[Contest] Holy Spells Contest!

Awesome spell, Daxtreme.
Made me curse in awe when I used it the first time. :p
It should be channeling, though, imo.
 
Let's say the sun does it all for you ;)

Good point though, I forgot about making it channeling >_<

The end of the contest was coming quite fast and so I made it fast.
 
Alright, spell edited.

I still have no idea why it causes more lag at higher levels >_<
 
after looking through it I am not sure either, you do nothing "more" or "more often" at higher levels, it just has a greater effect, as far as stat leveling and such goes
 
So everyone experiences that extra lag at levels 3 and 4... not just me?
 
Not me :p

It only lags when I cast about 4 copies of the spell at the same time...
 
Aight..

I'll post my submission then.

Spell - Holy Judgement

untitledkc8.jpg


This is just the middle phase.
There are three phases. The Channeling/Damage/Heal phases.
Go see the map to view it all nicely :p.

Has 4 GUI triggers so MUI is a nono(Haven't learned JASS still). But I don't care :D.

Enjoy!
 

Attachments

  • TheHelperSpellsSubmission-HolyContest-lh2705.w3x
    43.7 KB · Views: 249
I've noticed that in a bunch of tool tips it says "holy" at least twice. Use some more synonyms :p. It gets kind of stupid when you've read "holy" so many times. I know this is a holy spell contest, but come on. There are more words that mean "holy" than just "holy" :p
 
I have a small problem with my spell.. So am I allowed to ask for help in the forums?

aproblem.JPG

WIP SCREEN, including the problem.
 
I've noticed that in a bunch of tool tips it says "holy" at least twice. Use some more synonyms :p. It gets kind of stupid when you've read "holy" so many times. I know this is a holy spell contest, but come on. There are more words that mean "holy" than just "holy" :p
Most definitely my thoughts also.

And yes, Überplayer, you may ask for help in the forums.
 
I've noticed that in a bunch of tool tips it says "holy" at least twice. Use some more synonyms :p. It gets kind of stupid when you've read "holy" so many times. I know this is a holy spell contest, but come on. There are more words that mean "holy" than just "holy" :p

agreed.. urgh i can hardly tell whos spell is who from looking at the titles im like.. omg do i have to open all of them JUST to find this persons?

>Uberplayer

as long as it doesnt involve the majority of the code thats a problem, yes.
 
Überplayer, if you need help, please tell us what is wrong else we can't really help can we? :p
 
sweet spells.....i dont like to join, maybe because im out of ideas...and im not a eye candy type of spellmaker...
 
You could really made some easy spell but with ur own model...i meant the model you made by from scratch :p
 
@People who said my name

I am not allowed to ask for it as it's a big error in the code, as Squll2 said that I can't ask about it.
 
@People who said my name

I am not allowed to ask for it as it's a big error in the code, as Squll2 said that I can't ask about it.

what i meant is.. if u had a code like this



JASS:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


and if all these were wrong, then u couldnt ask for help. but for example if something like this was wrong..


JASS:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


then its ok to ask, if you think u know whats wrong but dont know how to fix it

Edit: if your problem was the GetRandomLocINCircle thing, then thats ok to ask for help with -_- :p please just pm me with your problem and ill see if its a big enough problem to be not allowed to ask for help with or not.
 
I gave up with my spell.

JASS:
// |¯¯|  |¯¯|  /¯¯¯¯¯¯|
// |  |  |  | |  /¯¯¯¯       
// |   ¯¯   | | |       by ÜBERPLAYER
// |  |¯¯|  | |  \____
// |__|  |__|  \______|

//Implement:
//
//1. Extract the HolySpiral.MDX from import manager, and import it into your map.   
//2. Copy the Heavenly Cry spell from object editor, and paste it into your map.
//3. Copy the Heavenly Cry Dummy unit from object editor, and paste it into your map.
//4. Copy the this trigger to your map.
//5. Replace rawcodes from the ConfigurationMenu if needed.

//Tip. I recommend you to set the dummy units height same as you have in ConfigurationMenu. 
//     due to few graphic issues. Remember that you can set height value in object editor 
//     to be bigger than 1000 by holding shift down, and then pressing enter.



scope HeavenlyCry
    
    //Change the values inside ConfigurationMenu scope to 
    //affect to the way the spell acts. I don&#039;t suggest
    //you to touch anything after the end of the modifiable
    //stuff comment. No need for credits, if you use this spell.
    private scope ConfigurationMenu
        public constant function SpellId takes nothing returns integer
            return &#039;A000&#039; //Rawcode of the spell
        endfunction
    
        public constant function DummyId takes nothing returns integer
            return &#039;h001&#039; //Rawcode of the dummy unit
        endfunction
    
        public constant function DummyCount takes integer level returns integer
            return 12 //Quantity of the dummies per wave. Maximum of 36.
        endfunction
    
        public constant function SpellArea takes integer level returns real
            return 200.00 //The area of the spell.
        endfunction
    
        public constant function WaveCount takes integer level returns integer
            return 2 //Quantity of the waves.
        endfunction
    
        public constant function WaveSpeed takes integer level returns real
            return 0.75 //How long does a wave last for.
        endfunction
        
        public constant function DummyHeight takes integer level returns real
            return 1500.00 //The height where the dummies start to drop down.
        endfunction
    endscope
    //End of modifiable stuff
    
