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

Random Spell Pack v1.4

Submitted by NFWar
This bundle is marked as approved. It works and satisfies the submission rules.
Changes
v1.1
-Dummy ability for Fireball changed from Shockwave to Breath of Fire
Shockwave us dummy was causing lag at map.
v1.2
-Effect leaks on dummys removed
v1.3
-Added new spell: Shield Bash
-Added system: Knockback
v1.4
-Modifications of Fireball Spell


This is my first spell pack.
Spell Pack contains 5 spells:
-Ball Lighting
-Telekinetic Seazure (Funny one :D)
-Crystalization
-Fireball
-Shield Bash

Ball Lighting________________________
Premitive spell, but not so easy us you think. Hero throw ball of lighting, which impact on enemys. It deal AoE damage and damage equal to percentage of Hero Inteligence.
Do not need to calculate at your head how much damage Hero will deal. Just throw it and
see floating text which will show how much damage ball caused.

Telekinetic Seazure__________________
Spell idea ia taken from cartoon works. Meaby someone saw at TV how one cartoon character grab an uther and snash him from right to left and some more times like that.
Like that spell looks... Hero seaze an enemy with his telekinetic power. Enemy unable to move, cast spells. Then Hero start to throw enemy araund and smashing it on ground.

Crystalization_______________________
Spell combined with DPI spell and missile functions. Hero lock enemy into ice crystal.
Enemy unable to cast spells, move. Crystal press enemy inside, causing damage.
Spell have duration. If after duration enemy dies then crystal explode by difference of preasure, throw fragments aroung to damage uther enemys.
Buff of the spell is stackable. Example: cast two times Crystalization on same unit, and it will recive damage from both casters.

Fireball_____________________________
Based on Ball Lighting. Hero hurl ball of fire. Ball impact on enemys and cause huge explosion (damage in AoE). After that some fragments remain from fireball. Fragments fall on ground causing damage in small AoE.

Modifications: Tree impact. Damage on missile death.

Shield Bash_________________________
Hero run on enemy and smash it with his shield. Enemy take damage and knockback at
medium distance (150+50*LVL). Simple spell.

Spell pack got documentation for someone who is new in GUI. All spells are MUI.
Please, report for any bug, leak you found. Any sugestions will be overlooked.
If someone use spells, give a credit. Thank You.

NFWar

Keywords:
NFWar, Pack, Fire, Ice, Crystal, Lighting, Ball, Telekinetic, Seazure, Fragment, Random, Bash, Shield, Knockback
Contents

NFWar's first Spell Pack v1.4 (Map)

Reviews
Moderator
23:11, 16th Jun 2010 Hanky: Looks good even if I don't like the indexing system. But well, approved!
  1. 23:11, 16th Jun 2010
    Hanky:
    Looks good even if I don't like the indexing system. But well, approved!
     
  2. Deuterium

    Deuterium

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    Well, I only checked spells and not triggering...

    Crystal is definetly creative... yet I see you Pause the target... well I don't like that cause it clears the Unit's panel... but it's really no big deal.

    Other three spells... not original... I mean, I think Rmx already made the Seazure and Fireball ones, or something commong at least... and Ball Lightning also has been already done.

    Btw, couldn't you find a better name for spell pack? I mean, the only time Random sounded creative to me was when it was used by Deadmau5 to call his album: Random Album Title :p

    Other than that, the skim through triggers shows you're doing good with spell making :)

    Keep it up... and actually, start learning vJass ;)
     
  3. MortAr

    MortAr

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    Hm, damn good.

    Review

    Idea/Originality/Creativity: 9/10
    Triggering/Coding: 10/10
    Discription/Tooltips: 9/10
    Eye Candy/SFX: 9/10
    MUI: +5

    Overall: 42 = Recommended.

    -10/45 = FAIL
    -20/45 = Lacking
    -30/45 = Acceptable
    -40/45 = Recommended
    -45 = Highly Recommended


    At all, I've sum suggestions:
    You can make the big-fireball to move just the the tiny ones when its explodes, it will better
    The both fireball and the lightningball height is a bit too much, reducing it might be good.

    That's all, and of course, 5/5 rate.
     
