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DBZ:Goku Spellpack

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
hi guys :D
this spellpack have 5 spell :D and i write with jass. (-_-")------------->Sorry my english low


JASS:
function Trig_Kamehameha_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A000' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Kamehameha_Actions takes nothing returns nothing
local unit a = GetTriggerUnit()
local player pa = GetOwningPlayer(a)
local location q = GetUnitLoc(a)
local integer s = GetConvertedPlayerId(pa)
local real face = GetUnitFacing(a)
local unit dummy = CreateUnitAtLoc(pa,'e000',q,face)
local unit charm = CreateUnitAtLoc(pa,'e002',q,face)
set udg_KMHM_Caster[s] = GetTriggerUnit()
set udg_KMHM_Point[s] = GetSpellTargetLoc()
set udg_KMHM_Player[s] = pa
call SetUnitFacingToFaceLocTimed(charm,udg_KMHM_Point[s],0)
call SetUnitFacingToFaceLocTimed(dummy,udg_KMHM_Point[s],0)
call PlaySoundAtPointBJ(gg_snd_Goku_ha3__ALLConverter_u, 100, q, 0 )
call GroupAddUnit(udg_KMHM,dummy)
call UnitApplyTimedLife(charm,'BFTL',1)
set dummy = null
set charm = null
call RemoveLocation(q)
endfunction

//===========================================================================
function InitTrig_Kamehameha takes nothing returns nothing
    set gg_trg_Kamehameha = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Kamehameha, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Kamehameha, Condition( function Trig_Kamehameha_Conditions ) )
    call TriggerAddAction( gg_trg_Kamehameha, function Trig_Kamehameha_Actions )
endfunction
JASS:
function gg takes nothing returns nothing
local unit a = GetEnumUnit()
local real damage = ((0.5*GetUnitAbilityLevel(udg_KMHM_Caster[udg_KMHM_integer],'A000'))+1.9)*GetHeroStatBJ(bj_HEROSTAT_STR,udg_KMHM_Caster[udg_KMHM_integer],true)
if (IsUnitEnemy(a,udg_KMHM_Player[udg_KMHM_integer])) then
if ( not ( IsUnitInGroup(a,udg_KMHM_Tek_Vurus[udg_KMHM_integer] ))) then
call UnitDamageTargetBJ(udg_KMHM_Caster[udg_KMHM_integer],a,damage,ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL)
call GroupAddUnit(udg_KMHM_Tek_Vurus[udg_KMHM_integer],a)
endif
endif
set a = null
endfunction

function Special_Destroy takes nothing returns nothing
local unit a = GetEnumUnit()
call RemoveUnit(a)
set a = null
call GroupRemoveUnit(udg_KMHM_Special[udg_KMHM_integer],a)
endfunction
function Damage_Destroy takes nothing returns nothing
local unit a = GetEnumUnit()
call GroupRemoveUnit(udg_KMHM_Tek_Vurus[udg_KMHM_integer],a)
set a = null
endfunction
function KMHM takes nothing returns nothing
local unit a = GetEnumUnit()
local location q = GetUnitLoc(a)
local player pa = GetOwningPlayer(a)
local real face = GetUnitFacing(a)
local location w = PolarProjectionBJ(q,31,face)
local integer s = GetConvertedPlayerId(pa)
local unit dummy
local group g = GetUnitsInRangeOfLocAll(200,q)
local group gr = GetUnitsInRangeOfLocAll(500,q)

set udg_KMHM_integer = s
if ( IsUnitInRangeLoc(a,udg_KMHM_Point[s],250)) then
call KillUnit(a)
call GroupRemoveUnit(udg_KMHM,a)
set dummy = CreateUnitAtLoc(pa,'e003',q,face)
call UnitApplyTimedLife(dummy,'BFTL',1.5)
call ForGroup(gr,function gg)
call ForGroup(udg_KMHM_Special[udg_KMHM_integer],function Special_Destroy)
call ForGroup(udg_KMHM_Tek_Vurus[udg_KMHM_integer],function Damage_Destroy)
call SetUnitAnimation(udg_KMHM_Caster[s],"stand")
set udg_KMHM_Caster[s] = null
call RemoveLocation(udg_KMHM_Point[s])
else
set dummy  = CreateUnitAtLoc(pa,'e001',q,face)
call GroupAddUnit(udg_KMHM_Special[s],dummy)
call ForGroup(g,function gg)
call SetUnitPositionLoc(a,w)
endif
call RemoveLocation(q)
call RemoveLocation(w)
call DestroyGroup(g)
call DestroyGroup(gr)
set a = null
set dummy = null
endfunction

