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

Triggered Incinerate v1.2

Submitted by AGD
This bundle is marked as approved. It works and satisfies the submission rules.
Credits:
- Bribe [Damage Engine]

You can use this spell as an alternative to the FireLord's Incinerate spell.
Many of us including myself have encountered problems when editing or making duplicate out of this spell and for this reason I made this.
With this simple system, you can have as many incinerate-like spells in your map as you want, all with different rawcodes and stats.

Read the readme for importing instructions.

Triggered Incinerate v1.2

Configuration Section
  • Incinerate SpellsList
    • Events
    • Conditions
    • Actions
      • -------- ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| --------
      • -------- |||||||||||||||||||||||||||||||||||||||| INCINERATE SPELLS LIST |||||||||||||||||||||||||||||||||||||||| --------
      • -------- ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| --------
      • -------- --------
      • -------- If you want to add a slot for an incinerate spell, copy one of these --------
      • -------- spell blocks and paste it next to the last block. Then you can freely --------
      • -------- configure the stats of the spell. --------
      • -------- --------
      • -------- ||||||||||||||||||||||||||||||||||||||||||||||||||||||||| --------
      • -------- ||||| Incinerate Spell 1 ||||| --------
      • -------- ||||||||||||||||||||||||||||||||||||||||||||||||||||||||| --------
      • -------- --------
      • -------- [ Activation spell ] --------
      • Set TI_Spell = Incinerate
      • -------- [ Determines if spells can trigger incinerate ] --------
      • Set TI_AllowSpellAsTrigger = False
      • -------- [ Damage increase per attack ] --------
      • Set TI_DamageStackBase = 8.00
      • Set TI_DamageStackPerLevel = 2.00
      • -------- [ Duration of the stack damage ] --------
      • Set TI_DurBase = 8.00
      • Set TI_DurPerLevel = 0.00
      • -------- [ Limit of the damage stacking (Value of 0 means no stacking limit) ] --------
      • Set TI_DCapBase = 500.00
      • Set TI_DCapPerLevel = 0.00
      • -------- [ Full damage area/radius of the explosion ] --------
      • Set TI_EXAOEBase = 150.00
      • Set TI_EXAOEPerLevel = 0.00
      • -------- [ Small damage area/radius of the explosion ] --------
      • Set TI_EXSmallAOEBase = 250.00
      • Set TI_EXSmallAOEPerLevel = 0.00
      • -------- [ Explosion's small damage factor ] --------
      • Set TI_EXSmallDamageFactorBase = 0.60
      • Set TI_EXSmallDamageFactorPerLevel = 0.00
      • -------- [ Attack type of the spell ] --------
      • Set TI_AttackType = Hero
      • -------- [ Damage type of the spell ] --------
      • Set TI_DamageType = Magic
      • -------- [ Damage stacking SFX model ] --------
      • Set TI_EffectModel1 = Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl
      • -------- [ Explosion SFX model ] --------
      • Set TI_EffectModel2 = Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
      • -------- [ Damage stacking SFX attachment point ] --------
