First Spell Map

emjlr3

Change can be a good thing
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posted my first spell map on wc3search, check it out, tell me what you all think :)

My Spell Map

btw I am taking SERIOUS spell requests, not the stupid stuff I can explain on here in 2 sentences

ttyl
 
i cant think of any ability that anyone could come up with that couldnt easily be explained here... now that i know jass.

and, well, its a nice start... but it doesnt seem like a finished product to me.
all of those abilities have weird bugs/visual effects.

sand storm: he only digs like half way and suddenly stops it looks weird, i think you should play his burrow animation longer before you stop it, or pause him, play his burrow animation, and then immediately after that play his unburrow animation, and then unpause him. <- that would be better.

get over here: did you test this ability? this one is bugged the most. first time i used it it moved the target away from me and after that every time i used it, it never even moved any unit at all.

the multiple imaples (cant think of what its called...) the first impale is ok, but the 5 other impales after that are weird. i didnt look at your triggers, but my guess would be you made a dummy unit cast impale to a location and moved the hero to that location, or just created the effect and moved the hero that location and did damage. either way it is really obvious that the hero itself is NOT using the ability. the key to using dummy units and abilities is trying to make it look like the hero is actually doing it. to fix that, pause the hero after he uses the first impale (so he does not attack other units while he is using the other 5 impales) and make him turn to face the next impale target (so it looks like he is using it and it doesnt just come out the side of him) and play his spell, attack, or slam animation, anything really just make him do something (so it looks like he is actually casting it).

tendrils: some units take damage when it doesnt even look like they have been hit. again i didnt look at any of the abilities or triggers, but it looks like you create a dummy unit in a random location and have it cast... thunder clap? for aoe damage. IF that is what you did, i think you should make the area of the damage smaller and have the spell create more tendrils in random places in the area. More tendrils with smaller area on each one would make it look like the unit was actually hit when it takes damage, without weakening the spell.
 
Grundy said:
i cant think of any ability that anyone could come up with that couldnt easily be explained here... now that i know jass.

and, well, its a nice start... but it doesnt seem like a finished product to me.
all of those abilities have weird bugs/visual effects.

sand storm: he only digs like half way and suddenly stops it looks weird, i think you should play his burrow animation longer before you stop it, or pause him, play his burrow animation, and then immediately after that play his unburrow animation, and then unpause him. <- that would be better.

get over here: did you test this ability? this one is bugged the most. first time i used it it moved the target away from me and after that every time i used it, it never even moved any unit at all. btw there is a small bug with this, at first I had this and multiple impales based off channel, but they were getting scrweed up whewn cast, so I had to change this to be based off someting different to get it to work, so I chose impale, and changed the targets to just enemy, but you can still target the ground, you have to target an enemy unit for it to work, or else it just stuns ppl in the area, other then that it works fine, I just tested myself

the multiple imaples (cant think of what its called...) the first impale is ok, but the 5 other impales after that are weird. i didnt look at your triggers, but my guess would be you made a dummy unit cast impale to a location and moved the hero to that location, or just created the effect and moved the hero that location and did damage. either way it is really obvious that the hero itself is NOT using the ability. the key to using dummy units and abilities is trying to make it look like the hero is actually doing it. to fix that, pause the hero after he uses the first impale (so he does not attack other units while he is using the other 5 impales) and make him turn to face the next impale target (so it looks like he is using it and it doesnt just come out the side of him) and play his spell, attack, or slam animation, anything really just make him do something (so it looks like he is actually casting it).

tendrils: some units take damage when it doesnt even look like they have been hit. again i didnt look at any of the abilities or triggers, but it looks like you create a dummy unit in a random location and have it cast... thunder clap? for aoe damage. IF that is what you did, i think you should make the area of the damage smaller and have the spell create more tendrils in random places in the area. More tendrils with smaller area on each one would make it look like the unit was actually hit when it takes damage, without weakening the spell.

sand storm: the point was just to show like a cause and effect, he dis into the ground a little, causing the sand storm, then can walk aound in it, keeping him from moving for to long takes away from the effectivness of the spell

get over here: ill take a look, but both me and ruination tested and it worked great every time

the multiple impales: the unit is paused, and I play the burrow animation during each to make it look like a burrow strike, btw I could not find how to just change where he is facing, unless you were doing it after the unit is moved, I understand the bug to where the impales go farther then the hero, this could be fixed, but it would take a while, I could create many dummy impale abilities each with different ranges, then detect how far the randomly picked unit was from the caster, then choose which dummy impale to use accordingly, but that is to much of a pain in the butt for now

tendril blast:the tendrils are created where the dummy units are, which cast war stomp with a 100AOE, anything smaller and the spell would be useless, or I would have to create more which would lag worse then it already does, I was trying to keep that to a minimum

btw ty for testing I appreciate it

edit: updated spiked plunge to be unit targetable and only deal damage to the targeted unit, also fixed effects a little bit
 
No revive :( I died...
Some comments then ^^ mostly on the triggers since that is what I am good at.


[EDIT] this test was made before your upgrade[/EDIT]


Tendril:

Ingame:
Looks good and is effective, great spell.

Triggers:
Why have you made this so complicated? Chaneled spells is one of the few more 'advanced' spells that can easy be multiinstansable even i the GUI, the fact that you made this more compicated and used alot of unneded variables remove the multiinstance.