  4. NFWar

    NFWar

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    Deuterium, I looked at your comment, so:
    -Yes you are right, pausing units dont must be used so much.
    I can stun target too instead of pause. I think Like that I will do at next update.
    -Ofcorse theare many spells at hive. It is my first Spell Pack and I started from "easy"
    just like RMX sugest me/
    -Better name... huh... uhum... ghuh... I dont know much words :con:
    Gona use a book :xxd:
     
  5. Deuterium

    Deuterium

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    The thing is... "easy" could be creative you know... I mean, check my spell-pack, they're all easy spells... yet almost none has been done before.

    There are alot of ideas which you could do that no one have done before... :)
     
  6. baassee

    baassee

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    blah pause here pause there, doesnt matter really but seed got some good points as always, and I dont dare to review lawl ;)
     
  7. Deuterium

    Deuterium

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    Hehehe :p
     
  8. NFWar

    NFWar

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    WARNING:
    Spell Fireball cause map to lag
    I am working on that but fail to fix it for now.
    :sad:

    Not anymore. I have fixed that. Look Comments lower.
     
    Last edited: Sep 17, 2009
  9. Deuterium

    Deuterium

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    Humm? Point out where the leak is... maybe someone can help.
     
  10. NFWar

    NFWar

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    I have spend 8 hours to fix it but fail.
    cant fing what is wrong. Had rebuilded spell 2 times.
    I dont even know what leak... :confused:
     
  11. Deuterium

    Deuterium

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    If you don't know what leaks... how could you know it leaks in the first place!? :s

    PLEASE don't tell me you're using stupid leak checker? Because that doesn't function quietly well as far as I know...
     
  12. NFWar

    NFWar

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    After casting 1,2,3 spell a lot of times (kiled all units with 1st, 2nd...)
    map dont lag. After using Fireball 10 times I saw small lag...
    Caster a lot of times Fireball - mega lag at map.
     
  13. Deuterium

    Deuterium

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    That doesn't mean it leaks :p it could mean alot of things... why don't you post your triggers here so that people can see it without downloading the map or using WE?
     
  14. NFWar

    NFWar

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    Here is seting trigger:
    Seting Trigger
    • Fire Ball Setings
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Fireball
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • FB_Skip Equal to 0
          • Then - Actions
            • Trigger - Turn on Fire Ball Loop <gen>
          • Else - Actions
        • Set FB_Skip = (FB_Skip + 1)
        • Set FB_Times = (FB_Times + 1)
        • Set FB_Off[FB_Times] = True
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • -------- I have set 1 more boolean variable. It check if missile is "big" or "small". "Big" are fireballs what Hero make. "Small" are fragments. So by cheking this boolean variable actions for "small" and "big" missiles will be not same. --------
        • -------- Fireball mooving an same height and impact on enemys. Fragments move with parabola and cause small AoE damage --------
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • Set FB_Big[FB_Times] = True
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • Set FB_Hero[FB_Times] = (Casting unit)
        • Set FB_Point[0] = (Position of (Casting unit))
        • Set FB_Point[1] = (Target point of ability being cast)
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • -------- Lets set angle, damage, distance, speed, AoE etc. --------
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • Set FB_Angle[FB_Times] = (Angle from FB_Point[0] to FB_Point[1])
        • Set FB_Distance[FB_Times] = 800.00
        • Set FB_Speed[FB_Times] = 15.00
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • Set FB_Damage[FB_Times] = (60.00 + (60.00 x (Real((Level of Fireball for (Casting unit))))))
        • Set FB_AoE[FB_Times] = 250.00
        • Set FB_Colision[FB_Times] = (50.00 + (20.00 x (Real((Level of Fireball for (Casting unit))))))
        • Set FB_Fragments[FB_Times] = (2 + (1 x (Level of Fireball for (Casting unit))))
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • -------- Set scaling of dummy. Biger damage - biger dummy :) --------
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • Set FB_Scale = (90.00 + (10.00 x (Real((Level of Fireball for (Casting unit))))))
        • Unit - Create 1 Dummy for (Owner of FB_Hero[FB_Times]) at FB_Point[0] facing FB_Angle[FB_Times] degrees
        • Set FB_Missile[FB_Times] = (Last created unit)
        • Animation - Change FB_Missile[FB_Times] flying height to 40.00 at 0.00
        • Animation - Change FB_Missile[FB_Times]'s size to (FB_Scale%, FB_Scale%, FB_Scale%) of its original size
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • -------- Just with 1 special effect dummy dont looks good. Lets create 2 effects :) --------
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
        • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
        • Custom script: call RemoveLocation ( udg_FB_Point[0] )
        • Custom script: call RemoveLocation ( udg_FB_Point[1] )

