Spellpack Blademaster Jump Spells

How do you rate these spells?

  • Great

    Votes: 1 10.0%
  • Good

    Votes: 3 30.0%
  • Average

    Votes: 5 50.0%
  • Poor

    Votes: 0 0.0%
  • Bad

    Votes: 1 10.0%

  • Total voters
    10

13lade619

is now a game developer :)
Reaction score
398
13lade619’s Spellpack

*The concepts of the abilities on this spellpack were inspired by the abilities from the map: Samurai Legends.

Meteor Strike

The Blademaster rises up into the air, then he crushes down like a meteor to the target.

Lv1 – Agi x 2 Damage
Lv2 – Agi x 3 Damage
Lv3 – Agi x 4 Damage
Lv4 – Agi x 5 Damage

MeteorStrike.jpg


Dragon’s Edge

Bladestorms a target enemy, whirling it to the skies, then the Blademaster strikes the target with his powerful blade, dealing massive damage.

Lv1 – (Str+Agi) x 2 Damage
Lv2 – (Str+Agi) x 3 Damage
Lv3 – (Str+Agi) x 4 Damage
Lv4 – (Str+Agi) x 5 Damage

DragonsEdge.jpg


Download Link
 
I only rated it average because:
A) Well your first ability everyone that uses JASS has done with the blademaster before (I like creativity!)
B) Your second spell was interesting I guess, but should you be able to target more than 1 unit? Shouldn't anything that come near get caught in the "bladestorm"? Maybe you could have it like normal bladestorm, except it sucks units in like a tornado, and when they actually touch him they are stuck!

I see you made that edit saying they were inspired by a map... Hmm, well if no one has ever posted that ability before or given the coding for it I guess it has a point :p. Otherwise don't be discouraged by me, I find something to criticize in everything :)
 
Ok Spells first spell

How can I say this completely utterly unorignal ive seen this spell 999 X + in my life.

Second spell is kind of basic but more original

Average

Memory Leaks: Polar Projection Problem.

You set the points but never removed them espicially since your jump runs every 0.01 one seconds Polar Porjections needs to be a new point.Though its a minor leak and I cant notice it.

Also Bug: If you use your jump move and when you start going down and bandit goes back to its normal position your move will just mess up.
 
I'm afraid I can't index these, there is a nasty memory leak, both the position of unit and polar projection.
Code:
MS Movement
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set MS_Move_Point = [COLOR="Red"]((Position of MS_Leaper) offset by 10.00 towards (Facing of MS_Leaper) degrees)[/COLOR]
        Unit - Move MS_Leaper instantly to MS_Move_Point, facing MS_Leap_Point
And you might wanna change it to a lower value, 0.03 seconds is enough for a smooth move.

You also didn't remove MS_Leap_Target, MS_Leap_Point and DE_Target.
 
I'm afraid I can't index these, there is a nasty memory leak, both the position of unit and polar projection.
Code:
MS Movement
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set MS_Move_Point = [COLOR="Red"]((Position of MS_Leaper) offset by 10.00 towards (Facing of MS_Leaper) degrees)[/COLOR]
        Unit - Move MS_Leaper instantly to MS_Move_Point, facing MS_Leap_Point
And you might wanna change it to a lower value, 0.03 seconds is enough for a smooth move.

You also didn't remove MS_Leap_Target, MS_Leap_Point and DE_Target.

You did fix it but you didint remove it so thats 100 smalls leak per second on this spell???

Code:
MS Movement
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set MS_CasterPoint = ((Position of (MS_Caster))
        Set MS_Move_Point = ( MS_CasterPoint) offset by 10.00 towards (Facing of MS_Leaper) degrees) 
        Unit - Move MS_Leaper instantly to MS_Move_Point, facing
 MS_Leap_Point
Custom Script: call RemoveLocation (udg_MS_Move_Point)
Custom Script: call RemoveLocation (udg_MS_CasterPoint)
Should fix it.
 
Well, the first spell didn't work.. unless the blademaster's supposed to die?

EDIT:
Think this is the problem
Code:
MS Landing
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Wait until ((Distance between (Position of MS_Leaper) and MS_Leap_Point) Less than or equal to 75.00), checking every 0.10 seconds
        Trigger - Turn off MS Movement <gen>
        Animation - Change MS_Leaper flying height to 0.00 at 1000.00
        Animation - Change MS_Leaper's animation speed to 100.00% of its original speed
        Wait 0.42 seconds
        Unit - Remove Air FX (+1) from MS_Leaper
        Unit - Turn collision for MS_Leaper On
        Unit - Remove Crow Form from MS_Leaper
        Unit - Unpause MS_Leaper
        Unit - Make MS_Leaper Vulnerable
[B]        Custom script:   call RemoveUnit (udg_MS_Leaper)[/B]
        Custom script:   call RemoveUnit (udg_MS_Leap_Target)
        Custom script:   call RemoveLocation (udg_MS_Leap_Point)
        Trigger - Turn off MS Landing <gen>
 
Spells look nice, but look good even for a Blademaster too! I'd grade it a Good because both spells look nice but there aren't enough of them :(....but good work :D.
 
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