function Trig_Kamehameha_loop_Actions takes nothing returns nothing
    call ForGroup(udg_KMHM,function KMHM)
endfunction

//===========================================================================
function InitTrig_Kamehameha_loop takes nothing returns nothing
    set gg_trg_Kamehameha_loop = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Kamehameha_loop, 0.03)
    call TriggerAddAction( gg_trg_Kamehameha_loop, function Trig_Kamehameha_loop_Actions )
endfunction

JASS:
function Trig_Spirit_Bomb_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A001' ) ) then
        return false
    endif
    return true
endfunction



function Trig_Spirit_Bomb_Actions takes nothing returns nothing
local unit a = GetTriggerUnit()
local location l = GetSpellTargetLoc()
local real y = GetUnitY(a)
local real x = GetUnitX(a)
local real tx = GetLocationX(l)
local real ty = GetLocationY(l)
local real face = GetUnitFacing(a)
local player pa = GetOwningPlayer(a)
local real scale = 0.31
local unit spirit = CreateUnit(pa,'e004',x,y,face)
local integer loopa = 1
local unit dummy = CreateUnit(pa,'e007',x,y,face)
local group g
local integer paa = GetConvertedPlayerId(pa)
call SetUnitAnimationByIndex(a,10)
set udg_SP_Caster[paa] = GetTriggerUnit()
set udg_SP_Point[paa] = GetSpellTargetLoc()
call UnitApplyTimedLife(dummy,'BFTL',4)
call SetUnitFacingToFaceLocTimed(spirit,udg_SP_Point[paa],0)
set dummy = null
call SetUnitAnimation(a,"alternate stand")
loop
exitwhen(loopa>=8)
set scale = scale+0.31
call SetUnitScale(spirit,scale,scale,scale)
set dummy = CreateUnit(pa,'e005',x,y,face)
call UnitApplyTimedLife(dummy,'BFTL',0.5)
set dummy = null
set dummy = CreateUnit(pa,'e006',x,y,face)
call UnitApplyTimedLife(dummy,'BFTL',0.5)
set dummy = null
call TriggerSleepAction(0.5)
set loopa = loopa+1
endloop
call SetUnitPosition(spirit,x,y)
call SetUnitAnimationByIndex(a,11)
call GroupAddUnit(udg_SP,spirit)


set spirit = null
endfunction

//===========================================================================
function InitTrig_Spirit_Bomb takes nothing returns nothing
    set gg_trg_Spirit_Bomb = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Spirit_Bomb, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Spirit_Bomb, Condition( function Trig_Spirit_Bomb_Conditions ) )
    call TriggerAddAction( gg_trg_Spirit_Bomb, function Trig_Spirit_Bomb_Actions )
endfunction
JASS:
function Trgg takes nothing returns nothing
local integer s = udg_SP_integer
local unit a = udg_SP_Caster[s]
local unit w = GetEnumUnit()
local real damage = ((1*GetUnitAbilityLevel(a,'A002'))+2.5)* GetHeroStatBJ(bj_HEROSTAT_STR,a,true)
if ( IsUnitEnemy(w,GetOwningPlayer(a))) then
call UnitDamageTargetBJ(a,w,damage,ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL)
endif
set a = null
set w = null
endfunction



