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Electrified Wisps v1.11

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Summons 5 Electrified Wisps around the caster which follow him while spinning and damaging nearby units. Speed gets diminished with every level to increase efficiency. Damage - 10/15/20
Damage AoE - 200/250/300
Damage interval - 0.03s
Duration - 5/8/11 seconds
Death damage - 50/75/100
Death AoE - 300/350/400
Cooldown - 5 seconds

  • Configuration
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Your ability --------
      • Set EW_Ability = Electrified Wisps
      • -------- Model of the dummy --------
      • Set EW_Model = Ball Dummy
      • -------- Duration of each wisp --------
      • Set EW_CDuration[1] = 5.00
      • Set EW_CDuration[2] = 8.00
      • Set EW_CDuration[3] = 11.00
      • -------- Number of wisps created --------
      • Set EW_BallCount = 5
      • -------- Wisp damage AoE --------
      • Set EW_DamageAoE[1] = 150.00
      • Set EW_DamageAoE[2] = 175.00
      • Set EW_DamageAoE[3] = 200.00
      • -------- Damage Interval (cannot go lower than 0.03s) --------
      • Set EW_DamageInterval = 0.03
      • -------- Wisp damage per second (described in the first part of the arithmetic function) --------
      • Set EW_Damage[1] = (100.00 x EW_DamageInterval)
      • Set EW_Damage[2] = (150.00 x EW_DamageInterval)
      • Set EW_Damage[3] = (200.00 x EW_DamageInterval)
      • -------- Wisp damage attack and damage types --------
      • Set EW_AType = Spells
      • Set EW_DType = Normal
      • -------- Wisp damage effect --------
      • Set EW_DamageSFX = Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
      • -------- The form(effect) of the lightning --------
      • Set EW_LightningEffect = Finger of Death
      • -------- Lightning Color (1Red/2Green/3Blue) and Alpha(4) --------
      • Set EW_LightningColor[1] = 0.00
      • Set EW_LightningColor[2] = 1.00
      • Set EW_LightningColor[3] = 1.00
      • Set EW_LightningColor[4] = 1.00
      • -------- Created wisp formation (circle is default) --------
      • Set EW_Formation = (360.00 / (Real(EW_BallCount)))
      • -------- Distance between offset location and wisp locations --------
      • Set EW_OffsetDistance[1] = 500.00
      • Set EW_OffsetDistance[2] = 600.00
      • Set EW_OffsetDistance[3] = 700.00
      • -------- Speed (described in the first of the arithmetic function) --------
      • Set EW_Speed[1] = (200.00 x 0.03)
      • Set EW_Speed[2] = (150.00 x 0.03)
      • Set EW_Speed[3] = (100.00 x 0.03)
      • -------- Wisp death damage --------
      • Set EW_DeathDamage[1] = 50.00
      • Set EW_DeathDamage[2] = 75.00
      • Set EW_DeathDamage[3] = 100.00
      • -------- Wisp death damage AoE --------
      • Set EW_DeathAoE[1] = 300.00
      • Set EW_DeathAoE[2] = 350.00
      • Set EW_DeathAoE[3] = 400.00
      • -------- Special effect for wisp death --------
      • Set EW_BallDeathSpecialEf = Units\NightElf\Wisp\WispExplode.mdl
      • -------- Wisp death attack and damage types --------
      • Set EW_AType = Spells
      • Set EW_DType = Normal
  • Electrified Wisps
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to EW_Ability
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EW_MaxIndex Equal to 0
        • Then - Actions
          • Trigger - Turn on Electrified Wisps Loop <gen>
        • Else - Actions
      • For each (Integer EW_TempIndex) from 1 to EW_BallCount, do (Actions)
        • Loop - Actions
          • Set EW_MaxIndex = (EW_MaxIndex + 1)
          • Set EW_Caster[EW_MaxIndex] = (Triggering unit)
          • Set EW_AbilityLevel[EW_MaxIndex] = (Level of EW_Ability for EW_Caster[EW_MaxIndex])
          • Set EW_Duration[EW_MaxIndex] = EW_CDuration[EW_AbilityLevel[EW_MaxIndex]]
          • Set EW_SecondDuration[EW_MaxIndex] = 0.00
          • Set EW_Player[EW_MaxIndex] = (Triggering player)
          • Set EW_TempPoint2 = (Position of EW_Caster[EW_MaxIndex])
          • Set EW_TempReal = (EW_Formation x (Real(EW_MaxIndex)))
          • Set EW_BallDegree[EW_MaxIndex] = EW_TempReal
          • Set EW_TempPoint = (EW_TempPoint2 offset by EW_OffsetDistance[EW_AbilityLevel[EW_MaxIndex]] towards EW_BallDegree[EW_MaxIndex] degrees)
          • Unit - Create 1 EW_Model for EW_Player[EW_MaxIndex] at EW_TempPoint facing EW_BallDegree[EW_MaxIndex] degrees
          • Lightning - Create a EW_LightningEffect lightning effect from source EW_TempPoint2 to target EW_TempPoint
          • Set EW_Lightning[EW_MaxIndex] = (Last created lightning effect)
          • Lightning - Change color of EW_Lightning[EW_MaxIndex] to (EW_LightningColor[1] EW_LightningColor[2] EW_LightningColor[3]) with EW_LightningColor[4] alpha
          • Set EW_Ball[EW_MaxIndex] = (Last created unit)
          • Custom script: call RemoveLocation(udg_EW_TempPoint)
          • Custom script: call RemoveLocation(udg_EW_TempPoint2)
