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Circle Impulse & Judgement MUI VI

Submitted by Arisato
This bundle is marked as approved. It works and satisfies the submission rules.
Spells by Uzumaki.minato


Circle Impulse

  • Circle Impulse
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Circle Impulse
    • Actions
      • Set CI_Caster = (Casting unit)
      • Set CI_Target = (Target unit of ability being cast)
      • Set CI_Player = (Owner of CI_Caster)
      • Set CI_Point = (Position of CI_Target)
      • -------- We aren't Damaging a thing, only the dummies do, so that's the idea , the eyecandy? look at it your self then ^^ --------
      • -------- The Dummies are here AND the casting effects are all here!(Loops now!) --------
      • For each (Integer A) from 1 to 7, do (Actions)
        • Loop - Actions
          • Set CI_Point2 = (CI_Point offset by 650.00 towards (51.42 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Spellcaster for CI_Player at CI_Point2 facing CI_Point
          • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
          • Unit - Add Water Impulse to (Last created unit)
          • Unit - Set level of Water Impulse for (Last created unit) to (Level of Circle Impulse for CI_Caster)
          • Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave CI_Point
          • Custom script: call RemoveLocation( udg_CI_Point2 )
      • -------- Null it --------
      • Custom script: call RemoveLocation( udg_CI_Point )
      • Set CI_Caster = No unit
      • Set CI_Target = No unit


Judgement



  • JJudgement
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Judgement
    • Actions
      • Set JM_Caster = (Casting unit)
      • Set JM_Target = (Target unit of ability being cast)
      • Set JM_Player = (Owner of JM_Caster)
      • Set JM_Point = (Position of JM_Target)
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
          • Set JM_Point2 = (JM_Point offset by 350.00 towards (120.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Spellcaster for JM_Player at JM_Point2 facing JM_Point
          • Unit - Add Judgement (DUMMY) to (Last created unit)
          • Unit - Set level of Judgement (DUMMY) for (Last created unit) to (Level of Judgement for JM_Caster)
          • Unit - Order (Last created unit) to Neutral Naga Sea Witch - Forked Lightning JM_Target
          • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
          • Special Effect - Create a special effect at JM_Point2 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation( udg_JM_Point2 )
      • Custom script: call RemoveLocation( udg_JM_Point )
      • Set JM_Caster = No unit
      • Set JM_Target = No unit



Updates:
V1.00
-It is MUI(no wait action)
-Array Removed
-No more leaks


Keywords:
Water pulse circle judgement lightning water lightning power strike xD entertainment 1 2 3 4 5 6 7 8 9 10 GUI MUI MPI GUI/MPI/MUI Spell chrone chronom
Contents

Circle Impulse&Judgement VI (Map)

Reviews
Moderator
22:32, 16th Jun 2010 Hanky: Very simple. But well, useful enough.
  1. 22:32, 16th Jun 2010
    Hanky:
    Very simple. But well, useful enough.
     
  2. Arisato

    Arisato

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    Clear!
     
    Last edited: Mar 6, 2012
  3. TheGodEmperor

    TheGodEmperor

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    Downloaded and tested it..
    The spells are quite nice but i think the Judgement should look better cause it just looks like a really big Forked Lightning so maybe change that a little....
    How? I dont really know sry....

    The Second spell is REALLY nice i dont have found any problems...
    It just looks great with that Water nova.

    The map:
    Pls fix that you can regen mana with esc, it doesnt work .. it just set the cooldown back and heal you but you dont get any mana.
     
  4. baassee

    baassee

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    Great, alot of leaks. No need to use arrayed variables as they are infact instant cast. Make a loop please to reduce the amount of code and fix the point leaks.
     
  5. D4RK_G4ND4LF

    D4RK_G4ND4LF

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    fix the point leaks as baassee said
    use loops instead of copy&pasting the same stupid part of code 20 times
    why do you pause/unpause the caster/target? o_O
    terrain deformation lags hard on big maps with lots of doodads in multilayer
    don't use unnecessary imports and give credits for ALL things you imported

    edit:
    omg....use a variable then lol
    (for loop integer i from 0 to 6 do actions
    set angle = convert integer to real(integer i) * 60.00
    or something like that)
     

    Attached Files:

    Last edited: May 8, 2010
  6. Arisato

    Arisato

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    err... which leaks? please point out!

    Hehehe..... sorry.... due to first custom spell with serious work.

    Loop? for what?


    ok then..............

    EDIT: I aint copy pasting!!!! see the Degree! if i do loops, than the spell wont be able to do the circle

    ok i'm gonna remove the custom model!

    the terrains, doodad, im going to delete it

    PS: Im not lagging when trying it!


    Fixed
    Leaks should be NO MORE!

    EDIT3:

    huh?

    put in trigger tags!!

    looks good, and i think i understand it!

    Gonna upload the V2 Version now!
     
