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Cunning Hero, adept at manipulating combat situations, engaging in and disengaging out of it. Can learn Snare Trap, Persecute, Riposte, and Turmoil.
Attacks land units.
Background
The Swashbuckler, even if human by blood, wouldn't ever comply with the Alliance force and their ideals. As a rebel, he is likely to be found among bandit groups, or in tavern tables, boasting about thrilling stories he lived to tell - be them truthful or not.
Attributes:
Attribute:
Starting Amount
+ per Level
Strength:
19
+2.20
Agility:
19
+2.30
Intelligence:
13
+1.50
Primary Attribute: Agility
Hero's Role
Even if a strongly combat oriented hero, the Swashbuckler is highly tactical. His abilities involve destabilizing the enemy troops, be it by detaining them from escape with his net traps, or provoking them into compulsive fighting. Such manipulation skills, with the addition of the ability to persecute specific enemies, make of the Swashbuckler a good hunter of the enemies' key units, or heroes.
Hero's Skills:
Snare Trap:
Leaves a net trap on the ground to be sprung as soon an enemy enters its range. After 1 second sprung, unfolds and binds units within its radius, greatly slowing them for 75% and causing them to miss 33% of their attacks. If cast directly upon enemy units, those are immediately bound instead.
Persecute:
Throws a paint projectile at a unit, marking it as a persecuted target. Units targeting it have their move and attack speed raised. The mark wears off in 20 seconds.
Riposte: (Passive Ability)
Gives a chance of blocking and immediately retaliating an incoming melee attack. The attacker is stunned for 1 second and is dealt damage. Only front attacks can be countered this way.
Turmoil:
The Swashbuckler forces all units nearby to engage in a cloud of chaotic combat. Units are lost control upon, and will melee-attack random units without regard to team, with doubled attack speed and an armor reduction. Units inside Turmoil are unable to cast spells. Allies inside it evade 50% of the attacks received. Lasts 10 seconds.
Third place for Hero Contest #8. A great model by HappyCockroach that is well complimented by your abilities.
Needs Fixed
Snare Trap
Nothing
Persecute
Nothing
Riposte
Nothing
Turmoil
Nothing
Suggestions
Keep in mind that making the struct...
Nulling player variable is not needed, but doing so is also fine. You need to null other types of agents because they can be destroyed. If an agent is destroyed and a local variable is still referencing to it, there will happen so called reference leak: the variable is referencing to an object but that object and variable are no longer accessible in any way. It's super minor but the leak will stay there until the game ends. Meanwhile, a player will never be destroyed. So reference leak won't happen in this case.
The point of using private keyword is to make the struct (members) inaccessible for other libraries/scopes/structs. Using private struct is very useful for restricting other libraries/scopes to access that struct, but the other structs inside the same library/scope can use/access its members freely. As long as the user (or other libraries/scopes) can not access the struct at all, I think it's totally fine not to privatize its members. I have always done this thing for long actually.
Lol no need for the reference leak explanation I know what they are. I sort of forgot players are treated as statics, so there is in fact no need to null them.
No need for the encapsulation explanation either xD I know what it does. I figured that if you are going to stop the struct from being called from other scopes, you should stop other structs being able to access members they shouldn't have access too as well. Just good programming practice.
Did you want to work on any of the suggestions or should I just approve it?
Lol the point of notes is so that they don't have to message you. Nothing negative about putting a note about where to change the buff model or whatever so that the user doesn't waste time figuring out where.
Uhm... Why do you need user agreement just to approve stuffs? If it deserves approval (nothing needs fixing) then just approve it. Little improvements can be done later.
Because I'm not your personal reviewer. I don't check your thread daily. I leave a comment and don't come back until I get a notification of an update or see that you quoted my post. With that in mind, if you dont do or say anything, neither will I.
Then why did you ask me from the first place? >.>
If there's nothing requires fixing then just go on and approve it, no need to ask me first. I also sometimes forgot to reply posts you know.
This is the most melee-ish and solid spellpack in the contest, also contains some of the most complicated spells I every made. Too bad it was banished in abyss for so long. I should've given it more attention. The model was well-appreciated tho.
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