Moderator
M
Moderator
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
20:40, 26th Mar 2012
Pharaoh_: Use variables, to avoid repetitive function calls, such as "Triggering unit", (Key(Picked unit)), etc.
You never turn off the triggers.
Special effect paths have to be configurable, either in Map Initialization trigger or a trigger specifically made for this spell.
Use Storm Bolt ability to stun the target, because Bash can target units immune to magic as well. Trigger the damage yourself and do not depend on the dummy abilities.
Check if the unit to be damaged is in a group specifically used by the spell's instance. If it's not, add it, and, in the end of the trigger remove it from the group. Destroying this specific group is not recommended, a recycling system would be more adviseable. This will prevent units that go further away to be hit by the same instance of the spell more than once.
Quite plain at the moment. Consider slowing the enemies affected.
IcemanBo: Too long as NeedsFix. Rejected.
20:40, 26th Mar 2012
Pharaoh_: Use variables, to avoid repetitive function calls, such as "Triggering unit", (Key(Picked unit)), etc.
You never turn off the triggers.
- TI Equal to ((Load 0 of (Key (Picked unit)) from TunderCircleHash) x 2)
- Unit - Set level of Dummy Ability 1 for (Last created unit) to (Load 0 of (Key (Picked unit)) from TunderCircleHash)
- Unit - Set level of Dummy Ability 2 for (Last created unit) to (Load 0 of (Key (Picked unit)) from TunderCircleHash)
Special effect paths have to be configurable, either in Map Initialization trigger or a trigger specifically made for this spell.
Use Storm Bolt ability to stun the target, because Bash can target units immune to magic as well. Trigger the damage yourself and do not depend on the dummy abilities.
Check if the unit to be damaged is in a group specifically used by the spell's instance. If it's not, add it, and, in the end of the trigger remove it from the group. Destroying this specific group is not recommended, a recycling system would be more adviseable. This will prevent units that go further away to be hit by the same instance of the spell more than once.
- Custom script: set udg_TPlayer = null
Quite plain at the moment. Consider slowing the enemies affected.