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Arcane Judgement V1.01

Submitted by Tank-Commander
This bundle is marked as approved. It works and satisfies the submission rules.
Another one for you guys, pretty simple this time, looks aren't amazing - but much better than the screenshot would lead you to believe (really hard to get a decent one for this spell)

This one is stronger the bigger the group of enemies you use it on - so its primary purpose is to tip battles in your favour when the enemy have more units

Tooltip

Arcane energies smite nearby enemies

Level 1 - 50 Damage 15 Bonus per charge
Level 2 - 75 Damage, 20 Bonus per charge
Level 3 - 100 Damage 25 Bonus per charge


Features

- Heavily configurable
- No target spell
- Effects (who doesn't like flashy effects?)
- Useful


Triggers

  • Arcane Judgement Configuration
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- -------- --------
      • -------- Condition Configuration --------
      • -------- Unit is a ground unit --------
      • Set AJ_ConditionConfig[0] = True
      • -------- Unit is a structure --------
      • Set AJ_ConditionConfig[1] = False
      • -------- Unit is magic immune --------
      • Set AJ_ConditionConfig[2] = False
      • -------- Unit belongs to an enemy player --------
      • Set AJ_ConditionConfig[3] = True
      • -------- Unit is alive --------
      • Set AJ_ConditionConfig[4] = True
      • -------- Determines the area that will be effected by the spell --------
      • Set AJ_DetonationAOE = 90.00
      • Set AJ_AOEAccount = 50.00
      • Set AJ_AoeBase = 350.00
      • Set AJ_AoePerLevel = 100.00
      • -------- Determines the number of charges based on number of targets --------
      • Set AJ_ChargesPerTargetBase = 5
      • Set AJ_ChargesPerTargetPerLevel = 1
      • -------- Determines the target controls --------
      • Set AJ_TargetMaxBase = 6
      • Set AJ_TargetMaxPerLevel = 2
      • -------- Determines the damage done by the blast --------
      • Set AJ_DetonationDamageBase = 25.00
      • Set AJ_DetonationDamagePerLevel = 25.00
      • Set AJ_ChargeDamageBase = 10.00
      • Set AJ_ChargeDamagePerLevel = 5.00
      • -------- Determines the movement speed of the sphere --------
      • Set AJ_SphereSpeed = 6.00
      • -------- Determines how fast the Charges Spin around --------
      • Set AJ_ChargeSpinSpeed = 5.00
      • -------- Determines how far the Charges are from the Sphere --------
      • Set AJ_ChargeDistance = 50.00
      • -------- Determines how long the Sphere will last chasing its target --------
      • Set AJ_SphereDurationBase = 5.00
      • Set AJ_SphereDurationBasePerLevel = 1.00
      • -------- Determines how long the dummies will remain after their usefulness has ended --------
      • Set AJ_EffectDeathDuration = 1.20
      • -------- Determines the scaling of the Sphere and its SFX --------
      • Set AJ_EffectScalingSpheres = 100.00
      • Set AJ_EffectScalingSpawn = 100.00
      • Set AJ_EffectScalingDetonation = 125.00
      • Set AJ_EffectScalingCharges = 30.00
      • -------- Determines the Height given to the effects --------
      • Set AJ_EffectZSpheres = 100.00
      • Set AJ_EffectZCharges = 150.00
      • Set AJ_EffectZSpawn = 0.00
      • Set AJ_EffectZDetonation = 0.00
      • -------- Determines the unit model used as the Sphere --------
      • Set AJ_SphereSFX = units\nightelf\Wisp\Wisp.mdl
      • -------- Determines the model used for the revolving charges --------
      • Set AJ_ChargeSFX = units\nightelf\Wisp\Wisp.mdl
      • -------- Determines the unit model used as the casting effect --------
      • Set AJ_SpawnSFX = Abilities\Spells\NightElf\Taunt\TauntCaster.mdl
      • -------- Determines the SFX used upon detonation --------
      • Set AJ_DetonationSFX = Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl
      • -------- Determines the spell used to act as the activation spell --------
      • Set AJ_Spell = Arcane Judgement
      • -------- Determines the Dummy used to attach all the effects to --------
      • Set AJ_DummyType = Arcane Judgement Dummy

