Moderator
M
Moderator
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
19 Jan 2012
Bribe: Rename your triggers so they are more exclusive to the spell itself, "Cast" and "Move" are not very specific names for your spell.
Change that to:
Same with:
If you'd like to know why, ask.
I still think there is too much effect spam in a very short amount of time, even at 0.08 seconds, especially when there are multiple units affected. I think it might be better to create dummy units with those effects on them, and move the dummy units around instead of destroying the effects all the time.
IcemanBo: Too long as NeedsFix. Rejected.
Reviewed by Maker, Neather Ball v1.2a, Jan 28th 2012
Required changes:
- Add importing instructions into the map file
- Set constants in the NBHash and settings trigger (NBSpeed, NBAngleChange...)
Suggested changes:
- You don't need NBBalls unit group variable. Use single unit variable, and load units into it one by one
Additionally I hope you simplify the math, since as far as I can tell there is a lighter solution.
Reviewed by Maker, Neather Ball v1.2, Jan 19th 2012
Required changes:
- Add importing instructions into the map file
- Set constants in the NBHash and settings trigger (NBSpeed, NBAngleChange...)
- NBLoop should be initially off, and it should be turned off when there are no units to loop through
Suggested changes:
- You don't need NBBalls unit group variable. Use single unit variable, and load units into it one by one
- Make the tooltip look more like default Blizzard tooltip, list the damage per level for example
Bribe: Rename your triggers so they are more exclusive to the spell itself, "Cast" and "Move" are not very specific names for your spell.
JASS:
Hashtable - Save NBRemaningTime as 0 of (Key (Triggering unit)) in NBHashtable
Hashtable - Save Handle OfNBDummy as 1 of (Key (Triggering unit)) in NBHashtable
Hashtable - Save NBCollisionIndicator as 2 of (Key (Triggering unit)) in NBHashtable
Hashtable - Save NBSpeed as 3 of (Key (Triggering unit)) in NBHashtable
Hashtable - Save NBAngle as 4 of (Key (Triggering unit)) in NBHashtable
Hashtable - Save NBAnglechange as 5 of (Key (Triggering unit)) in NBHashtable
Hashtable - Save NBSpellLevel as 6 of (Key (Triggering unit)) in NBHashtable
Change that to:
JASS:
@Set Int = (Key (Triggering unit))@
Hashtable - Save NBRemaningTime as 0 of @Integer@ in NBHashtable
Hashtable - Save Handle OfNBDummy as 1 of @Integer@ in NBHashtable
Hashtable - Save NBCollisionIndicator as 2 of @Integer@ in NBHashtable
Hashtable - Save NBSpeed as 3 of @Integer@ in NBHashtable
Hashtable - Save NBAngle as 4 of @Integer@ in NBHashtable
Hashtable - Save NBAnglechange as 5 of @Integer@ in NBHashtable
Hashtable - Save NBSpellLevel as 6 of @Integer@ in NBHashtable
Same with:
JASS:
@Set Integer = (Key (Picked unit)@
Set NBDummy = (Load 1 of @Integer@) in NBHashtable)
Set NBCollisionIndicator = (Load 2 of @Integer@ from NBHashtable)
Set NBSpeed = (Load 3 of @Integer@ from NBHashtable)
Set NBAngle = (Load 4 of @Integer@ from NBHashtable)
Set NBAnglechange = (Load 5 of @Integer@ from NBHashtable)
If you'd like to know why, ask.
I still think there is too much effect spam in a very short amount of time, even at 0.08 seconds, especially when there are multiple units affected. I think it might be better to create dummy units with those effects on them, and move the dummy units around instead of destroying the effects all the time.