Spell Blood Knife

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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then it will be like:

The knife shoot Out...

-------x--->y

x = target being casted

The small glave will spread at X but the big blade will still go to y...This would look wierd?

Edit: Anyway...i uploaded a new version of it....
 

Hero

─║╣ero─
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Since I'm not home..I can't check the coding and such..cause this computer doesn't have warcraft...

But when I do get home....I shall look at the coding...

and GaLs your right about the cone effect is goes like

Code:
\/
\  /
\   /

>
It is, but by messing up with the Data values you can greatly diminish the "cone" effect.

I assume this is possible..although I've never seen it done or done it

@GaLs
your better off triggering the damage....it is much more customizable
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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>
I had diminish the cone shape effect to parrelal effect ..

>>your better off triggering the damage....it is much more customizable
the main damage i made it damging by the spell...which make it more easy to be import and editing..the spilt damage is dealt by trigger
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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BUMP !!

How come no mod check all the submited spell ?? == ??
 

elmstfreddie

The Finglonger
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Because they scared of your 666 posts :eek:

No, it needs refining, that's all. I'm sure they will get to it, tell you how to fix it more, if you do what they say it MAY be accepted.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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nah?

lol...just so lucky in there 666 post ><'' :p
I haven received anything that they tell me ...from these 3 days...
 

Sim

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> The small glave will spread at X but the big blade will still go to y...This would look wierd?

Then don't set Breath of fire's missile as the Glaive. Move it with triggers.

> Set bk_loc[3] = (bk_loc[1] offset by 450.00 towards bk_angle degrees)

Again, it must not be a fixed distance. Since you will then move the glaive with triggers instead of a fixed distance, use (Distance between bk_loc[1] and bk_loc[2])

Do the same with the 4 little knives.

We can't even see them at the moment.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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Ok now...
The sliding part is Making me nuts...:nuts:

The 4 little knives can use loop to do it with sliding?
If yes then how...?
I am bad in maths...>.<
 

Sim

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Don't use a loop since waits cannot go below 0.27 seconds. Use a periodic event.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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A new map uploaded...it is fully made in sliding trigger
 

Sim

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Alright ~GaLs~, you really should test your things before updating ;)

What happened at the end is that I had about 15 glaives on the map, not moving because of globals being overwritten (no big deal, the real problem is what follows) because the glaives themselves never broke into smaller ones. And when they did, the smaller ones went ahead, never stopping!

That is a huge bug and here's the solution (naturally):

Code:
BigGlaveSlide
    Events
       [B] Time - Every 0.02 seconds of game time[/B]
    Conditions
    Actions
        Set bk_loc[4] = (Position of bk_u[2])
        Set bk_loc[5] = (bk_loc[4] offset by 13.00 towards bk_angle degrees)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Distance between bk_loc[2] and bk_loc[4]) Less than or equal to 13.00
            Then - Actions
                Set disboo = True
            Else - Actions
        Unit - Move bk_u[2] instantly to bk_loc[5]

Carefully note the "every 0.02 seconds".

Now:

Code:
Wait until (disboo Equal to True), checking [B]every 0.10 seconds[/B]

Every 0.10 seconds... In short, you have 1 out of 5 chances for the big glaives to work, and another 1 out of 5 chances for the small glaives as you did the same with the smaller ones.

Solution? Increase the distance check as you can't decrease the periodic condition check.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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Yeah i am waiting for someone to help me >.<
This is hard to fix...

>>Increase the distance check as you can't decrease the periodic condition check
increase which distance?
 

Sim

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The condition, do this:

Code:
(Distance between bk_loc[2] and bk_loc[4]) Less than or equal to [B]65.00[/B]

Why 65? because it is 5x13, and it will remove that 1 out of 5 chances of working.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
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yeah...!!
Edited..now it seems 100% to split :D
 

Sim

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> I know there is a leak around but i cant find out how to fix it =_=

It seems to be "Set bk_loc[(2 + (Integer B))] = (bk_loc[2] offset by 200.00 towards (90.00 x (Real((Integer B)))) degrees)"

You set all those locations but never remove them.
 

~GaLs~

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oh ya...didnt see =.=''
I fixed it already
 

~GaLs~

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ok...bump :D
I made a little difference on the map ....
Anyone can give some comment?
 

Sim

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Now the 4 little knives don't come out... :p
 
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