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Scylla v1.1 by BetaGod

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
SCYLLA v1.1
By BetaGod

533151_10150692177554143_629724142_9525584_306726976_n.jpg




Summons the fiery Scylla monster, who flyes off the caster up to the sky, puking demon fire at nearby ranges. When cast, the monster releases 6 waves of pure fire, dealing damage to enemies and structures on a line; when the monster starts to rise up, it begin the demon fire puking. This particular fire is launched at the caster's current position and deals much more damage to enemies who are far away from him. Damage increase is random.

Level 1 - 100 wave damage and 160 demon fire base damage.

Level 2 - 140 wave damage and 260 demon fire base damage.

Level 3 - 180 wave damage and 360 demon fire base damage.


535830_10150692181424143_629724142_9525591_1838079143_n.jpg


ABOUT THE MONSTER: WIKI'ED


  • Scylla Init
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Scylla
    • Actions
      • -------- ---------------------------------------------------------------- --------
      • -------- Don't touch this settings --------
      • -------- ---------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SCY_Skip Equal to 0
        • Then - Actions
          • Trigger - Turn on Scylla Loop <gen>
        • Else - Actions
      • Set SCY_Skip = (SCY_Skip + 1)
      • Set SCY_Times = (SCY_Times + 1)
      • Set SCY_Off[SCY_Times] = True
      • Set SCY_Timer[SCY_Times] = 0.00
      • Set SCY_Caster[SCY_Times] = (Triggering unit)
      • Set SCY_Player[SCY_Times] = (Owner of SCY_Caster[SCY_Times])
      • Set SCY_DummyAbility[SCY_Times] = Scylla Dummy
      • Set SCY_AbilityLevel[SCY_Times] = (Level of (Ability being cast) for SCY_Caster[SCY_Times])
      • Set SCY_Location[SCY_Times] = (Position of SCY_Caster[SCY_Times])
      • -------- ---------------------------------------------------------------- --------
      • -------- This is the damage detection AoE of every created orb --------
      • -------- ---------------------------------------------------------------- --------
      • Set SCY_Aoe[SCY_Times] = 100.00
      • -------- ---------------------------------------------------------------- --------
      • -------- The base damage of each orb --------
      • -------- ---------------------------------------------------------------- --------
      • Set SCY_Damage[SCY_Times] = (((Real(SCY_AbilityLevel[SCY_Times])) x 100.00) + 60.00)
      • -------- ---------------------------------------------------------------- --------
      • -------- Phoenix SFX's --------
      • -------- ---------------------------------------------------------------- --------
      • Set SCY_SFX1 = units\human\phoenix\phoenix.mdl
      • Set SCY_SFX2 = Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
      • Set SCY_SFX3 = Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
      • Set SCY_SFX4 = Abilities\Weapons\GreenDragonMissile\GreenDragonMissile.mdl
      • Set SCY_SFX5 = Abilities\Spells\Human\Banish\BanishTarget.mdl
      • -------- ---------------------------------------------------------------- --------
      • -------- This SFX is orb only --------
      • -------- ---------------------------------------------------------------- --------
      • Set SCY_SFX6 = Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • -------- ---------------------------------------------------------------- --------
      • -------- This sound gets played when ability is beign used --------
      • -------- ---------------------------------------------------------------- --------
      • Set SCY_Sound = Scylla <gen>
      • -------- ---------------------------------------------------------------- --------
      • -------- Don't touch this settings --------
      • -------- ---------------------------------------------------------------- --------
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set SCY_Location2[SCY_Times] = (SCY_Location[SCY_Times] offset by 180.00 towards (60.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Dummy for SCY_Player[SCY_Times] at SCY_Location2[SCY_Times] facing (Random angle) degrees
          • Set SCY_Dummy[SCY_Times] = (Last created unit)
          • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY_Times] using SCY_SFX1
          • Set SCY_Effect1[SCY_Times] = (Last created special effect)
          • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY_Times] using SCY_SFX2
          • Set SCY_Effect2[SCY_Times] = (Last created special effect)
          • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY_Times] using SCY_SFX3
          • Set SCY_Effect3[SCY_Times] = (Last created special effect)
          • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY_Times] using SCY_SFX4
          • Set SCY_Effect4[SCY_Times] = (Last created special effect)
          • Special Effect - Create a special effect attached to the overhead of SCY_Dummy[SCY_Times] using SCY_SFX5
          • Animation - Change SCY_Dummy[SCY_Times]'s size to (175.00%, 175.00%, 175.00%) of its original size
          • Animation - Change SCY_Dummy[SCY_Times]'s vertex coloring to (25.00%, 25.00%, 25.00%) with 40.00% transparency
          • Animation - Change SCY_Dummy[SCY_Times]'s animation speed to 175.00% of its original speed
          • Animation - Change SCY_Dummy[SCY_Times] flying height to 1200.00 at 250.00
          • Unit - Add a 5.00 second Generic expiration timer to SCY_Dummy[SCY_Times]
          • Unit - Add SCY_DummyAbility[SCY_Times] to SCY_Dummy[SCY_Times]
          • Unit - Set level of SCY_DummyAbility[SCY_Times] for SCY_Dummy[SCY_Times] to SCY_AbilityLevel[SCY_Times]
          • Unit - Order SCY_Dummy[SCY_Times] to Orc Tauren Chieftain - Shockwave SCY_Location2[SCY_Times]
          • Custom script: call RemoveLocation(udg_SCY_Location2[udg_SCY_Times])
      • Sound - Play SCY_Sound at 100.00% volume, attached to SCY_Caster[SCY_Times]
      • Custom script: call RemoveLocation(udg_SCY_Location[udg_SCY_Times])

