My Water Spell

  • Thread starter Thread starter Tom_Green
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Tom_Green

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Hello again. I have a spell here that I made for a water-elemental based hero. Plz take a look-see at it n tell me what you think of it. If you have any spell ideas for him, you can tell me those too X)
 
LOL!!!! OMW! So stupid!! Here it is. Im literally laughin out loud btw X) X)
 
Dang thats good. Except for if u use it after the unit is dead it still does the effect on the dead units
 
I'd like to say, that you have a huge momory leak, because of all the special effects you are creating. Try doing something like this:
Code:
Spell
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Hydro 
    Actions
        Wait 0.50 seconds
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) is dead) Equal to False
                    Then - Actions
                        Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                        Special Effect - Destroy (Last created special effect)
                    Else - Actions
        Wait 1.00 seconds
        Animation - Reset (Casting unit)'s animation
That should fix the dead problem, remove the memory leak, and remove the bug, where you can start the ability, quickly stop, but still get the effect.
 
Hey. I like the spell, and hero so much, I decided to add another spell to your hero. The only problem was that they both had the same order strings, so I turned off your spell's trigger, so you could see mine. (Sry its a bit laggy)

It's a wave-like spell, probably something like vex would make, only in GUI.
 
w00t! ty korolen! and that spell is awesome darthfett O.O :D
 
Darthfett said:
Hey. I like the spell, and hero so much, I decided to add another spell to your hero. The only problem was that they both had the same order strings, so I turned off your spell's trigger, so you could see mine. (Sry its a bit laggy)

It's a wave-like spell, probably something like vex would make, only in GUI.


dont think I would go that far, doubt Vex would make something that laggy, but still im sure he appreciates the help, gl with ur map Tom Green, looks like you got your problems solved :)
 
EDIT: Argh Korolen Posted before me... well whatever sorry i ate before hitting "Reply"


Deffently a desent spell, i good see it in a hero arena or a hero D or something like that. I like it.

Hmmm heres a memory leak free version of your trigger.

you need
Name ........................Type
NagaDeath.....................SFX Array of size <However many untis can be hit by spell, btw 500 holds alot of units>
NagaDeathIndex.................Integer
TempPoint..................Point
TempGroup..................Unit Group

Code:
Spell Copy
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Hydro 
    Actions
        Wait 0.50 seconds
        Set TempPoint = (Position of (Casting unit))
        Set TempGroup = (Units within 500.00 of TempPoint)
        Set NagaDeathIndex = 0
        Unit Group - Pick every unit in TempGroup and do (Actions)
            Loop - Actions
                Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                Set NagaDeath[NagaDeathIndex] = (Last created special effect)
                Set NagaDeathIndex = (NagaDeathIndex + 1)
        Wait 1.00 seconds
        Animation - Reset (Casting unit)'s animation
        Special Effect - Destroy NagaDeath[NagaDeathIndex]
        Set NagaDeathIndex = 0
        For each (Integer A) from 1 to (Number of units in TempGroup), do (Actions)
            Loop - Actions
                Special Effect - Destroy NagaDeath[NagaDeathIndex]
                Set NagaDeathIndex = (NagaDeathIndex + 1)
        Custom script:   call DestroyGroup( udg_TempGroup )
        Custom script:   call RemoveLocation( udg_TempPoint )

Lol dont know why i did that i was bored i guess, and memory leaks insult me when i see them. (Not the person who made the trigger the leak itself)
 
wow, whe nI First started if I had tried to make a spell like this I would have done it just like Tom Green

pick all units around caster, attach SE

now,, with knowing about seting temp points I would make it just about how the up above post has

man I have come a far way, and it is really funny how such a simple action takes so much extra stuff to make it perfect....damn blizzard for making GUI so shitty :mad:
 
@Peng:

There are 3 things that leak: Unit Group, Player Group and Points (Locations, Positions). Leaking means that after using it, the data just stays in memory and cannot be destroyed until you quit the map. You can prevent this by setting a variable to the data, use that variable in the actions and then destroy it, using either custom scripts or the functions of WEU/UMSWE (or JASS, of course).
 
O.O thx alot! That one is way more complicated than I woudlve thought of though lol. Also ty for telling me about that leaks AND what parts will cause leaks, so I can avoid that in the future X)
 
Grurf said:
@Peng:

There are 3 things that leak: Unit Group, Player Group and Points (Locations, Positions). Leaking means that after using it, the data just stays in memory and cannot be destroyed until you quit the map. You can prevent this by setting a variable to the data, use that variable in the actions and then destroy it, using either custom scripts or the functions of WEU/UMSWE (or JASS, of course).

Actually, there are a lot of things that leak, but those three are the more major ones. Special effects can leak too, by the way.
 
Changed it some more (Both) And fixed the shockwave spell. I also added a spell that freezes corpse's bones, and damages all enemy units around them.

BTW, there is a -revive trigger that will revive all the units that haven't been removed. Also, is there any way someone can suggest i change the icewall spell, to make it less laggy?
 
UnknowVector said:
EDIT: Argh Korolen Posted before me... well whatever sorry i ate before hitting "Reply"


Deffently a desent spell, i good see it in a hero arena or a hero D or something like that. I like it.

Hmmm heres a memory leak free version of your trigger.

you need
Name ........................Type
NagaDeath.....................SFX Array of size <However many untis can be hit by spell, btw 500 holds alot of units>
NagaDeathIndex.................Integer
TempPoint..................Point
TempGroup..................Unit Group

Code:
Spell Copy
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Hydro 
    Actions
        Wait 0.50 seconds
        Set TempPoint = (Position of (Casting unit))
        Set TempGroup = (Units within 500.00 of TempPoint)
        Set NagaDeathIndex = 0
        Unit Group - Pick every unit in TempGroup and do (Actions)
            Loop - Actions
                Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                Set NagaDeath[NagaDeathIndex] = (Last created special effect)
                Set NagaDeathIndex = (NagaDeathIndex + 1)
        Wait 1.00 seconds
        Animation - Reset (Casting unit)'s animation
        Special Effect - Destroy NagaDeath[NagaDeathIndex]
        Set NagaDeathIndex = 0
        For each (Integer A) from 1 to (Number of units in TempGroup), do (Actions)
            Loop - Actions
                Special Effect - Destroy NagaDeath[NagaDeathIndex]
                Set NagaDeathIndex = (NagaDeathIndex + 1)
        Custom script:   call DestroyGroup( udg_TempGroup )
        Custom script:   call RemoveLocation( udg_TempPoint )

Lol dont know why i did that i was bored i guess, and memory leaks insult me when i see them. (Not the person who made the trigger the leak itself)


Ya don't need all that array crap, if you just destroy the effect emidietly, it will play it's animation once, and then kill it. Also, you don't need TempPoint or TempGroup, athough I would put them into local variables if I were doing it in JASS.
 
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