  • Electrified Wisps Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer EW_TempIndex) from 1 to EW_MaxIndex, do (Actions)
        • Loop - Actions
          • Set EW_Duration[EW_TempIndex] = (EW_Duration[EW_TempIndex] - 0.03)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • EW_Duration[EW_TempIndex] Greater than or equal to 0.00
              • (EW_Caster[EW_TempIndex] is alive) Equal to True
            • Then - Actions
              • Set EW_TempPoint = (Position of EW_Caster[EW_TempIndex])
              • Set EW_BallDegree[EW_TempIndex] = (EW_BallDegree[EW_TempIndex] - EW_Speed[EW_AbilityLevel[EW_TempIndex]])
              • Set EW_TempPoint2 = (EW_TempPoint offset by EW_OffsetDistance[EW_AbilityLevel[EW_TempIndex]] towards EW_BallDegree[EW_TempIndex] degrees)
              • Lightning - Move EW_Lightning[EW_TempIndex] to source EW_TempPoint and target EW_TempPoint2
              • Custom script: call RemoveLocation(udg_EW_TempPoint)
              • Unit - Move EW_Ball[EW_TempIndex] instantly to EW_TempPoint2, facing EW_BallDegree[EW_TempIndex] degrees
              • Set EW_SecondDuration[EW_TempIndex] = (EW_SecondDuration[EW_TempIndex] + 0.03)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • EW_SecondDuration[EW_TempIndex] Greater than or equal to EW_DamageInterval
                • Then - Actions
                  • Set EW_SecondDuration[EW_TempIndex] = 0.00
                  • Set EW_TempGroup = (Units within EW_DamageAoE[EW_AbilityLevel[EW_TempIndex]] of EW_TempPoint2)
                  • Unit Group - Pick every unit in EW_TempGroup and do (Actions)
                    • Loop - Actions
                      • Set EW_PickedUnits = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (EW_PickedUnits is alive) Equal to True
                          • (EW_PickedUnits is A structure) Equal to False
                          • (EW_PickedUnits belongs to an ally of EW_Player[EW_TempIndex]) Equal to False
                        • Then - Actions
                        • Else - Actions
                          • Unit Group - Remove EW_PickedUnits from EW_TempGroup
                  • Set EW_RandomUnit = (Random unit from EW_TempGroup)
                  • Unit - Cause EW_Caster[EW_TempIndex] to damage EW_RandomUnit, dealing EW_Damage[EW_TempIndex] damage of attack type EW_AType and damage type EW_DType
                  • Special Effect - Create a special effect attached to the overhead of EW_RandomUnit using EW_DamageSFX
                  • Special Effect - Destroy (Last created special effect)
                  • Set EW_RandomUnit = No unit
                  • Custom script: call DestroyGroup(udg_EW_TempGroup)
                • Else - Actions
              • Custom script: call RemoveLocation(udg_EW_TempPoint2)
            • Else - Actions
              • Set EW_TempPoint = (Position of EW_Ball[EW_TempIndex])
              • Special Effect - Create a special effect at EW_TempPoint using EW_BallDeathSpecialEf
              • Special Effect - Destroy (Last created special effect)
              • Set EW_TempGroup = (Units within EW_DeathAoE[EW_AbilityLevel[EW_TempIndex]] of EW_TempPoint)
              • Unit Group - Pick every unit in EW_TempGroup and do (Actions)
                • Loop - Actions
                  • Set EW_PickedUnits = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (EW_PickedUnits belongs to an ally of EW_Player[EW_TempIndex]) Equal to False
                      • (EW_PickedUnits is A structure) Equal to False
                    • Then - Actions
                      • Unit - Cause EW_Caster[EW_TempIndex] to damage EW_PickedUnits, dealing EW_DeathDamage[EW_AbilityLevel[EW_TempIndex]] damage of attack type EW_AType and damage type EW_DType
                    • Else - Actions
              • Custom script: call DestroyGroup(udg_EW_TempGroup)
              • Custom script: call RemoveLocation(udg_EW_TempPoint)
              • Lightning - Destroy EW_Lightning[EW_TempIndex]
              • Set EW_Lightning[EW_TempIndex] = EW_Lightning[EW_MaxIndex]
              • Custom script: set udg_EW_Lightning[udg_EW_MaxIndex] = null
              • Unit - Remove EW_Ball[EW_TempIndex] from the game
              • Set EW_Ball[EW_TempIndex] = EW_Ball[EW_MaxIndex]
              • Set EW_AbilityLevel[EW_TempIndex] = EW_AbilityLevel[EW_MaxIndex]
              • Set EW_Duration[EW_TempIndex] = EW_Duration[EW_MaxIndex]
              • Set EW_SecondDuration[EW_TempIndex] = EW_SecondDuration[EW_MaxIndex]
              • Set EW_Player[EW_TempIndex] = EW_Player[EW_MaxIndex]
              • Set EW_BallDegree[EW_TempIndex] = EW_BallDegree[EW_MaxIndex]
              • Set EW_Caster[EW_TempIndex] = EW_Caster[EW_MaxIndex]
              • Set EW_MaxIndex = (EW_MaxIndex - 1)
              • Set EW_TempIndex = (EW_TempIndex - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • EW_MaxIndex Equal to 0
                • Then - Actions
                  • Trigger - Turn off Electrified Wisps Loop <gen>
                • Else - Actions

