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Fulmination

04-24-2008, 11:05 PM#1
HINDYhat
FULMINATION
by HINDYhat


(complies with the JESP standard)
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Description:
The hero explodes into 12 controllable and invulnerable water particles. After a certain time, each particle moves to a medium point and reforms the concerned hero.

Level 1 - Explodes at 400 units per second. Lasts 4 seconds.
Level 2 - Explodes at 550 units per second. Lasts 4.5 seconds.
Level 3 - Explodes at 700 units per second. Lasts 5 seconds.

Credits/Thanks to:
  • HINDYhat for scripting this spell.
  • redscores for being a good competitor.
  • Earth-Fury for teaching me alot about vJass.
  • All of the coders/assemblers who participated in the creation of Jass NewGen Pack.

Changelog

May 4, 2008: Removed health bar from dummy units; added selection circle to dummy units; automatically select the caster when the spell finishes.
May 1, 2008: Added the JESP manifest to the map; privatized particleGroup
April 24, 2008: Release 2



REMEMBER to adjust mana cost and cooldown to your needs. I left them null here for testing reasons!

IMPORTANT : This spell requires JassNewGenPack for vJass syntax! Click here to download JassNewGenPack : http://www.wc3campaigns.net/showthread.php?t=90999

Expand Spell code:
Attached Files
File type: w3xFulmination.w3x (51.7 KB)
04-25-2008, 06:54 PM#3
Rising_Dusk
Spherical coordinates in a WC3 spell, man, this is going to be a blast to go through this weekend.
04-25-2008, 11:21 PM#4
HINDYhat
I hope that was a good thing xD
05-01-2008, 04:17 PM#5
Rising_Dusk
Collapse JASS:
struct particleGroup
You should use a private struct. Otherwise, I have MUI concerns that I'll have to test when I get home, but it looks pretty clean and well-made. If it passes the MUI concern when I get home, I can move it on.

Oh, and does this comply with the JESP Manifest? It looks like it does, all you'd need is to put the JESP manifest into your map in a disabled trigger. I think all spells should comply with JESP if they can since it's a great and maleable standard for spells.
05-01-2008, 05:43 PM#6
HINDYhat
Yes it does comply with the standards. I'll update it now.

About the private struct, I simply forgot xD. I also think it's MUI, but I haven't tested it to death.

EDIT: Hmmm, making the struct private forbids me from referring to a particleGroup type object inside function main. I placed function main below the struct, and made a keyword for it. Works now. Also, tested the MUI part, and it works fine.
05-02-2008, 02:44 PM#7
Rising_Dusk
Works for MUI, runs clean, JESP manifest in testmap, read me and implementation instructions check...
I dare say approved, good sir.
05-02-2008, 06:08 PM#8
HINDYhat
That was quick! :D

Thanks for the approval.
05-02-2008, 07:50 PM#9
Na_Dann_Ma_GoGo
Woah such a nice spell. This is pretty awesome
And so many units are moved without any lag, and they bounce and stuff. Really, really nice. How about adding a damage function at the point where the unit is recreated?
05-02-2008, 08:24 PM#10
moyack
Quote:
Originally Posted by Na_Dann_Ma_GoGO
Woah such a nice spell. This is pretty awesome
And so many units are moved without any lag, and they bounce and stuff. Really, really nice. How about adding a damage function at the point where the unit is recreated?
That's overcomplicating the spell... as is is very good, because it's mainly focused for escaping or fast displacement, and spells of this type are not common in the database.
05-03-2008, 09:32 AM#11
grim001
Cool spell concept. I have a few minor suggestions.

1.) When the water bits reform, you should automatically reselect the elemental.

2.) Location() and CreateTimer() can be used inside a global block so if you want they can be removed from onInit.

3.) There is no point to using an animation timer faster than 40 updates per second. Seriously, try it, I recommend defaulting to 40 updates per sec.
05-03-2008, 10:51 AM#12
HINDYhat
1) Possibly.
2) They can be used in a global block indeed, but someone told me it's bad to initialize globals in that way (forgot who, maybe I misunderstood too).
3) Easily configurable.
05-03-2008, 11:23 AM#13
Alexander244
Really nice idea for a spell.

A couple of things:
  • When the water particles are close together at the end of the spell the hero should reform a bit faster.
  • On spell cast if you are selecting other units you don't get control of all the created units;
    1. Clear selection on cast
    2. Have a dummy unit for which orders are intercepted and appropriate movement alterations given to the all the projectiles (this would be harder, but imo better).

About 2; Global init has an op-limit (which includes all the globals in the common.j and blizzard.j). By initializing them elsewhere you avoid the potential for this to cause problems.
05-03-2008, 10:55 PM#14
grim001
Quote:
Originally Posted by Alexander244
Global init has an op-limit (which includes all the globals in the common.j and blizzard.j). By initializing them elsewhere you avoid the potential for this to cause problems.

Well unless you do some incredible number of things on init you will get nowhere close to the op limit so it seems senseless to do extra typing for that.
05-04-2008, 12:08 PM#15
rulerofiron99
Holding down Alt I could see 2mm x 2mm hit point bars, which looks bad. Bake them full or remove them!

Anyway, nice spell.