Rheiko
Spell Reviewer
- Joined
- Aug 27, 2013
- Messages
- 4,214
(5 ratings)
Because I think it is kinda OP if I leave it with my default settings.;p I like you seperated 1st and 2nd damage.
Ohh I see.They're configurable, The Pandamost of the time, the state of the spell you see when it is uploaded just has arbitrary values.
Thanks!This is really cool!
Maybe he meant that the dummy unit type should be easily configurable for users.Please explain what you meant by "dummy untis should be linked to variables from the start."
The unit in your map that has the rawcode that matches the unit in the source map is the one that gets 'put' in the trigger, because the editor thinks you already have that unit in your map (because the rawcodes match). It's not random.random custom units are assigned, dunno why
Yeah I suspected something along those lines.The unit in your map that has the rawcode that matches the unit in the source map is the one that gets 'put' in the trigger, because the editor thinks you already have that unit in your map (because the rawcodes match). It's not random.
I have a small problem. I used your spell, and when I cast it in-game, a huge dagger model appears at the place of the caster. What did I do wrong, why does it appear there?
View attachment 330048
No, I checked it so many times and I can't find what's wrong.Does any config look out of place?
Not sure why but when i cast the spell it deals more damage than it should.I know it's been like 6 years but hey, why not.
Updated to v1.1:
- Attachment point for SFX[1] is now configurable
- Attack type and Damage type is now configurable
- Preloading dummy unit and abilities now use their proper data from variables instead of object data
- Periodic Timer is now a variable and added from MDG Init trigger
Basically almost everything @KILLCIDE suggested.
Also fixed the part where when I create dummy unit, I used the object data instead of variable as pointed out by @ArneXis. It's a complete oversight from me, I apologize. That's it, cheers!
Please re-read the description. It deals damage per dagger not per direction. When multiple daggers hit the enemy unit, the damage will add up. That's most likely the reason the spell deals more damage than you think it should.
Thanks, i'm going to try thisThe issue is mostly with the way Rheiko structured this. Instead of tracking instances of the dagger fan as a whole, it tracks each dagger individually. That means that there isn't one group that applies to all daggers in a cast, and you can't look at the full list of dagger instances to determine which ones should group together.
You can, however, just alter the groups it creates for the daggers so that each cast all collectively share one group under-the-hood. To do that, you'll need to identify which singular group should exist, assign it to a variable, and then make all the relevant indices of MDG_UndamagedGroup[] point to that variable instead of to their own empty groups. Then repeat this process for MDG_UndamagedGroup2[]. This will introduce one possible error: since all of the groups will be shared, when the first instance in the list ends it will destroy the groups, but the rest of the instances will still check things with that (now destroyed) group once before they too 'end'. Probably won't cause any issues, but it's possible some conflux of fate causes a problem on that exact iteration of the loop trigger. Anyway:
- Create 2 group variables: MDG_UG and MDG_UG2
- Look in the cast trigger for this comment above some custom script lines: Create a group to filter enemy units that have been damaged
- Leave the CS lines there, but put them inside the "then" block of an If/Then/Else, and add a couple more variable assignments. Should look like this:
-------- Create a group to filter enemy units that have been damaged --------
If (All conditions are true) then do (Then Actions) else do (Else Actions)
If - Conditions
MDG_TempInteger equal to 1
Then - Actions
// put all 6 of those CS lines here, followed by:
Set MDG_UG = MDG_UndamagedGroup[MDG_MaxIndex]
Set MDG_UG2 = MDG_UndamagedGroup2[MDG_MaxIndex]
Else - Actions
Set MDG_UndamagedGroup[MDG_MaxIndex] = MDG_UG
Set MDG_UndamagedGroup2[MDG_MaxIndex] = MDG_UG2