  • Arcane Judgement Activation
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to AJ_Spell
    • Actions
      • Set AJ_Caster = (Triggering unit)
      • Set AJ_TempPoint = (Position of AJ_Caster)
      • Set AJ_TempInteger2 = (Level of AJ_Spell for AJ_Caster)
      • Set AJ_TempReal = (Real(AJ_TempInteger2))
      • Set AJ_TempPlayer = (Owner of AJ_Caster)
      • Unit - Create 1 AJ_DummyType for Neutral Passive at AJ_TempPoint facing Default building facing degrees
      • Set AJ_TempUnit = (Last created unit)
      • Special Effect - Create a special effect attached to the origin of AJ_TempUnit using AJ_SpawnSFX
      • Animation - Change AJ_TempUnit's size to (AJ_EffectScalingSpawn%, 0.00%, 0.00%) of its original size
      • Animation - Change AJ_TempUnit flying height to AJ_EffectZSpawn at 0.00
      • Special Effect - Destroy (Last created special effect)
      • Unit - Add a AJ_EffectDeathDuration second Generic expiration timer to AJ_TempUnit
      • Set AJ_TempGroup = (Units within (AJ_AoeBase + (AJ_AoePerLevel x AJ_TempReal)) of AJ_TempPoint)
      • Unit Group - Pick every unit in AJ_TempGroup and do (Actions)
        • Loop - Actions
          • Set AJ_TempUnit = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (AJ_TempUnit is A ground unit) Equal to AJ_ConditionConfig[0]
              • (AJ_TempUnit is A structure) Equal to AJ_ConditionConfig[1]
              • (AJ_TempUnit is Magic Immune) Equal to AJ_ConditionConfig[2]
              • (AJ_TempUnit belongs to an enemy of AJ_TempPlayer) Equal to AJ_ConditionConfig[3]
              • (AJ_TempUnit is alive) Equal to AJ_ConditionConfig[4]
            • Then - Actions
              • Unit Group - Add AJ_TempUnit to AJ_Targets
            • Else - Actions
      • Set AJ_TempInteger = (Number of units in AJ_Targets)
      • Set AJ_ChargesCount = (AJ_TempInteger / (AJ_ChargesPerTargetBase - (AJ_ChargesPerTargetPerLevel x AJ_TempInteger2)))
      • Set AJ_TempInteger3 = (AJ_TargetMaxBase + (AJ_TargetMaxPerLevel x AJ_TempInteger))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AJ_TempInteger Greater than AJ_TempInteger3
        • Then - Actions
          • Set AJ_TempInteger = AJ_TempInteger3
        • Else - Actions
      • Custom script: call DestroyGroup(udg_AJ_TempGroup)
      • For each (Integer AJ_Index) from 1 to AJ_TempInteger, do (Actions)
        • Loop - Actions
          • Unit - Create 1 AJ_DummyType for Neutral Passive at AJ_TempPoint facing Default building facing degrees
          • Set AJ_TempUnit = (Last created unit)
          • Set AJ_MaxIndex = (AJ_MaxIndex + 1)
          • Special Effect - Create a special effect attached to the origin of AJ_TempUnit using AJ_SphereSFX
          • Set AJ_SpecialEffect[AJ_MaxIndex] = (Last created special effect)
          • Animation - Change AJ_TempUnit's size to (AJ_EffectScalingSpheres%, 0.00%, 0.00%) of its original size
          • Animation - Change AJ_TempUnit flying height to AJ_EffectZSpheres at 0.00
          • Unit - Add a (AJ_SphereDurationBase + (AJ_SphereDurationBasePerLevel x AJ_TempReal)) second Generic expiration timer to AJ_TempUnit
          • Set AJ_TempUnit2 = (Random unit from AJ_Targets)
          • Set AJ_Target[AJ_MaxIndex] = AJ_TempUnit2
          • Set AJ_OriginalCaster[AJ_MaxIndex] = AJ_Caster
          • Set AJ_OwningPlayer[AJ_MaxIndex] = AJ_TempPlayer
          • Set AJ_Core[AJ_MaxIndex] = AJ_TempUnit
          • Set AJ_DetonationDamage[AJ_MaxIndex] = ((AJ_DetonationDamageBase + (AJ_DetonationDamagePerLevel x AJ_TempReal)) + ((Real(AJ_ChargesCount)) x (AJ_ChargeDamageBase + (AJ_ChargeDamagePerLevel x AJ_TempReal))))
          • Set AJ_CurrentAngle[AJ_MaxIndex] = AJ_Angle
          • Set AJ_UnitIndex[AJ_MaxIndex] = AJ_TempUnit
          • Set AJ_StageID[AJ_MaxIndex] = 1
          • Set AJ_Angle = 0.00
          • Unit Group - Remove AJ_TempUnit2 from AJ_Targets
          • -------- --------
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AJ_MaxIndex Equal to 1
            • Then - Actions
              • Trigger - Turn on Arcane Judgement Loop <gen>
            • Else - Actions
          • For each (Integer AJ_SecondaryIndex) from 1 to AJ_ChargesCount, do (Actions)
            • Loop - Actions
              • Set AJ_Angle = (AJ_Angle + (360.00 / (Real(AJ_ChargesCount))))
              • Set AJ_TempPoint2 = (AJ_TempPoint offset by AJ_ChargeDistance towards AJ_Angle degrees)
              • Set AJ_MaxIndex = (AJ_MaxIndex + 1)
              • Unit - Create 1 AJ_DummyType for Neutral Passive at AJ_TempPoint facing Default building facing degrees
              • Set AJ_TempUnit2 = (Last created unit)
              • Special Effect - Create a special effect attached to the origin of AJ_TempUnit2 using AJ_ChargeSFX
              • Set AJ_SpecialEffect[AJ_MaxIndex] = (Last created special effect)
              • Animation - Change AJ_TempUnit2's size to (AJ_EffectScalingCharges%, 0.00%, 0.00%) of its original size
              • Animation - Change AJ_TempUnit2 flying height to AJ_EffectZCharges at 0.00
              • Set AJ_Core[AJ_MaxIndex] = AJ_TempUnit
              • Set AJ_StageID[AJ_MaxIndex] = 2
              • Set AJ_CurrentAngle[AJ_MaxIndex] = AJ_Angle
              • Set AJ_UnitIndex[AJ_MaxIndex] = AJ_TempUnit2
              • -------- --------
              • Set AJ_Target[AJ_MaxIndex] = AJ_TempUnit2
              • Set AJ_OriginalCaster[AJ_MaxIndex] = AJ_Caster
              • Set AJ_OwningPlayer[AJ_MaxIndex] = AJ_TempPlayer
              • Set AJ_DetonationDamage[AJ_MaxIndex] = 0.00
              • -------- --------
              • Custom script: call RemoveLocation (udg_AJ_TempPoint2)
      • Custom script: call RemoveLocation (udg_AJ_TempPoint)
      • Unit Group - Remove all units from AJ_Targets

