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GUI Duel Challenge

Discussion in 'Challenge Archive' started by Daffa the Mage, Jun 18, 2017.

  1. KILLCIDE

    KILLCIDE

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    Anyone who even gets close to half of that limit needs to re-evaluate life.

    You would have to purposely go out of the way to even get close to that.
     
  2. Daffa the Mage

    Daffa the Mage

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    Hahaha.

    Now that's interesting :)
     
  3. KILLCIDE

    KILLCIDE

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    You shouldn't be scared to use a hashtable though. Whomever the judge is, they shouldn't be docking you points because of that "almost-impossible-to-reach" limit.
     
  4. IcemanBo

    IcemanBo

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    @WaterKnight , please re-evaluate your life!

    Good luck, guys. :)
     
  5. Rheiko

    Rheiko

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    Meh, I'll get to mine soon enough.

    The description is not final, it might change again later. :p

    description.jpg

    EDIT:
    Here goes a wip, trying to make it simple yet fun to cast. ~

    WIP.jpg
     
    Last edited: Jun 26, 2017
  6. Daffa the Mage

    Daffa the Mage

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    Shit, I'm falling behind.

    Gotta catch up.

    War3 2017-06-29 21-12-25-38.jpg War3 2017-06-29 21-12-32-14.jpg

    To clarify, I use 'light' from yin-yang. There's also a description change to clarify this as well.

    [UPDATE]
    As per both contestant agreement and arena moderator's permission the deadline is extended. Currentlt extended by 1 week.
     
    Last edited: Jun 30, 2017
  7. WaterKnight

    WaterKnight

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    Well, those were clusters and of course it went through the same allocation method. And yes, I am :)
     
  8. Daffa the Mage

    Daffa the Mage

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    @Rheiko How are you and your spell?
    I have a busy week out of the blue and haven't work on them, will return to them tomorrow as the deadline encroaches and free time intensifies.
     
  9. Rheiko

    Rheiko

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    Same here but good thing the pile of work that I thought the deadline was tomorrow is actually not tomorrow. I'll try to finish mine asap.
     
  10. Daffa the Mage

    Daffa the Mage

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    FINAL ENTRY

    [Divine Judgement]
    INTRO :
    There are some changes from initial concept. Mostly to add simplicity to the coding structures. WIP is available at page one as proof. Pure triggers, and Object Editor is used only to activate the ability.

    ABILITY :
    Unleash a powerful light force into a position. The bolt ignites all nearby souls in 400 range, dealing damage proportional to health. Afterwards, any allied unit struck will be healed both health and mana and enemy unit will lose hit and mana point per second for 20 seconds. Always left 1 HP. Initial damage is spell and the interval effect is pure.
    Level 1 - up to 1/5 max health, 10 points.
    Level 2 - up to 2/5 max health, 20 points.
    Level 3 - up to 3/5 max health, 30 points.

    USABILITY :
    In combat, this ability is a powerful double edged sword. The initial damage effect can shut almost all opponents in both sides and the healing can grant a recovery advantage. It also mutes healing effect for enemy party with a long DoT. However, an incorrect timing of ability usage can kill allied forces from enemy fire due to initial damage burst it applies.

    TRIGGERS :
    • Judge Config
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- Ability --------
        • Set Judge_Ability = Divine Judgement
        • -------- Area of effect --------
        • Set Judge_AoE[1] = 400.00
        • Set Judge_AoE[2] = 400.00
        • Set Judge_AoE[3] = 400.00
        • -------- Initial health percentage lost (max 100.00) --------
        • Set Judge_PercentDamage[1] = 20.00
        • Set Judge_PercentDamage[2] = 40.00
        • Set Judge_PercentDamage[3] = 60.00
        • -------- Initial effect : Attack Type --------
        • Set Judge_AttackType = Spells
        • -------- Initial effect : Damage Type --------
        • Set Judge_DamageType = Normal
        • -------- Heal rate per second --------
        • Set Judge_HPS[1] = 10.00
        • Set Judge_HPS[2] = 20.00
        • Set Judge_HPS[3] = 30.00
        • -------- Damage rate per second --------
        • Set Judge_DPS[1] = 10.00
        • Set Judge_DPS[2] = 20.00
        • Set Judge_DPS[3] = 30.00
        • -------- Effect duration --------
        • Set Judge_Duration[1] = 20.00
        • Set Judge_Duration[2] = 20.00
        • Set Judge_Duration[3] = 20.00
        • -------- Area blast SFX --------
        • Set Judge_ActiveSFX = <Empty String>
        • -------- Effect SFX --------
        • Set Judge_EffectSFX = Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
        • -------- Looping SFX --------
        • Set Judge_LoopSFX = Abilities\Spells\Items\StaffOfSanctuary\Staff_Sanctuary_Target.mdl
        • -------- SFX Position (Looping and Effect only) --------
        • Set Judge_EffectPos = overhead
        • -------- END CONFIG --------
        • Set Judge_LOOPTIME = 0.03
        • Set Judge_LoopTrigger = Judge Loop <gen>
        • Trigger - Add to Judge_LoopTrigger the event (Time - Every Judge_LOOPTIME seconds of game time)
        • Hashtable - Create a hashtable
        • Set Judge_HASH = (Last created hashtable)
        • Custom script: set udg_Judge_MainGroup = CreateGroup()
        • Set Judge_COUNT = 0
        • Set Judge_KEYDUR = 1
        • Set Judge_KEYLEVEL = 2
        • Set Judge_KEYDAMAGE = 3
        • Set Judge_KEYHEAL = 4

