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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Rain of [X] System, Version 1.1a

Submitted by lolreported
This bundle is marked as approved. It works and satisfies the submission rules.
I haven't found a system like this here, so I wanted to create one. With this system can you create whatever Rain of Fire spell you want to. It is a very simple system and every beginner should understand how to edit it, because I've added comments and such. This system is 100% MPI and MUI and has 0% memory leaks.

Well, please comment and rate :D

Read Me (Can also be found in the map)
- - - - - Introduction - - - - -

This system is created by The_Flood (Flood @ hiveworkshop) and allow you to design and easily modify Rain of X spells.
You may create a Rain of Fire, Rain of Water or Rain of Lightning.
With this system you can create all kind of raining abilities!
Notice that you'll not have to channel those Rain spells. Future updates may have an option if the caster should channel or not.

- - - - - How can I create my own Rain of X spell? - - - - -

Well, copy either the Test Spell 1 or Test Spell 2 trigger and read through the actions they've got.
After that you change the condition ((Ability being cast) Equal to Test 1) to the ability you'll use for this Rain of X.
If you've read through the action you can begin your editing, change your Rain of X's AoE, damage, effects,
number of shards/waves and more... You can easily read the comments above each action if you aren't sure of what this action does.
When you're done with your editing, test your spell ingame! :D

- - - - - What things do I need to import into my map? - - - - -

Lucky, there isn't alot of things, the things you need to import are:
> Triggers (F4)
- RoX Loop
- Shard Loop
- Test Spell 1 / Test Spell 2 / Your spell trigger

> Units (F6)
- Shard_Dummy

> Imports (F12)
- DUMMY.mdx (This is an invisible unit that has attachment points, the Shard_Dummy unit uses this model)

> Abilities (F6)
- Test Spell 1 / Test Spell 2 / Your spell ability

- - - - - Warnings! - - - - -

This system may enter in high loop numbers if you're using alot of shards each wave of a spell.
This will cause heavy lagg to all players, but if you set the number of shards each wave below 15 it should not be a problem.
So... Take it easy with this system, I tried to create a Rain of X spell and try how much my computer could take with casting alot of
Rain of X spells, I had 10 waves and 20 shards on this spell I edited. I had to cast the spell about 30 times before my computer started
to lagg, but the lagg will dissapear when all the wave ends. :)


Change Log

> Version 1.0a
- Release.

> Version 1.1a
- Fixed a leak, sorry for that.
- Added an option, with this you can adjust the starting height of the shards.


Keywords:
Rain, of, Fire, Water, Lightning, Poison, System, Simple, GUI, Advanced, Basic, Beginner,
Contents

Rain of X System, Version 1.1a (Map)

Reviews
Moderator
16:18, 29th Apr 2010 The_Reborn_Devil: The triggering looks good and this system is very useful for GUI users. Status: Approved Rating: Recommended
  1. 16:18, 29th Apr 2010
    The_Reborn_Devil:

    The triggering looks good and this system is very useful for GUI users.


    Status: Approved
    Rating: Recommended
     
  2. Rmx

    Rmx

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    I saw the spell it is an impressive system but >>

    1 : It leaks the Target point of ability being cast when you index it, you don't remove the location.

    2 : Make the unit fall from more height they seem like moving on the ground, if you look at it artisticaly :p

    This is it for now ^^

    Edit : Forgot to rate ... 4/5 ... keep the good work and +reP **)
     
    Last edited: Jul 17, 2009
  3. lolreported

    lolreported

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    Oh, didn't see that leak, anyway. I've uploaded a new version 1.1a and in that update the leak is removed :) I also added an option that make you able to adjust the starting height of the shards :p

    Thx for the help! +rep
     
  4. Reaper2008

    Reaper2008

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    Didn't look at it much, but.... indexing?

    That will not be in compliance with new rules, but I don't mind. 5/5, as it's easy to edit. Not really efficient (GUI), but no problem.
     
  5. lolreported

    lolreported

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    Huh? New rules, I must have missed that. So, aren't you allowed to use the indexing system anymore? :eek:

    Edit: Thx for the rating btw :) +rep
     
  6. Rmx

    Rmx

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    Recycled indexing is Allowed .. but if it isn't then REJECTED :p..

    Also about the spell Good job :p
     
  7. Reaper2008

    Reaper2008

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    I think it'll be accepted if the indexes are correctly recycled.
     
  8. calex3

    calex3

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    So paladon's indexing array system is allowed?
     
  9. Asgard_Ragna

    Asgard_Ragna

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    When it uses the dynamic index recycling or other recycling it is, yes.
     
  10. Rmx

    Rmx

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    Ofcourse but it should be recycled in the last ... not indexed to infinity
     
  11. Roflcoptor

    Roflcoptor

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    Well I think from what the rules tell it wouldn't be allowed, but i guess it would hardly even reach 8190.

    Still you can easily recycle indexes.

    Now you might wanna ask:
    Hey why is the "basic" System so bad?

    Well let's assume you have a DoT system and use it with spells, which have like 1min duration. Now everyone spams DoT's and the system keeps on counting higher and higher, but never resets, because before all DoT's end there are new ones cast, so it might crash the 8xxx limit sometime (still not very probable but it might).

    Using recycling, you would have to have 8190 instances RUNNING to reach the limit.

    Recycling works like this (assuming we have 4 spells running; the numbers symbolize their index)
    Code (Text):
    1 2 3 4 ---All 4 spells run, now spell 3 ends
    1 2   4 ----Now spell 4 is set in the free space (so all "4" variables have to be set to "3" variables
    1 2 4  ---Now spell 2 ends/ same procedure
    1    4
    1 4 --Now spell 4 ends no recycle
    1 ---now spell 1 ends finish turn off loop and so on
     
    EDIT: I was inspired by Dynasti's struct tutorial
     
  12. MortAr

    MortAr

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    Good at all, but it is damaging both enemies and allies?
    And, what if I want to make the fire test spell with a damage-per-second?
    Something like, 50 initial damage (when the fire ball hits the ground)
    and a 10 damage/second when it hits an enemy unit?
    Try adding something like this, it should be good.
     
  13. Deuterium

    Deuterium

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    Indexing is still allowed... do I have to go around saying it?

    CRAPPY INDEXING isn't allowed... there's a difference.

    And thus, this would get approved, instant recycling is not a must.
     
  14. Rmx

    Rmx

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    Yes you could recycle normaly just like Paladon sys, or my older spells ^^
     
  15. Roflcoptor

    Roflcoptor

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    Still it's better to recycle them properly, if they last longer, or get used very often, just to reduce loop count
     
  16. Kingz

    Kingz

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    I wrote a tutorial about how to recycle things and the extended version of paladons indexing with it, so you guys can check it out :p
    It uses quite efficent recycling though is increased the variables number a bit(i think 3).
     
  17. darkreapers

    darkreapers

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    woah nice system cant wait to try it out!
     
  18. lolreported

    lolreported

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    You can set two options if it will damage enemies and/or enemies and allies or structures. Yes, I may add a dps option like that :D
     
  19. Itachi009

    Itachi009

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    if you use indexes, you can find out the first free index place with an easy snip of code or with a little gui trigger, you can find a tutorial here in thehive or on wc3campaigns how to do that, the system itself would be uberuseful if it would be vJass
    4/5