    private struct hc_substructure
        integer dummycount
        unit array dummy[36]
        method onDestroy takes nothing returns nothing
            local integer index = 0
            loop
                exitwhen (index == .dummycount)
                if (.dummy[index] != null) then
                    call KillUnit(.dummy[index])
                    set .dummy[index] = null 
                endif
                set index = index + 1
            endloop
        endmethod
    endstruct
    
    private struct hc_structure
        unit caster
        real area
        integer wavecount
        real wavespeed
        real height
        
        
        hc_substructure substruct
        real curheight
        integer storedcount
        integer curwave = 0
        real x
        real y
        boolean hasgone = false
        
        method onDestroy takes nothing returns nothing
            if (.substruct != null) then
                call .substruct.destroy()
            endif
        endmethod
    endstruct
    
    globals
        private hc_structure array hc_array
        private integer hc_total = 0
        private timer hc_timer = CreateTimer()    
    endglobals
    
    private function Heavenly_Cry_Sub_Actions takes nothing returns nothing
        local hc_structure dat
        local integer index = 0
        local integer index2 = 0
        local real x
        local real y
        
        loop
            exitwhen (index == hc_total)
            set dat = hc_array[index]
            if (dat.hasgone == true) then
                set hc_array[index] = hc_array[hc_total - 1]
                set hc_total = hc_total - 1
                call hc_structure.destroy(dat)
                set index = index - 1
            else
                if (dat.curwave &gt; dat.wavecount) then
                    set dat.hasgone = true
                else
                    if (dat.curheight &lt;= 2.00) then
                        set index2 = 0
                        call hc_substructure.destroy(dat.substruct)
                        set dat.substruct = dat.substruct.create()
                        set dat.substruct.dummycount = dat.storedcount
                        loop
                            exitwhen (index2 == dat.substruct.dummycount)
                            set x = dat.x + GetRandomReal(0.00, dat.area-10.00) * Cos(GetRandomReal(0.00, 360.00) * bj_DEGTORAD)
                            set y = dat.y + GetRandomReal(0.00, dat.area-10.00) * Sin(GetRandomReal(0.00, 360.00) * bj_DEGTORAD)
                            set dat.substruct.dummy[index2] = CreateUnit(Player(15), ConfigurationMenu_DummyId(), x, y, 0.00)
                            call SetUnitFlyHeight(dat.substruct.dummy[index2], dat.height, 99999.99)
                            set index2 = index2 + 1
                        endloop
                        set dat.curheight = dat.height
                        set dat.curwave = dat.curwave + 1
                    else
                        set index2 = 0
                        set dat.curheight = dat.curheight - dat.height / dat.wavespeed * 0.035
                        loop
                            exitwhen (index2 == dat.substruct.dummycount) 
                            call SetUnitFlyHeight(dat.substruct.dummy[index2], dat.curheight, 99999.99)
                            set index2 = index2 + 1
                        endloop
                    endif
                endif    
            endif
            set index = index + 1 
        endloop
        
        if (hc_total == 0) then
            call PauseTimer(hc_timer)
        endif
    endfunction
    
    private function Heavenly_Cry_Main_Action takes nothing returns nothing
        local hc_structure dat = hc_structure.create()
        local integer level = GetUnitAbilityLevel(GetTriggerUnit(), ConfigurationMenu_SpellId())
        local real x
        local real y
        local location loc = GetSpellTargetLoc()
        set dat.substruct = hc_substructure.create()
        set dat.caster = GetTriggerUnit()
        if (ConfigurationMenu_DummyCount(level) &gt; 36) then
            set dat.substruct.dummycount = 36
        else
            set dat.substruct.dummycount = ConfigurationMenu_DummyCount(level)
        endif
        set dat.storedcount = dat.substruct.dummycount
        set dat.area = ConfigurationMenu_SpellArea(level)
        set dat.wavecount = ConfigurationMenu_WaveCount(level)
        set dat.wavespeed = ConfigurationMenu_WaveSpeed(level)
        set dat.height = ConfigurationMenu_DummyHeight(level)
        set dat.x = GetLocationX(loc)
        set dat.y = GetLocationY(loc)
        set dat.curheight = 0.00
        call RemoveLocation(loc)
        set loc = null
        
        set hc_array[hc_total] = dat
        set hc_total = hc_total + 1
        if (hc_total == 1) then
            call TimerStart(hc_timer, 0.050, true, function Heavenly_Cry_Sub_Actions)
        endif
    endfunction

//===========================================================================
    private function Heavenly_Cry_GenericBoolexpr takes nothing returns boolean
        return true
    endfunction

    function InitTrig_Heavenly_Cry takes nothing returns nothing
        local integer index = 0
        local boolexpr b = Condition(function Heavenly_Cry_GenericBoolexpr)
        set gg_trg_Heavenly_Cry = CreateTrigger()
        loop
            exitwhen (index == 12)
            call TriggerRegisterPlayerUnitEvent(gg_trg_Heavenly_Cry, Player(index), EVENT_PLAYER_UNIT_SPELL_EFFECT, b)
            set index = index + 1
        endloop
        set b = null
        call DestroyBoolExpr(b)
        call TriggerAddAction(gg_trg_Heavenly_Cry, function Heavenly_Cry_Main_Action)
    endfunction
endscope

Couldn't figure out what was the lag spreader :rolleyes:
 
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