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Fire of fenix 02

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Un fuego burming de solo de 3 lineas
dur=9 seg
daño=15.5. por seg
lvl 1
efecto de fuego

Keywords:
fire - fuego fenix - incinerar - activo -
Contents

Spell #2: Phoenix Claw (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. This actually looks like a decent spell. But: Requires an in-game screenshot Requires proper description Use English Requires importing instructions Get rid of the bj's that call...

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

Maker, fire of fenix 002, 18:55, 20th Nov 2011

This actually looks like a decent spell.

But:
  • Requires an in-game screenshot
  • Requires proper description
  • Use English
  • Requires importing instructions
  • Get rid of the bj's that call a native function. These include but are not limited to UnitApplyTimedLifeBJ, StartTimerBJ and CreateNUnitsAtLoc.
  • The coding needs improvements here and there.
  • Abilities must support levels
 
Level 6
Joined
Apr 16, 2011
Messages
158
*** correct me if I'm wrong ***
Tip for translations:
http://www.reverso.net
use: [ jass] [ /jass] to post codes

-if you converted GUI for Jass without transforming functionsBJ in native knows that that doesn't change in anything

Look:
JASS:
function Trig_init_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A000' ) ) then
        return false
    endif
    return true
endfunction
can be replaced by
JASS:
function Trig_init_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A000'
endfunction

-
Look
JASS:
call UnitApplyTimedLifeBJ( udg_clawduration, 'BTLF', GetLastCreatedUnit() )
Bj that refers to:
JASS:
call UnitApplyTimedLife(whichUnit, buffId, duration)
getting:
JASS:
call UnitApplyTimedLife(bj_lastCreatedUnit, 'BTLF', udg_clawduration)

-
JASS:
function InitTrig_init takes nothing returns nothing
    set gg_trg_init = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_init, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_init, Condition( function Trig_init_Conditions ) )
    call TriggerAddAction( gg_trg_init, function Trig_init_Actions )
endfunction

JASS:
function InitTrig_init takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( t, Condition( function Trig_init_Conditions ) )
    call TriggerAddAction( t, function Trig_init_Actions )
    set t = null
endfunction

-
JASS:
GetLastCreatedUnit
instead use
JASS:
bj_lastCreatedUnit

and have more things, I'll look for some tutorials if you want I leave to you
:)
 
^ If he isn't using the CreateNUnits BJ, using bj_lastCreatedUnit won't work.
bj_lastCreatedUnit only works if you're using that BJ because that BJ creates the unit and sets bj_lastCreatedUnit to it.

Use a local unit variable to store the unit you're going to create.

Or better yet, just leave this in GUI.

edit

And for future reference:
fenix -> phoenix
 
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