    • Judge Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Judge_Ability
      • Actions
        • Set Judge_Source = (Triggering unit)
        • Set Judge_Point = (Target point of ability being cast)
        • Set Judge_Level = (Level of Judge_Ability for Judge_Source)
        • Set Judge_Group = (Units within Judge_AoE[Judge_Level] of Judge_Point)
        • Special Effect - Create a special effect at Judge_Point using Judge_ActiveSFX
        • Special Effect - Destroy (Last created special effect)
        • Unit Group - Pick every unit in Judge_Group and do (Actions)
          • Loop - Actions
            • Set Judge_Victim = (Picked unit)
            • Set Judge_KEY = (Key (Picked unit))
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Judge_Victim is in Judge_MainGroup) Equal to False
              • Then - Actions
                • Set Judge_COUNT = (Judge_COUNT + 1)
              • Else - Actions
            • Unit - Cause Judge_Source to damage Judge_Victim, dealing ((Life of Judge_Victim) x (Judge_PercentDamage[Judge_Level] / 100.00)) damage of attack type Judge_AttackType and damage type Judge_DamageType
            • Special Effect - Create a special effect attached to the Judge_EffectPos of Judge_Victim using Judge_EffectSFX
            • Special Effect - Destroy (Last created special effect)
            • Unit Group - Add Judge_Victim to Judge_MainGroup
            • Hashtable - Save Judge_Duration[Judge_Level] as Judge_KEYDUR of Judge_KEY in Judge_HASH
            • Hashtable - Save Judge_Level as Judge_KEYLEVEL of Judge_KEY in Judge_HASH
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Judge_Victim belongs to an ally of (Owner of Judge_Source)) Equal to True
              • Then - Actions
                • Hashtable - Save (Judge_HPS[Judge_Level] x Judge_LOOPTIME) as Judge_KEYHEAL of Judge_KEY in Judge_HASH
                • Hashtable - Save 0.00 as Judge_KEYDAMAGE of Judge_KEY in Judge_HASH
              • Else - Actions
                • Hashtable - Save (Judge_DPS[Judge_Level] x Judge_LOOPTIME) as Judge_KEYDAMAGE of Judge_KEY in Judge_HASH
                • Hashtable - Save 0.00 as Judge_KEYHEAL of Judge_KEY in Judge_HASH
        • Custom script: call RemoveLocation(udg_Judge_Point)
        • Custom script: call DestroyGroup(udg_Judge_Group)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Judge_LoopTrigger is on) Equal to False
          • Then - Actions
            • Trigger - Turn on Judge_LoopTrigger
          • Else - Actions[/COLOR]
    • [COLOR=rgb(255,255,255)]