      • Set TI_EffectAttachment = chest
      • -------- [ The following determines the type of units allowed as the spell's target ] --------
      • Set TI_Structures = False
      • Set TI_Mechanicals = False
      • Set TI_MagicImmune = False
      • Set TI_Allies = True
      • Set TI_Illusions = True
      • -------- [ It's possible that this script was compiled first before TI_InitSpellIndex in which case normal function call won't work. ] --------
      • -------- [ Therefore we use ExecuteFunc. ] --------
      • Custom script: call ExecuteFunc( "TI_InitSpellIndex" )
      • -------- --------
      • -------- --------
      • -------- ||||||||||||||||||||||||||||||||||||||||||||||||||||||||| --------
      • -------- ||||| Incinerate Spell 2 ||||| --------
      • -------- ||||||||||||||||||||||||||||||||||||||||||||||||||||||||| --------
      • -------- --------
      • -------- [ Activation spell ] --------
      • Set TI_Spell = Fury Swipe
      • -------- [ Determines if spells can trigger incinerate ] --------
      • Set TI_AllowSpellAsTrigger = False
      • -------- [ Damage increase per attack ] --------
      • Set TI_DamageStackBase = 10.00
      • Set TI_DamageStackPerLevel = 5.00
      • -------- [ Duration of the stack damage ] --------
      • Set TI_DurBase = 8.00
      • Set TI_DurPerLevel = 0.00
      • -------- [ Limit of the damage stacking (Value of 0 means no stacking limit) ] --------
      • Set TI_DCapBase = 0.00
      • Set TI_DCapPerLevel = 0.00
      • -------- [ Full damage area/radius of the explosion ] --------
      • Set TI_EXAOEBase = 0.00
      • Set TI_EXAOEPerLevel = 0.00
      • -------- [ Small damage area/radius of the explosion ] --------
      • Set TI_EXSmallAOEBase = 0.00
      • Set TI_EXSmallAOEPerLevel = 0.00
      • -------- [ Explosion's small damage factor ] --------
      • Set TI_EXSmallDamageFactorBase = 0.00
      • Set TI_EXSmallDamageFactorPerLevel = 0.00
      • -------- [ Attack type of the spell ] --------
      • Set TI_AttackType = Hero
      • -------- [ Damage type of the spell ] --------
      • Set TI_DamageType = Normal
      • -------- [ Damage stacking SFX model ] --------
      • Set TI_EffectModel1 = Abilities\Spells\NightElf\BattleRoar\RoarTarget.mdl
      • -------- [ Explosion SFX model ] --------
      • Set TI_EffectModel2 = Objects\Spawnmodels\Undead\UndeadBlood\UndeadBloodNecromancer.mdl
      • -------- [ Damage stacking SFX attachment point ] --------
      • Set TI_EffectAttachment = overhead
      • -------- [ The following determines the type of units allowed as the spell's target ] --------
      • Set TI_Structures = False
      • Set TI_Mechanicals = False
      • Set TI_MagicImmune = True
      • Set TI_Allies = True
      • Set TI_Illusions = True
      • -------- [ It's possible that this script was compiled first before TI_InitSpellIndex in which case normal function call won't work. ] --------
      • -------- [ Therefore we use ExecuteFunc. ] --------
      • Custom script: call ExecuteFunc( "TI_InitSpellIndex" )
      • -------- --------
      • -------- --------