DracoL1ch (LoD developer) helped me with moving lightning effects.


v1.01 - Modified BallDeath trigger, added memory cleaners and stuff.
v1.02 - Actually imported the changes into hiveworkshop page (silly me).
v1.03 - Added more configuration, fixed some memory leaks.
v1.04 - Modified a lot of stuff that RetardedDreadlord pointed out (thanks) changed some special effects, changed Ball Phoenix Fire effect and missle speed, changed lightning effect.
v1.05 - Made the spell support multiple levels, the wisps are now rotating around the caster, merged death trigger with loops deindex part, added more configurations.
v1.06 - Added a deindex when the target is dead, damage is now level-dependant, simplified variable names and upgraded import instructions.
v1.07 - Added more love to the tooltip and loading screen, updated the speed configuration variable to be actual Warcraft 3 speed.
v1.08 - Replaced some functions with faster ones, merged the two speed variables into one, reconstructed the duration reduction to make more sense, added a preload to the added ability, removed a pointless condition when deciding if the death explosion should damage the unit or not. Huge thanks to KILLCIDE.
v1.09 - Removed the condition to move wisps, added a removal of wisps at the end of the spell rather than when the wisps' duration expires.
v1.10 - Triggered damage, added a damage interval/damage configurable variables.
v1.11 - Fixed leaked things, improved damage smoothness.


Keywords:
GUI, MUI, Beginner
Contents

Electrified Wisps v1.11 (Map)

Reviews
9th Jan.2016 IcemanBo: Simple concept and works fine. Useful. The lightning itself is not damaging, I would prefer to have them as optional. Simple rotating dummy units that are damaging without lightnings would be cool, for me personal, too...

