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Hello! I decided to update my spell, after a long time of waiting.
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Calls forth several blades to converge towards the caster after a few seconds.
BPower: Approved.
Old:
Torrent Slash v1.01 | Reviewed by Maker | 30th Jun 2013
NEEDS FIX
You are leaking special effects in the looping trigger
[tr]
You could index the blade unit / degree / effect into single...
In the configuration trigger,there is a for loop action. In configurations,we don't use this,we put the values one by one in-case the user wants to have damage not relative to each other(e.g level 1 = 100, level 2 = 54.5, level 3 = 184.5,etc)
and also, as I have mentioned to your spells and the other rejected spells that are in GUI must have their variables have a prefix,some of your variables are missing it.
TempPoint ,Temp Unit, etc.
Btw, for loop must start at 1.
and also, because of its current state about the glaives,the glaive number is not recommended as configurable anymore. It will be hard for those beginners to CnP the codes just to index the glaives 5>.
Btw, Unit group range should be configurable.
Replace UnitApplyTimedLifeBJ with call UnitApplyTimedLife(whichUnit, buffId, duration)
and also, doing it in custom script is useless because GUI 99% BJS.
JASS:
//===========================================================================
function UnitApplyTimedLifeBJ takes real duration, integer buffId, unit whichUnit returns nothing
call UnitApplyTimedLife(whichUnit, buffId, duration)
endfunction
For the unit scaling(actions), set the other two values to 0. X is enough for scaling.
So its (size, 0, 0)
Ability Level of Caster must be indexed.
Your indexing has a problem. You are not moving the last index to the removed index,you are just nulling the values of the removed index.
It must be, ex.:
set unitData[tempIndex] = unitData[lastIndex]
Damage effect attachments should be configurable.
TempPoint[0] = (TS_CasterPos[TempInteger[0]] offset by 400.00 towards 270.00 degrees)
Temp variables are better off without prefixes. That way there is a chance that the map already has variables with the same name and no new ones are created. It would be great if everyone used the same temp variables across all spells.
Oh and that last thing you mentioned, the height of the dummy is uncontrollable with that model, so I create it 400 range south of the hero to make it look normal. Also, I use tempvars many times..
i dont like the arrayed lvls for this. i rather it this way although it kills what almia suggested. about lvl 2 being lower than lvl 1 for damage.
i have 2 variables for damage one is called damageBase. the other is called damagePerLvl. the formula then goes like this. damageBase + ( abilityLvl * damagePerLvl)
lets say my base is 500 and my per lvl one is 250.
this means lvl 1 is 750. lvl 2 is 1000. lvl 3 is 1250 and so on.
The best thing about this is those 2 variables work for all the lvls. As many lvl as u want. so if i want to change my ability to have 100 lvls then i dont have to have 100 lines of the damage. Those 2 variables already do it. example: lvl 100 would be like this 500 + ( 100 * 250)
which would come out to be 25500 damage.
ur indexing is also old style. i thought u learned the way i did it ?
In order to save computation time you should store TriggeringUnit into a variable. Variables lookups are much faster than function calls, consider the loop.
(Life of TempUnit) Greater than 0.41
--> Change this IsUnitAlive, in a narrow sense units with 0.41 life are not dead. The excact border would be 0.405
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