Spell Blade Fury

BRUTAL

I'm working
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ah,
but letting the hero move around would fuck up the animations it plays every 0.32 seconds T_T, also id have to stop it from attacking regularly, which would be difficult because the order for attacking can be attack or smart
so im not sure being able to move would be that good now :eek:
 
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  • In your attack method, instead of dynamically creating groups, make a global group.
  • Make the 255's configurable, as well as the TimeScale.
    JASS:
    
    //Who knows, some people may want to change these things
        call SetUnitTimeScale (bj_lastCreatedUnit, 1.5)
        call SetUnitVertexColor (bj_lastCreatedUnit, 255, 255, 255, TRANS)
  • Whats event the point of these? You already set them in your struct variables
    JASS:
    
        local real x = GetUnitX(u)
        local real y = GetUnitY(u)
  • Why don't you store all your data in a create method, instead of the actions function? It just looks more clean.
  • Store your casters x/y in your struct, since you are using them multiple times throughout the code, I also didn't see anywhere that the caster was moved so..
 

BRUTAL

I'm working
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118
>In your attack method, instead of dynamically creating groups, make a global group.
like a group in the struct? okay : o

>Make the 255's configurable, as well as the TimeScale.
i'll add that in

>Whats event the point of these? You already set them in your struct variables
iunno, i just do it :p i'll take it out though

>Why don't you store all your data in a create method, instead of the actions function? It just looks more clean.
will do

>Store your casters x/y in your struct, since you are using them multiple times throughout the code, I also didn't see anywhere that the caster was moved so..
the spell is from my map, where there are knockbacks and such, so there will be moving :p
 

BRUTAL

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interesting
whats the difference between a static and nonstatic variable? : o
 
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static is basically a global associated with the struct.

A new instance isn't create every struct instance. But if you still don't get it.. just do

JASS:
globals
    private group g = CreateGroup
endglobals
 

BRUTAL

I'm working
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if it doesnt create a new instance, wont units from a previous group be in the same one when the spell is casted again?
 

BRUTAL

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yes but since it will be a global
and say two units use the spell at the same time, wouldnt one hero be able to hit a random unit from a unit near the other hero
edit; nevermind i think i get how it would work, i'll update
 

Viikuna

No Marlo no game.
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265
Yep, you should not dynamicly create groups. Same thing with dummy units. Just use one dummy for all stormbolts and create it in map init. ( Yes it is MUI, just set spell casting time 0 and dummy casting animation time to 0 )
 

BRUTAL

I'm working
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118
bump
any other comments and such?
spells that are too basic don't get approved right?
tell me if this is too basic; i'll stop bumping.
 

BRUTAL

I'm working
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updated;
moved everything in the actions function into the create method.
uses one global dummy unit to cast the stun ability.
 

BRUTAL

I'm working
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Updated.
Now requires AIDS, Damage, Event, GT, and KT2; all included in the map.
Added sounds for hitting enemies and now plays missing sounds when there are no enemies in range.
Made code shorter, more efficient.
 
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