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[GUI] Ball of Lightning

Submitted by Amigurumi
This bundle is marked as approved. It works and satisfies the submission rules.
Ball of Lightning v1.00
by Amigurumi

Well, a simple spell.

Description
Summons an orb of pure lightning, which flies in a straight line.
When an enemy unit comes near that orb, it will be damaged by the electric bolts of the orb.


Nothing spectecular, but I think it will be useful.

Works with patch 1.24
MUI/MPI/Leakless


Have fun, and give credits.

Keywords:
amigurumi, ball, of, lightning, orb, bolt, electric, line, duration
Contents

Ball Lightning (Map)

Reviews
Moderator
00:33, 31st Dec 2009 TriggerHappy: Coding was good, and leakless. Spell is also nice.
KILLCIDE
For those experiencing the Undeclared variable Error, follow Tasyen's solution. I went ahead and updated the submission so the error no longer occurs. You can either manually do what Tasyen suggests, or re-import the submission with the new update.
  1. 00:33, 31st Dec 2009
    TriggerHappy:

    Coding was good, and leakless. Spell is also nice.
     
  2. Amigurumi

    Amigurumi

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    lol, I just recognized, that the screenshot is a spam of blue ligthning :p

    Also: Please leave a comment, rate, and criticise!
     
  3. Rmx

    Rmx

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    Review


    Review Rules


    - Idea and creativity - # / 10

    - Eye Candy and Ingame Play - # / 10

    - Coding - # / 20

    - Description of spell - # / 5

    - If Spell is MUI you get +3

    -if spell is Recycled efficiently you get +2

    --------------------------------------------------------------------

    -
    The total amount is 50


    If you get 10 = FAIL

    If you get 20 = Lacking

    If you get 30 = Acceptable

    If you get 40 = Recommended

    If you get 50 = Highly ! Recommended


    ---------------------------------------------------------------------

    Review
    Idea and Creativity - 3.5 / 10

    Eye Candy & Ingame Play - 3 / 10

    Coding - 14 / 20

    Description of spell - 3.5 / 5


    Total = 24

    MUI [ Yes ] then 24 + 3 = 27

    Spell is Recycled Efficiently [ Not quite efficient but ok ] then 27 + 1 = 28

    Status is [ Acceptable ]


    ---------------------------------------------------------------------

    How To Improve


    Make spell recycling better like instantly recycling without waiting for all instances to finish, the units gets damaged before they are hit by lightning, the spell is rather slow and boring and very outdated not creative at all, update ur spell better and i'll review happly again :D
     
  4. Amigurumi

    Amigurumi

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    I know the spell is not very original, but I wanted to make it myself.

    really? well then i have to fix it :p

    well, that should look like what? I don't know what you mean.

    thx for review +rep
     
  5. Rmx

    Rmx

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    Instantly recycle the indexes without waiting for all the spell to finish, try looking up tutorials .. or even i don't want to advertise but for good human sake [ My Learn GUI MUI Spellpack ] .. try searching for it .. there is a recycled knockback there...

    Also .. check this link out.

    http://www.hiveworkshop.com/forums/...ilty-for-timers-custom-values-and-more-96460/
     
  6. Amigurumi

    Amigurumi

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    thx, I will try it
     
  7. Kingz

    Kingz

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    Hanky's indexing uses recycling, as well as mine one.

    Afaik they are both in the tutorial section, hanky's has an example in the spell section also.

    Try searching those :p

    Dynamic indexing works like this:
    explanation

    Spell instances:
    1 2 3 4

    Spell number 2 finishes:
    1 x 3 4

    We asign a temporary var to a value of 2 and when next time you cast the spell:
    1 3 4 2

    That is the current state of spell instances.

    Spell number 4 finishes:
    1 3 x 2

    The number 4 is the highest, we decrease the looping by reducing the maximal value of the loop. Now we have:
    1 3 2

    We reduced the looping since spell #4 is the last one in loop, therefore the loop is constantly reduced improving performance!
    That is why index recycling spells never reach high loop values!
    For example you could check my missile system and spam missiles, it will never reach 100 loop instances, no matter how much you spam it!
    Normaly next spell cast will be:
    1 3 2 4

    And the loop increases again, but if i dunno, spell number 1 and 3 ends we get:
    x x 2 4

    Next 2 casts won't increase the loop size!
    And that is important!

    Hope this helps.
     
  8. xDeathKnightx

    xDeathKnightx

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    I think it's Awesome :p 5/5
     
  9. Striker21

    Striker21

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    Well, I think you should kill trees in range of lightning ball, to make the spell looks more cool. Anyway, my rate is 5/5
     
  10. Zweistein000

    Zweistein000

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    lol just what I was trying to create, but I failed miserably, TY
     
  11. laserdemon

    laserdemon

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    how to import this spell?
     
  12. Kedaze

    Kedaze

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    What is this "Unknown" that is in the Conditions?I can't save or i get error...
     
  13. Keiu

    Keiu

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    Same problem.
     
  14. Tasyen

    Tasyen

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    The author of this map added UNIT_TYPE_DEAD to the avaible options of GUI's UNIT TYPE option.
    Solution without altering World Editor data:
    Move Trigger:
    • If - Conditions
      • (BL_Dummy[BL_Index[3]] is Unknown) Equal to True
      • BL_Boolean[BL_Index[3]] Equal to False
    ->
    • If - Conditions
      • (BL_Dummy[BL_Index[3]] is dead) Equal to True
      • BL_Boolean[BL_Index[3]] Equal to False


    Attack Trigger:
    • Set BL_Group[1] = (Units within BL_Range[BL_Index[4]] of BL_TempPoint[2] matching ((((Matching unit) is Unknown) Equal to False) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Owner of (Matching unit)) is
    ->
    • Set BL_Group[1] = (Units within BL_Range[BL_Index[4]] of BL_TempPoint[2] matching ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Owner of (Matching unit)) is an e


    Edit: If you do the things above the spell should work as intended.
     
  15. KILLCIDE

    KILLCIDE

    Administrator

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    For those experiencing the Undeclared variable Error, follow Tasyen's solution.

    I went ahead and updated the submission so the error no longer occurs. You can either manually do what Tasyen suggests, or re-import the submission with the new update.
     
  16. Keiu

    Keiu

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    Thank you very much, both Tasyen and KILLCIDE.
    By the way, for some reason, when I cast the spell, the lightning ball does not show up in game, but it does lightning attack to enemy units, so I just changed the model file of the dummy unit, now I can see the lightning ball. :D
     
  17. KILLCIDE

    KILLCIDE

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    Did you import the dummy unit and the dummy.mdx file into your map?
     
  18. Keiu

    Keiu

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    I didn't import the dummy model, cause I have imported one from another custom map, I thought they are the same, but it doesn't seems like that. The lightning ball shows up normally since I imported the model. Thanks!
     
  19. KILLCIDE

    KILLCIDE

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    The dummy unit is the same, but dummy.mdx is the important factor. The dummy.mdx is a blank model with attachment points, which is what allows people to attach effects to essentially nothing.