Main Section
Code (vJASS):

///////////////////////////////////////////////////////////////////////////////////////////////////////
//===================================================================================================//
//============================= ***    ****   ***   ****   *   *  **** ==============================//
//============================= *  *   *     *   *  *   *  ** **  *    ==============================//
//============================= ***    ***   *****  *   *  * * *  ***  ==============================//
//============================= *  *   *     *   *  *   *  *   *  *    ==============================//
//============================= *   *  ****  *   *  ****   *   *  **** ==============================//
//===================================================================================================//
///////////////////////////////////////////////////////////////////////////////////////////////////////
//                                                                                                   //
// *****************************                                                                     //
// * Triggered Incinerate v1.2 *                                                                     //
// *          by: AGD          *                                                                     //
// *****************************                                                                     //
//                                                                                                   //
// Credits:                                                                                          //
// - Bribe ( Damage Engine )                                                                         //
//                                                                                                   //
//                                                                                                   //
// How to Import:                                                                                    //
// - Copy the all the custom abilities                                                               //
// - Copy the "Damage Engine by Bribe" trigger category                                              //
// - Copy the "Triggered Incinerate by AGD" trigger category                                         //
//                                                                                                   //
// But first, check "automatically create unknown variables while pasting trigger data" so that the  //
// "TI Variable Creator" will create the necessary variables in your map.                            //
//                                                                                                   //
//                                                                                                   //
// Spell Summary:                                                                                    //
//                                                                                                   //
// The spell's effect is passive. It activates everytime the unit deals damage to its target. This   //
// spell causes the unit to deal increasing damage (additionally) per attack. The damage stacking    //
// has a duration after which if the target takes no damage from a unit with incinerate spell, it    //
// will be reset back to zero. Upon the target unit's death, it will explode and deal damage equal   //
// to the damage stacked to a certain AOE.                                                           //
//                                                                                                   //
//                                                                                                   //
// Spell Info (Please Read):                                                                         //
//                                                                                                   //
// For those who don't know yet, the Incinerate spell of Fire Lord which was made by Blizzard is     //
// actually buggy if you're not using the original spell ( i.e. if you're using a custom ability     //
// based on that spell ). In this case, even if you change the stats of the custom spell, the stats  //
// of the original spell will persist and it's almost impossible or atleast difficult to make        //
// many incinerate spells with different stats and sometimes you will be forced to use triggers to   //
// do this.                                                                                          //
//                                                                                                   //
// For this reason I made this spell hoping that this will help you with your difficulties regarding //
// the buggy Incinerate. In this spell, you can make as many incinerate spells as you like, all with //
// different stats and spellIDs. The spell's effects is also not limited by the unit's weapon type   //
// which, unlike Blizzard's Incinerate, will only work with missile attacks. And lastly, one         //
// POSSIBLE advantage of this sytem is that it works together with other buff placers and orb        //
// effects.                                                                                          //
//                                                                                                   //
// Please share your feedback and suggestions about this spell at Hive Workshop or you can PM AGD    //
// at Hive. Please also report bugs and glitches if you found some.                                  //
//                                                                                                   //
//                                                                                                   //
// Note: If you use this resource in your map, please don't forget to give credits to AGD. And if    //
//       you're having problem regarding how to import or in configuring the spell, you can PM him   //
//       or post your comment at Hive Workshop.                                                      //
//                                                                                                   //
//                                                                                                   //
///////////////////////////////////////////////////////////////////////////////////////////////////////
//===================================================================================================//
//===================================================================================================//
//===================================================================================================//
///////////////////////////////////////////////////////////////////////////////////////////////////////



////////////////////////////////////////////////////
// This function indexes the spell's stats listed //
// in the Incinerate spells list one by one       //
////////////////////////////////////////////////////
function TI_InitSpellIndex takes nothing returns nothing

    local integer i = udg_TI_SpellIndex + 1

    set udg_TI_SpellID[i] = udg_TI_Spell
    set udg_TI_SpellAsTrigger[i] = udg_TI_AllowSpellAsTrigger
    set udg_TI_DPABase[i] = udg_TI_DamageStackBase
    set udg_TI_DPAPerLevel[i] = udg_TI_DamageStackPerLevel
    set udg_TI_DurationBase[i] = udg_TI_DurBase
    set udg_TI_DurationPerLevel[i] = udg_TI_DurPerLevel
    set udg_TI_DamageCapBase[i] = udg_TI_DCapBase
    set udg_TI_DamageCapPerLevel[i] = udg_TI_DCapPerLevel
    set udg_TI_ExplodeAOEBase[i] = udg_TI_EXAOEBase
    set udg_TI_ExplodeAOEPerLevel[i] = udg_TI_EXAOEPerLevel
    set udg_TI_ExplodeSmallDAOEBase[i] = udg_TI_EXSmallAOEBase
    set udg_TI_ExplodeSmallDAOEPerLev[i] = udg_TI_EXSmallAOEPerLevel
    set udg_TI_ExplodeSmallDFactorBase[i] = udg_TI_EXSmallDamageFactorBase
    set udg_TI_ExplodeSmallDFactorPerLev[i] = udg_TI_EXSmallDamageFactorPerLevel
    set udg_TI_AT[i] = udg_TI_AttackType
    set udg_TI_DT[i] = udg_TI_DamageType
    set udg_TI_SFXModel1[i] = udg_TI_EffectModel1
    set udg_TI_SFXModel2[i] = udg_TI_EffectModel2
    set udg_TI_AttachPoint[i] = udg_TI_EffectAttachment
    set udg_TI_IsUnitStructure[i] = udg_TI_Structures
    set udg_TI_IsUnitMechanical[i] = udg_TI_Mechanicals
    set udg_TI_IsUnitMagicImmune[i] = udg_TI_MagicImmune
    set udg_TI_IsUnitAlly[i] = udg_TI_Allies
    set udg_TI_IsUnitIllusion[i] = udg_TI_Illusions

