Spell Moving Strikes

Laiev

Hey Listen!!
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188
Thanks. Anyone that can say something positive to this? Please. :thup:

This spell is good... but not sufficient to be approved... so i suggest you make more spells <based on the same style> and create a spellpack :D

also PLEASE.... USE DAMAGE SYSTEM -.-

unit is attacked is easy to bug
 

Viikuna

No Marlo no game.
Reaction score
265
BJs are bad is not any kind of general rule.
Its just that most BJs do completely useless stuff that you dont really wana do, or are just wrappers for some natives, when all they do is add extra function call.

TriggerRegisterAnyUnitEventBJ is cool, because its shorter to type than some loop thingy. Alternatively I suggest you to use Anitarfs SpellEvent system. vJass exists to make system creation easy, so take advantage of it and use and make systems for doing stuff.

The system needed for this would be an attack detection system. ( In other words: a damage detection system with different damage types + spells that actually use those functions. )


Spells are more about the idea, tricks and the artwork anyways. Damage, healing, buff, projectile -systems exist to do the real job. Spell code is just to call some functions from those systems.
 

Chaos_Knight

New Member
Reaction score
39
BJs are bad is not any kind of general rule.
Its just that most BJs do completely useless stuff that you dont really wana do, or are just wrappers for some natives, when all they do is add extra function call.

TriggerRegisterAnyUnitEventBJ is cool, because its shorter to type than some loop thingy. Alternatively I suggest you to use Anitarfs SpellEvent system. vJass exists to make system creation easy, so take advantage of it and use and make systems for doing stuff.

The system needed for this would be an attack detection system. ( In other words: a damage detection system with different damage types + spells that actually use those functions. )


Spells are more about the idea, tricks and the artwork anyways. Damage, healing, buff, projectile -systems exist to do the real job. Spell code is just to call some functions from those systems.

So what do you think about this spell? :D
 

Viikuna

No Marlo no game.
Reaction score
265
Spell idea aint bad actually. Its a simple and pretty nice one.

It just needs some love: some fitting effect for it maybe, or possibly some fading dummy unit trick thingy that remains in front of target for a while. Dont really know.
Every spell needs good animations for caster, but thats model thing and you cant really include it to spell itself.

As for the coding part, you should use systems, like I said already.

Id just modify the spell so, that the unit does extra attack, instead of doing extra damage.

Like this:
Unit damages target with attack, spell triggers.
Spell waits for [lJASS]( attack cooldown -damage point time - some x number ) * attackspeed thingies[/lJASS], and teleports unit behind the target.
Unit plays attack animation very quickly, some trail dummy effects there maybe, target is damaged by attack damage amount, you force all onAttack triggers to run. ( In otherwords: you fake an attack that is faster than the fastest attackspeed makes possible. )

If you decide it to be possible for this extra attack to trigger other extra attacks, you should make the position behind unit to be lil random, so its not always the same place, in case unit doesnt turn.


This however might require some systems that there is not yet released for public, but something more like that might be cool.
 

SanKakU

Member
Reaction score
21
If the if is dependent on a constant global.

so, you're saying static if is for a constant.

if you try to do if whatever and whatever is a constant, it's no good...
but if you do static if whatever and whatever is a constant, then it's good.

so basically if you do static if whatever and whatever does not exist, are you still good?
if so, i'm having a hard time imagining examples of what you're going to use it for. anyone got anything?
wait a minute. how does it work now? do you always say...static if whatever==true ? can you do other stuff with it?

no wait...i think i get it...isn't it just a way to keep people from screwing up the code? i can't think of how it's useful besides making your own debugging system or something like that...
 

BlackRose

Forum User
Reaction score
239
o_O

JASS:
constant boolean SHOW_ANIMATION = true

static if SHOW_ANIMATION then
    call DestroyEffect( AddSpecialEffect.....
endif


if TRUE = effect made
if FALSE = effect not made
if FALSE = not compiled; since it's constant, cannot be changed, no point in adding it to the script to be run, so ignored by compiler = better
 

SanKakU

Member
Reaction score
21
ok, if i understand it right...static if is primarily for the sake of JESP coding, right?

does the variable in JESP always have to be a constant?
 

tooltiperror

Super Moderator
Reaction score
231
No, the purpose of the static if is to avoid extra compilation you don't need. Let's say you make a library that has a lot of conditional statements in the configurable. It wouldn't make sense to compile a lot of extra code for no reason even though a constant would ignore it.

JESP has nothing to do with it, but static ifs can help it.

Edit: Just realized the configurables are larger than the code.
 

tooltiperror

Super Moderator
Reaction score
231
Back in the day, mainly before vJASS, Vexorian created a thing you could copy paste to your spells. It was a standard for spells, like saying that you had to have configurables for damage and stuff.
 

Laiev

Hey Listen!!
Reaction score
188
but what is "JESP"... what mean it?

like

Jass = Just Another Syntax Script
 
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