Code:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (String((Current order of (Triggering unit)))) Equal to starfall
    Actions
        Unit - Create 1 Dummy Caster for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (Random real number between 50.00 and 700.00) towards (Random real number between 0.00 and 360.00) degrees) facing Default building facing degrees
        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
        Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Set level of Tendril Blast Damage (Neutral Hostile 1) for (Last created unit) to (Level of Tendril Blast  for (Triggering unit))
        Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
        Wait 0.10 game-time seconds
        Trigger - Run (This trigger) (checking conditions)
Ok the short wait will last a little longer that 0.1 but since it makes the multii i think it is worth that. You cna always create 2 spikes at the time.

Spiked Plung:

Ingame:
Creates a some problems when the unit is moved if it are other units allredy there. Maybe add something that pushes away units from the target area? Else than that it is a good spell.

Triggers:
Why do u use both experations timer AND kill the dummies unit with a action?
Also why are you using the x,y cordinates of the target point just to convert them back to locations in each action?
The last action in the trigger will REMOVE the last target from the game, not what you wanted right?
What do you think happens if there is no units in range? The caster will be moved to the center of the map. If there is only 1 unit in range the caster will stand still and have spikes shouting out in the same direction.

Sandstorm:

Ingame:
Yea, that is a sandstorm.

Trigger:
Why dont u use a experation timer for the removal of the dummy?
Else than that it good, you even removed some of the leaks.


Get Over Here:
Ingame:
Easy and effective.

Triggers:
x,y cordinates again? In gui it just add to the leaks.


Overall:

Ingame:
Only damaging spells? That is a real nuke hero. But the spells is good. Tendril Blast is good enought to be watched twice.

Triggers:
Some minior things. Togheter all this creates quit big leaks, periocid things and gui inst a great combination. My suggestin is that you start using jass codes insteed. Your triggers is good enought that I can se that you will be able to learn jass now if you just go for it.
Gl and for a first spell pack this is +++ good.
 
To phyrex1an

thank you for the detialed response, I appreciate it

Ill take your advice on Tendril Blast and do that, I jsut wasnt sure if removing the spieks right after making them would remove them from site in the game or not, so I jsut removed them all at the end, also, since I do have a lot of variables the way it is, how would I remove all of them so that they dont leak, such as dummy_integer for each and tendril_integer, of course that dont matter if you can just remove the SE right after making them

then also setting tendril_caster and tendril_player, do those leak the way they are, cuz I never remove them or set them to null or nothing

ill tkae your adive on the things, how can I make it so the caster isnt moved to middle of screen if there are not targets? I use both expiration timers and killing/removing cuz I heard E.T.'s leak, so I put them in jsut so I dont have a bunch of units just chilling the whole length of the spell, then I remove them all at the end to get rid of leaks, I use x/y coordinates cuz it looked better when being cast ,then jsut creating the dummy at the caster position, does it leak, and if so how can I remove array variables that leak

sand storm, again I use both E.T. and rmoval because I heard exp. timers leak, and I figure I'll just cover all bases while I am at it, also do integer variables leak such as sand_storm_level?

get over here, again x/y corrdinates because the spot the dummy is made looks better, why does it create leaks and again how can I get rid of array variable leaks, and how can I get rid of real varaible leaks such as pull_ang

could you maybe tell me all the leaks, so I can fix them, if they have not been covered above

as for JASS, if I say changed those triggers to custom script, I could understand them completely, but that still does not get rid of the leaks, cuz how they are written when converted is prolly how I would have written them in JASS myself, what would be awesome, is if maybe you could take a look at them, write them in JASS yourself so I can take a look, I know this is asking a lot, but if you have the time it would be awesome!

As for all damaging spells, well basically I was trying to make a bunch of custom spells, that looked neat and were effective, it just so happened that they were all damaging spells, again ty for reviewing for me!

BTW, I'll add a revive for those of you..:cough: phyrex1an :cough: die with a lvl 15 hero against lvl 1 creeps.... :D

alright I tried to remake tendril blast, but it the trigger did not work, I tink it is in the conditon part

Code:
Tendril Blast Test
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (String((Current order of (Triggering unit)))) Equal to starfall
    Actions
        Set Tendril_Caster = (Casting unit)
        Unit - Create 1 Dummy Caster for Tendril_Player at ((Position of Tendril_Caster) offset by ((Random real number between -700.00 and 700.00), (Random real number between -700.00 and 700.00))) facing Default building facing degrees
        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
        Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Set level of Tendril Blast Damage (Neutral Hostile 1) for (Last created unit) to (Level of Tendril Blast  for Tendril_Caster)
        Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
        Wait 0.05 seconds
        Unit - Create 1 Dummy Caster for Tendril_Player at ((Position of Tendril_Caster) offset by ((Random real number between -700.00 and 700.00), (Random real number between -700.00 and 700.00))) facing Default building facing degrees
        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
        Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Set level of Tendril Blast Damage (Neutral Hostile 1) for (Last created unit) to (Level of Tendril Blast  for Tendril_Caster)
        Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
        Wait 0.05 seconds
        Trigger - Run (This trigger) (checking conditions)
 
bump

update: fixed a typo in Spiked Plunge, made it point targetable so self could not be targeted, fixed bug when not targets in range

added revive trigger, and put in the new multi instacneable trigger for tendril blast that I can't get to work, incase any one wants to help me with it
 
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