    set udg_TI_SpellIndex = i

endfunction


/////////////////////////////////////////////////////
// This function filters unwanted units from being //
// affected by the spell                           //
/////////////////////////////////////////////////////
function TI_TargetFilter takes unit target, player p, integer i returns boolean
    return ( ( not IsUnitType( target, UNIT_TYPE_STRUCTURE ) ) or udg_TI_IsUnitStructure[i] ) and ( ( not IsUnitType( target, UNIT_TYPE_MECHANICAL ) ) or udg_TI_IsUnitMechanical[i] ) and ( ( not IsUnitType( target, UNIT_TYPE_MAGIC_IMMUNE ) ) or udg_TI_IsUnitMagicImmune[i] ) and ( IsUnitEnemy( target, p ) or udg_TI_IsUnitAlly[i] ) and ( ( not IsUnitIllusion( target ) ) or udg_TI_IsUnitIllusion[i] )
endfunction


/////////////////////////////////////////////////////
// This function debuffs the target unit when not  //
// damaged for a certain duration                  //
/////////////////////////////////////////////////////
function TI_Debuff takes nothing returns nothing

    local timer t           = GetExpiredTimer()
    local integer timerkey  = GetHandleId( t )
    local integer i         = LoadInteger( udg_TI_Hash, timerkey, 0 )
    local unit u            = LoadUnitHandle( udg_TI_Hash, timerkey, 1 )
    local integer key       = GetHandleId( u )
    local string I          = I2S( i )

    call DestroyEffect( LoadEffectHandle( udg_TI_Hash, key, StringHash( "SFX" + I ) ) )
    call DestroyTimer( t )
    call SaveBoolean( udg_TI_Hash, key, i, false )
    call SaveReal( udg_TI_Hash, key, StringHash( "Damage" + I ), 0 )
    call FlushChildHashtable( udg_TI_Hash, timerkey )

    set t = null
    set u = null
    set I = null

endfunction


//////////////////////////////////////////////////////
// This function triggers the dead unit's explosion //
//////////////////////////////////////////////////////
function TI_Incinerate takes nothing returns boolean

    local unit dying        = GetTriggerUnit()
    local integer key       = GetHandleId( dying )
    local real x            = GetUnitX( dying )
    local real y            = GetUnitY( dying )
    local integer i         = 0
    local unit target
    local player p
    local real dx
    local real dy
    local real damage
    local real smalldfactor
    local unit buffplacer
    local string I

    loop

        set i = i + 1
        set I = I2S( i )

        if LoadBoolean( udg_TI_Hash, key, i ) then

            set damage = LoadReal( udg_TI_Hash, key, StringHash( "Damage" + I ) )
            set smalldfactor = LoadReal( udg_TI_Hash, key, StringHash( "SmallDFactor" + I ) )
            set buffplacer = LoadUnitHandle( udg_TI_Hash, key, StringHash( "BuffPlacer" + I ) )
            set p = GetOwningPlayer( buffplacer )
            call SaveReal( udg_TI_Hash, key, StringHash( "Damage" + I ), 0 )
            call DestroyEffect( LoadEffectHandle( udg_TI_Hash, key, StringHash( "SFX" + I ) ) )
            call DestroyEffect( AddSpecialEffect( udg_TI_SFXModel2[i], x, y ) )
            call GroupEnumUnitsInRange( udg_TI_TempGroup, x, y, LoadReal( udg_TI_Hash, key, StringHash( "SmallDAOE" + I ) ), null )

            loop

                set target = FirstOfGroup( udg_TI_TempGroup )
                exitwhen target == null
                call GroupRemoveUnit( udg_TI_TempGroup, target )
                set dx = GetUnitX( target ) - x
                set dy = GetUnitY( target ) - y

                if ( target != buffplacer ) and TI_TargetFilter( target, p, i ) then

                    if SquareRoot( dx*dx + dy*dy ) > LoadReal( udg_TI_Hash, key, StringHash( "AOE" + I ) ) then

