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Phantasm

Submitted by doomhammer99
This bundle is marked as pending. It has not been reviewed by a staff member yet.
Phantasm
Description: Blademaster conjures an illusion of himself spinning towards the target point, causing certain damage to enemies within AoE.
Level 1: 125 Damage / 100 Radius
Level 2: 225 Damage / 150 Radius
Level 3: 325 Damage / 200 Radius
Level 4: 425 Damage / 250 Radius
How to Import:
1. File>Preferences>General Tab>Check [Automatically create unknown variables]
2. Trigger Module>Copy [Phantasm] Folder>Paste to your map
3. Object Editor Module>Copy [Dummy], Copy [Create Illusion], & Copy [Phantasm]>Paste to your map
Credits:
@Hanky - GUI Dynamic Indexing
Changelogs:
v1.0 - Release
v1.1 - (Minor Changes)
Changed button position for Phantasm
Added a screenshot
Transferred
  • Unit spawns a summoned unit

to Phantasm Illusion
v1.2 - Replaced
  • Move unit instantly to

with SetUnitX and SetUnitY
Previews
Contents

Just another Warcraft III map (Map)

  1. doomhammer99

    doomhammer99

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    ~Reserved

    EDIT: Please leave a comment and a rating if you're satisfied
     
    Last edited: Nov 4, 2018
  2. Ofel

    Ofel

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    I think some more screenshot would be good. :)
     
  3. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    Why do you add Phantasm Illusion event on-cast?
     
  4. doomhammer99

    doomhammer99

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    @Ofel: Copy that
    I'll move it
     
  5. Ofel

    Ofel

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    Though the idea is simple, but I like it.

    Another suggestion from me is that you should use Linked List. ;)
    You can search for "Linked List" here. Or I thought you understand JASS syntax, you can see my spell for how to apply this indexing system.
     
  6. JC Helas

    JC Helas

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    [​IMG][​IMG][​IMG]Unit - Move P__Illusion[P_TempInt] instantly to (Point(P__X[P_TempInt], P__Y[P_TempInt])), facing (Point(P__TargetX[P_TempInt], P__TargetY[P_TempInt]))
    Doing this takes ''(Point(P__X[P_TempInt], P__Y[P_TempInt])" inside of a calls? I think you will make a point that cannot be removed.

    Do this way instead:
    [​IMG][​IMG][​IMG]Custom script: call SetUnitX(udg_P__Dummy, udg_P__X[udg_P_TempInt])
    [​IMG][​IMG][​IMG]Custom script: call SetUnitY(udg_P__Dummy, udg_P__Y[udg_P_TempInt])

    [​IMG][​IMG][​IMG]Custom script: set udg_P__Illusion[udg_P_TempInt] = GetSummonedUnit()
    what is the purpose of scriping this one?

    [​IMG][​IMG][​IMG]Trigger - Add to Phantasm_Illusion <gen> the event (A unit Spawns a summoned unit)
    I think putting this on a cast trigger without condition that has a reason to create it once, you just spam creating that event into your trigger
    this will happen

    Events
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Unit - A unit Spawns a summoned unit
    Conditions
    Actions

    I suggest to put it right through :)
     
  7. doomhammer99

    doomhammer99

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    I think there's no problem with that since I am not storing any variable every call.
    The point of this one, Is storing the last summoned unit or illusion into a variable.
    forgot to upload the updated version, thanks to you

    Thank you for your comment, please leave a rating if you find this resource useful.
     
  8. Pyrogasm

    Pyrogasm

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    Wrong; you in fact leak two points every time that line is run. Using Point(someX, someY) creates a point (location) object whether you store it or not. If you did it by SetUnitX/Y as @JC Helas suggested, then you would be using the X/Y coordinates directly and wouldn't be 'making' a point, thus no leak. The other advantage of SetUnitX/Y is that they don't take unit model collision or ground pathing into account when placing the unit precisely there.
    No, JC means why write that line as a custom script line instead of a normal GUI set variable line?
     
  9. doomhammer99

    doomhammer99

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    Already updated, thanks tho