get 30 = Acceptable

If you get 40 = Recommended

If you get 50 = Highly ! Recommended



Idea and Creativity - 7 / 10

Eye Candy & Ingame Play - 6/ 10

Coding - 16 / 20

Description of spell - 4/ 5


Total = 33

MUI [ Yes ] then 33 + 3 = 36

Spell is Recycled Efficiently [ Yes & No ] then 36 + 1 = 37

Status is [ Acceptable ]


I find this spell kind of unique, :thumbs_up: T-up, keep up the good work
 
Level 11
Joined
Jan 25, 2009
Messages
572
Sorry for posting this but i get an bug when i've casted the spell like 10 times and when the lava spawns have been summoned. The projectiles creates and then stops and then diasppear. the spell works 10 secs after the lava spawns have disappeared.
 
Level 6
Joined
Dec 8, 2009
Messages
179
@ mjllonir

hm that shouldn't happen I'll take a look at that ( are you sure you got 0.50)

@ MortAr-

I already had that bug once and I'm trying to find out why this happens

I had it at the same location as you ^^
 
Level 11
Joined
Jan 25, 2009
Messages
572
Found one more bug now. It's when all the "Firebolts" in the inner ring is gone, the projectiles in the outside ring stops moving and stays at the same place and when i cast the spell again the projectiles "explode (disappear)" and the spell go back to normal. Haha feels like i'm you'r beta tester :p
 
Level 11
Joined
Jan 25, 2009
Messages
572
Rating & Short Comment

Rating:
0-5 : Bad.
5-10 : Okay.
10-15 : Nice, keep it up.:thumbs_up:
15-20 : Lovely and Epic.


>>>Maximum of 20<<<

Creativity : 4/5
Useful or Not : 2/5
Good-Looking spell : 5/5
Bug-/Leakable: 5/5 (Safe)


Current rate: 16 = Lovely and Epic

Comment:

This spell is really nice. It have very nice outlook and haven't no bug/leak at all. The bad thing with this spell is that it's doing to much damage, whith that i mean not all maps want that kind of spells becouse they aren't stable. Like if an hero with 500 HP is coming closer to that unit with the spell, the hero will almost instantly die, even if the spell is Level 1. The uploader have been really creative with this spell. Listening to comments, updating often, etc.
 
Level 4
Joined
Sep 15, 2010
Messages
79
Bump

I'm having an issues when copying and pasting the other map:
3 problems with Spell Start, 2 problems with Spell Loop.
Spell loop disables Projectile Death and Target Death.
Spell start disables Spell Loop, Projectile Death and Target Death.
How do i get rid of it in order to work correctly?
Thanks.
 
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