  • Arcane Judgement Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer AJ_Index) from 1 to AJ_MaxIndex, do (Actions)
        • Loop - Actions
          • Set AJ_Angle = 0.00
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AJ_StageID[AJ_Index] Equal to 1
            • Then - Actions
              • Custom script: set udg_AJ_TempX = GetUnitX(udg_AJ_UnitIndex[udg_AJ_Index])
              • Custom script: set udg_AJ_TempY = GetUnitY(udg_AJ_UnitIndex[udg_AJ_Index])
              • Custom script: set udg_AJ_Angle = Atan2(GetUnitY(udg_AJ_Target[udg_AJ_Index]) - udg_AJ_TempY, GetUnitX(udg_AJ_Target[udg_AJ_Index]) - udg_AJ_TempX)
              • Custom script: call SetUnitX(udg_AJ_UnitIndex[udg_AJ_Index], udg_AJ_TempX + udg_AJ_SphereSpeed * Cos(udg_AJ_Angle))
              • Custom script: call SetUnitY(udg_AJ_UnitIndex[udg_AJ_Index], udg_AJ_TempY + udg_AJ_SphereSpeed * Sin(udg_AJ_Angle))
              • Set AJ_TempPoint = (Position of AJ_UnitIndex[AJ_Index])
              • Set AJ_TempPoint2 = (Position of AJ_Target[AJ_Index])
              • Set AJ_TempReal = (Distance between AJ_TempPoint and AJ_TempPoint2)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • AJ_TempReal Less than or equal to (AJ_DetonationAOE - AJ_AOEAccount)
                      • (AJ_Target[AJ_Index] is dead) Equal to True
                • Then - Actions
                  • Unit - Kill AJ_UnitIndex[AJ_Index]
                • Else - Actions
              • Custom script: call RemoveLocation(udg_AJ_TempPoint2)
              • Set AJ_TempUnit = AJ_UnitIndex[AJ_Index]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (AJ_TempUnit is dead) Equal to True
                • Then - Actions
                  • Set AJ_TempGroup = (Units within AJ_DetonationAOE of AJ_TempPoint)
                  • Unit Group - Pick every unit in AJ_TempGroup and do (Actions)
                    • Loop - Actions
                      • Set AJ_TempUnit2 = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (AJ_TempUnit2 is A ground unit) Equal to AJ_ConditionConfig[0]
                          • (AJ_TempUnit2 is A structure) Equal to AJ_ConditionConfig[1]
                          • (AJ_TempUnit2 is Magic Immune) Equal to AJ_ConditionConfig[2]
                          • (AJ_TempUnit2 belongs to an enemy of AJ_TempPlayer) Equal to AJ_ConditionConfig[3]
                          • (AJ_TempUnit2 is alive) Equal to AJ_ConditionConfig[4]
                        • Then - Actions
                          • Unit - Cause AJ_OriginalCaster[AJ_Index] to damage AJ_TempUnit2, dealing AJ_DetonationDamage[AJ_Index] damage of attack type Spells and damage type Normal
                        • Else - Actions
                  • Custom script: call DestroyGroup(udg_AJ_TempGroup)
                  • For each (Integer AJ_SecondaryIndex) from 1 to AJ_MaxIndex, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • AJ_Core[AJ_SecondaryIndex] Equal to AJ_TempUnit
                          • AJ_UnitIndex[AJ_SecondaryIndex] Not equal to AJ_TempUnit
                        • Then - Actions
                          • Set AJ_TempUnit2 = AJ_UnitIndex[AJ_SecondaryIndex]
                          • Special Effect - Destroy AJ_SpecialEffect[AJ_SecondaryIndex]
                          • Set AJ_Target[AJ_SecondaryIndex] = AJ_Target[AJ_MaxIndex]
                          • Set AJ_OriginalCaster[AJ_SecondaryIndex] = AJ_OriginalCaster[AJ_MaxIndex]
                          • Set AJ_OwningPlayer[AJ_SecondaryIndex] = AJ_OwningPlayer[AJ_MaxIndex]