                        call UnitDamageTarget( buffplacer, target, damage*smalldfactor, true, false, udg_TI_AT[i], udg_TI_DT[i], null )

                    else

                        call UnitDamageTarget( buffplacer, target, damage, true, false, udg_TI_AT[i], udg_TI_DT[i], null )

                    endif

                endif

            endloop

        endif

        exitwhen i == udg_TI_SpellIndex

    endloop

    call FlushChildHashtable( udg_TI_Hash, key )

    set dying = null
    set buffplacer = null
    set p = null
    set I = null

    return false

endfunction


///////////////////////////////////////////////////////////
// This function checks if the level of incinerate spell //
// for the damage source is greater than zero in order   //
// run the main actions of the spell.                    //
///////////////////////////////////////////////////////////
function TI_MainAction takes nothing returns boolean

    local trigger trig   = GetTriggeringTrigger()
    local integer key    = GetHandleId( udg_DamageEventTarget )
    local integer i      = 0
    local integer level
    local integer timerkey
    local real dcap
    local string I

    loop

        set i = i + 1
        set level = GetUnitAbilityLevel( udg_DamageEventSource, udg_TI_SpellID[i] )

        if level > 0 then

            if not udg_IsDamageSpell or udg_TI_SpellAsTrigger[i] then

                set I = I2S( i )
                set dcap = udg_TI_DamageCapBase[i] + udg_TI_DamageCapPerLevel[i]*level

                if TI_TargetFilter( udg_DamageEventTarget, GetOwningPlayer( udg_DamageEventSource ), i ) then

                    call DestroyEffect( LoadEffectHandle( udg_TI_Hash, key, StringHash( "SFX" + I ) ) )
                    call SaveEffectHandle( udg_TI_Hash, key, StringHash( "SFX" + I ), AddSpecialEffectTarget( udg_TI_SFXModel1[i], udg_DamageEventTarget, udg_TI_AttachPoint[i] ) )
                    call DestroyTimer( LoadTimerHandle( udg_TI_Hash, key, StringHash( "Timer" + I ) ) )
                    call SaveTimerHandle( udg_TI_Hash, key, StringHash( "Timer" + I ), CreateTimer() )
                    set timerkey = GetHandleId( LoadTimerHandle( udg_TI_Hash, key, StringHash( "Timer" + I ) ) )
                    call SaveUnitHandle( udg_TI_Hash, timerkey, 1, udg_DamageEventTarget )
                    call SaveUnitHandle( udg_TI_Hash, key, StringHash( "BuffPlacer" + I ), udg_DamageEventSource )
                    call SaveReal( udg_TI_Hash, key, StringHash( "Damage" + I ), LoadReal( udg_TI_Hash, key, StringHash( "Damage" + I ) ) + udg_TI_DPABase[i] + udg_TI_DPAPerLevel[i]*level )
                    call SaveReal( udg_TI_Hash, key, StringHash( "AOE" + I ), udg_TI_ExplodeAOEBase[i] + udg_TI_ExplodeAOEPerLevel[i]*level )
                    call SaveReal( udg_TI_Hash, key, StringHash( "SmallDAOE" + I ), udg_TI_ExplodeSmallDAOEBase[i] + udg_TI_ExplodeSmallDAOEPerLev[i]*level )
                    call SaveReal( udg_TI_Hash, key, StringHash( "SmallDFactor" + I  ), udg_TI_ExplodeSmallDFactorBase[i] + udg_TI_ExplodeSmallDFactorPerLev[i]*level )
                    call SaveInteger( udg_TI_Hash, timerkey, 0, i )
                    call SaveBoolean( udg_TI_Hash, key, i, true )

                    if dcap != 0 then

                        if LoadReal( udg_TI_Hash, key, StringHash( "Damage" + I ) ) > dcap then

                            call SaveReal( udg_TI_Hash, key, StringHash( "Damage" + I ), dcap )