function Trig_Spirit_Bomb_loop_Func001A takes nothing returns nothing
local unit a =GetEnumUnit()
local real x = GetUnitX(a)
local real y = GetUnitY(a)
local player pa = GetOwningPlayer(a)
local integer s = GetConvertedPlayerId(pa)
local location q = udg_SP_Point[s]
local real face = GetUnitFacing(a)
local group g
local real tx = x+25*Cos(face*bj_DEGTORAD)
local real ty = y+25*Sin(face*bj_DEGTORAD)
local unit dummy
if ( IsUnitInRangeLoc(a,udg_SP_Point[s],500)) then
call GroupRemoveUnit(udg_SP,a)
set dummy = CreateUnit(pa,'e008',x,y,face)
call UnitApplyTimedLife(dummy,'BFTL',1)
set dummy = CreateUnit(pa,'e009',x,y,face)
call UnitApplyTimedLife(dummy,'BFTL',1)
call RemoveUnit(a)
set g = GetUnitsInRangeOfLocAll(1000,q)
set udg_SP_integer = s
call ForGroup(g,function Trgg)
call RemoveLocation(q)
call DestroyGroup(g)
else
call SetUnitPosition(a,tx,ty)

endif
set a = null

endfunction

function Trig_Spirit_Bomb_loop_Actions takes nothing returns nothing
    call ForGroupBJ( udg_SP, function Trig_Spirit_Bomb_loop_Func001A )
endfunction

//===========================================================================
function InitTrig_Spirit_Bomb_loop takes nothing returns nothing
    set gg_trg_Spirit_Bomb_loop = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Spirit_Bomb_loop, 0.03 )
    call TriggerAddAction( gg_trg_Spirit_Bomb_loop, function Trig_Spirit_Bomb_loop_Actions )
endfunction

JASS:
function Trig_Solar_Flare_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A002' ) ) then
        return false
    endif
    return true
endfunction

function Damage takes nothing returns nothing
local unit w = GetEnumUnit()
local unit a = udg_SF_Caster[udg_SF_integer]
local real x = GetUnitX(w)
local real y = GetUnitY(w)
local player pa = GetOwningPlayer(a)
local player paa = GetOwningPlayer(w)
local real face = GetUnitFacing(w)
local unit dummy = CreateUnit(pa,'e00B',x,y,face)
if ( IsUnitEnemy(dummy,paa))then
call UnitApplyTimedLife(dummy,'BFTL',1)
call UnitAddAbility(dummy,'A003')
call SetUnitAbilityLevel(dummy,'A003',GetUnitAbilityLevel(a,'A002'))
call IssueTargetOrder(dummy,"curse",w)

endif
set dummy = null
set w = null
endfunction
function Trig_Solar_Flare_Actions takes nothing returns nothing
local unit a = GetTriggerUnit()
local real x = GetUnitX(a)
local real y = GetUnitY(a)
local player pa = GetOwningPlayer(a)
local real face = GetUnitFacing(a)
local integer s = GetConvertedPlayerId(pa)
local location q = GetUnitLoc(a)
local unit dummy = CreateUnit(pa,'e00A',x,y,face)
local group g = GetUnitsInRangeOfLocAll(800,q)
call SetUnitAnimationByIndex(a,14)
call UnitApplyTimedLife(dummy,'BFTL',1)
set udg_SF_Caster[s] = GetTriggerUnit()
set udg_SF_integer = GetConvertedPlayerId(pa)
call ForGroup(g,function Damage)
set dummy = null
call DestroyGroup(g)
call RemoveLocation(q)
endfunction

//===========================================================================
function InitTrig_Solar_Flare takes nothing returns nothing
    set gg_trg_Solar_Flare = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Solar_Flare, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Solar_Flare, Condition( function Trig_Solar_Flare_Conditions ) )
    call TriggerAddAction( gg_trg_Solar_Flare, function Trig_Solar_Flare_Actions )
endfunction
JASS:
function Trig_Super_Saiyan_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A004' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Super_Saiyan_Actions takes nothing returns nothing
local unit a = GetTriggerUnit()
local integer loopa = 1
local real x = GetUnitX(a)
local real y = GetUnitY(a)
local string sp = "Abilities\\Spells\\Human\\ReviveHuman\\ReviveHuman.mdl"
local string spp = "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl"
loop
exitwhen(loopa>=20)
call DestroyEffect(AddSpecialEffect(sp,x,y))
call DestroyEffect(AddSpecialEffect(spp,x,y))
call TriggerSleepAction(0.10)
set loopa = loopa+1
endloop
set a = null
endfunction

