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Blessed Ring_v1.3.2 [Final]

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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So, here we are... My first ever spell on Hive. I have been using Hive for a long time, so I thought I'd just try ! :p
Originally made it for a RPG map which I work on (nothing too fancy), but I found it cool and wanted to share / improve it.

Spelling corrections are more than welcome. :}


BTNInnerFire.png
Blessed RingMagically blesses an area with a seal of light. Ally units in this area will be healed while enemy units will be damaged every second.
Lasts 12 seconds.

Level 1 - Heals for 15 and damages for 20 hit points.
Level 2 - Heals for 30 and damages for 40 hit points.
Level 3 - Heals for 45 and damages for 60 hit points.

3RSJF.jpg
3RSJT.jpg
  • BlessedRingConfig
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set BR_Ability = Blessed Ring
      • Set BR_DummyUnitType = Dummy
      • -------- Set the Base and Increment per Level damage --------
      • Set BR_DamageBase = 20.00
      • Set BR_DamageIncrease = 20.00
      • -------- Set the Base and Increment per Level heal --------
      • Set BR_HealBase = 15.00
      • Set BR_HealIncrease = 15.00
      • -------- Set the Base and Increment per Level duration --------
      • Set BR_DurationBase = 12.00
      • Set BR_DurationIncrease = 0.00
      • -------- How many "Holy bolt" special effects you want on the outter ring --------
      • -------- Up to how many "Ressurection" special effects you want ? (will be random between 1 and Max) --------
      • -------- /!\ warning : too high numbers may cause lag /!\ --------
      • -------- /!\ warning #2 : Never set this to 0 or it might crash the game /!\ --------
      • Set BR_HolyBoltsNumber = 20
      • Set BR_RessurectionNumber = 3
  • BlessedRingInit
    • Events
      • Unit - A unit starts the effect of an ability
    • Conditions
      • (Ability being cast) is BR_Ability
    • Actions
      • -------- Making it MUI --------
      • Set BR_MaxIndex = (BR_MaxIndex + 1)
      • Set BR[BR_MaxIndex] = TRUE
      • -------- Store all the variables that will be needed : --------
      • Set BR_Loop[BR_MaxIndex] = 0
      • Set BR_CastingPoint[BR_MaxIndex] = (Target point of ability being cast)
      • Set BR_Caster[BR_MaxIndex] = (Casting unit)
      • Set BR_Level[BR_MaxIndex] = (Level of BR_Ability for BR_Caster[BR_MaxIndex])
      • Set BR_Increment[BR_MaxIndex] = ((Real(BR_Level[BR_MaxIndex])) - 1.00)
      • Set BR_Damage[BR_MaxIndex] = (BR_DamageBase + (BR_DamageIncrease x BR_Increment[BR_MaxIndex]))
      • Set BR_Heal[BR_MaxIndex] = (BR_HealBase + (BR_HealIncrease x BR_Increment[BR_MaxIndex]))
      • Set BR_Duration[BR_MaxIndex] = (BR_DurationBase + (BR_DurationIncrease x BR_Increment[BR_MaxIndex]))
      • Set BR_Player[BR_MaxIndex] = (Owner of BR_Caster[BR_MaxIndex])
      • -------- Create the dummy, store it, add exp. timer --------
      • Unit - Create 1 BR_DummyUnitType for BR_Player[BR_MaxIndex] at BR_CastingPoint[BR_MaxIndex] facing Orientation 0 degrees
      • Set BR_Dummy[(BR_MaxIndex x 7)] = (Last created unit)
      • Unit - Add a BR_Duration[BR_MaxIndex] second generic expiration timer to BR_Dummy[(BR_MaxIndex x 7)]
      • -------- Make it invisible --------
      • Animation - Change BR_Dummy[(BR_MaxIndex x 7)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • -------- Add 6 more dummys for SFX' sake --------
      • For each (Integer TempInteger) from 1 to 6, do (Actions)
        • Boucle - Actions
          • Set TempPoint = (BR_CastingPoint[BR_MaxIndex] offset by 200.00 towards (60.00 x (Real(TempInteger))) degrees)
          • Unit - Create 1 BR_DummyUnitType for Neutre Passif at TempPoint facing Orientation 0 degrees
          • Set BR_Dummy[((BR_MaxIndex x 7) + TempInteger)] = (Last created unit)
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Unit - Add a BR_Duration[BR_MaxIndex] second Générique expiration timer to BR_Dummy[((BR_MaxIndex x 7) + TempInteger)]
          • Animation - Change BR_Dummy[((BR_MaxIndex x 7) + TempInteger)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Effect - Create a special effect at BR_CastingPoint[BR_MaxIndex] using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
      • Effect - Destroy (Last created special effect)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Si - Conditions
