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Magical Daggers v1.0

Hello there, spell section. It's been a long time since my last spell uploaded here.
enjoy ~

Description:
The Warden throws her five magical daggers forward, damaging enemies in their path and slowing them down by 50% for 3 seconds. The daggers will stay on the ground temporarily, they will return to the Warden after 3 seconds and dealing damage on their way back.

Level 1 - Deals 50 damage per dagger.
Level 2 - Deals 75 damage per dagger.
Level 3 - Deals 100 damage per dagger.

====

Now I can finally sleep in peace.
Do tell me if I missed something or if I did something wrong.

Cheers ~

Credits:
- Blood Raven (Dagger Model)
Contents

Magical Daggers v1.0 (Map)

Reviews
KILLCIDE
Awesome spell concept! Needs Fixed Nothing Suggestions You should always add attachment point configurables for every special effect configurable. Some special effects won't always work for the same attachment point. Attack type and damage type...
Level 22
Joined
Aug 27, 2013
Messages
3,973
I actually created 1 dummy caster at first, I dunno why I changed it to that. I was half asleep while making this. :xxd:
I never thought the start offset matter, I will add it to the configuration later.

;p I like you seperated 1st and 2nd damage.
Because I think it is kinda OP if I leave it with my default settings. :p

Thanks for the feedback, appreciate it!

Edit: Updated!
I forgot to put the version next to the spell's name the moment I uploaded this and since it's just a minor update, I think it's fine as v1.0 for now.
DummyCast is only created on init now.
Added StartOffset configuration.

Cheers ~
 
Last edited:
Level 22
Joined
Aug 27, 2013
Messages
3,973
Because in my imagination, the daggers automatically return to the caster. It is magical, after all. So there is no need for a sign or anything to make them return. That's why I didn't make the caster play spell animation when they return.

I like the idea, though. I'll consider it.
 
Level 37
Joined
Jul 22, 2015
Messages
3,485
Awesome spell concept!

Needs Fixed

  • Nothing

Suggestions

  • You should always add attachment point configurables for every special effect configurable. Some special effects won't always work for the same attachment point.
  • Attack type and damage type should be configurable
  • When you preload the dummy units, you're using their data from the Object Editor rather than the variables.
  • I'd make the periodic timer into a variable. Since you use the value 0.03 in main code, the spooky math will break if the user decides to change just the periodic timer.
  • That deallocation block looks DISGUSTING ! You should seriously consider Linked List :p

Status

Approved
 
Level 12
Joined
Nov 24, 2007
Messages
540
What I was trying to point out this.

Here.png

My map has over 500 custom units and even when you copy the dummy units into the map first they are not assigned to the trigger properly when its copied (random custom units are assigned, dunno why).
Its annoying to have go around and assign every reference again.
 
Level 4
Joined
Jul 17, 2019
Messages
25
I have a small problem. I used your spell, and when I cast it in-game, a huge dagger model appears at the place of the caster. What did I do wrong, why does it appear there?
WC3ScrnShot_081019_132843_01.png
 

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