//===========================================================================
function InitTrig_Super_Saiyan takes nothing returns nothing
    set gg_trg_Super_Saiyan = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Super_Saiyan, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Super_Saiyan, Condition( function Trig_Super_Saiyan_Conditions ) )
    call TriggerAddAction( gg_trg_Super_Saiyan, function Trig_Super_Saiyan_Actions )
endfunction
JASS:
function Trig_Super_Kamehameha_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A005' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Super_Kamehameha_Actions takes nothing returns nothing
local unit a = GetTriggerUnit()
local location w = GetUnitLoc(a)
local real face = GetUnitFacing(a)
local real facee = face+80
local integer shnid = 'e00E'
local player pa = GetOwningPlayer(a)
local location q = PolarProjectionBJ(w,15,facee)
local unit shn = CreateUnitAtLoc(pa,shnid,q,face)
local integer s = GetConvertedPlayerId(pa)
local unit dummy
set udg_SK_Caster[s] = GetTriggerUnit()
set udg_SK_Player[s] = pa
set udg_SK_Point[s] = GetSpellTargetLoc()
call TriggerSleepAction(0.10)
call SetUnitAnimationByIndex(a,12)
call PauseUnit(a,true)
call UnitApplyTimedLife(shn,'BFTL',3.1)
set shn = null
call PlaySoundAtPointBJ(gg_snd_Goku_Kamehameha____With__Sound_Effect___2_u,100,w,0)
call TriggerSleepAction(3)
if ( IsUnitAliveBJ(a)) then
call SetUnitAnimationByIndex(a,13)
set dummy = CreateUnitAtLoc(pa,'e00C',q,face)
call SetUnitFacingToFaceLocTimed(dummy,udg_SK_Point[s],0)
call GroupAddUnit(udg_SK,dummy)
set dummy = null
endif
call RemoveLocation(w)
call RemoveLocation(q)
endfunction

//===========================================================================
function InitTrig_Super_Kamehameha takes nothing returns nothing
    set gg_trg_Super_Kamehameha = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Super_Kamehameha, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Super_Kamehameha, Condition( function Trig_Super_Kamehameha_Conditions ) )
    call TriggerAddAction( gg_trg_Super_Kamehameha, function Trig_Super_Kamehameha_Actions )
endfunction
JASS:
function Sh takes nothing returns nothing
if ( not (udg_SK_Sh_integer == 0 ) )then
call CameraSetEQNoiseForPlayer(GetEnumPlayer(),5)
endif
endfunction
function Special_Destroyy takes nothing returns nothing
local unit a = GetEnumUnit()
call RemoveUnit(a)
set a = null
call GroupRemoveUnit(udg_SK_Special[udg_SK_integer],a)
endfunction
function Damage_Destroyy takes nothing returns nothing
local unit a = GetEnumUnit()
call GroupRemoveUnit(udg_SK_Tek_Vurus[udg_SK_integer],a)
set a = null
endfunction

function ggr takes nothing returns nothing
local unit a = GetEnumUnit()
local integer q = udg_SK_integer
local real damage = 5.1*GetHeroStatBJ(bj_HEROSTAT_STR,udg_SK_Caster[q],true)
if ( IsUnitEnemy(a,udg_SK_Player[q])) then
if ( not ( IsUnitInGroup(a,udg_SK_Tek_Vurus[q]))) then
call UnitDamageTargetBJ(udg_SK_Caster[q],a,damage,ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL)
call GroupAddUnit(udg_SK_Tek_Vurus[q],a)
endif
endif
set a = null
endfunction

