• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

[GUI] Ball of Lightning

  • Like
Reactions: Keiu
Ball of Lightning v1.00
by Amigurumi

Well, a simple spell.

Description
Summons an orb of pure lightning, which flies in a straight line.
When an enemy unit comes near that orb, it will be damaged by the electric bolts of the orb.
Nothing spectecular, but I think it will be useful.

Works with patch 1.24
MUI/MPI/Leakless
Have fun, and give credits.

Keywords:
amigurumi, ball, of, lightning, orb, bolt, electric, line, duration
Contents

Ball Lightning (Map)

Reviews
00:33, 31st Dec 2009 TriggerHappy: Coding was good, and leakless. Spell is also nice.
KILLCIDE
For those experiencing the Undeclared variable Error, follow Tasyen's solution. I went ahead and updated the submission so the error no longer occurs. You can either manually do what Tasyen suggests, or re-import the submission with the new update.

Moderator

M

Moderator

00:33, 31st Dec 2009
TriggerHappy:

Coding was good, and leakless. Spell is also nice.
 

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 / 10

Coding - 14 / 20

Description of spell - 3.5 / 5


Total = 24

MUI [ Yes ] then 24 + 3 = 27

Spell is Recycled Efficiently [ Not quite efficient but ok ] then 27 + 1 = 28

Status is [ Acceptable ]


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



Make spell recycling better like instantly recycling without waiting for all instances to finish, the units gets damaged before they are hit by lightning, the spell is rather slow and boring and very outdated not creative at all, update ur spell better and i'll review happly again :D
 
Idea and Creativity - 3.5 / 10

I know the spell is not very original, but I wanted to make it myself.

the units gets damaged before they are hit by lightning

really? well then i have to fix it :p

Make spell recycling better like instantly recycling without waiting for all instances to finish

well, that should look like what? I don't know what you mean.

thx for review +rep
 

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
Level 25
Joined
Jun 5, 2008
Messages
2,572
Hanky's indexing uses recycling, as well as mine one.

Afaik they are both in the tutorial section, hanky's has an example in the spell section also.

Try searching those :p

Dynamic indexing works like this:

Spell instances:
1 2 3 4

Spell number 2 finishes:
1 x 3 4

We asign a temporary var to a value of 2 and when next time you cast the spell:
1 3 4 2

That is the current state of spell instances.

Spell number 4 finishes:
1 3 x 2

The number 4 is the highest, we decrease the looping by reducing the maximal value of the loop. Now we have:
1 3 2

We reduced the looping since spell #4 is the last one in loop, therefore the loop is constantly reduced improving performance!
That is why index recycling spells never reach high loop values!
For example you could check my missile system and spam missiles, it will never reach 100 loop instances, no matter how much you spam it!
Normaly next spell cast will be:
1 3 2 4

And the loop increases again, but if i dunno, spell number 1 and 3 ends we get:
x x 2 4

Next 2 casts won't increase the loop size!
And that is important!

Hope this helps.
 
The author of this map added UNIT_TYPE_DEAD to the avaible options of GUI's UNIT TYPE option.
Solution without altering World Editor data:
Move Trigger:
  • If - Conditions
    • (BL_Dummy[BL_Index[3]] is Unknown) Equal to True
    • BL_Boolean[BL_Index[3]] Equal to False
->
  • If - Conditions
    • (BL_Dummy[BL_Index[3]] is dead) Equal to True
    • BL_Boolean[BL_Index[3]] Equal to False
Attack Trigger:
  • Set BL_Group[1] = (Units within BL_Range[BL_Index[4]] of BL_TempPoint[2] matching ((((Matching unit) is Unknown) Equal to False) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Owner of (Matching unit)) is
->
  • Set BL_Group[1] = (Units within BL_Range[BL_Index[4]] of BL_TempPoint[2] matching ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Owner of (Matching unit)) is an e
Edit: If you do the things above the spell should work as intended.
 
Level 2
Joined
Nov 28, 2017
Messages
12
Thank you very much, both Tasyen and KILLCIDE.
By the way, for some reason, when I cast the spell, the lightning ball does not show up in game, but it does lightning attack to enemy units, so I just changed the model file of the dummy unit, now I can see the lightning ball. :D
 
Level 2
Joined
Nov 28, 2017
Messages
12
Did you import the dummy unit and the dummy.mdx file into your map?
I didn't import the dummy model, cause I have imported one from another custom map, I thought they are the same, but it doesn't seems like that. The lightning ball shows up normally since I imported the model. Thanks!
 
Top