  • Scylla Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • -------- ---------------------------------------------------------------- --------
      • -------- Don't touch this settings --------
      • -------- ---------------------------------------------------------------- --------
      • For each (Integer SCY) from 1 to SCY_Times, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SCY_Off[SCY] Equal to True
            • Then - Actions
              • Set SCY_Timer[SCY] = (SCY_Timer[SCY] + 0.02)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SCY_Timer[SCY_Times] Equal to 1.50
                • Then - Actions
                  • Set SCY_Location[SCY] = (Position of SCY_Caster[SCY])
                  • For each (Integer A) from 1 to 6, do (Actions)
                    • Loop - Actions
                      • Set SCY_Location2[SCY] = (SCY_Location[SCY] offset by 50.00 towards (60.00 x (Real((Integer A)))) degrees)
                      • Unit - Create 1 Dummy for SCY_Player[SCY] at SCY_Location2[SCY] facing Default building facing degrees
                      • Set SCY_Dummy[SCY] = (Last created unit)
                      • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX4
                      • Special Effect - Create a special effect attached to the overhead of SCY_Dummy[SCY] using SCY_SFX5
                      • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX6
                      • Animation - Change SCY_Dummy[SCY]'s size to (150.00%, 150.00%, 150.00%) of its original size
                      • Animation - Change SCY_Dummy[SCY]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 80.00% transparency
                      • Animation - Change SCY_Dummy[SCY] flying height to 800.00 at 0.00
                      • Animation - Change SCY_Dummy[SCY] flying height to 0.00 at 2000.00
                      • Unit - Add a 0.90 second Generic expiration timer to SCY_Dummy[SCY]
                      • Special Effect - Create a special effect at SCY_Location2[SCY] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Set SCY_Group[SCY] = (Units within SCY_Aoe[SCY] of SCY_Location2[SCY] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of SCY_Player[SCY]) Equal to True)))
                      • Custom script: call RemoveLocation(udg_SCY_Location2[udg_SCY])
                      • Custom script: set bj_wantDestroyGroup = true
                      • Unit Group - Pick every unit in SCY_Group[SCY] and do (Actions)
                        • Loop - Actions
                          • Unit - Cause SCY_Caster[SCY] to damage (Picked unit), dealing (SCY_Damage[SCY] x (Random real number between 100.00 and 150.00)) damage of attack type Spells and damage type Fire
                  • Custom script: call RemoveLocation(udg_SCY_Location[udg_SCY])
                  • Special Effect - Destroy SCY_Effect1[SCY]
                  • Special Effect - Destroy SCY_Effect2[SCY]
                  • Special Effect - Destroy SCY_Effect3[SCY]
                  • Special Effect - Destroy SCY_Effect4[SCY]
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SCY_Timer[SCY_Times] Equal to 2.00
                    • Then - Actions
                      • Set SCY_Location[SCY] = (Position of SCY_Caster[SCY])
                      • For each (Integer A) from 1 to 6, do (Actions)
                        • Loop - Actions
                          • Set SCY_Location2[SCY] = (SCY_Location[SCY] offset by 100.00 towards ((60.00 x (Real((Integer A)))) + 30.00) degrees)
                          • Unit - Create 1 Dummy for SCY_Player[SCY] at SCY_Location2[SCY] facing Default building facing degrees
                          • Set SCY_Dummy[SCY] = (Last created unit)
                          • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX4
                          • Special Effect - Create a special effect attached to the overhead of SCY_Dummy[SCY] using SCY_SFX5
                          • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX6
                          • Animation - Change SCY_Dummy[SCY]'s size to (200.00%, 200.00%, 200.00%) of its original size
                          • Animation - Change SCY_Dummy[SCY]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 80.00% transparency
                          • Animation - Change SCY_Dummy[SCY] flying height to 800.00 at 0.00
                          • Animation - Change SCY_Dummy[SCY] flying height to 0.00 at 2000.00
                          • Unit - Add a 0.90 second Generic expiration timer to SCY_Dummy[SCY]
                          • Special Effect - Create a special effect at SCY_Location2[SCY] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                          • Special Effect - Destroy (Last created special effect)