function Group takes nothing returns nothing
local unit a = GetEnumUnit()
local player pa = GetOwningPlayer(a)
local integer s = GetConvertedPlayerId(pa)
local location q = GetUnitLoc(a)
local real x = GetUnitX(a)
local real y = GetUnitY(a)
local real face = GetUnitFacing(a)
local real tx = x+31*Cos(face*bj_DEGTORAD)
local real ty = y+31*Sin(face*bj_DEGTORAD)
local unit dummy
local group g = GetUnitsInRangeOfLocAll(350,q)
local group gr = GetUnitsInRangeOfLocAll(800,q)
set udg_SK_integer = s
if ( IsUnitInRangeLoc(a,udg_SK_Point[s],400)) then
call KillUnit(a)
call GroupRemoveUnit(udg_SK,a)
set dummy = CreateUnit(pa,'e00F',x,y,face)
set udg_SK_Sh_integer = udg_SK_Sh_integer+1
call ForForce(GetPlayersAll(),function Sh)
call ForGroup(gr,function ggr)
call ForGroup(udg_SK_Special[s],function Special_Destroyy)
call ForGroup(udg_SK_Tek_Vurus[s],function Damage_Destroyy)
call PauseUnit(udg_SK_Caster[s],false)
set udg_SK_Caster[s] = null
call RemoveLocation(udg_SK_Point[s])
set dummy = CreateUnit(pa,'e00G',x,y,face)
call UnitApplyTimedLife(dummy,'BFTL',4)
set dummy = null


else
set dummy = CreateUnit(pa,'e00D',x,y,face)
call SetUnitPosition(a,tx,ty)
call GroupAddUnit(udg_SK_Special[s],dummy)
call ForGroup(g,function ggr)
endif
call RemoveLocation(q)
call DestroyGroup(g)
call DestroyGroup(gr)
endfunction



function Super_Kamehameha_loop_Actions takes nothing returns nothing
call ForGroup(udg_SK,function Group)
endfunction

//===========================================================================
function InitTrig_Super_Kamehameha_loop takes nothing returns nothing
    set gg_trg_Super_Kamehameha_loop = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Super_Kamehameha_loop, 0.03 )
    call TriggerAddAction( gg_trg_Super_Kamehameha_loop, function Super_Kamehameha_loop_Actions )
endfunction
JASS:
function Trig_Untitled_Trigger_001_Conditions takes nothing returns boolean
    if ( not ( GetUnitTypeId(GetTriggerUnit()) == 'e00G' ) ) then
        return false
    endif
    return true
endfunction
function pgs takes nothing returns nothing
call CameraClearNoiseForPlayer(GetEnumPlayer())

endfunction

function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
set udg_SK_Sh_integer = udg_SK_Sh_integer-1
if ( udg_SK_Sh_integer == 0) then
call ForForce(GetPlayersAll(),function pgs)
endif
endfunction

//===========================================================================
function InitTrig_Super_Kamehameha_sh takes nothing returns nothing
    set gg_trg_Super_Kamehameha_sh = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Super_Kamehameha_sh, EVENT_PLAYER_UNIT_DEATH )
    call TriggerAddCondition( gg_trg_Super_Kamehameha_sh, Condition( function Trig_Untitled_Trigger_001_Conditions ) )
    call TriggerAddAction( gg_trg_Super_Kamehameha_sh, function Trig_Untitled_Trigger_001_Actions )
endfunction




This All Spell is MPI

Keywords:
Goku,spellpack,kame,kamehameha,super,super saiyan,super kamehameha,spirit bomb,spirit,genki,genki-dama,dama,Dragon Ball,Ball,Dragon,Z,Solar Flare,Sola
Contents

Just another Warcraft III map (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Moderator: Pharaoh_ Date: 20:23, 5th Jul 2012 Don't sell your resources, unless they have quality. Either upload this in its early form, which is GUI, or fix the Jass code. One...

Moderator

M

Moderator

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

160036-albums4747-picture55861.png

Moderator: Pharaoh_
Date: 20:23, 5th Jul 2012

Review
Don't sell your resources, unless they have quality. Either upload this in its early form, which is GUI, or fix the Jass code. One spell can be executed within one trigger.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Spells should be MUI, Systems should be either MUI or MPI.
But spells, as I repeat myself, should be MUI at all time if you want to put your spell in the Spells Sections, otherwise I think that this would be either rejected or Needs Fix.
 