    Here is Loop Trigger:
    Loop Trigger
    • Fire Ball Loop
      • Events
        • Time - Every 0.02 seconds of game time
      • Conditions
      • Actions
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • -------- Every FB_Times become FB --------
        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
        • For each (Integer FB) from 1 to FB_Times, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • FB_Off[FB] Equal to True
              • Then - Actions
                • Set FB_Point[2] = (Position of FB_Missile[FB])
                • Set FB_Point[3] = (FB_Point[2] offset by FB_Speed[FB] towards FB_Angle[FB] degrees)
                • Unit - Move FB_Missile[FB] instantly to FB_Point[3]
                • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                • -------- Distance is descreased by speed every time when missile move. --------
                • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                • Set FB_Distance[FB] = (FB_Distance[FB] - FB_Speed[FB])
                • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                • -------- Below is condition which check if missile is "big" or "small". --------
                • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • FB_Big[FB] Equal to True
                  • Then - Actions
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • -------- If it is, then actions for fireball will be runing --------
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • Set FB_Group[FB] = (Units within FB_Colision[FB] of FB_Point[3] matching (((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to False)) and (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is dead) Equal to
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Number of units in FB_Group[FB]) Greater than 0
                      • Then - Actions
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • -------- Fireball just tuch something, Lets create Explosion! :D --------
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • Special Effect - Create a special effect at FB_Point[3] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                        • Special Effect - Destroy (Last created special effect)
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • -------- Group will be destroyed and set again, because uther units theare will be damaged --------
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • Custom script: call DestroyGroup ( udg_FB_Group[udg_FB] )
                        • Set FB_Group[FB] = (Units within FB_AoE[FB] of FB_Point[3] matching (((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to False)) and (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is dead) Equal to Fals
                        • Unit Group - Pick every unit in FB_Group[FB] and do (Actions)
                          • Loop - Actions
                            • Unit - Cause FB_Hero[FB] to damage (Picked unit), dealing FB_Damage[FB] damage of attack type Spells and damage type Fire
                        • Custom script: call DestroyGroup ( udg_FB_Group[udg_FB] )
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • -------- Distance being 0 because fireball impact on unit and will not move anymore --------
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • Set FB_Distance[FB] = 0.00
                        • Set FB_Point[4] = (Position of FB_Missile[FB])
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • -------- Here it is. Below is loop which set up fragments. --------
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • For each (Integer A) from 1 to FB_Fragments[FB], do (Actions)
                          • Loop - Actions
                            • Set FB_Skip = (FB_Skip + 1)
                            • Set FB_Times = (FB_Times + 1)
                            • Set FB_Off[FB_Times] = True
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • -------- FB_Big will be false because it is just small fragment :P --------
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • Set FB_Big[FB_Times] = False
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • Set FB_Hero[FB_Times] = FB_Hero[FB]
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • -------- MaxDistance and height are needed for parabola calculation --------
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • Set FB_Angle[FB_Times] = (FB_Angle[FB] + (Random real number between -60.00 and 60.00))
                            • Set FB_Distance[FB_Times] = (Random real number between 200.00 and 400.00)
                            • Set FB_MaxDistance[FB_Times] = FB_Distance[FB_Times]
                            • Set FB_Speed[FB_Times] = (FB_MaxDistance[FB_Times] x 0.02)
                            • Set FB_Height[FB_Times] = (Random real number between 100.00 and 200.00)
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • -------- Fragments will deal 4 times leaser damage. Reduce IT! :) --------
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • Set FB_Damage[FB_Times] = (FB_Damage[FB] / 4.00)
                            • Set FB_AoE[FB_Times] = 150.00
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • -------- Scale is half (50 %), but you can change it. --------
                            • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                            • Set FB_Scale = 50.00
                            • Unit - Create 1 Dummy for (Owner of FB_Hero[FB_Times]) at FB_Point[4] facing FB_Angle[FB_Times] degrees
                            • Set FB_Missile[FB_Times] = (Last created unit)
                            • Animation - Change FB_Missile[FB_Times]'s size to (FB_Scale%, FB_Scale%, FB_Scale%) of its original size
                            • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • -------- Upper loop action used just 1 point. Remove to do not cause leaks --------
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • Custom script: call RemoveLocation ( udg_FB_Point[4] )
                      • Else - Actions
                  • Else - Actions
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • -------- This actions will be done if Missile is not "Big", it is fragment height changed to parabola variable to give a look of arc --------
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • Set FB_Parabola[FB] = (((4.00 x FB_Height[FB]) / FB_MaxDistance[FB]) x ((FB_MaxDistance[FB] - FB_Distance[FB]) x (FB_Distance[FB] / FB_MaxDistance[FB])))
                    • Animation - Change FB_Missile[FB] flying height to FB_Parabola[FB] at 0.00
                • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                • -------- Distance is 0, then missile killed --------
                • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • FB_Distance[FB] Less than or equal to 0.00
                  • Then - Actions
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • -------- W8! Not all missiles diying at same way! Fragments deal damage when diying! :) --------
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • FB_Big[FB] Equal to False
                      • Then - Actions
                        • Set FB_Group[FB] = (Units within FB_AoE[FB] of FB_Point[3] matching (((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to False)) and (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is dead) Equal to Fals
                        • Unit Group - Pick every unit in FB_Group[FB] and do (Actions)
                          • Loop - Actions
                            • Unit - Cause FB_Hero[FB] to damage (Picked unit), dealing FB_Damage[FB] damage of attack type Spells and damage type Fire
                        • Custom script: call DestroyGroup ( udg_FB_Group[udg_FB] )
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • -------- Special effect for eyecandy and sound of effect destroyed --------
                        • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                        • Special Effect - Create a special effect at FB_Point[3] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                        • Special Effect - Destroy (Last created special effect)
                      • Else - Actions
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • -------- Finaly kill missile! :P --------
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • Unit - Kill FB_Missile[FB]
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • -------- FB_Skip reduced by 1, because it check if some spells are runing --------
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • Set FB_Skip = (FB_Skip - 1)
                    • Set FB_Off[FB] = False
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • -------- If FB_Skip is 0, then no spells are exist. Loop shud repeat 0 times (FB_Times set to 0 too) and turn trigger off. Dont need trigger to run when no spells are runing :P --------
                    • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • FB_Skip Equal to 0
                      • Then - Actions
                        • Set FB_Times = 0
                        • Trigger - Turn off (This trigger)
                      • Else - Actions
                  • Else - Actions
                • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                • -------- Almost forgot ^^ Clear leaks ^^ --------
                • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                • Custom script: call RemoveLocation ( udg_FB_Point[2] )
                • Custom script: call RemoveLocation ( udg_FB_Point[3] )
              • Else - Actions

