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Magical Daggers v1.0

Submitted by Rheiko
This bundle is marked as approved. It works and satisfies the submission rules.
Hello there, spell section. It's been a long time since my last spell uploaded here.
enjoy ~


Description:
The Warden throws her five magical daggers forward, damaging enemies in their path and slowing them down by 50% for 3 seconds. The daggers will stay on the ground temporarily, they will return to the Warden after 3 seconds and dealing damage on their way back.

Level 1 - Deals 50 damage per dagger.
Level 2 - Deals 75 damage per dagger.
Level 3 - Deals 100 damage per dagger.

====

Now I can finally sleep in peace.
Do tell me if I missed something or if I did something wrong.

Cheers ~

Credits:
- Blood Raven (Dagger Model)
Contents

Magical Daggers v1.0 (Map)

Reviews
KILLCIDE
Awesome spell concept! Needs Fixed Nothing Suggestions You should always add attachment point configurables for every special effect configurable. Some special effects won't always work for the same attachment point. Attack type and damage type...
  1. Rheiko

    Rheiko

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    Reserved ~

    You might want to see this @IcemanBo :p
     
  2. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    You little...

    Nice job! :D
     
  3. Rheiko

    Rheiko

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    Thanks :xxd:
     
  4. IcemanBo

    IcemanBo

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    Nice. I would maybe slightly decrease the moving speed as personal config, and decrease quite some start-offset (is 100, but not configurable atm). For some performance boost you maybe could create only 1 dummy caster, I think you even made one tutorial about it. ;p I like you seperated 1st and 2nd damage.
     
  5. Rheiko

    Rheiko

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    I actually created 1 dummy caster at first, I dunno why I changed it to that. I was half asleep while making this. :xxd:
    I never thought the start offset matter, I will add it to the configuration later.

    Because I think it is kinda OP if I leave it with my default settings. :p

    Thanks for the feedback, appreciate it!

    Edit: Updated!
    I forgot to put the version next to the spell's name the moment I uploaded this and since it's just a minor update, I think it's fine as v1.0 for now.
    DummyCast is only created on init now.
    Added StartOffset configuration.

    Cheers ~
     
    Last edited: Mar 18, 2018
  6. The Panda

    The Panda

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    I feel like the missles should come back to the warden much sooner, they seem to come back after 5 seconds which seems too long to me but thats just me.
     
  7. KILLCIDE

    KILLCIDE

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    They're configurable, The Panda :p most of the time, the state of the spell you see when it is uploaded just has arbitrary values.
     
  8. The Panda

    The Panda

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    Ohh I see.
     
  9. Jake Kessler

    Jake Kessler

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    This is really cool!
     
  10. Rheiko

    Rheiko

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    I'm pretty sure the delay only takes 3 seconds. But as Killcide said, it's configurable. Change it to your liking. ~

    Thanks!
     
  11. MyPad

    MyPad

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    Just a small suggestion with the spell:

    Why not play the spell animation for when the missiles return?
     
  12. Rheiko

    Rheiko

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    Because in my imagination, the daggers automatically return to the caster. It is magical, after all. So there is no need for a sign or anything to make them return. That's why I didn't make the caster play spell animation when they return.

    I like the idea, though. I'll consider it.
     
  13. MyPad

    MyPad

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    A late reply, but I would like to clarify what I had thought...

    Upon the daggers reaching the Warden, the Warden optionally plays the spell animation.
     
  14. KILLCIDE

    KILLCIDE

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    Awesome spell concept!

    Needs Fixed

    • Nothing

    Suggestions

    • You should always add attachment point configurables for every special effect configurable. Some special effects won't always work for the same attachment point.
    • Attack type and damage type should be configurable
    • When you preload the dummy units, you're using their data from the Object Editor rather than the variables.
    • I'd make the periodic timer into a variable. Since you use the value 0.03 in main code, the spooky math will break if the user decides to change just the periodic timer.
    • That deallocation block looks DISGUSTING ! You should seriously consider Linked List :p

    Status


    Approved
     
  15. Ofel

    Ofel

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    Like the concept. :rolleyes:

    Hi there. :D
     
  16. ArneXis

    ArneXis

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    Cool spell, but the dummy units should be linked to variables from the start. It's annoying to search the unit in the unit editor for each reference.
     
  17. GhostHunter123

    GhostHunter123

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    Please explain what you meant by "dummy untis should be linked to variables from the start."
     
  18. Ofel

    Ofel

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    Maybe he meant that the dummy unit type should be easily configurable for users.
     
  19. Daffa the Mage

    Daffa the Mage

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    I checked the code and it's already available in the Init trigger.