Level 10
Joined
Aug 21, 2010
Messages
316
So...
This all needs to be replaced
JASS:
PolarProjectionBJ
GetConvertedPlayerId
PlaySoundAtPointBJ
IsUnitAliveBJ
SetUnitFacingToFaceLocTimed
CameraSetEQNoiseForPlayer
GetHeroStatBJ
UnitDamageTargetBJ
GetUnitsInRangeOfLocAll
GetPlayersAll

with NATIVE functions
 
Level 16
Joined
Aug 7, 2009
Messages
1,403
From what I know GUI does not use local variables - yea, I agree, once they all were GUI spells, but it's not a simple "Convert to Custom Text" button click.

Though I agree, they should be MUI, or at least MPI, shouldn't contain BadJob function calls and could be made to be way more efficient.
 
Another badly scripted anime spell to get rejected.
This is converted gui..
Hell you can see the
JASS:
//==========================
Sure he added locals, but this isn't MUI, worst of all, it uses blizzard functions. Blizzard functions are the most redundant pieces of crap known to man. Also, you have imported unit models. I could understand dummy projectile models or something, or effects. But not unit models.
Simply put...
1/5

Your effort is commendable, but I have huge bias towards anime spells. They have no place in warcraft 3.
 
You should be nulling the locals.
Currently, this leaks. A lot.

Also, the indentation is terrible.
If you don't feel like indenting the scripts, it's no problem, just use this: http://www.hiveworkshop.com/forums/tools.php?id=qfh1mb

In JASS, /all/ spells have one and only one trigger.
/All/ spells.

There is no need to have more than one.
 
Being bias to something is not a good thing, you just don't know but there is a site full of anime spells. I'm not a fan of anime spells on warcraft, but at least I respect it.

EDIT:

And I'm also disappointed to hear it from you maddeem.

Only because every single anime spell I've seen was coded horribly.
No lie, try to find an anime spell that isn't coded badly
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Cause you guys are perfect that it is. If you guys are already good, why don't accept others that just starting. If you guys started as a hell of a coder good for you.
Did we use any word that is related to 'insult' to the spell maker ?
We asked him to improvise by giving tips and all, we are after all trying to help him.
Instead of some people just come in here and give their piece of their mind (without actually helping the spell maker to improve)
 
Well, I'm trying to be helpful unlike the majority of the people in this thread. (Post #19)
Really, most people who start should be welcomed to the site and given feedback.

You shouldn't give users who just started ratings like 1/5, because they can improve their spell, and you probably won't remember to reset the rating in the future to a more approapriate one.

I wouldn't recommend rating anything with a low rating unless you are able to change the rating in the future.

If people would go against this, you might begin to find full working resources that do an excellent job at whatever they were meant to do, with 1/5 user ratings.
It would be all messed up.
 
You can make all the anime spells you want in your map, but you see thats not the point. This is a public resource, and it therefore reflects the hive's reputation. If spells that leak, and aren't MUI were accepted then no one would dare download from the spell section.

Not that anime spells are bad, its just the people who create them do so in poor execution. All I did was give an honest review and give a little insight of why I don't like this particular style of coding.
Already, this spell which is coded horrendously is in the top 20. People are adding terrible leaking codes into their map...
It's tragic.
 
Yes, it is tragic.

It's the Hive's fault.
The current rating system is flawed.

The Top 20 should not be based on Downloads, it should be based on how much positive feedback has been given.
Users should be able to 'Thumbs up' or 'Thumbs down' a resource.
Users with higher posts and rep should be able to 'recommend' a resource.

The formula would be:

popularityIndex = (thumbsUpCount * 5) - (thumbsDownCount * 7) * recommendedCount / timeInWeeks
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
But don't you think with that system implemented, people could just trolling/abusing it ?
Just like YouTube, when a video is nice to others, they thumbs up but even the video is godlike-ly good, there will be thumbs down (trolling or simply love doing bad things), thus could ruin the system and pretty much flawed.
 
Level 1
Joined
Apr 21, 2013
Messages
2
Wow ! Really nice !!! Good job !

PS: Where can i find the rawcode of his "BFTL"
call UnitApplyTimedLife(charm,'BFTL',1)

i know for the rest but i don't find it. can you help me please ?
 
Last edited:
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