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[MUI/GUI] Mixed Spell by MEGACYBER v1.02a

Submitted by MEGACYBER
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
Here is my first spells pack, I presare to all of the community comments.
Update Related version 1.02a:

- Almost leaks solved
- Add more spells [MUI]
- Explainment for Focus Fire
- Spilit Shot change and improved

Thanks to Pharaoh for his help with my spell.

Keywords:
Water ,Aqua, Fire, Arrow
Contents

Mixed Spells v1.02a (Map)

Reviews
Moderator
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 13:10, 4th Mar 2011 Bribe: Post the triggers. I don't blindly download maps. Status: Rejected until updated.
  1. 12th Dec 2015
    IcemanBo: Too long time as NeedsFix. Rejected.

    13:10, 4th Mar 2011
    Bribe:

    Post the triggers. I don't blindly download maps.

    Status: Rejected until updated.
     
  2. Noobsmoke

    Noobsmoke

    Joined:
    Nov 20, 2007
    Messages:
    631
    Resources:
    1
    Spells:
    1
    Resources:
    1
    spells looks fine, the triggers also and it's MUI so i vote for approval :)
     
  3. Pharaoh_

    Pharaoh_

    Joined:
    Nov 6, 2008
    Messages:
    8,128
    Resources:
    11
    Icons:
    3
    Skins:
    1
    Spells:
    6
    Tutorials:
    1
    Resources:
    11
    1)
    • Unit - Create 1 Visual Unit for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees


    Position of (Attacking unit) leaks.

    2)
    • Set Temp_Unit_Visual = (Random unit from (Units in (Playable map area) matching (((((Matching unit) belongs to an ally of (Owner of (Attacking unit))) Equal to True) and (((Matching unit) is A Hero) Equal to True)) and ((((Matching unit) is alive) Equal to True) and ((Level of Ensn


    Units in Playable map area matching... leaks a Unit group.

    3)
    • Set Temp_Unit_Visual = No unit


    No need to null global variables.

    4)
    • AS Increases
      • Events
        • Time - Every 0.02 seconds of game time
      • Conditions
      • Actions
        • Custom script: set bj_wantDestroyGroup = true
        • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is A Hero) Equal to True) and ((Level of Immortality Rage for (Matching unit)) Greater than or equal to 1))) and do (Actions)
          • Loop - Actions
            • Unit - Set level of Immortality Rage Attack Speed Bonus for (Picked unit) to (Level of Immortality Rage for (Picked unit))


    You don't need a periodic trigger for that. Use this:
    • AS Increases
    • Events
      • Unit - A unit learns a skill
    • Conditions
      • (Hero Learned Skill) Equal to Immortality Rage
    • Actions
      • If (All conditions are true) then do (Actions) else do (Actions)
        • If - Conditions
          • (Level of Immortality Rage for (Triggering unit)) Equal to 1
        • Then - Actions
          • Unit - Add Rage Attack Speed Bonus to (Triggering unit)
        • Else - Actions
          • Unit - Set level of Immortality Rage Attack Speed Bonus for (Triggering unit) to (Level of Immortality Rage for (Triggering unit))


    5) Prefer "Triggering unit" instead of "Learning hero": It procs faster.

    6) Enrage Attack trigger: Same as 1) and 2).

    7)
    • Lightning - Create a Drain Mana lightning effect from source (Position of AquL_Target[General_Integer[17]]) to target (Position of AquL_Caster[General_Integer[17]])


    Leaks two points.

    8)
    • Unit - Create 1 Visual Unit for (Owner of AquL_Caster[General_Integer[18]]) at (Position of AquL_Target[General_Integer[18]]) facing Default building facing degrees


    Leaks a point.

    9)
    • Unit Group - Pick every unit in (Units within 300.00 of (Position of AquL_Target[General_Integer[18]])) and do (Actions)


    Leaks a point.