          • BR_MaxIndex > 0
        • Alors - Actions
          • Trigger - Turn on BlessedRingLoop <gen>
        • Sinon - Actions
  • BlessedRingLoop
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Set BR_ShouldLoop = FALSE
      • For each (Integer TempInteger) from 1 to BR_MaxIndex, do (Actions)
        • Boucle - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • Si - Conditions
              • BR[TempInteger] Egal à TRUE
            • Alors - Actions
              • Set BR_ShouldLoop = TRUE
              • Set BR_Counter_100[TempInteger] = (BR_Counter_100[TempInteger] + 1)
              • Set BR_Counter_150[TempInteger] = (BR_Counter_150[TempInteger] + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • Si - Conditions
                  • BR_Counter_100[TempInteger] Supérieur ou égal à 2
                • Alors - Actions
                  • Set BR_Counter_100[TempInteger] = 0
                  • Set BR_Loop[TempInteger] = (BR_Loop[TempInteger] + 1)
                  • -------- Heal and Damage --------
                  • Set TempUnitGroup = (Units within 400.00 of BR_CastingPoint[TempInteger] matching (((Matching unit) is Un bâtiment) Egal à FALSE))
                  • Groupe unité - Pick every unit in TempUnitGroup and do (Actions)
                    • Boucle - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • Si - Conditions
                          • ((Picked unit) belongs to an enemy of BR_Player[TempInteger]) Egal à TRUE
                        • Alors - Actions
                          • Unité - Cause BR_Caster[TempInteger] to damage (Picked unit), dealing BR_Damage[TempInteger] damage of attack type Sorts and damage type Normal
                        • Sinon - Actions
                          • Unité - Set life of (Picked unit) to ((Vie of (Picked unit)) + BR_Heal[TempInteger])
                  • Custom script: call DestroyGroup(udg_TempUnitGroup)
                  • For each (Integer TempInteger2) from 1 to BR_HolyBoltsNumber, do (Actions)
                    • Boucle - Actions
                      • Set TempPoint = (BR_CastingPoint[TempInteger] offset by 400.00 towards ((360.00 / (Real(BR_HolyBoltsNumber))) x (Real(TempInteger2))) degrees)
                      • Effet spécial - Create a special effect at TempPoint using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                      • Effet spécial - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_TempPoint)
                • Sinon - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • Si - Conditions
                  • BR_Counter_150[TempInteger] Supérieur ou égal à 3
                • Alors - Actions
                  • Set BR_Counter_150[TempInteger] = 0
                  • For each (Integer TempInteger2) from 1 to (Random integer number between 1 and BR_RessurectionNumber), do (Actions)
                    • Boucle - Actions
                      • Set TempPoint = (BR_CastingPoint[TempInteger] offset by (Random real number between 75.00 and 325.00) towards (Random angle) degrees)
                      • Effet spécial - Create a special effect at TempPoint using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
                      • Effet spécial - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_TempPoint)
                  • For each (Integer TempInteger2) from 0 to 6, do (Actions)
                    • Boucle - Actions
                      • Effet spécial - Create a special effect attached to the overhead of BR_Dummy[((TempInteger x 7) + TempInteger2)] using Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCasterOverhead.mdl
                      • Effet spécial - Destroy (Last created special effect)
                • Sinon - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • Si - Conditions
                  • (Real(BR_Loop[TempInteger])) Supérieur ou égal à BR_Duration[TempInteger]
                • Alors - Actions
                  • Set BR[TempInteger] = FALSE
                  • Custom script: call RemoveLocation(udg_BR_CastingPoint[udg_TempInteger])
                • Sinon - Actions
            • Sinon - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Si - Conditions
          • BR_ShouldLoop Egal à FALSE
        • Alors - Actions
          • Trigger - Turn off (This trigger)
        • Sinon - Actions
///////////////////////////////////////////////////////////////////////


