Moderator
M
Moderator
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
17:43, 14th Jan 2013
Magtheridon96:
This needs a ton of work.
It's far too simple to be approved in its current state.
You need to focus on efficiency and configuration. Configuration, efficiency, readability and documentation/comments are what I look at most of all.
This spell is also highly unoriginal, so it's going to be very hard for it to be approved without it having flawless configuration and code. :/
IcemanBo: Too long as NeedsFix. Rejected.
17:43, 14th Jan 2013
Magtheridon96:
- The description needs to be improved. You need to have importing instructions, a changelog, the triggers, and any other elements that would seem fit to be in a description.
- There are location leaks. I would recommend reading this thread to learn about how to clear memory leaks.
- After you create the floating text, it would be better if you were to store the last created floating text into a variable so that you don't repeat the function call over and over again (quite inefficient)
- Before you change the flying height of the caster, you should assure that he has the crowform ability. Here is a tutorial I made to teach the proper way of giving units the ability to fly. (No object editor work is needed)
- Don't use (Integer A), use a custom integer variable. You will face bugs while using (Integer A) because all spells share this same integer, so using (Integer A) in a loop that fires another the trigger that also happens to use (Integer A) will cause bugs because the value of (Integer A) will be tampered with.
- You should make the spell more configurable. There should be a configuration trigger that runs on map initialization that allows the user to directly configure the floating text properties, the special effect, the damage, the range and other things for multiple levels. All spells on THW need to support multiple levels for enhanced usefulness.
- The spell does not function properly. You're ordering a group of units to do a certain order, but this group is null.
- You should only be creating one unit and ordering that unit to cast impale in all directions in a loop. Currently, you're looping from 1 to 10, meaning you're creating 10 dummies. You only need 1.
- The dummy should have the following properties:
- Death-type: Can't raise, Does not decay
- Cast Backswing: 0.00 seconds
- Collision: 0
- Model: ""
- Death time: 0.00 seconds
- All animation times: 0.00 seconds
- Selection scale: 0.00 (Hold shift to set it accordingly)
- Abilities: Locust
- Since you cached the triggering unit into a variable at the top of the trigger, you don't need to repeat it again at the end of the trigger.
- You shouldn't be turning off the collision of the dummy. The dummy should have no pathing or collision in the first place.
This needs a ton of work.
It's far too simple to be approved in its current state.
You need to focus on efficiency and configuration. Configuration, efficiency, readability and documentation/comments are what I look at most of all.
This spell is also highly unoriginal, so it's going to be very hard for it to be approved without it having flawless configuration and code. :/