    • Judge Loop
      • Events
      • Conditions
      • Actions
        • Unit Group - Pick every unit in Judge_MainGroup and do (Actions)
          • Loop - Actions
            • Set Judge_Victim = (Picked unit)
            • Set Judge_KEY = (Key (Picked unit))
            • Set Judge_CurrentDuration = (Load Judge_KEYDUR of Judge_KEY from Judge_HASH)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Judge_CurrentDuration Equal to Judge_Duration[(Load Judge_KEYLEVEL of Judge_KEY from Judge_HASH)]
              • Then - Actions
                • Special Effect - Destroy (Load Judge_KEYEFFECT of Judge_KEY in Judge_HASH)
                • Special Effect - Create a special effect attached to the Judge_EffectPos of Judge_Victim using Judge_LoopSFX
                • Hashtable - Save Handle Of(Last created special effect) as Judge_KEYEFFECT of Judge_KEY in Judge_HASH
              • Else - Actions
            • Set Judge_Modifier = ((Load Judge_KEYHEAL of Judge_KEY from Judge_HASH) - (Load Judge_KEYDAMAGE of Judge_KEY from Judge_HASH))
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Judge_Modifier Greater than ((Life of Judge_Victim) - 1.00)
              • Then - Actions
                • Unit - Set life of Judge_Victim to 1.00
              • Else - Actions
                • Unit - Set life of Judge_Victim to ((Life of Judge_Victim) + Judge_Modifier)
            • Unit - Set mana of Judge_Victim to ((Mana of Judge_Victim) + Judge_Modifier)
            • Set Judge_CurrentDuration = (Judge_CurrentDuration - Judge_LOOPTIME)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Or - Any (Conditions) are true
                  • Conditions
                    • Judge_CurrentDuration Less than or equal to 0.00
                    • (Judge_Victim is alive) Equal to False
              • Then - Actions
                • Special Effect - Destroy (Load Judge_KEYEFFECT of Judge_KEY in Judge_HASH)
                • Hashtable - Clear all child hashtables of child Judge_KEY in Judge_HASH
                • Unit Group - Remove Judge_Victim from Judge_MainGroup
                • Set Judge_COUNT = (Judge_COUNT - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Judge_COUNT Equal to 0
                  • Then - Actions
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
              • Else - Actions
                • Hashtable - Save Judge_CurrentDuration as Judge_KEYDUR of Judge_KEY in Judge_HASH
     

    Attached Files:

  11. Daffa the Mage

    Daffa the Mage

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    @Rheiko
    Just uploaded the entry. How about your spell?

    Oh yeah, I personally don't mind if you finish after the deadline. I only care to get this challenge done in an actual form of final entries in battle :)
     
  12. Rheiko

    Rheiko

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    Oh whoa, I'm still working on it, haha.

    That's very competitive of you :p Alrighty then
     
  13. Daffa the Mage

    Daffa the Mage

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    @Rheiko
    It allows me to evaluate how much my skill degenerates and how far I need to keep up :)

    @Rufus
    I hope you would agree with my wish to allow both of us have final entry regardless of deadline.
     
  14. Rufus

    Rufus

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    5 days, then it should be finished.
    I think that is pretty fair, considering the time you've had.

    Hey, @KILLCIDE, since you have been following the contest, and know triggers well, would you mind judging? :)
     
  15. KILLCIDE

    KILLCIDE

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    I don't mind at all! I'll try to get a "grading sheet" out by tonight so you two know what I'm looking for.
     
  16. Daffa the Mage

    Daffa the Mage

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    @Rufus @KILLCIDE
    Thank you. I appreciate both of your helps to run this challenge.
     
  17. KILLCIDE

    KILLCIDE

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    The criteria for concept and visuals is self-explanatory, so I will just break down how I will be judging the coding of both your spells:
    • Code Interface - 5 points
      • Configurability (3) - Points will only be loss if I spot things that are generally configurable in the Spell Section or if the documentation for the config is lacking
      • Documentation (2) - A point will be loss if there is either no documenation or an excessive amount of them. Also includes variable naming conventions.

    • Code Performance - 15 points
      • Efficiency (10) - Points will only be loss if I feel there was a far more efficient alternative to the your approach
      • Leaks (3) - Each leak will subtract a point in this criteria. Reference leaks from GUI functions not included.
      • Errors (2) - Potential unintended behavior of a spell or not mimicing original game mechanics
     
  18. Daffa the Mage

    Daffa the Mage

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  19. KILLCIDE

    KILLCIDE

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    So its already almost the end of the 15th for me, and I like to think I'm one of the few Hive users that lives the furthest back in "time" compared to everyone else. With that in mind, how is your submission coming along @Rheiko? I have already finished judging Daffa's submission.
     
  20. Rheiko

    Rheiko

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    If you could give me a few more hours, I can finish it. I didn't really have time to work on it because of uni and stuff. But I assure you it's 80% complete.
    And I hope it's fine if I change the concept just a lil bit from the wip I posted earlier.

    Otherwise, I'd have to withdraw from the challenge regardless the consequences, sadly.