                          • Set AJ_Core[AJ_SecondaryIndex] = AJ_Core[AJ_MaxIndex]
                          • Set AJ_SpecialEffect[AJ_SecondaryIndex] = AJ_SpecialEffect[AJ_MaxIndex]
                          • Set AJ_DetonationDamage[AJ_SecondaryIndex] = AJ_DetonationDamage[AJ_MaxIndex]
                          • Set AJ_CurrentAngle[AJ_SecondaryIndex] = AJ_CurrentAngle[AJ_MaxIndex]
                          • Set AJ_UnitIndex[AJ_SecondaryIndex] = AJ_UnitIndex[AJ_MaxIndex]
                          • Set AJ_StageID[AJ_SecondaryIndex] = AJ_StageID[AJ_MaxIndex]
                          • Set AJ_MaxIndex = (AJ_MaxIndex - 1)
                          • Set AJ_SecondaryIndex = (AJ_SecondaryIndex - 1)
                          • Unit - Remove AJ_TempUnit2 from the game
                        • Else - Actions
                  • Special Effect - Destroy AJ_SpecialEffect[AJ_Index]
                  • Set AJ_Target[AJ_Index] = AJ_Target[AJ_MaxIndex]
                  • Set AJ_OriginalCaster[AJ_Index] = AJ_OriginalCaster[AJ_MaxIndex]
                  • Set AJ_OwningPlayer[AJ_Index] = AJ_OwningPlayer[AJ_MaxIndex]
                  • Set AJ_Core[AJ_Index] = AJ_Core[AJ_MaxIndex]
                  • Set AJ_SpecialEffect[AJ_Index] = AJ_SpecialEffect[AJ_MaxIndex]
                  • Set AJ_DetonationDamage[AJ_Index] = AJ_DetonationDamage[AJ_MaxIndex]
                  • Set AJ_CurrentAngle[AJ_Index] = AJ_CurrentAngle[AJ_MaxIndex]
                  • Set AJ_UnitIndex[AJ_Index] = AJ_UnitIndex[AJ_MaxIndex]
                  • Set AJ_StageID[AJ_Index] = AJ_StageID[AJ_MaxIndex]
                  • Set AJ_MaxIndex = (AJ_MaxIndex - 1)
                  • Set AJ_Index = (AJ_Index - 1)
                  • Unit - Remove AJ_TempUnit from the game
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • AJ_MaxIndex Equal to 0
                    • Then - Actions
                      • Trigger - Turn off Arcane Judgement Loop <gen>
                    • Else - Actions
                  • Unit - Create 1 AJ_DummyType for Neutral Passive at AJ_TempPoint facing Default building facing degrees
                  • Set AJ_TempUnit2 = (Last created unit)
                  • Special Effect - Create a special effect attached to the origin of AJ_TempUnit2 using AJ_DetonationSFX
                  • Animation - Change AJ_TempUnit2's size to (AJ_EffectScalingDetonation%, 0.00%, 0.00%) of its original size
                  • Animation - Change AJ_TempUnit2 flying height to AJ_EffectZDetonation at 0.00
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Add a AJ_EffectDeathDuration second Generic expiration timer to AJ_TempUnit2
                • Else - Actions
              • Custom script: call RemoveLocation(udg_AJ_TempPoint)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AJ_StageID[AJ_Index] Equal to 2
                • Then - Actions
                  • Custom script: set udg_AJ_TempX = GetUnitX(udg_AJ_Core[udg_AJ_Index])
                  • Custom script: set udg_AJ_TempY = GetUnitY(udg_AJ_Core[udg_AJ_Index])
                  • Set AJ_CurrentAngle[AJ_Index] = (AJ_CurrentAngle[AJ_Index] + AJ_ChargeSpinSpeed)
                  • Custom script: set udg_AJ_Angle = udg_AJ_CurrentAngle[udg_AJ_Index] * bj_DEGTORAD
                  • Custom script: call SetUnitX(udg_AJ_UnitIndex[udg_AJ_Index], udg_AJ_TempX + udg_AJ_ChargeDistance * Cos(udg_AJ_Angle))
                  • Custom script: call SetUnitY(udg_AJ_UnitIndex[udg_AJ_Index], udg_AJ_TempY + udg_AJ_ChargeDistance * Sin(udg_AJ_Angle))
                • Else - Actions