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Moderator

9th Jan.2016
IcemanBo:
Simple concept and works fine. Useful.
The lightning itself is not damaging, I would prefer to have them as optional.
Simple rotating dummy units that are damaging without lightnings would be cool, for me personal, too.
Though that is no downside, but just something I wanted to note.
 
Level 19
Joined
Mar 18, 2012
Messages
1,716
I think you didn't understand what the Tank-Commander tried to point out.
The death event trigger violates basic rules for spell submissions and will automatically lead to a status: Need Fix
1. You have a location leak
2. You have a group leak
3. Aoe, damage and the effect path should be configuarable and not hardcoded.

4 (optional) dying unit could be stored into a global variable to avoid needless function calls ("dying unit" is a actually a function)
You should use TriggeringUnit instead, it refers to the same unit as dying unit does in this specific case.
 
Level 13
Joined
Jul 16, 2012
Messages
679

Set Offset_Loc = (Position of (Casting unit))
change it into
Set Offset_Loc = (Position of (Triggering Unit))





» In condition, (Unit-type of (Triggering unit)) Equal to Ball Dummy, change into
(Unit-type of (Triggering unit)) Equal to Cnfg_Bounce_Model

» Set TempGroup = (Units within Cnfg_Bounce_DeathAoE of (Position of (Triggering unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))

The bold lettter is leak... you must store it in a variable

and btw, in TempGroup you must use ITE (If Then Else) instead and the Picked Unit in TempGroup need to store in a variable

» Special Effect - Create a special effect attached to the overhead of (Dying unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl

WHITE, change it into Triggering Unit
GREEN, need to store in a variable instead....
 
Level 1
Joined
Oct 10, 2014
Messages
1
It's kinda good, me my self, a spell creater i can rate this 9.5/10, it's pretty well made by a beginner
 
Level 13
Joined
Jul 16, 2012
Messages
679
TempGroup you must use ITE (If Then Else) instead

Like this..

  • Actions
    • Set TempPoint = (Position of (Triggering unit))
    • Set TempGroup = (Units within 300.00 of TempPoint)
    • Unit Group - Pick every unit in TempGroup and do (Actions)
      • Loop - Actions
        • Set TempUnit = (Picked unit)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (TempUnit belongs to an enemy of (Owner of (Triggering unit))) Equal to True
          • Then - Actions
            • Unit - Cause (Triggering unit) to damage TempUnit, dealing 100.00 damage of attack type Spells and damage type Normal
          • Else - Actions
    • Custom script: call DestroyGroup( udg_TempGroup)
    • Custom script: call RemoveLocation( udg_TempPoint)
and btw... remove this
  • Custom script: set udg_BallDeathUnit = null
 
new method....

interesting..

EDIT:

Set TempUnit = No unit
You dont need this..

and some parts of Ball Death Trigger need to store in a variable

Yeah it does need that, saving as much memory as possible is ideal. Agreed, but I figured to leave some stuff left for him to fix or think about.


No, no, no, no, no. I thought you meant to leave the same trigger, just making the wisps move along with me, not a new method. Not implementing this, sorry.

I did leave the same trigger, I fixed the rest of your code for you as well made the unit group more useable as well made the wisps move along with the caster. Nothing is new, only better. That's your choice, I can just use what I made for you for something else I will make later. :grin:

Though I am curious, where exactly is this new method?
 

Kazeon

Hosted Project: EC
Level 34
Joined
Oct 12, 2011
Messages
3,449
Review emerges!

Triggers

    • Set Offset_Loc = (Position of (Casting unit))
    You forgot to remove that leak. Anyway, (Casting unit) should be (Triggering unit).

    • Actions
      • -------- Number of balls created --------
      • Set Cnfg_Bounce_BallCount = 5
      • -------- Number of lightnings created (this should be equal to the number of balls created) --------
      • Set Cnfg_Bounce_LightningCount = 5
    Just merge those two variables, I mean you should remove one of them. There is no point in keeping two variables that should have exact same value.

