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Mamudobarion v1.2

Mamudobarion
IMPORT GUIDE :
1. Tick the Automatically create unknown variables ... located at File>Preference>General
2. Import all models and textures from Import Manager to your map and set the import paths accordingly if it is not already within your map
3. Copy the Mamudobarion ability in the Object Editor
4. Import TimedSpecialEffect v1.x if it is not already within your map
5. Copy the Mamudobarion Folder in the Trigger Editor
6. Configure the MamudobarionConfig Trigger
7. Configure the unit/hero using the ability to have the ability
SPELL DESCRIPTION :
Channeling. Curses an area of 600 for 3 seconds. Anyone inside the circle before full activation take 100/200/300 damage and mana per second. If fully channeled or cancelled, blasts the circle out with darkness, giving a 10%/20%/30% probability of instant-killing everyone inside with 5% additional chance for every second in channeling. Each intelligence difference between caster and target influences the chance by 0.2%. Chance is capped at 0% minimum and 80% maximum hit chance.
SPELL INFORMATION :
Based on SMT V Mamudobarion ability.
MEDIA SHOWCASE :

CHANGELOG :
v1.2:
- Updated the test map with TimedSpecialEffect v1.8.1
v1.1.1:
- Fixed an error naming TimedSpecialEffect as TimedSpellEffect
v1.1:
- Remove De-Indexing
- Rename to Cleanup
- Fixed Import Guide
v1.0:
- Released


CREDIT :
UndeadMineCircle
Blood Ritual
Desecrate - SFX Contest 5 Submission
Contents

Mamudobarion v1.2 (Map)

Reviews
Wrda
Moved to Awating update as requested by the resource owner. Short explanation: Clash of a dependency's different versions when imported with other resources of the same owner.
Antares
Dependency issue fixed. Approved.
Some people might ask about my usage of Point(X, Y) on preserving the point data within the index trigger. This is because TSE_Point is eliminated by the end of indexing phase and if I directly refer to that variable, then the point variable also lost their reference. By using Point(X, Y), I am generating a separate point instance that refers to the same spot which doesn't get erased by the indexing phase of TimedSpellEffect.

Also, I noticed that I added a De-Indexing when it is not needed due to Lock Instance capability provided by TSE. I'll fix that later.
 
Copying a location is perfectly valid. In programming, copying a piece of data is an essential thing in a lot of cases. When objects get more complicated (in other programming languages or in Table), something called a "deep copy" can also be quite valuable.

It should be noted that requirements for spells/systems should be put under the spotlight as well. There are a lot of timed special effect systems on HiveWorkshop, and Spell System has a nice way of correlating indexes and effects together as well.

A spell should just be a spell, and not introduce a bunch of requirements that, themselves, are not separate resources when they should be.
 
Copying a location is perfectly valid. In programming, copying a piece of data is an essential thing in a lot of cases. When objects get more complicated (in other programming languages or in Table), something called a "deep copy" can also be quite valuable.

It should be noted that requirements for spells/systems should be put under the spotlight as well. There are a lot of timed special effect systems on HiveWorkshop, and Spell System has a nice way of correlating indexes and effects together as well.

A spell should just be a spell, and not introduce a bunch of requirements that, themselves, are not separate resources when they should be.
Silly me, I should've put them into the guide. Must've slipped when I write the description. The one I am using is TimedSpellEffect by Daffa.

Technically, I am just being lazy that I abuse features from TSE to simplify coding this spell. The only requirement in this spell is technically a system and is the only requirement used here.
 

Wrda

Spell Reviewer
Level 27
Joined
Nov 18, 2012
Messages
1,945
Pretty nice spell, seems like it can work as normal ability or even an ultimate ability.
Not sure why Mamudobarion_DamageFatalBlow is an array, since it's supposed to be an instant kill regardless. There's the possibility of setting the hp of the unit to 1.00 and then cause this huge damage, just to prevent the unit ever surviving, however, this would interfeer with damage engines of some sort. Just a thought.

Approved
 
Pretty nice spell, seems like it can work as normal ability or even an ultimate ability.
Not sure why Mamudobarion_DamageFatalBlow is an array, since it's supposed to be an instant kill regardless. There's the possibility of setting the hp of the unit to 1.00 and then cause this huge damage, just to prevent the unit ever surviving, however, this would interfeer with damage engines of some sort. Just a thought.

Approved
The premise of the editable damage for the fatal blow is to make it possible to change the supposedly fatal blow into a less fatal one if the user so desires. The fatal blow being blockable by abilities via Damage Engine lethal interference is intended from the beginning
 
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