  • V1.3.2 :
    • Made a tiny improvement in triggering... ~Final version yay!
  • V1.3.1 :
    • optimized healing/damaging units system.
    • Loop trigger will now turn off when not needed.
  • V1.3 :
    • Fixed a bug where the last BR would not trigger the triggers if 3 or more where casted at the same time.
    • More customizable ! yay !
  • V1.2.1 :
    • Fixed a small bug where the spell would sometimes only last for 6 seconds instead of 12
  • V1.2 :
    • Fixed lots of bugs, including : Position, Unit and Player group Leaks - Allowing player to use BR without paying the mana cost.
    • Merged the 2 Loop triggers
    • Added more customization power :D
  • V1.1 :
    • Made it 100% trigger controlled.
    • Made it MUI.
    • Fixed a few leaks.

Keywords:
Light, Circle, Benediction, Heal, Damage, AoE, Paladin,
Contents

Blessed Ring (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Blessed Ring_v1.3.1 | Reviewed by Maker | 14th Sep 2013 NEEDS FIX The spell is leakless and MUI. The effects look good but there are a lot of them. You make variables to...

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M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.


Blessed Ring_v1.3.1 | Reviewed by Maker | 14th Sep 2013
NEEDS FIX


126248-albums6177-picture66521.png


The spell is leakless and MUI. The effects look good but there are
a lot of them. You make variables to configure the amount of the effects
126248-albums6177-picture66522.png


You never decrease the max index
126248-albums6177-picture66523.png


  • Not using a variable here for the ability:
    • Set BR_Level[BR_MaxIndex] = (Level of Blessed Ring for BR_Caster[BR_MaxIndex])
  • You might not need the 100 and 150 variables, you could check
    BR_loop[x] mod 2 == 0 and BR_loop[x] mod 3 == 0
[tr]




Blessed Ring_v1.3 | Reviewed by Maker | 31st Aug 2013
NEEDS FIX


126248-albums6177-picture66522.png


  • Use the variables for the dummy and ability in BlessedRingInit
  • BlessedRingLoop should be initially off and turned off when there
    is nothing to loop
  • You never decrease/reset your max index
126248-albums6177-picture66523.png


  • Your heal/damage if/then/elses could be optimized
[tr]
 
u need a config trigger.

dont use integer A/B. They are slower and less efficient than a custom integer
make ur own integer and use that

this is not MUI. all spells must be MUI. there is a chapter in my tutorial called how to index. The tutorial is things a GUIer should know. That will show u how to use indexed arrays which make things MUI.

u leak points. U should look at the tutorial things that leak.
This actually leaks twice. once for position of and once for the offset
  • Special Effect - Create a special effect at ((Position of BR_Dummy[(Integer A)]) offset by 400.00 towards (20.00 x (Real((Integer B)))) degrees) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
 
Level 4
Joined
Aug 2, 2012
Messages
28
@DIMF : Thank you for your reply, I am now currently working on improving it.

I have a question, though. If I use the same integer in 2 loops in separate triggers that run at the same time, is there a chance that they will overwrite/override or something ?

@Losam : Name the spell ? Name the download ? Post the triggers ? I thought I did all of that...
 