    • Actions
      • Set MaxIndex = (MaxIndex + 1)
      • Set Caster[MaxIndex] = (Triggering unit)
      • Set Duration[MaxIndex] = Cnfg_Bounce_Duration
      • Set Lightning_count[MaxIndex] = Cnfg_Bounce_LightningCount
      • Set Speed[MaxIndex] = Cnfg_Bounce_Speed
      • Set Player[MaxIndex] = (Owner of Caster[MaxIndex])
      • Set TempReal = (Cnfg_Bounce_Formation x (Real(TempIndex)))
      • Set BallDegree[MaxIndex] = TempReal
      • Set TempPoint = (Offset_Loc offset by Cnfg_Bounce_OffsetDistance towards TempReal degrees)
    Your variable names are too generic. Please, give them unique prefixes. Example: EW_MaxIndex or EW__MaxIndex. Just think about something that won't collide with users' variable names easily.

    • Set Speed[MaxIndex] = Cnfg_Bounce_Speed
    You can directly use variable Cnfg_Bounce_Speed, just remove variable Speed[MaxIndex]. Since you are not modifying each wisp's speed in the process.

    • Set Player[MaxIndex] = (Owner of Caster[MaxIndex])
    =>
    • Set Player[MaxIndex] = (Triggering player)

    • Set Lightning_count[MaxIndex] = Cnfg_Bounce_LightningCount
    It's one unused variable, remove it.

    • Unit - Create 1 Ball Dummy for Player[MaxIndex] at TempPoint facing BallDegree[MaxIndex] degrees
    Ball Dummy should be changed to variable Cnfg_Bounce_Model

    • Actions
      • Do Multiple ActionsFor each (Integer TempIndex) from 1 to Cnfg_Bounce_BallCount, do (Actions)
        • Loop - Actions
          • Set TempPoint = (Offset_Loc offset by Cnfg_Bounce_OffsetDistance towards TempReal degrees)
          • ....
      • Custom script: call RemoveLocation(udg_TempPoint)
    =>
    • Actions
      • Do Multiple ActionsFor each (Integer TempIndex) from 1 to Cnfg_Bounce_BallCount, do (Actions)
        • Loop - Actions
          • Set TempPoint = (Offset_Loc offset by Cnfg_Bounce_OffsetDistance towards TempReal degrees)
          • ....
          • Custom script: call RemoveLocation(udg_TempPoint)
    Move leak removal inside the loop

    • Actions
      • Lightning - Create a Cnfg_Bounce_LightningEffect lightning effect from source Offset_Loc to target TempPoint
        • Do Multiple ActionsFor each (Integer A) from 1 to Cnfg_Bounce_LightningCount, do (Actions)
          • Loop - Actions
            • Set MultipleLightnings[Lightning_count[MaxIndex]] = Lightning[MaxIndex]
            • Set Lightning[MaxIndex] = (Last created lightning effect)
            • Lightning - Change color of Lightning[MaxIndex] to (1.00 0.00 0.00) with 1.00 alpha
    MultipleLightnings[Lightning_count[MaxIndex]] is one unused variable, just remove it. And the loop itself is unnecessary, just remove it and move the actions outside the loop.

    Though, the lightning's model, color, and alpha could be added into configuration trigger.
    • Lightning - Change color of Lightning[MaxIndex] to (1.00 0.00 0.00) with 1.00 alpha

    • Set Duration[TempIndex] = (Duration[TempIndex] - 0.03)
    You should chose one between using duration variable or applying timed life to the wisps.

    • Set BallDegree[TempIndex] = (BallDegree[TempIndex] - 3.00)
    Value of -3.00 could be added into configuration trigger, called turn rate.

    • Lightning - Move Lightning[TempIndex] to source (Position of Caster[TempIndex]) and target (Position of Ball[TempIndex])
    Change (Position of Ball[TempIndex]) to variable Offset_Loc
    (Position of Caster[TempIndex]) should be stored into separated variable for later leak removal. Currently it's leaked.