    Last edited: May 8, 2010
  7. redscores

    redscores

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    You don't seem to understand a bit of what they said -.-.
     
  8. Arisato

    Arisato

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    huh??

    download it now V2!!

    Fixed, using loops now!:grin::grin::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up::thumbs_up:
     
  9. War_Golum

    War_Golum

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    Is too simple, I vote for rejection
     
  10. baassee

    baassee

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    Remove the arrays on the variables. It is not needed.
     
  11. Arisato

    Arisato

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    I just wanted to remain safe, using Arrays could have the 99.9% chance of no bugging in the spells


    EDIT:
    There are no more leaks,

    i know, thats why i want the newbies to download it so they would know what to do when they learn all of it!
     
    Last edited: May 8, 2010
  12. Thanathos

    Thanathos

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    Some tips and suggestions for improvement:
    Chrone impulse
    • The spell is MPI (Multi Player Instanceable), which won´t be accepted. Only fully MUI (Multi Unit Instanceable) spells are allowed.
    • In case you want to stick to MPI then please save (Player number of (Owner of (Casting unit))) to an integer. That would make your code more readable.
    • Your script runs instantly therefore pausing the caster and the target is obsolete. You should remove those actions.
    • Use your own integer instead of Integer-A as stated above.
    • You have point leaks in your loop. You need to remove CI_Point2 ad the end of the loop.

    Judgment has the same flaws as Chrone Impulse, therefore i won´t bother to repeat myself. Further i´m missing proper documentation for this spell and as stated above the custom imports are more than just redundant, you may remove the fast before this gets rejected.

    Please do not double post (you obviously know where the Edit-Button is) and don´t spam those smileys, its just awful.
    ~TNT​
     
  13. Arisato

    Arisato

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    =-= look at the end of the loop!! no leaks!!


    the spells are instant, so it is MUI not MPI(yes it is MPI if it HAS wait action!)

    Okay, thanks for the tips, and it's not leaking, i'll use my own integer then, so it'll be nice to read by newbies on hive which is learning!


    Does this leak??

    Trigger

    • Chrone Impulse
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Circle Impulse
    • Actions
    • Set CI_Integer_Read = (Player number of (Owner of (Casting unit)))
    • Set CI_Caster[CI_Integer_Read] = (Casting unit)
    • Set CI_Target[CI_Integer_Read] = (Target unit of ability being cast)
    • Set CI_Player[CI_Integer_Read] = (Owner of CI_Caster[(Player number of (Owner of (Casting unit)))])
    • Set CI_Point = (Position of CI_Target[CI_Integer_Read])
    • -------- Pause the units first! --------
    • Unit - Pause CI_Caster[CI_Integer_Read]
    • Unit - Pause CI_Target[CI_Integer_Read]
    • -------- We aren't Damaging a thing, only the dummies do, so that's the idea , the eyecandy? look at it your self then ^^ --------
    • -------- The Dummies are here AND the casting effects are all here!(Loops now!) --------
    • For each (Integer A) from 1 to 7, do (Actions)
    • Loop - Actions
    • Set CI_Point2 = (CI_Point offset by 650.00 towards (51.42 x (Real((Integer A)))) degrees)
    • Unit - Create 1 Spellcaster for CI_Player[CI_Integer_Read] at CI_Point2 facing (Position of CI_Target[CI_Integer_Read])
    • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
    • Unit - Add Water Impulse to (Last created unit)
    • Unit - Set level of Water Impulse for (Last created unit) to (Level of Circle Impulse for CI_Caster[CI_Integer_Read])
    • Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave CI_Point
    • -------- Unpause it --------
    • Unit - Unpause CI_Caster[CI_Integer_Read]
    • Unit - Unpause CI_Target[CI_Integer_Read]
    • -------- Null it --------
    • Custom script: call RemoveLocation( udg_CI_Point )
    • Custom script: call RemoveLocation( udg_CI_Point2 )
    • Set CI_Caster[CI_Integer_Read] = No unit
    • Set CI_Target[CI_Integer_Read] = No unit

     
    Last edited: May 8, 2010
  14. Weep

    Weep

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  15. baassee

    baassee

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    So remove the arrays as you say, it is MUI then you dont need the arrays. (It is instant)
     
  16. Arisato

    Arisato

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    ok, i remove the arrays..

    and i'll remove the custom thingies, sorry for the inconvenience o.o

    EDIT: UPDATE!
     
    Last edited: May 9, 2010
  17. Septimus

    Septimus

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    wait makes the spells neither mui and mpi.
     
  18. kola

    kola

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    You have to remove the point used at the start of each loop at the end of the loop, not AFTER the loop, or, it will create 7 Points and u will only remove 1.
     
  19. Itachi009

    Itachi009

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    spells leak 6x location, when you set the location IN the loop trigger you have to remove the location IN the loop trigger, because else it will create 7 locations, but only remove 1
    dunno about gui but you could set the global player to null (no player) as well

    fix that