                        endif

                    endif

                    call DisableTrigger( trig )
                    call UnitDamageTarget( udg_DamageEventSource, udg_DamageEventTarget, udg_DamageEventAmount + LoadReal( udg_TI_Hash, key, StringHash( "Damage" + I ) ), true, false, udg_TI_AT[i], udg_TI_DT[i], null )
                    call EnableTrigger( trig )
                    set udg_DamageEventAmount = 0
                    call TimerStart( LoadTimerHandle( udg_TI_Hash, key, StringHash( "Timer" + I ) ), udg_TI_DurationBase[i] + udg_TI_DurationPerLevel[i]*level, false, function TI_Debuff )

                endif

            endif

        endif

        exitwhen i == udg_TI_SpellIndex

    endloop

    set trig = null
    set I = null

    return false

endfunction


/////////////////////////////
// Initialization function //
/////////////////////////////
function InitTrig_Triggered_Incinerate takes nothing returns nothing

    local trigger t1  = CreateTrigger()
    local trigger t2  = CreateTrigger()
    set udg_TI_Hash   = InitHashtable()

    call TriggerRegisterAnyUnitEventBJ( t1, EVENT_PLAYER_UNIT_DEATH )
    call TriggerAddCondition( t1, Filter( function TI_Incinerate ) )
    call TriggerRegisterVariableEvent( t2, "udg_DamageEvent", EQUAL, 1 )
    call TriggerAddCondition( t2, Filter( function TI_MainAction ) )
    call ExecuteFunc( "Trig_Incinerate_SpellsList_Actions" )

endfunction


//////////////////////
//******************//
//** End of Spell **//
//******************//
//////////////////////
 



Changelogs

v1.0
- First Upload
v1.1
- Multiple incinerates of different rawcodes now doesn't stack damage with each other on
a single unit but instead, they stack their OWN damage( or incinerates of the same rawcode )
on that same unit.
- Removed the dummy units, the attacker is now the one to damage the targets instead of
the dummy
- Removed the AddEvent function, now uses a damage detection system instead
- Added a debug option
- Combined the triggeractions with triggerconditions
- Removed the TI_AbilLevel function for ability level check but instead, uses a simplier way
- Replaced the global indexes at the configuration with a local integer for neatness
- Fixed some lapses in the previous spell such as:
* Damage stacked not removed from the hero after dying and being revived
* incineration of once affected units when they die even after the incinerate timer expires
- Replaced the local groups with a single global group
- Other changes
v1.1b
- Moved the TI_SpellsList to a different section and also converted is from jass
to a GUI friendly configuration section
- Moved the debug section to a separate trigger
- Renamed a variable with a misleading name. Changed the name from killer => buffplacer
- Other very minor changes
v1.2
- Replaced GDD by Bribe's Damage Engine
- You can now configure whether spells( this extends to all damage of attack type normal) can trigger incinerate or not
- Combined the full damage explosion and small damage explosion group into one loop
- Made a separate function for filtering target units
- Minor changes



Keywords:
Incinerate, Fury Swipe, Damage Stacking, Simple
Contents

Triggered Incinerate v1.2 (Map)

Reviews
KILLCIDE
Ugh yes. The code is much shorter :D Here are a few suggestions: You should maybe switch all the global variables to some type of default incinerate just in case users forget to use one of the variables before they call the function. If they do...
  1. AGD

    AGD

    Joined:
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    This is currently how the indexing works, if they forget to set the value of a temp global, the value that will be passed to the indexed global is the value that the temp global is currently containing which is actually the its value on the latest incinerate they made.
    It is because the configuration script could be possibly compiled by WE first before the main script in which case using a normal function call wont work because it is calling a function below it.
    I'll still be updating this soon, btw I still didn't saw the rating. :D
     
    Last edited: Oct 25, 2016
  2. KILLCIDE

    KILLCIDE

    Administrator

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    Added :D
     
  3. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
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    Sorry for the update. Just updating the tags.