saw792
Is known to say things. That is all.
- Reaction score
- 280
I suggest you leave the offensive subskill as enemy and allied units and make it toggleable.
Fixed, as far as I know.Multiple leaks
1) GetUnitsInRangeOfLocAll not set to a variable
2) Enumerating function with a null boolexpr leaks IIRC (check the Function List and you'll see it)
3) GetUnitLoc
Removed, thanks.That GroupClear is unnecessary - group is going to be destroyed anyway, why spend time emptying it
Done.Also, move those leak-removing/nulling stuff outside the if's - if these conditions aren't met
Removed.What's the point of the integer? I can't see anything else using it
Removed.Why? Quite pointless to have those there, nobody needs to modify them anyway
I don't get this part, sorry.Why not make that into a formula function, rather than restricting it to a multiplier of ability level e.g.
and let people devise their own method of determining the % chance
What do you mean?I suggest you leave the offensive subskill as enemy and allied units and make it toggleable.
Changelog
v1.4c
- Code cleanup
Credits to Flare
- Fixed map description
- Fixed tooltip not showing level 4 for Offense
- Fixed code not showing description for Offense
What you have is (ability level) * (chance multiplier), and it doesn't allow for much freedom with your values. Let's say you want 10% chance at Level 1. With your formula, you have to have 20% with Lv2, 30% with Lv3, 40% with Lv4 - those values are quite large, and may not be desirable.I don't get this part, sorry.
GetChance (GetUnitAbilityLevel (...))
Changelog
v1.5b
- Code touchup
Replaced a location with X/Y
!Nice spell. The offensive and defensive aspects of the spell made it a lot better in general and far more feasible for a variety of different situations. Good work! Ill give this 4 stars because of how far the spell has come.
Thanks !Another fantastic ability! great effects as always.
loop
set pickedUnit = FirstOfGroup(offGroup)
exitwhen pickedUnit == null
set pickedUnit = FirstOfGroup(offGroup)
call DestroyEffect(AddSpecialEffectTarget(pullStart, pickedUnit, startAttach))
call SetUnitPosition(pickedUnit, tTVX, tTVY)
call DestroyEffect(AddSpecialEffectTarget(pullEnd, pickedUnit, endAttach))
call GroupRemoveUnit(offGroup, pickedUnit)
set pickedUnit = null
endloop
call AddSpecialEffectTarget(OFFSFX, offU, SFXAttach)
call DestroyEffect(bj_lastCreatedEffect)
private function DefTRYActions takes nothing returns nothing
local unit tryU = GetTriggerUnit()
call IssueImmediateOrder(tryU, "holdposition")
call TriggerSleepAction(0.01)
call SetUnitAnimation(tryU, "walk")
set tryU = null
endfunction
Yeah it has.Setting pickedunit = FirstOfGroup(offGroup) twice. And you really dont need to set pickedunit = null...
The SFX I used can't be done by that action.Why not just use DestroyEffect(AddSpecialEffectTarget()) ? Or did i miss something?
Stops the unit from casting the spell (so it's only autocastable) .And just out of curiosity, what does: ... Do?
The SFX I used can't be done by that action.
Stops the unit from casting the spell (so it's only autocastable) .