                          • Set SCY_Group[SCY] = (Units within SCY_Aoe[SCY] of SCY_Location2[SCY] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of SCY_Player[SCY]) Equal to True)))
                          • Custom script: call RemoveLocation(udg_SCY_Location2[udg_SCY])
                          • Custom script: set bj_wantDestroyGroup = true
                          • Unit Group - Pick every unit in SCY_Group[SCY] and do (Actions)
                            • Loop - Actions
                              • Unit - Cause SCY_Caster[SCY] to damage (Picked unit), dealing (SCY_Damage[SCY] x (Random real number between 100.00 and 200.00)) damage of attack type Spells and damage type Fire
                      • Custom script: call RemoveLocation(udg_SCY_Location[udg_SCY])
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SCY_Timer[SCY_Times] Equal to 2.50
                        • Then - Actions
                          • Set SCY_Location[SCY] = (Position of SCY_Caster[SCY])
                          • For each (Integer A) from 1 to 6, do (Actions)
                            • Loop - Actions
                              • Set SCY_Location2[SCY] = (SCY_Location[SCY] offset by 150.00 towards ((60.00 x (Real((Integer A)))) + 60.00) degrees)
                              • Unit - Create 1 Dummy for SCY_Player[SCY] at SCY_Location2[SCY] facing Default building facing degrees
                              • Set SCY_Dummy[SCY] = (Last created unit)
                              • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX4
                              • Special Effect - Create a special effect attached to the overhead of SCY_Dummy[SCY] using SCY_SFX5
                              • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX6
                              • Animation - Change SCY_Dummy[SCY]'s size to (250.00%, 250.00%, 250.00%) of its original size
                              • Animation - Change SCY_Dummy[SCY]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 80.00% transparency
                              • Animation - Change SCY_Dummy[SCY] flying height to 800.00 at 0.00
                              • Animation - Change SCY_Dummy[SCY] flying height to 0.00 at 2000.00
                              • Unit - Add a 0.90 second Generic expiration timer to SCY_Dummy[SCY]
                              • Special Effect - Create a special effect at SCY_Location2[SCY] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                              • Special Effect - Destroy (Last created special effect)
                              • Set SCY_Group[SCY] = (Units within SCY_Aoe[SCY] of SCY_Location2[SCY] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of SCY_Player[SCY]) Equal to True)))
                              • Custom script: call RemoveLocation(udg_SCY_Location2[udg_SCY])
                              • Custom script: set bj_wantDestroyGroup = true
                              • Unit Group - Pick every unit in SCY_Group[SCY] and do (Actions)
                                • Loop - Actions
                                  • Unit - Cause SCY_Caster[SCY] to damage (Picked unit), dealing (SCY_Damage[SCY] x (Random real number between 100.00 and 250.00)) damage of attack type Spells and damage type Fire
                          • Custom script: call RemoveLocation(udg_SCY_Location[udg_SCY])
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • SCY_Timer[SCY_Times] Equal to 3.00
                            • Then - Actions
                              • Set SCY_Location[SCY] = (Position of SCY_Caster[SCY])
                              • For each (Integer A) from 1 to 6, do (Actions)
                                • Loop - Actions
                                  • Set SCY_Location2[SCY] = (SCY_Location[SCY] offset by 200.00 towards ((60.00 x (Real((Integer A)))) + 90.00) degrees)
                                  • Unit - Create 1 Dummy for SCY_Player[SCY] at SCY_Location2[SCY] facing Default building facing degrees
                                  • Set SCY_Dummy[SCY] = (Last created unit)
                                  • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX4
                                  • Special Effect - Create a special effect attached to the overhead of SCY_Dummy[SCY] using SCY_SFX5
                                  • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX6
                                  • Animation - Change SCY_Dummy[SCY]'s size to (300.00%, 300.00%, 300.00%) of its original size
                                  • Animation - Change SCY_Dummy[SCY]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 80.00% transparency
