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DOT [GUI-Damage Over Time]

Submitted by Paladon
This bundle is marked as approved. It works and satisfies the submission rules.
The GUI DOT [Damage Over Time] System

This system allows you to attach a damage dealt over time to a unit of your choice.
You can check the Sample Spell to see how this system works.

This GUI version is the first result of the teamwork between Dynasti and Paladon, started due to a request for the GUI version of the DOT system.



Keywords:
Damage, Time, System, Spell, Hero,
Contents

GUI DOT [Damage Over Time] (Map)

Reviews
Moderator
09:57, 17th Jan 2009 Hanky: Advice: 5 points are the highest rating and 1 point is the lowest rating. Documentation: 4 Visual Effects: - Triggering: 5 Idea: 3 Good job, this could be useful for all GUI users. Advice: If you...
  1. 09:57, 17th Jan 2009
    Hanky:
    Evaluation

    Rating Points
    Advice: 5 points are the highest rating and 1 point is the lowest rating.

    Documentation: 4
    Visual Effects: -
    Triggering: 5
    Idea: 3


    Rating Comment

    Good job, this could be useful for all GUI users.


    Advice: If you didn't understood my rating or if you maybe have questions because you don't know how to fix bugs or leaks etc.. You can always send a private message to me. I will answer as soon I got time.
     
  2. Paladon

    Paladon

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    Request fulfilled. If you have any comments, bugs, whatever, please post it here or contact me or Dynasti.
     
  3. Dynasti

    Dynasti

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    ^^ Nice image
     
  4. Paladon

    Paladon

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    ^^ Glad that you like it.
     
  5. Dynasti

    Dynasti

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    always :p

    Edit: Set the interval to 0.03, looks the same and less runs per sec ^^
     
  6. onisaiyan808

    onisaiyan808

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    Paladon, you're unbelievable. And Dynasti?! You both can cause GUI chaos together. 5/5

    EDIT: Damn, there should be some description on how the system precisely works. :/

    EDIT 2: When I implemented it in my map, the map lags. >.< I changed the periodic event and the variables and it still lags. D:
     
    Last edited: Dec 28, 2008
  7. Kwah

    Kwah

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    I'm looking at it. Expect edit soon.

    Well, the code itself is nice and clean. Not overly long, and the users end is nice.

    No leaks that I could find in the code, mostly because reals don't leak, and it's you. 0.01 was a poor call.

    Really, it should be much, much slower.

    Also, although this isn't applicable so much for GUI, change the Multi-Line if/then/else in GetDot to a one liner. That's just me though.

    EDIT 2: Hell, it was a still a 5/5. Good job, although the math was simple. :p
     
  8. Paladon

    Paladon

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    Why 0.01?
    hawk, you should know that >.<
    If someone wants a 0.01 seconds damage interval, it might be impossible if the trigger would only run every 0.02 seconds. Whatever^^
     
  9. Dynasti

    Dynasti

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    Set it at 0.03, it is the slowest you should go to not make it look strange. I used 0.03
     
  10. Palaslayer

    Palaslayer

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    so we cant rly change the interval without making it look weird? hm, better change that, eh
     
  11. Kwah

    Kwah

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    Who seriously needs a 0.01 damage interval? That's 100 times a second.
     
  12. Yixx

    Yixx

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    Paladon,, i got a question,, for quite a while i have been looking at your triggering very closely, and i think i learned a LOT about it!,, but what i dont get is the Integer[1],,
    What is it for?

    Anywayz,, very nice!! And again learned something about GUI ^^
     
  13. TheBlooddancer

    TheBlooddancer

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    You don't know what an array is for? >.<
     
  14. Yixx

    Yixx

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    no xD i know what an array for is,,
    but the DT_Integers[1] (i mean the 1,, with the 1 in the array box)
    The 2 is how many units,, (or something like that)
    the 3 is for the loop
    but the 1? i dont get that,,
     
  15. Paladon

    Paladon

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    Ok, the [1] counts the current active spells(DOTs), the [2] raises for every new DOT, [2] does not decrease until [1] is 0. If [1] is 0, [2] is set to 0.
    [3] is the current executing DOT.

    I kinda developed this indexing for my spells, and i guess it´s one of the best solutions to make GUI completely MUI.
     
  16. Yixx

    Yixx

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    W00t! ^^ i finally understand that! I always thought turning off the trigger was bad, because then other units effected by the same spell (diferent caster) werent effected anymore,, but your Integers[1] is a great solution to that!

    And again,, Paladon has learned me a new thing!! +rep!
     
  17. onisaiyan808

    onisaiyan808

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    I don't know if this affects anyone else, but when the triggers go for only one unit, it lags. :p Just letting you guys know that.
     
  18. Kwah

    Kwah

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    Nothing here.
     
  19. onisaiyan808

    onisaiyan808

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    Found the lag. It seems if you use Acid Bomb as a throw spell for the system, it lags like a fucker.