Last edited:
anything u use twice or more should be stored into a variable and the variable should be used. Example: store picked unit in a tempUnit variable and use the tempUnit variable instead of picked unit.

y r u doing this ? Set BR_MaxIndex = (BR_MaxIndex + 7)
it should only be increased by 1

this should also be stored into a variable.
  • ((Real(BR_Level[BR_MaxIndex])) - 1.00))
  • Set BR_HealedUnits[BR_TempInteger] = (Units within 400.00 of BR_CastingPoint[BR_TempInteger] matching ((((Picked unit) belongs to an ally of (Owner of BR_Caster[BR_TempInteger])) Egal Ã* TRUE) and (((Picked unit) is Un bâtiment) Egal Ã* FALSE)))
  • Set BR_DamagedUnits[BR_TempInteger] = (Units within 400.00 of BR_CastingPoint[BR_TempInteger] matching ((((Picked unit) belongs to an enemy of (Owner of BR_Caster[BR_TempInteger])) Egal Ã* TRUE) and (((Picked unit) is Un bâtiment) Egal Ã* FALSE)))
Its also better if u use one tempUnitGroup and add all units in 400 range of caster to it then use an ITE to sort out the actions.

This leaks (BR_CastingPoint[BR_MaxIndex] offset by (Random real number between 50.00 and 350.00) same with anything that u offset.
 