                                  • Animation - Change SCY_Dummy[SCY] flying height to 800.00 at 0.00
                                  • Animation - Change SCY_Dummy[SCY] flying height to 0.00 at 2000.00
                                  • Unit - Add a 0.90 second Generic expiration timer to SCY_Dummy[SCY]
                                  • Special Effect - Create a special effect at SCY_Location2[SCY] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                                  • Special Effect - Destroy (Last created special effect)
                                  • Set SCY_Group[SCY] = (Units within SCY_Aoe[SCY] of SCY_Location2[SCY] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of SCY_Player[SCY]) Equal to True)))
                                  • Custom script: call RemoveLocation(udg_SCY_Location2[udg_SCY])
                                  • Custom script: set bj_wantDestroyGroup = true
                                  • Unit Group - Pick every unit in SCY_Group[SCY] and do (Actions)
                                    • Loop - Actions
                                      • Unit - Cause SCY_Caster[SCY] to damage (Picked unit), dealing (SCY_Damage[SCY] x (Random real number between 100.00 and 300.00)) damage of attack type Spells and damage type Fire
                              • Custom script: call RemoveLocation(udg_SCY_Location[udg_SCY])
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • SCY_Timer[SCY_Times] Equal to 3.50
                                • Then - Actions
                                  • Set SCY_Location[SCY] = (Position of SCY_Caster[SCY])
                                  • For each (Integer A) from 1 to 6, do (Actions)
                                    • Loop - Actions
                                      • Set SCY_Location2[SCY] = (SCY_Location[SCY] offset by 250.00 towards ((60.00 x (Real((Integer A)))) + 120.00) degrees)
                                      • Unit - Create 1 Dummy for SCY_Player[SCY] at SCY_Location2[SCY] facing Default building facing degrees
                                      • Set SCY_Dummy[SCY] = (Last created unit)
                                      • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX4
                                      • Special Effect - Create a special effect attached to the overhead of SCY_Dummy[SCY] using SCY_SFX5
                                      • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX6
                                      • Animation - Change SCY_Dummy[SCY]'s size to (350.00%, 350.00%, 350.00%) of its original size
                                      • Animation - Change SCY_Dummy[SCY]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 80.00% transparency
                                      • Animation - Change SCY_Dummy[SCY] flying height to 800.00 at 0.00
                                      • Animation - Change SCY_Dummy[SCY] flying height to 0.00 at 2000.00
                                      • Unit - Add a 0.90 second Generic expiration timer to SCY_Dummy[SCY]
                                      • Special Effect - Create a special effect at SCY_Location2[SCY] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                                      • Special Effect - Destroy (Last created special effect)
                                      • Set SCY_Group[SCY] = (Units within SCY_Aoe[SCY] of SCY_Location2[SCY] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of SCY_Player[SCY]) Equal to True)))
                                      • Custom script: call RemoveLocation(udg_SCY_Location2[udg_SCY])
                                      • Custom script: set bj_wantDestroyGroup = true
                                      • Unit Group - Pick every unit in SCY_Group[SCY] and do (Actions)
                                        • Loop - Actions
                                          • Unit - Cause SCY_Caster[SCY] to damage (Picked unit), dealing (SCY_Damage[SCY] x (Random real number between 100.00 and 350.00)) damage of attack type Spells and damage type Fire
                                  • Custom script: call RemoveLocation(udg_SCY_Location[udg_SCY])
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • SCY_Timer[SCY_Times] Equal to 4.00
                                    • Then - Actions
                                      • Set SCY_Location[SCY] = (Position of SCY_Caster[SCY])
                                      • For each (Integer A) from 1 to 6, do (Actions)
                                        • Loop - Actions
                                          • Set SCY_Location2[SCY] = (SCY_Location[SCY] offset by 300.00 towards ((60.00 x (Real((Integer A)))) + 150.00) degrees)
