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
400
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
 

elmstfreddie

The Finglonger
Reaction score
203
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 :)
 

hell_knight

Playing WoW
Reaction score
126
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.
 

SFilip

Gone but not forgotten
Reaction score
633
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.
 

hell_knight

Playing WoW
Reaction score
126
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.
 

Corleone

New Member
Reaction score
44
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>
 

Thanatos_820

Death is Not the End
Reaction score
91
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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