    10)
    • Unit - Create 1 Visual Unit for (Owner of AquL_Caster[General_Integer[18]]) at (Position of (Picked unit)) facing Default building facing degrees


    Leaks a point.

    11)
    • Set Point[integer[1]] = (Position of Caster[integer[1]])


    You didn't remove this location (call RemoveLocation (udg_Point[udg_integer[1]])).

    12)
    • Custom script: call SetTextTagTextBJ(udg_AquL_Text[udg_General_Integer[18]], I2S(R2I(udg_AquL_Distance[udg_General_Integer[18]])), 9.00)


    Don't use BJ's.

    13)
    • Set Temp_Real[11] = (Angle from (Temp_Point[3] offset by 100.00 towards Temp_Real[10] degrees) to Temp_Point[3])


    • Special Effect - Create a special effect at (Temp_Point[3] offset by (100.00 x (Real(General_Integer[25]))) towards Temp_Real[10] degrees) using NagaDeathSpare.mdx


    • [trigger]Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm (Temp_Point[3] offset by 100.00 towards Temp_Real[10] degrees)


    Leaks a point (Point with polar offset creates a new point).

    14)
    • Custom script: set bj_wantDestroyGroup = true
    • Set Temp_Group[1] = (Units within Temp_Real[9] of (Temp_Point[3] offset by (100.00 x (Real(General_Integer[25]))) towards Temp_Real[10] degrees) matching ((((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False)) and (((Matching unit) be
    • Custom script: call DestroyGroup (udg_Temp_Group[1])


    When you use "set bj_wantDestroyGroup = true", you don't have to manually destroy the group afterwards; the first script does the same job.

    15) Dragon Slave SFX: Once again, same issues.
    • Set Temp_Unit[9] = No unit

    Don't null global variables, there is no reason to; new values will overwrite previously set values.

    16) Fireseal: Don't make a whole new Damage Detection System; just add the Trigger - Add event in the initial system:
    • Berserker Empower Setup
      • Events
        • Time - Elapsed game time is 0.00 seconds
      • Conditions
      • Actions
        • Custom script: set bj_wantDestroyGroup = true
        • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
          • Loop - Actions
            • Unit Group - Add (Picked unit) to BerE_Temp_Group[2]
            • Trigger - Add to Berserker Empower Activation <gen> the event (Unit - (Picked unit) Takes damage)
            • Trigger - Add to Fireseal Take Damage <gen> the event (Unit - (Picked unit) Takes damage)


    17)
    • Special Effect - Create a special effect at (Position of FocF_Missile[General_Integer[33]]) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl


    Leaks a point.




    Ok, I could go on with this forever. You have many leaks, please, manage them.
     
  4. Mainy

    Mainy

    Joined:
    Oct 19, 2008
    Messages:
    268
    Resources:
    3
    Models:
    1
    Icons:
    1
    Spells:
    1
    Resources:
    3
    Just improve. Pharaoh_ said
     
  5. Adiktuz

    Adiktuz

    Joined:
    Oct 16, 2008
    Messages:
    9,674
    Resources:
    23
    Models:
    2
    Packs:
    1
    Maps:
    1
    Spells:
    16
    Tutorials:
    1
    JASS:
    2
    Resources:
    23
    hmm... can you put in the description the spells included...
     
  6. heobeotainang

    heobeotainang

    Joined:
    Aug 31, 2008
    Messages:
    3
    Resources:
    0
    Resources:
    0
    Just fix all leaks, the spells look good.
     
  7. ToPsYoNe

    ToPsYoNe

    Joined:
    Oct 5, 2010
    Messages:
    63
    Resources:
    2
    Maps:
    2
    Resources:
    2
    i dont know if everyone have the same things than me but i've got a Critical Error when i using some spells of your sorceress ...
    Maybe it's just me but you should check
     
  8. Doom_AngeaL

    Doom_AngeaL

    Joined:
    Apr 17, 2010
    Messages:
    112
    Resources:
    0
    Resources:
    0
    Post your code..
     
  9. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,380
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    Post the triggers.