Spell Earth Splitter

wraithseeker

Tired.
Reaction score
122
JASS:
private function Effect3 takes nothing returns nothing
    local real dmg = GetUnitState(GetEnumUnit(),UNIT_STATE_MAX_LIFE) * DAMAGE / 100
    call SetUnitPosition(GetEnumUnit(),Data(Index).Ex[Data(Index).tick],Data(Index).Ey[Data(Index).tick])
    call UnitDamageTarget(Data(Index).cs,GetEnumUnit(),dmg*PHYSICAL_DAMAGE/100,false,false,DAMAGE_A_ATTACK_TYPE,DAMAGE_A_DAMAGE_TYPE,DAMAGE_A_WEAPON_TYPE)
    call UnitDamageTarget(Data(Index).cs,GetEnumUnit(),dmg*MAGICAL_DAMAGE/100,false,false,DAMAGE_B_ATTACK_TYPE,DAMAGE_B_DAMAGE_TYPE,DAMAGE_B_WEAPON_TYPE)
    call IssueTargetOrder(Data(Index).dummy,"slow",GetEnumUnit())
    call GroupAddUnit(Data(Index).picked,GetEnumUnit())
endfunction


That's alot of GetEnumUnit, make it a variable? I see you using index for this function which is not a unit filter function? Why not use a unit indexing system to attach data?
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
unit indexing system
Is it really need? =.=?

GetEnumUnit, make it a variable
ok.
 

INCINERATE

New Member
Reaction score
12
hi king king i love this spell ... and since your alot better with the editor now compared to when you made this, i was wondering if you can decrease the mini lag spike the earth splitter gets when it hits "25 + units " :p


i tried putting it in footmen frenzy lol and earth splitting 60 + units is a common thing.

should i remove the cripple special effect at the end ? will that help?

anyway just curious if anything can be done to get even more efficiency
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
Yep, it is coded very long ago. My code is better now. I will update it.

UPDATED! The code is very efficient now.
 

Tyman2007

Ya Rly >.
Reaction score
74
If you compare the amount of systems coming in to the amount of spells coming in, it's like 10 systems for every 1 spell. I know systems are handy and all, but some of us desire raw power >:)

I guess this spell is one, but, well... It's just a remake of another spell.
 

Executor

I see you
Reaction score
57
Well, the spell is ugly.
3 dust effects moving followed by several earthquake effects and enemies are magically ported in the middle of the "splitter".

What about freezing the TC when he slams his axe into the earth (quasi channeling), followed by a extending rift in the cast direction (or maybe even in several/random directions :rolleyes:). The "implosion" effect will be really hard to code in wc3 (desync, lack of natives etc.), but I think there should be sth. better out there, than overlapping earthquake effects combined with a magical black hole porting the enemies inside the "rift".
 

INCINERATE

New Member
Reaction score
12
hey king, i found a bug, ive been noticing it but never really paid attention to it, till i tried it out in the test map provided here and its the same..

basically the earthsplitter works fine, but one of dummies? appear at the exact centre of any map you put this code on.. it appeard at the centre of my map for no apparent reason .. yea so it needs update plz if you can :p
 

Executor

I see you
Reaction score
57
Are you sure this is a dummy? He generates no single unit.


Btw. @kingking

JASS:
        private static method End takes nothing returns boolean
            ...  // here is .tick still -1
            loop  
                call DestroyEffect(.eff[.tick]) // you access slot -1 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile    :)" loading="lazy" data-shortname=":)" />
                ... 
                set .tick = .tick + 1
            exitwhen .tick &gt; .waveCount
            endloop
            ...
        endmethod
        
        private static method Periodic2 takes nothing returns boolean
            ...
            loop
                ...
                set .tick = .tick - 1
            exitwhen .tick == -1 // notice .tick is -1 when the next handle-func is prepared
            endloop
            call KT_Add(function thistype.End,this,GROUND_EFFECT_DURATION)
            return true
        endmethod
 
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