Explosive Spell Pack 1.5 GUI by NFWar

This bundle is marked as approved. It works and satisfies the submission rules.
I was busy with icon making and shud release this Spell Pack, but
I had no ideas what to make creative with explosions and this spell
doesnt look wierd.
Spell Pack being just two spells: Jumping and Sticky bomb.
I hope you like second spell more than first.

Jumping Bomb_____________________
Hero throw bomb that can jump. When bomb is landing it will explode,
if enemys are around. If not, bomb will jump at leaser distance.
If distance that bomb will travel at next jump being too small, or speed
of bomb being too slow, it will explode too. Explosion deal damage in AoE.

Sticky Bomb_______________________
Hero throw bomb that stick to ground or enemy. After some time bomb
will explode, deal poor damage and knockback enemys at small AoE.
Knockback distance increace with level.

Bear Trap_________________________
Hero throw bear trap on the ground that catch enemy and deal damage to it over time. Trap deal more damage, if enemy is trying to move.

Pocket Bomb_______________________
Hero turn invisible and run faster. While duration of invisibility, he place bombs on enemys
that will detonate after 3-5 seconds.
NOTE: BIG thanks to Kingz for his help.

Changes:
Optimized Bear Trap by 20%, also optimized Sticky Bomb (documentation for this spell has beed destroyed in process).


If someone use spells, give a credit. Thank You.

~NFWar~

Keywords:
Bomb, Stick, Jump, Explosion, Trap, Bear, Hold, Stuck, Catch, Ward, Hunter, Sneak,
Contents

Explosive Spell Pack v1.4 (Map)

Reviews
23:18, 16th Jun 2010 Hanky: Funny ideas you got there. Also your spells are leakless and MUI. So I see no reason to not approve your spellpack. The only point that could be improved is the indexing system.

Moderator

M

Moderator

23:18, 16th Jun 2010
Hanky:
Funny ideas you got there. Also your spells are leakless and MUI. So I see no reason to not approve your spellpack. The only point that could be improved is the indexing system.
 
Level 9
Joined
Nov 25, 2008
Messages
194
HEY! Who rated it with 4? It's even aprooved :cry:
Explain why 4?! Spells are not creative? Triggering is sux?
Eye candy is poor?
Comments are not much? What I did wrong? I realy was trying... :sad:

Really nice I like those.

Only thing I'd suggest, would be preloading the effects to prevent first-cast-lagg.

I only took a glance at the triggers but seems to be ok


There you go ;P

EDIT: Btw if you dunno how to do a preload i can tell ya.
 
Level 9
Joined
Nov 25, 2008
Messages
194
First stop crying, look at rating again and don't beg for higher rating, because this usually won't give you a better rating at all.

Well preloading stuff is pretty simple: At map start you once create all SFX somewhere on the map and destroy it again, and create a unit, add the abilities and instantly remove the unit again.
Should look like this:

  • Events
    • Map Initialization
  • Conditions
  • Actions
    • Set loc = (Center of (Playable Map Area)) or smth
    • Special Effect - Create and destroy all SFX
    • Unit - Create 1 Footman for player Neutral Extra at loc
    • Unit - Add >your abilities<
    • Unit - Remove Last Created Unit from game
 
Level 31
Joined
Dec 6, 2007
Messages
2,229
HEY! Who rated it with 4? It's even aprooved :cry:
Explain why 4?! Spells are not creative? Triggering is sux?
Eye candy is poor?
Comments are not much? What I did wrong? I realy was trying... :sad:

I know... it must be set effect from variable at start before game loading ends.
Right? And because I dont do this small thing I got -20% rating?!!!
It is NOT FARE!
IT IS V 1.0!
*fair
[...]



Please dude, stop crying for that. It is not only useless, it also tends to present pure arrogance.
A 4/5 is goddamnit a very good rating.
A 5/5 is a heavily exceptional and unique resource.

I have to admit that i did not test your resource yet, but complaining about someone who recommends your spell is just poor.

If the triggering "sucks", i'd definitely make use of the 1/5 rating and give some tips, no matter the person's optimism.
If the creativity "sucks", i'd give it a maximal 2/5 or with a great coding 3/5 rating. No matter the person's talent or knowledge.

But complaining about recomendations and the compliment which a 4/5 is, that's something i don't tolerate.

Cheers
 

Rmx

Rmx

Level 20
Joined
Aug 27, 2007
Messages
1,164
Oh damn you are not lucky at all.