Level 16
Joined
Dec 15, 2011
Messages
1,423
  • BlessedRingConfig
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Set the Base and Increment per Level damage --------
      • Set BR_DamageBase = 20.00
      • Set BR_DamageIncrease = 20.00
      • -------- Set the Base and Increment per Level heal --------
      • Set BR_HealBase = 15.00
      • Set BR_HealIncrease = 15.00
      • -------- Set the Base and Increment per Level duration --------
      • Set BR_DurationBase = 12.00
      • Set BR_DurationIncrease = 0.00
  • BlessedRingInit
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Blessed Ring
    • Actions
      • -------- Making it MUI --------
      • Set BR_MaxIndex = (BR_MaxIndex + 7)
      • Set BR[BR_MaxIndex] = True
      • -------- Store all the variables that will be needed : --------
      • Set BR_Loop[BR_MaxIndex] = 0
      • Set BR_CastingPoint[BR_MaxIndex] = (Target point of ability being cast)
      • Set BR_Caster[BR_MaxIndex] = (Casting unit)
      • Set BR_Level[BR_MaxIndex] = (Level of Blessed Ring for BR_Caster[BR_MaxIndex])
      • Set BR_Damage[BR_MaxIndex] = (BR_DamageBase + (BR_DamageIncrease x ((Real(BR_Level[BR_MaxIndex])) - 1.00)))
      • Set BR_Heal[BR_MaxIndex] = (BR_HealBase + (BR_HealIncrease x ((Real(BR_Level[BR_MaxIndex])) - 1.00)))
      • Set BR_Duration[BR_MaxIndex] = (BR_DurationBase + (BR_DurationIncrease x ((Real(BR_Level[BR_MaxIndex])) - 1.00)))
      • -------- Create the dummy, store it, add exp. timer --------
      • Unit - Create 1 Dummy for (Owner of BR_Caster[BR_MaxIndex]) at BR_CastingPoint[BR_MaxIndex] facing Default building facing degrees
      • Set BR_Dummy[BR_MaxIndex] = (Last created unit)
      • Unit - Add a BR_Duration[BR_MaxIndex] second Generic expiration timer to BR_Dummy[BR_MaxIndex]
      • -------- Make it invisible --------
      • Animation - Change BR_Dummy[BR_MaxIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • -------- Add 6 more dummys for SFX' sake --------
      • For each (Integer BR_TempInteger) from 1 to 6, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for Neutral Passive at (BR_CastingPoint[BR_MaxIndex] offset by 200.00 towards (60.00 x (Real(BR_TempInteger))) degrees) facing Default building facing degrees
          • Set BR_Dummy[(BR_MaxIndex + BR_TempInteger)] = (Last created unit)
          • Unit - Add a BR_Duration[BR_MaxIndex] second Generic expiration timer to BR_Dummy[(BR_MaxIndex + BR_TempInteger)]
          • Animation - Change BR_Dummy[(BR_MaxIndex + BR_TempInteger)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Special Effect - Create a special effect at BR_CastingPoint[BR_MaxIndex] using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- Start the loops the firs time the spell is used --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BR_MaxIndex Not equal to 0
        • Then - Actions
          • Trigger - Turn on BlessedRingLoop2 <gen>
          • Trigger - Turn on BlessedRingLoop <gen>
        • Else - Actions
  • BlessedRingLoop
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer BR_TempInteger) from 1 to BR_MaxIndex, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BR[BR_TempInteger] Equal to True
            • Then - Actions
              • Set BR_Loop[BR_TempInteger] = (BR_Loop[BR_TempInteger] + 1)
              • -------- Heal and Damage --------
              • Set BR_HealedUnits[BR_TempInteger] = (Units within 400.00 of BR_CastingPoint[BR_TempInteger] matching ((((Picked unit) belongs to an ally of (Owner of BR_Caster[BR_TempInteger])) Equal to True) and (((Picked unit) is A structure) Equal to False)))
              • Set BR_DamagedUnits[BR_TempInteger] = (Units within 400.00 of BR_CastingPoint[BR_TempInteger] matching ((((Picked unit) belongs to an enemy of (Owner of BR_Caster[BR_TempInteger])) Equal to True) and (((Picked unit) is A structure) Equal to False)))
              • Unit Group - Pick every unit in BR_HealedUnits[BR_TempInteger] and do (Actions)
                • Loop - Actions
                  • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + BR_Heal[BR_TempInteger])
              • Unit Group - Pick every unit in BR_DamagedUnits[BR_TempInteger] and do (Actions)
                • Loop - Actions
                  • Unit - Cause BR_Caster[BR_TempInteger] to damage (Picked unit), dealing BR_Damage[BR_TempInteger] damage of attack type Spells and damage type Normal
              • Custom script: call DestroyGroup(udg_BR_HealedUnits[udg_BR_TempInteger])
              • Custom script: call DestroyGroup(udg_BR_DamagedUnits[udg_BR_TempInteger])
              • For each (Integer BR_TempInteger2) from 1 to 18, do (Actions)
                • Loop - Actions
                  • Special Effect - Create a special effect at (BR_CastingPoint[BR_TempInteger] offset by 400.00 towards (20.00 x (Real(BR_TempInteger2))) degrees) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                  • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Real(BR_Loop[BR_TempInteger])) Greater than or equal to BR_Duration[BR_TempInteger]
                • Then - Actions
                  • Set BR[BR_TempInteger] = False
                  • Custom script: call RemoveLocation(udg_BR_CastingPoint[udg_BR_MaxIndex])
                • Else - Actions
            • Else - Actions
  • BlessedRingLoop2
    • Events
      • Time - Every 1.30 seconds of game time
    • Conditions
    • Actions
      • For each (Integer BR_TempInteger) from 1 to BR_MaxIndex, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BR[BR_TempInteger] Equal to True
            • Then - Actions
              • For each (Integer BR_TempInteger2) from 1 to (Random integer number between 1 and 3), do (Actions)
                • Loop - Actions
                  • Special Effect - Create a special effect at (BR_CastingPoint[BR_MaxIndex] offset by (Random real number between 50.00 and 350.00) towards (Random angle) degrees) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
                  • Special Effect - Destroy (Last created special effect)
              • For each (Integer BR_TempInteger2) from 0 to 6, do (Actions)
                • Loop - Actions
                  • Special Effect - Create a special effect attached to the overhead of BR_Dummy[(BR_TempInteger + BR_TempInteger2)] using Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCasterOverhead.mdl
                  • Special Effect - Destroy (Last created special effect)
            • Else - Actions


