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Reviewed by Maker, Beserk Plant V1.10, 3rd Jan 2012 |
Nice looking spell. You did well with this.
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14:31, 22nd Dec 2011
Pharaoh_:
- Hashtable - Save (Distance between BP_TempPoint and BP_TempPoint2) as 7 of BP_UHandle in BP_Hash
I'd like some documentation before every hashtable saving call, to let users know what each one does.
I'd rather you used boolean, instead of an integer for the "stages", for readability. Again, nothing serious.
- Set BP_RealCache[4] = (Load 10 of BP_UHandle from BP_Hash)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BP_RealCache[4] Less than 0.00
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Then - Actions
- Set BP_TempPoint = (Position of BP_U)
- Set BP_TempGroup = (Units within BP_BranchAoe of BP_TempPoint)
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Unit Group - Pick every unit in BP_TempGroup and do (Actions)
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Loop - Actions
- Set BP_TempU = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (BP_TempU is Magic Immune) Equal to False
- (BP_TempU is A structure) Equal to False
- (BP_TempU is alive) Equal to True
- (BP_TempU belongs to an enemy of (Owner of BP_U)) Equal to True
- (BP_TempU is A ground unit) Equal to True
- (BP_TempU is in BP_Plants) Equal to False
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Then - Actions
- Custom script: set udg_BP_UHandleC = GetHandleId(udg_BP_TempU)
- Unit - Cause (Load 1 of BP_UHandle in BP_Hash) to damage BP_TempU, dealing (Load 3 of BP_UHandle from BP_Hash) damage of attack type Spells and damage type Normal
- Special Effect - Create a special effect at BP_TempPoint using BP_BranchHitSFX
- Special Effect - Destroy (Last created special effect)
- Set BP_TempU2 = (Load 2 of BP_UHandle in BP_Hash)
- Custom script: set udg_BP_TempX = GetUnitX(udg_BP_TempU2)
- Custom script: set udg_BP_TempY = GetUnitY(udg_BP_TempU2)
- Hashtable - Save BP_TempX as 17 of BP_UHandleC in BP_Hash
- Hashtable - Save BP_TempY as 18 of BP_UHandleC in BP_Hash
- Hashtable - Save (Load 5 of BP_UHandle from BP_Hash) as 16 of BP_UHandleC in BP_Hash
- Unit Group - Add BP_TempU to BP_Plants
- Hashtable - Save 4 as 6 of BP_UHandleC in BP_Hash
- Else - Actions
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If - Conditions
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Loop - Actions
- Custom script: call DestroyGroup (udg_BP_TempGroup)
- Custom script: set udg_BP_UHandleC = GetHandleId(udg_BP_TempU)
- Unit Group - Remove BP_U from BP_Plants
- Hashtable - Clear all child hashtables of child BP_UHandle in BP_Hash
- Unit - Kill BP_U
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (BP_Plants is empty) Equal to True
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
The spells looks nice.