    I dont found any leak but spell still leak.:sad:
     
  15. Deuterium

    Deuterium

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    Oh man you should have done that a long time ago!

    Here it is:
    • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
    • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl


    You don't only need to remove the unit you attach the effects too... but store the effects into variables and destroy them too.

    Effects are the things that cause the most lag if not destroyed (that's an educated guess, I might be wrong)...
     
  16. NFWar

    NFWar

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    I think you are wrong, Ball Lighting have 3 effects at Dummy chest.
    I killed all units at map just with ball Lighting ability and still no lag.
    I even reduce damage to cast it more times.

    Realy, gona try your sugestion, but i think it is wrong...

    EDIT: Lag remain so leak still too
    Effects attached to dummy destroys automaticaly when dummy dies
     
  17. Deuterium

    Deuterium

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    Man, leak and lag are two whole different things!

    No they don't...

    There's nothing in Warcraft that "destroys automatically" unless you're using some advance GUI system...
     
  18. NFWar

    NFWar

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    If you have effect leaks, indead you will lag

    I found what problem is... it is not effects on dummy
    It is spell data :eek:
    Fireball spell made from shockwave.
    Ball Lighting is base of Fireball but it is made from Carrion Swarm.
    I make to Hero create Fireball when using Ball Lighting.
    Killed all units at map - no lag. :confused: Then it is no effect leaks.
    Changed to Fireball... it is lag again. :eekani:
    It means without any doubt what Shockwave do something and cause lag
    I have no uther pheory
     
    Last edited: Aug 29, 2009
  19. Deuterium

    Deuterium

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    Why don't you use "Channel" as the dummy ability? It is the simplest and best to use and fully adjustable... just make sure to pick the "Visible" option as you're editing the ability object...