    • Lightning - Destroy Lightning[MaxIndex]
    =>
    • Lightning - Destroy Lightning[TempIndex]
    Then you need to deindex the Lightning variable too:
    • Set Lightning[TempIndex] = Lightning[MaxIndex]
    • Custom script: set udg_Lightning[udg_MaxIndex] = null

    • Set Caster[TempIndex] = Caster[MaxIndex]
    Nullify Caster[MaxIndex], it's an agent which may causes leaks
    • Set Caster[MaxIndex] = No unit

    • Set BallDeathTempPoint = (Position of (Triggering unit))
    You can use only one temporary location variable (TempPoint), just remove variable BallDeathTempPoint

    • Set BallDeathTempPoint = (Position of (Triggering unit))
    • Set TempGroup = (Units within Cnfg_Bounce_DeathAoE of (Center of (Playable map area)))
    (Center of (Playable map area)) should be changed to the temporary point/location. There is no wonder the wisps deal no damage on death. And it leaks.

    • (BallDeathUnit belongs to an enemy of (Owner of (Triggering unit))) Equal to (==) True
    (Triggering unit) and (Owner of (Triggering unit))) could be stored into a variable first.

Object datas & miscs:
  • Used models are not chosen wisely. Please, synergize them a bit. A wisp with holy missile and starfall death animation? Why not using a wisp explode effect ("Units\NightElf\Wisp\WispExplode.mdl")? Sounds more reasonable for me.
  • Change "Stats - Target allowed" to None
  • Wisps seem to be deformed when exceed the playable map area boundaries.

Rating:
I don't really like the visual effect of this spell, they are just not well-chosen. And I hope the lightning effect could do something more than becoming a simply effect-bloats. The code seems needing many fixes and optimizations. Object datas seem good enough for me. The plus point of this spell is easy to be imported. Also using Phoenix Fire ability is a neat idea to avoid extra bunch of codes.

2/5 for now and vote for Needs fix
 
Level 13
Joined
Jul 16, 2012
Messages
679
  • Unit Group - Pick every unit in EW_TempGroup and do (Actions)
    • Loop - Actions
      • Set EW_BallDeathUnit = (Picked unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (EW_BallDeathUnit belongs to an enemy of (Triggering Player)) Equal to True
      • Then - Actions
        • Unit - Cause (Triggering Unit) to damage EW_BallDeathUnit, dealing Cnfg_Bounce_DeathDamage damage of attack type Spells and damage type Normal
      • Else - Actions
        • Set EW_BallDeathUnit = No unit
        • Set EW_BallDeathUnit2 = No unit
  • Special Effect - Create a special effect attached to the Cnfg_Bounce_BDeathEffectLoc of (Triggering Unit) using Cnfg_Bounce_BallDeathSpecialEf
  • Special Effect - Destroy (Last created special effect)
->>>>

  • Unit Group - Pick every unit in EW_TempGroup and do (Actions)
    • Loop - Actions
      • Set EW_BallDeathUnit = (Picked unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (EW_BallDeathUnit belongs to an enemy of (Owner of EW_BallDeathUnit2)) Equal to True
      • Then - Actions
        • Unit - Cause (EW_BallDeathUnit2) to damage EW_BallDeathUnit, dealing Cnfg_Bounce_DeathDamage damage of attack type Spells and damage type Normal
      • Else - Actions
        • Set EW_BallDeathUnit = No unit
        • Set EW_BallDeathUnit2 = No unit
  • Special Effect - Create a special effect attached to the Cnfg_Bounce_BDeathEffectLoc of (EW_BallDeathUnit2) using Cnfg_Bounce_BallDeathSpecialEf
  • Special Effect - Destroy (Last created special effect)
Cause the EW_BallDeathUnit2 = Triggering Unit
 
  • Whisps should follow the caster. Fix this.
  • Make the spell support multiple levels. Also adopt the configuration trigger to multiple levels.
  • Trigger the AOE damaging instead of using phoenix fire. These are only few lines more, and user can config it to his needs and make it dependant from the ability level.
  • Store TriggeringUnit/TriggeringPlayer in temp variables in your cast trigger. It might be used multiple times because of the loop.
  • Effect should end if caster is dead or removed from game.
  • Make the final explosion onDeindex. And then you can just remove the dummy unit. No extra trigger is needed for it.
  • Damage- and attack type should be configurable.
    • Custom script: set udg_EW_Ball[udg_EW_MaxIndex] = bj_lastCreatedUnit
    ^No custom script needed. Make it GUI.
  • Null Ball[MaxIndex] onDeindex.
  • Nulling the lightning isn't necessarily needed. How ever, it doesn't hurt.

