elmstfreddie
The Finglonger
- Reaction score
- 203
Multi unit*** instacabilityMUI (multi user instanceable)
Multi player instacability is MPI.
Multi unit*** instacabilityMUI (multi user instanceable)
Well, can I join the contest?
What?uareanoob said:
Contest Rules said:c) Judging rules
- there can be up to three judges per contest but they must all have granted user-permission in the area they are judging.
- you must specify which areas each judge takes care of.
- an area may be covered by more than one judge.
- initiator must be a judge of the contest and cover at least one third of the areas (number of areas / 3, rounded up).
- judges are responsable to argument and give explanations, where necessary, about the judging of the contest or the results.
MSI is multi save instantainable which means you can save half way through the spell and it will still finish after. I dont know where i read about it but the method was interesting.What?
If you judge then you wont be able to enter. Also if you judge coding it will only be for JASS and I will judge GUI.If you want someone to be objectional about it, I could do some coding grading. But that would kind-of nullify my entry; I could give myself 50% on the coding grade no matter how good it was.
why did you type wan't? just wondering.If you wan't to co-jugde, have a look at this:
Souls generic but lets see how you pull it together.
Well, uareanoob has agreed to have me judge the JASS coding for this contest, and as such there is now a coding grade.
I think I make a simple ability for this one, because "Speed" is quite limited theme for a contest I think. Maybe I do a "Dash" spell, using my own unique Fade System 1.3.
Yes.Are be allowed to make a spell for this contest and then use it for something else?
It has not been decided yet but if so the reason would be for easier use for other players.Why sholud we get ranked down for not using constants?
Yes. But the spell will not get more points.Are we allowed to stick random stuff down on the map to improve its overall 'coolness', basically make the spell seem better looking?
No.kc102 said:Comments + locals = constants + comments
function SomeSpell takes nothing returns nothing
local integer l = GetUnitAbilityLevel(GetTriggerUnit(), 039;A005039;) //The spell's ID
local real a = 60.00 //The damage for the spell; is multiplied by the level
local string s = "SomePath.mdl" //The effect
local real r = 2.00 //The time between pulses
//Do some stuff in the spell
endfunction
//*******Configuration*******
constant function SomeSpell_AbilityId takes nothing returns integer
return 039;A005039;
endfunction
constant function SomeSpell_Damage takes integer Level returns real
return 60.00*Level
endfunction
constant function SomeSpell_PulseInterval takes integer Level returns real
return 2.00*Level
endfunction
constant function SomeSpell_SFX takes integer Level returns string
return "SomePath.mdl"
endfunction
//****End of Configuration****
function SomeSpell takes nothing returns nothing
local integer Level = GetUnitAbilityLevel(GetTriggerUnit(), SomeSpell_AbilityId())
local real Damage = SomeSpell_Damage(Level)
local string EffectPath = SomeSpell_SFX(Level)
local real Interval = SomeSpell_PulseInterval(Level)
//Do some stuff in the spell
endfunction
Constants.JASS://*******Configuration******* constant function SomeSpell_AbilityId takes nothing returns integer return 039;A005039; endfunction constant function SomeSpell_Damage takes integer Level returns real return 60.00*Level endfunction constant function SomeSpell_PulseInterval takes integer Level returns real return 2.00*Level endfunction constant function SomeSpell_SFX takes integer Level returns string return "SomePath.mdl" endfunction //****End of Configuration**** function SomeSpell takes nothing returns nothing local integer Level = GetUnitAbilityLevel(GetTriggerUnit(), SomeSpell_AbilityId()) local real Damage = SomeSpell_Damage(Level) local string EffectPath = SomeSpell_SFX(Level) local real Interval = SomeSpell_PulseInterval(Level) //Do some stuff in the spell endfunction