  • Arcane Judgement Dummy Removal
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set AJ_TempUnit = (Triggering unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of AJ_TempUnit) Equal to AJ_DummyType
        • Then - Actions
          • Unit - Remove AJ_TempUnit from the game
        • Else - Actions



Changelog

-=V1.00=-
- Initial upload
- Expect errors


Give credits if you use this spell in your map and enjoy

Keywords:
Arcane, Energy, Effects, No target, Spell, Red, Glowing, Homing, Magic.
Contents

Arcane Judgement (Map)

Reviews
Moderator
12:31, 8th Nov 2012 Magtheridon96: Approved. This is very well-coded, short and sweet! Good job mate ;)
  1. 12:31, 8th Nov 2012
    Magtheridon96: Approved.
    This is very well-coded, short and sweet!
    Good job mate ;)
     
  2. doomhammer99

    doomhammer99

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    MUI: 5/5
    Idea: 5/5
    Configurable: 5/5
    Less-Triggers: 5/5

    Overall: 5.0
     
  3. Lambdadelta

    Lambdadelta

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    You rate a spell based on the number of triggers it has?
     
  4. Adiktuz

    Adiktuz

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    me, I'd reduce rating when it has so many triggers but can be shrunk to a few...

    I don't see the part here that says about how it is stronger when there are more enemies...

    -->

    Arcane energies smite nearby enemies

    Level 1 - 50 Damage 15 Bonus per charge
    Level 2 - 75 Damage, 20 Bonus per charge
    Level 3 - 100 Damage 25 Bonus per charge

    unless Charge is related to enemy count...
     
  5. gorillabull

    gorillabull

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    is all of that little wisps :D
     
  6. Tank-Commander

    Tank-Commander

    Spell Reviewer

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    Yes, it is: tooltips -tend- to be overexplanatory, while this one is more underexplanatory, but yeah *Shrugs* XD
     
  7. Almia

    Almia

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    At last,tank commander is back!

    coding - 4/5
    looks - 4/5
    configuration 5/5

    overall: 4.3/5

    you can just move the die event inside the loop :D
     
  8. Tank-Commander

    Tank-Commander

    Spell Reviewer

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    mhmm I notice, though the efficiency of such I shall have to quickly work out before I make a change

    Edit: Yeah doing it, was wondering why I had it seperate in the first place - which was something I have long deleted from when I was just starting on it, One moment
     
  9. Almia

    Almia

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    Ahaahah told you :D
     
  10. Tank-Commander

    Tank-Commander

    Spell Reviewer

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    Well you were right, -kind of- I still need the event to remove my effect dummies (otherwise some effects simply would not appear if they were removed in the loop without causing much more processing) in eihercase I've moved it -almost- entirely into the loop