                                          • Unit - Create 1 Dummy for SCY_Player[SCY] at SCY_Location2[SCY] facing Default building facing degrees
                                          • Set SCY_Dummy[SCY] = (Last created unit)
                                          • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX4
                                          • Special Effect - Create a special effect attached to the overhead of SCY_Dummy[SCY] using SCY_SFX5
                                          • Special Effect - Create a special effect attached to the chest of SCY_Dummy[SCY] using SCY_SFX6
                                          • Animation - Change SCY_Dummy[SCY]'s size to (400.00%, 400.00%, 400.00%) of its original size
                                          • Animation - Change SCY_Dummy[SCY]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 80.00% transparency
                                          • Animation - Change SCY_Dummy[SCY] flying height to 800.00 at 0.00
                                          • Animation - Change SCY_Dummy[SCY] flying height to 0.00 at 2000.00
                                          • Unit - Add a 0.90 second Generic expiration timer to SCY_Dummy[SCY]
                                          • Special Effect - Create a special effect at SCY_Location2[SCY] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                                          • Special Effect - Destroy (Last created special effect)
                                          • Set SCY_Group[SCY] = (Units within SCY_Aoe[SCY] of SCY_Location2[SCY] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of SCY_Player[SCY]) Equal to True)))
                                          • Custom script: call RemoveLocation(udg_SCY_Location2[udg_SCY])
                                          • Custom script: set bj_wantDestroyGroup = true
                                          • Unit Group - Pick every unit in SCY_Group[SCY] and do (Actions)
                                            • Loop - Actions
                                              • Unit - Cause SCY_Caster[SCY] to damage (Picked unit), dealing (SCY_Damage[SCY] x (Random real number between 100.00 and 400.00)) damage of attack type Spells and damage type Fire
                                      • Custom script: call RemoveLocation(udg_SCY_Location[udg_SCY])
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • SCY_Timer[SCY_Times] Greater than 4.00
                                        • Then - Actions
                                          • Set SCY_Skip = (SCY_Skip - 1)
                                          • Set SCY_Off[SCY] = False
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • SCY_Skip Equal to 0
                                            • Then - Actions
                                              • Set SCY_Times = 0
                                              • Trigger - Turn off (This trigger)
                                            • Else - Actions
                                        • Else - Actions
            • Else - Actions
v1.1 changelog:
-Optimized coding sightly

v1.0 changelog:
-Public Release

Keywords:
Monster, six-heads, fire, pyro, fiery, demon, giant, AoE
Contents

Scylla v1.0 by BetaGod (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Required changes Special effects created on the dummies cause leaks, in both triggers Suggested changes The wording and grammar in the tooltip could be a bit better The indexing...

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12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

Reviewed by Maker, Scylla v1.1, 17th Jul 2012

Required changes
  • Special effects created on the dummies cause leaks, in both triggers
Suggested changes
  • The wording and grammar in the tooltip could be a bit better
  • The indexing could destroy/overwrite/remove expired indexes
    and not just use a boolean. But that is not a big deal
  • There are some repeated actions in the looping trigger.
    See if you can find a way to shorten the trigger.
    Again, this nothing serious and won't prevent the spell from being approved
 
Level 11
Joined
May 13, 2010
Messages
167
Looks like a load of inefficient effect spam, you only actually need a single loop where you create those effects and deal damage or whatever, just constantly increment as stored value or something to set thing between "delays" You've made this a lot more complex than it needs to be

I'll give it a try!

You are leaking a lot of special effects. I don't see why you are using arrays for the locations.

Oops.. i will definetly come with an update tomorrow!
 
Last edited:
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