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Description
Shots a missile of lightning that chases the targeted unit. When the missile reaches the target, it explodes and causes big damage to nearby enemy units in radius of 400.
Set TS_TempGroup = (Units within TS_Radius[TS_Level[TS_Index]] of TS_TempLoc)
Unit Group - Pick every unit in TS_TempGroup and do (Actions)
Loop - Actions
Set TS_PickedUnit = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TS_PickedUnit is dead) Equal to False
(TS_PickedUnit is A structure) Equal to False
(TS_PickedUnit is Magic Immune) Equal to False
(TS_PickedUnit belongs to an ally of TS_Owner) Equal to False
Then - Actions
Unit - Cause TS_Caster[TS_Index] to damage TS_PickedUnit, dealing TS_Damage[TS_Level[TS_Index]] damage of attack type TS_AttackType and damage type TS_DamageType
Special Effect - Create a special effect attached to the TS_DamagedEffectAttachment of TS_PickedUnit using TS_DamagedEffect
Special Effect - Destroy (Last created special effect)
11:38, 17th Jan 2014
BPower: Leakless, MUI and approved.
Damage type lightning equals damage type magic, the wc3 engine doesn't make a difference here.
If you have any questions feel free to pm me.
11:38, 17th Jan 2014
BPower: Leakless, MUI and approved.
Damage type lightning equals damage type magic, the wc3 engine doesn't make a difference here.
Set TS_Level[TS_MaxIndex] = (Level of (Ability being cast) for TS_Caster[TS_MaxIndex])
--->
Set TS_Level[TS_MaxIndex] = (Level of TS_Ability for TS_Caster[TS_MaxIndex])
I think the missle offset should be constant and not based on the ability level.
Im curious. In the FadeSystem you do null a global unit variable, but in thundershot you don't null TS_Caster[TS_MaxIndex], which would be much more important, if you want to get rid of all potential handle leaks.
The loop can be optimized. Basically you perform the same action when the minimum distance is reached or the target is dead.
Your task is now to find a way to merge these two conditions into one .
Im curious. In the FadeSystem you do null a global unit variable, but in thundershot you don't null TS_Caster[TS_MaxIndex], which would be much more important, if you want to get rid of all potential handle leaks.
you will never get rid of all all all leaks, not even in Jass, not to mention vJass, because there are many generated things you cant clean, and I dont think teaching GUIers to null agents just to not leak 4 bytes isnt important, they should learn programming before that imo
I agree on the condition part, around 1/2 of the trigger can be merged
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