I will do a quick review of this spell.
  1. General
    • Good description and screenshot.
  2. Pros
    • Test map is extensive and has a nice terrain layout. However, since the test map only serves as the background to demonstrate a spell's functionality, you don't need to invest too much into it.
    • Spell has good effects. Quite eye-candy.
    • Configuration is available.
    • Importing instructions are available.
    • The dummy has the correct death type and settings. Don't add a sight range though. We believe users can do that themselves.
  3. Cons
    • The spell currently doesn't support more than one level.
    • We recommend that you use "A unit Starts the effect of an ability" rather than "A unit Begins casting an ability". With sufficient speed, a player can cancel the cast order to render the mana cost void but still cause the triggers to execute. Thus it is a case of cheating and should be prevented.
    • To solve your usage of 7 dummies issue, you can try using Timed Effect by Almia, which supports creating a timed effect in a 3d plane.
    • Instead of having to make the dummies invisible, consider using dummy.mdx as it is a special model that is invisible by default but allow you to attach effects to it.
    • You never de-index the spell. The loop triggers are never turned off. Consider taking a look at this tutorial.
    • Lines like this
      • Special Effect - Create a special effect at (BR_CastingPoint[BR_TempInteger] offset by 400.00 towards (20.00 x (Real(BR_TempInteger2))) degrees) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
      leaks. Consider using a TempPoint variable to fix the issue.
    • anything u use twice or more should be stored into a variable and the variable should be used. Example: store picked unit in a tempUnit variable and use the tempUnit variable instead of picked unit.

      y r u doing this ? Set BR_MaxIndex = (BR_MaxIndex + 7)
      it should only be increased by 1

      this should also be stored into a variable.
      • ((Real(BR_Level[BR_MaxIndex])) - 1.00))
      • Set BR_HealedUnits[BR_TempInteger] = (Units within 400.00 of BR_CastingPoint[BR_TempInteger] matching ((((Picked unit) belongs to an ally of (Owner of BR_Caster[BR_TempInteger])) Egal Ã* TRUE) and (((Picked unit) is Un bâtiment) Egal Ã* FALSE)))
      • Set BR_DamagedUnits[BR_TempInteger] = (Units within 400.00 of BR_CastingPoint[BR_TempInteger] matching ((((Picked unit) belongs to an enemy of (Owner of BR_Caster[BR_TempInteger])) Egal Ã* TRUE) and (((Picked unit) is Un bâtiment) Egal Ã* FALSE)))
      Its also better if u use one tempUnitGroup and add all units in 400 range of caster to it then use an ITE to sort out the actions.
    • The number of effects created should be configurable. Here we believe that the greater range the users can modify a spell, the better it is. It is your call though.
    • You can merge the two loops. If you insist on using a different loop inverval for each phase, take a look at this tutorial which will explain how you can use a time counter. Using this same principle, you will execute the respective code based on the time counter variable in the same trigger.
    • Use variables for the unit type and ability.

      Clarification:
      • Actions
        • Set BR_Ability = Blessed Ring
        • Set BR_DummyUnitType = Dummy

That is all I can see for now.

If you feel like I misread your code somewhere, feel free to speak up :)
 
Last edited:
Level 4
Joined
Aug 2, 2012
Messages
28
[Update !] v1.2
About special effects on the Z axis, I'll probably look that up later because I'm a bit new to Jass and stuff :p
I'm adding 7 to the MaxIndex because I have 7 dummies each time, I store them in MaxIndex, MaxIndex +1, MaxIndex +2,...
Also, could you clarify this point please : "You never de-index the spell." :]
I didn't use dummy.mdx because it does not seem to an "overhead" attachement point, or I have trouble with it anyway... (Plus I kinda like the Particle effect from the Healing ward)
 
Level 4
Joined
Aug 2, 2012
Messages
28
v1.3 up !
Fixed a few bugs (involving decreasing the MaxIndex).
Didn't use 7 unit arrays because that would make the Loop in the Init trigger a lot more complicated.

Edit : For soem reason, this isn't showing to the first page even if I update it, if anyone reads this could you tell me if you know why please?
 
Level 4
Joined
Aug 2, 2012
Messages
28
Manasurge said:
Nice spell. I'd look at the triggering but indexing makes my eyes bleed.
Thanks man !

Ofel said:
(Casting unit) = (Triggering unit)
(Owner of (Unit)) = (Triggering player)

I'm not sure using Triggering player would work since it is the first time a player-related command appears in the trigger, the trigger would probably not be able to tell which player you're specifying. Plus would these changes make the spell/triggering any better ?

+ Spotted a misstake will reading the triggers to find (Owner of(Unit)), so thanks I guess :p
 
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