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Moderator
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
IcemanBo: Too long as NeedsFix. Rejected.
Maker, Lightning Rain v1.2, 19th Oct 2011
In importing instructions, you don't mention about configuring the ability in the cast condition.
I recommend you change 0.04 interval to 0.03. In my opinion 0.04 looked choppy and I knew it was due to too low update time even before looking at the triggers.
I prefer creating dummies for neutral passive.
Instead ofyou should store the damage, including LR_Damage multiplication when the spell is cast.
- Set LR_Level = (Real((Level of Lightning Rain for LR_Caster)))
05:06, 13th Sep 2011
Pharaoh_:
• Use one dummy, instead of 3, with the dummy.mdx model and add the special effects you want on it, since it is invisible, but has attachment points for this purpose. This model can be found here: http://www.wc3c.net/showthread.php?p=1007469&fromattachment=1007469#1007469
• Remove the buffs and set set Targets allowed to None.
• Use documentation as to what the following line does:
•
• Turn Lightning Rain Lightning loop when you create the dummy, not in the main trigger, you will save some calls.
• In the Rain Lightning loop trigger, move the following action out of the if/then/else stament: Custom script: call RemoveLocation(udg_LR_Point1)
• Make sure you delete unused variables from the Variable Editor (Ctrl + B).
• The triggers deal extra damage to mechanicals, however, this seemingly tiny detail should be displayed in the tooltip.
• Abilities\Weapons\Bolt\BoltImpact.mdl: This should be configurable as well as:
Pharaoh_:
• Use one dummy, instead of 3, with the dummy.mdx model and add the special effects you want on it, since it is invisible, but has attachment points for this purpose. This model can be found here: http://www.wc3c.net/showthread.php?p=1007469&fromattachment=1007469#1007469
• Remove the buffs and set set Targets allowed to None.
• Use documentation as to what the following line does:
- Hashtable - Save 0 as 1 of LR_Handle in LR_Hash
- (Load 1 of LR_Handle from LR_Hash)
- (Load 3 of LR_Handle in LR_Hash)
•
- Set LR_Caster = (Picked unit)
• Turn Lightning Rain Lightning loop when you create the dummy, not in the main trigger, you will save some calls.
• In the Rain Lightning loop trigger, move the following action out of the if/then/else stament: Custom script: call RemoveLocation(udg_LR_Point1)
• Make sure you delete unused variables from the Variable Editor (Ctrl + B).
• The triggers deal extra damage to mechanicals, however, this seemingly tiny detail should be displayed in the tooltip.
• Abilities\Weapons\Bolt\BoltImpact.mdl: This should be configurable as well as:
- (Random real number between 0.00 and 10.00)
- Unit - Move LR_LightningUnit instantly to LR_Point2, facing (Facing of LR_LightningUnit) degrees