This is my first download from monthes ... hey btw :p

You leak :D ( plz don't cry )

First trigger in ( Jumping Bomb Settings )

You didn't destroy the effect you attached to the Dummy unit lol.

All of the rest are Nice, btw the film name is ( Saving Private Ryan ) great one, but hate it when the hero dies at the end :(.

Great Spellpack GUI MUI .. i can only recommend this spellpack as a 4/5 .. but i will not rate it.

Until you fix the leaks ...

Byzz. Rmx ( The Leak Maniac ) :D
 
errr... sticky 'nades actually do exist in the world out side of saving pvt ryan. i know for sure the brits tried to make a sticky nade, but failed cause sometimes the adhesive would apply to the throwers hand.

Idont sayed what sticky bomb exist just at movie "Save Private Rayan".
I sayed what I remembered it and made spell like at movie.

I will find something that you should change hah! ;)

Found something? :cool:

I gona think about 3rd explosive spell to make this map Spell Pack
 
That is it!

He said that he saw that kind of sticky bombs in the Movie "Save Private Ryan", so he tried to copy the spell for his map.

Man you gave me idea for next spell! Pocket Bomb :p
Hero use spell like wind walk and when he get close to some unit, he kinda put bomb at his pocket. He gain ability to detonate those bombs! Also he will be
able to put more that 1 bomb :p! I can play with damage :D like bonus stack damage! Knockback somewhere :p meaby!

Thx dude :xxd:
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Found a bug:

Casting sticky bomb ontoself makes it bug.

Fix:

Adding this if/then/else function to the Sticky Bomb Settings trigger:
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Multiple ConditionsAnd - All (Conditions) are true
        • Conditions
          • (X of SB_Point[0]) Equal to (==) (X of SB_Point[1])
          • (Y of SB_Point[0]) Equal to (==) (Y of SB_Point[1])
    • Then - Actions
      • Set SB_Distance[SB_Times] = 1.00
      • Set SB_MaxDistance[SB_Times] = SB_Distance[SB_Times]
    • Else - Actions
      • Set SB_Distance[SB_Times] = (Distance between SB_Point[0] and SB_Point[1])
      • Set SB_MaxDistance[SB_Times] = SB_Distance[SB_Times]
EDIT:
Changes made, nice spellpack 4/5.
 
Last edited:
Level 37
Joined
Mar 6, 2006
Messages
9,242
To me it looks like you're not clearing this group in Jumping Bomb loop:

  • Set JB_Group[JB] = (Units within JB_Colision[JB] of JB_Point[3] matching ((((Matching unit) is Magic Immune) Equal to False) and ...
You only clear it in the THEN branch, but it doesn't necessarily go there.

The knockback system can push units inside trees, which is not good. I'd use something like this for detecting whether the units hit some objects:

  • -------- ------------------------- --------
  • -------- Pathability check --------
  • -------- ------------------------- --------
  • Item - Create Claws of Attack +15 at Temp_Loc_2
  • Set Temp_Loc_3 = (Position of (Last created item))
  • Set Temp_Real_1 = (X of Temp_Loc_2)
  • Set Temp_Real_2 = (Y of Temp_Loc_2)
  • Set Temp_Real_3 = (X of Temp_Loc_3)
  • Set Temp_Real_4 = (Y of Temp_Loc_3)
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Abs((Temp_Real_1 - Temp_Real_3))) Less than 5.00
      • (Abs((Temp_Real_2 - Temp_Real_4))) Less than 5.00
    • Then - Actions
      • Custom script: call SetUnitX(udg_Temp_Unit_1, udg_Temp_Real_3)
      • Custom script: call SetUnitY(udg_Temp_Unit_1, udg_Temp_Real_4)
    • Else - Actions
  • Item - Remove (Last created item)
Just a suggestion on something you could try.

Pocket Bomb doesn't have the hotkey in tooltip, Bear Trap's hotkey is white, not yellow/golden like the others.

Tooltip grammar could be improved:

Enemys -> enemies
throw -> throws
etc.


I liked jumping bomb the best, good job.
 
Lol yea only noticed it xD
Any other spells planed?

Planed a lot of spells... making those now, BUT just after Midnighters map Battle for Honor will come out.
@Maker
i dont understand what Abs do. I am not good at English. hotkeys are not problem if you still have mouse, but yes... this is small flaws. Knockback is more push like system (ehem... it actualy is push system). Thx for review.
 
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