Needs Fix
 
Hello, LITHUFFIN

nice you made multiple levels now and some other changes. Here is some feedback:

  • The config speed does not match the normal warcraft movement speed. It might be not clear what speed it actually is.
  • I don't like the damage is not adjustable for different levels at the moment.
  • You deindex if caster is dead. That's fine. But then the whisps also need to be removed, else all other doesn't make sense if they still damage nearby units.
    • -------- Created ball formation (circle is default) --------
    • Set Cnfg_Bounce_Formation = (360.00 / (Real(Cnfg_Bounce_BallCount)))
    "Formation" is also kind of correct, but it's the angle difference between the dummies.
    I would not clearly understand it by just reading this comment.
  • Some operations are fired unnecessarily more often onCast, because they are in loop. Move them out.
    Also when doing so change
    • Set EW_TempPoint2 = (Position of (Triggering unit))
    to
    • Set EW_TempPoint2 = (Position of (variable))
  • You leak a location onCast.
  • The tooltip might get some more love. :D
    It looks a bit monoton and it's information is not level adapted
  • Please change names of some variables. Choose one prefix (you already did, "EW") + underscore + descriptive name.
    Don't distinguish with config & other variables. Because "cnfg_" is not your system's prefix. Just let it be. So for example
    • Set Cnfg_Bounce_Ability = Electrified Wisps (Hotkey Q)
    ->
    • Set EW_Ability = Electrified Wisps (Hotkey Q)
    Similar goes to your trigger names. "Configuration" is not identifical to be part of your system.
    It might seem nitpicking, but we need some standards.
 
The effects on this look great!

Here are some pointers:
  • You don't have to keep recalculating EW_Speed on every cast since they will always be the same depending on the level. You can use a For Loop based on however many levels the user wants to have and just set the speed on init and then use a variable like Speed[_AbilityLevel[_MaxIndex]], kind of like what you do for Duration[]
  • Change EW_Player[] to Triggering Player from Owner of (unit); it is slightly faster
  • Preload the dummy and their abilities on init
  • EW_TempPoint2 leaks on cast
  • You should rearrange your loop to mimic what I said in this post
  • In your Unit Group function, you use both "EW_PickedUnits belongs to any ally of EW_Player[] Equal to False" AND "EW_PickedUnits Not equal to EW_Caster[]", but I can't seem to ever see a moment where both can ever be true? You can get rid of latter condition.
  • Since you're destroying EW_TempGroup right after its creation, you can use bj_wantDestroyGroup = true to save yourself a variable :)
  • EW_TempPoint leaks on deindex
  • You don't have to null EW_Ball[] or EW_Caster[]
  • Change Turn off (This trigger) to Turn off Electrified Wisps Loop <gen>. Again, slightly faster
 
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You don't have to keep recalculating EW_Speed on every cast since they will always be the same depending on the level. You can use a For Loop based on however many levels the user wants to have and just set the speed on init and then use a variable like Speed[_AbilityLevel[_MaxIndex]], kind of like what you do for Duration[]]

True that, my mistake.

EW_TempPoint2 leaks on cast
EW_TempPoint leaks on deindex

I don't see how they leak to be honest.

Since you're destroying EW_TempGroup right after its creation, you can use bj_wantDestroyGroup = true to save yourself a variable :)

Alrighty, thanks.

In your Unit Group function, you use both "EW_PickedUnits belongs to any ally of EW_Player[] Equal to False" AND "EW_PickedUnits Not equal to EW_Caster[]", but I can't seem to ever see a moment where both can ever be true? You can get rid of latter condition.

Seems logical, although I just wanted to be extra sure, but I guess that's practically useless.

I'll fix the minor leaks as well.

--

Much appreciated for the feedback, review and the quick replies.
 
