Moderator
M
Moderator
08:30, 3rd Dec 2010
The_Reborn_Devil:
The triggering looks ok now.
Status: Approved
Rating: Useful
The_Reborn_Devil:
The triggering looks ok now.
Status: Approved
Rating: Useful
(5 ratings)
Moin moin =)
== My personal vote: No approval + No rejection[X/5] ==
> Hive rules:
1) Title contains pack-name and pack-version [5/5]
2) Same for the test map, name and version included [5/5]
3) Keywords: Only two but they total match the pack [5/5]
4) Description: Looks good, but maybe you should add the triggers and a changelog if something changed [4/5]
5) Good screenshot, we can see what the back is about [5/5]
> The spell pack: GIANT_CRAB spell pack v.1.00
1) Spells are mpi, can't see a fault but are they MUI? Can't see any mui triggering. But I don't know GUI isn't my strength.
2) Remove every Do nothing() actions, no need and waste memory only
3) To many actions for the trigger "rain of crabs" you should use a loop
4) Don't use "and - all conditions", just direclty place them.
For each (Integer A) from 1 to 36, do (Actions)
Loop - Actions
Set TempPoint2 = (TempPoint1 offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing (Real((Integer A))) degrees
Unit Group - Add (Last created unit) to raining_crab
Custom script: call RemoveLocation(udg_TempPoint2)
5) When you pick all units in the trigger "crab bomb path loop", remove the group leak at the end of the trigger with
Same in other triggers, there you pick units in a group.
Custom script: call DestroyGroup(udg_Varaible)
6) The "Mother crap" can fly out of the map. If she flies to far, the game could crash!
7) Else I think, you maybe should make the spells more configurable.
8) As far as I can see, it doesn't support more then 1 level ability
== So in the end we got ==
> Hive rules: 5 + 5 + 5 + 4 + 5 = 24/25 > No reason for reporting this spell back.
> The spells: As you can see you have to continue your work. I don't vote for approval, because there are to many thinks that must be fixed, but I also don't say it's rejection, because this would not be fair.
Also I don't rate it now, but if I see that you work on it and patch it, I come back and review + rerate it!
NOTE: My review is nothing against the creator of the spell pack nor against the spells itself!
And as an edit: Maybe you remind the spell, where you said it's stolen. Sorry that I mistyped your name. That really wasn't the plan, but it was to late for an edit, because it was closed -_-;
Greetings and Peace
Dr. Boom
Moin moin =)
As I promised I review the new changes and I have to say you can improve this a lot more, since you made it for all level:
For the rain of crabs for example, you don't have to filter the level of ability, you can add this directly in the loop, like this:
As you can see, we have now 100 + 100 * Ability level: ( so lvl 1 = 200 / lvl = 300 / lvl 3 = 400 ).
Set TempPoint2 = (TempPoint1 offset by (100.00 + (100.00 + (Real((Level of (Ability being cast) for (Triggering unit)))))) towards (10.00 x (Real((Integer A)))) degrees)
Also ( I forget this ), the condition, where you check WHAT ability is being casted, should be in the normal condition. You don't need an extra if then else for this, so for example, Rain of Crabs would look like this:
In this case you can make it with every trigger you got there. With the single condition, same in right pincer put "((Attacking unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True" in the normal condition.
rain of crabs Copy
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to |cffC0C0C0Rain of Crabs|r
Actions
Set TempPoint1 = (Position of (Triggering unit))
For each (Integer A) from 1 to 36, do (Actions)
Loop - Actions
Set TempPoint2 = (TempPoint1 offset by (100.00 + (100.00 + (Real((Level of (Ability being cast) for (Triggering unit)))))) towards (10.00 x (Real((Integer A)))) degrees)
Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 0.00 degrees
Unit Group - Add (Last created unit) to raining_crab
Custom script: call RemoveLocation(udg_TempPoint2)
Custom script: call RemoveLocation(udg_TempPoint1)
Custom script: call RemoveLocation(udg_TempPoint2)
Also at the same trigger, where you check the percent change you can simple use this condition:
This is faster as store 1 - 100 in a variable and pick a double condition out of it.
(Random integer number between 1 and 100) Greater than or equal to 90
Also the mother crab still flies out of the map, I know how to fix this, but only in vJass, I don't know the way in GUI.
Ok that's all for now, because I need to leave now, my girlfriend is coming to me in the next hour and I hope I see more fixes from you and give us a good crab spellpack =)
Edit: You should think about learning vJass / there you have unlimited access to make a spell, maximal configurable + maximal speed ( because GUI use to many Bj's and has no coordinates and so on )
[Moin moin =) is in German the same as when I say "Hello" or "Greetings" or something]
Greetings and Peace from Germany
Dr. Boom
WooW good Pack i wil use this for my map ! ( i will have Mutant Lobsters and crabs (P.S And the crabs are not falling to slow ! (P.S its like you have chance to run away ! (P.S mybe i wil make it slower ! ( P.S for my map )))))<-----![]()
Does it make you feel good that you post huge posts with a lot of symbols and formatting and try to say "OH LOOK, I AM OFFICIAL"?
On another note, the damage and other such values should be stored in variables in order to make this customizable.
And how exactly is this not MUI again? As far as I can see from the posted scripts, there are no waits.
LOL, a good laugh, but the spells kinda suck IMO.
O_O Didn't get wut u mean.... suck IMO?
I found glitch!
Will create effect at attacked unit even if you don't have learned ability.
right pincer defense
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacking unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
Then - Actions
Set ten_percent = (Random integer number between 1 and 100)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ten_percent Less than or equal to 10
Then - Actions
Set TempPoint1 = (Position of (Triggering unit))
Unit - Cause (Triggering unit) to damage (Attacking unit), dealing ((Real((Strength of (Triggering unit) (Include bonuses)))) x (Real((Level of Right Pincer Defense for (Triggering unit))))) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at TempPoint1 using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_TempPoint1)
Else - Actions
Else - Actions