- Mar 6, 2006
How to get your GUI spell approved
IntroductionWhen uploading a spell, it might not be clear what are the key points moderators look at when reviewing a spell. Often it takes several versions and reviews to get a spell approved. The first time a moderator takes a look at your spell, it might get rejected due to simple things.
Uploading your spell in as complete stage as possible increases you chances to get your spell approved sooner.
LeaksThe spell must be leak free. The most common leaks are location leaks (position of...) and unit groups.
Information about leaks and how to get rid of them here: http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/
Multi-instanceabilityAlso known as MUI. The spell must work with more than one unit using it at the same time. Always place two or more casters in your test map. If the ability is not passive, cast the spell with both units almost at the same time. The spell should work flawlessly.
Systems to help you make MUI, pick your favourite:
If you are using waits, there is a good chance your spell is not MUI and will get rejected. Use timers or a looping trigger instead.
EfficiencyThough efficiency is not that important in GUI, it can still make a difference between an approved an a rejected spell.
Repeated function calls
Whenever there is something inside brackets, it is a function call.
Triggers that are on for no reason
These include looping triggers most often. Usually looping triggers shouldn't be on if there are no active instances of the spell. Make sure you turn them off.
Another example, if you detect the death of dummy units with a trigger, then turn off the trigger if there are no dummies in the map.
Level supportAbilities must support more than one level. For example you can increase the damage of the spell:
Debugging tipUse debugging messages. If you are using triggers that turn off for example, place a debug message right before you turn the trigger off:
Use the Game - Display to... for debugging your spell. You can display the value of real and integers, unit types and so on, or just some string.
AbilitiesMake sure the tooltips do not suck. Look at standard Blizzard abilities for reference. Try to use proper grammar.
Make sure the hotkeys are correct and pay attention to the ability icon position.
You should use active icons for active spells and passive icons for passive spells. Passive icons look like they are pressed down.
Some might find "rainbow tooltips" annoying, so try to avoid using too many colours.
If you are using Channel as the base ability, add about a second of Follow though time. During that time, the caster won't auto-attack, it will keep casting the ability. Adjust the time so that the caster has enough time to end the casting animation, but doesn't start another loop of the animation.
UnitsIf you are using a dummy, make sure it is set up correctly. Most common mistakes are giving it vision when it shouldn't and not setting it to Can't raise, does not decay.
If your dummy unit has Locust ability, it doesn't need invulnerability ability since Locust makes it invulnerable.
Dummy casters should have Art - Animation - Cast Point set to 0.000, so that they cast the ability instantly. of course, if you want delayed casting, you can adjust the value.
UploadingThe spell must have an in-game screenshot.
Describe what your spell does in the description.
Use a proper name for your ability. Include a version number. The version number should be 1.0 or at least close to it. if you upload v0.01, it signals that it might go through significant changes, so a moderator might skip it. Also, only completed abilities should be uploaded.
It is a good idea to have a change log, so people can see what has been changed between version. Very useful when a moderator checks your spell.
Test mapAlways add two or more units with your ability into the map so that the one who reviews your spell won't have to add units himself.
Make sure you have included importing instructions in the map file.
Put triggers that belong to your ability/system into one folder. Put unrelated triggers in other folder(s).
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