I don't see how they leak to be honest.
They leak because you're creating a new object with them by using "Set variable", yet you never use call RemoveLocation() to get rid of the reference. It's the same exact reason you do this in your loop:
  • Set EW_TempPoint = (Position of EW_Caster[EW_TempIndex])
  • Set EW_BallDegree[EW_TempIndex] = (EW_BallDegree[EW_TempIndex] - EW_Speed[EW_TempIndex])
  • Set EW_TempPoint2 = (EW_TempPoint offset by EW_OffsetDistance[EW_AbilityLevel[EW_TempIndex]] towards EW_BallDegree[EW_TempIndex] degrees)
  • Lightning - Move EW_Lightning[EW_TempIndex] to source (Position of EW_Caster[EW_TempIndex]) and target EW_TempPoint2
  • Custom script: call RemoveLocation(udg_EW_TempPoint)
  • Unit - Move EW_Ball[EW_TempIndex] instantly to EW_TempPoint2, facing EW_BallDegree[EW_TempIndex] degrees
  • Custom script: call RemoveLocation(udg_EW_TempPoint2)

May I ask why you think it DOESN'T leak?


I also actually just realized an error here:
  • Lightning - Move EW_Lightning[EW_TempIndex] to source (Position of EW_Caster[EW_TempIndex]) and target EW_TempPoint
Change (Position of EW_Caster[]) to EW_TempPoint
 
Just a couple of things I missed on the first review
  • You're currently relying on the expiration timer of the dummies to disappear the same time when the duration is over. However, the caster can die during the duration. This means that if this were to happen, the dummies will stay there until their expiration timer ends. Instead of giving them an expiration timer, just use Unit - Remove EW_ Ball[] when it is time to deindex
  • I don't see the need to check if EW_Ball[] is alive before moving them. The only way they can "die" is when the spell is over. With that situation in mind, you wouldn't need to move them anymore
 
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Just a couple of things I missed on the first review
  • You're currently relying on the expiration timer of the dummies to disappear the same time when the duration is over. However, the caster can die during the duration. This means that if this were to happen, the dummies will stay there until their expiration timer ends. Instead of giving them an expiration timer, just use Unit - Remove EW_ Ball[] when it is time to deindex
  • I don't see the need to check if EW_Ball[] is alive before moving them. The only way they can "die" is when the spell is over. With that situation in mind, you wouldn't need to move them anymore
Thanks, updated.
 
  • onCast trigger there is no need to store some stuff multiple times. Like (Triggering Unit), (LevelOfAbility), etc.
    I don't understood this:
    I can't move functions out of the loop in the initialization, the whole spell falls apart.
  • The damage while looping should be triggered and configurable.
    It's literaly like only PickingUnitsInRange and deal x damage for enemies.
    And less object editor data is mostly better for spells. ;)
 
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The damage while looping should be triggered and configurable.
It's literaly like only PickingUnitsInRange and deal x damage for enemies.
And less object editor data is mostly better for spells. ;)
It is actually configurable in object editor.
A lot of people here who have tested and used the spell, including me, have loved the phoenix fire damage as a way to avoid a block of extra functions. It also allows the person to configure the missile speed of the damaging projectile AND if a user wants to add DOT, they can just simply increase the duration of PF.

onCast trigger there is no need to store some stuff multiple times. Like (Triggering Unit), (LevelOfAbility), etc.
If I move out, for i.e., Set <variable> = (Triggering Unit), I also have to move out the MaxIndex integer increment because the triggering unit variable is arrayed and requires the variable MaxIndex to make it MUI. If I move out MaxIndex as well, it is only calculated once because it's outside the loop and the loop affects one of the five wisps, the other 4 are clustered in 1 place and are messed up in a lot of ways. I don't know if there is a way to fix it.
 
Btw, the score points and sight radius should be removed for the dummy.

About the dummy ability:

+ Caster deals damage. That means that if a unit dies, then the "dummy unit" won't be the Killing Unit.
+ Directly dealing damage instead of firing a very fast missle. (unit would not count as "dead" even it will maybe be)
+ Config is better because it is in your system and not in object editor.
+ Less object editor data, and so easier to import.

- some more lines to code

I see that it might be a cool thing easily to allow DOT, but honestly, this is not even mentioned or implemented somewhere atm.
But then again the original caster is not damaging the unit and so using triggers is better here again. :/

About the other issue. TempVariables are the way to go. However, the more dummies are created the more efficient it is.
 
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