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Stormstrike v1.02 by palaslayer

Haha! My second spell is out!

It is not that genius but I had fun making it. Still I really don't like the Special Effects.

The spell i MUI, leakless and bugless so far.

I hope this one gets approved soon since my charge still has not been approved...


Enjoy the Spell!


-palaslayer-



changelog:
v1.01
-added special effects
-fixed muiness
-added a surging function
-increased interval
-decreased range

v1.02
-some improvements and fixes according hints from Dark_Dragon and Hanky


still waiting for mods to approve this

Keywords:
storm, light, lightning, strike, slash, blink, move, palaslayer, mui, leakless,
Contents

Noch eine WARCRAFT-III-Karte (Map)

Reviews
20:35, 15th Feb 2009 Hanky: Advice: 5 points are the highest rating and 1 point is the lowest rating. Documentation: 5 Visual Effects: 5 Triggering: 4 Idea: 3 Total: The triggering is ok but how you use the integer variable "y"...

Moderator

M

Moderator

20:35, 15th Feb 2009
Hanky:
Evaluation

Rating Points
Advice: 5 points are the highest rating and 1 point is the lowest rating.

Documentation: 5
Visual Effects: 5
Triggering: 4
Idea: 3

Total:
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Rating Comment

The triggering is ok but how you use the integer variable "y" is just senseless and could bug. But else the triggering seems to be leakless and MUI.

The documentation is ok, but you could maybe write instead of "u" just a normal "you". All in all well done, I just can recommend to use this spell if you are searching something like this GUI spell.
Advice: If you didn't understood my rating or if you maybe have questions because you don't know how to fix bugs or leaks etc. You can always send a private message to me. I will answer as soon I got time.
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Well great animations, except it hapens too fast i am suprised you had time to take the screenshot...
Add special effects! The spell looks empty and the damage effect(blue explosion) is barely visible...
If you do that and maybe add nicer effects like bleeding or such to units that get slashed...
 
Level 15
Joined
Jul 19, 2007
Messages
618
funny trigger don't you think?

  • die
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to TimeChargeDummy
    • Actions
      • Set point_c[0] = (Position of (Triggering unit))
      • Special Effect - Create a special effect at (Center of (Playable map area)) using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_point_c[0])
      • Unit - Remove (Triggering unit) from the game
you store and remove variable which is never used + you leak one location per each dummy death...

+ your or any condition is true makes stuff slower coz it increases lines of code and adds pointless functions in jass which are called for nothing...

you use variable names like x, y... which is a great chance that somebody else uses which will cause problems for thous who don't know what is wrong...

that is why we in vjass use stuff like public, private members and scopes...

and instead of using a lot of group variables which does leak one group coz when you create group variable you leak one group if not destroyed + you have to do manual destroy after code so just simple use bj_wantDestroyGroup

the thing with killing destructables is not working as you think it does as pick every dest in circle does this
example:

r = 200
loc = (10, -3)

will create region like next:

Rect(x-r, y-r, x+r, y+r)

as you can see even if destructable is not in circle it will be killed coz its in region.

so you must do if then else calculation to check if destructable is in circle

math formula:
Code:
(x-a)^2 + (y-b)^2 <= r^2

this is math circle formula so use it to check is destructable in circle...

the last of all i really don't like how you call variables and triggers there names are really bad if you ask me...

Now about spell style, must say i like it, is mui and almost leakless pretty good, well i named all i didn't like so for now 3.7/5

Fix rest if you find time!
~Dark Dragon
 
Level 24
Joined
Jun 16, 2008
Messages
1,939
funny trigger don't you think?

  • die
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to TimeChargeDummy
    • Actions
      • Set point_c[0] = (Position of (Triggering unit))
      • Special Effect - Create a special effect at (Center of (Playable map area)) using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_point_c[0])
      • Unit - Remove (Triggering unit) from the game
you store and remove variable which is never used + you leak one location per each dummy death...

+ your or any condition is true makes stuff slower coz it increases lines of code and adds pointless functions in jass which are called for nothing...

you use variable names like x, y... which is a great chance that somebody else uses which will cause problems for thous who don't know what is wrong...

that is why we in vjass use stuff like public, private members and scopes...

and instead of using a lot of group variables which does leak one group coz when you create group variable you leak one group if not destroyed + you have to do manual destroy after code so just simple use bj_wantDestroyGroup

the thing with killing destructables is not working as you think it does as pick every dest in circle does this
example:

r = 200
loc = (10, -3)

will create region like next:

Rect(x-r, y-r, x+r, y+r)

as you can see even if destructable is not in circle it will be killed coz its in region.

so you must do if then else calculation to check if destructable is in circle

math formula:
Code:
(x-a)^2 + (y-b)^2 <= r^2

this is math circle formula so use it to check is destructable in circle...

the last of all i really don't like how you call variables and triggers there names are really bad if you ask me...

Now about spell style, must say i like it, is mui and almost leakless pretty good, well i named all i didn't like so for now 3.7/5

Fix rest if you find time!
~Dark Dragon

first i have to rofl a little "roflrofl"

now, hehe, fixing that funny trigger

about destructable = nobody does that if he doesnt use jass

yes u named a lot of things u dont like ^^
+rep for huge documentation, i liek that amount of feedback :D

i will try to fix some things soon, cuz i want to change some anyway

thx again!
 
Level 15
Joined
Jul 19, 2007
Messages
618
heh np thats my job to give feedback!

but what do you mean nobody does do circle calculations in GUI?
look its very simple just change your code to this:

  • Destructible - Pick every destructible within 200.00 of SS_Location4[(Integer A)] and do (Actions)
    • Loop - Actions
      • Set TempLoc = SS_Location4[(Integer A)]
      • Set TempLoc2 = (Position of (Picked destructible))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Power(((X of TempLoc) - (X of TempLoc2)), 2.00)) + (Power(((Y of TempLoc) - (Y of TempLoc2)), 2.00))) Less than or equal to (Power(200.00, 2.00))
        • Then - Actions
          • Destructible - Kill (Picked destructible)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TempLoc2)
any way i am glade i helped you out.

Greets!
~Dark Dragon
 
Level 4
Joined
Sep 28, 2008
Messages
25
Man i have a big problem.
I tryed to copy 2 spells in my map and the spells fusioned(omg) , now i tryed to copy your spell and now all 3 spell had fusioned (wtf) why all spells are equal with carriown swarm???? Pls help!(2 spells are like blink speed and 1 is like beastmaster dota ultimate)
....Sry for my english....help with spells
 
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