| 02-18-2004, 09:52 PM | #1 |
Mass Polymorph, Mass rejuvination and a rune of bloodlust using efficient triggers Edit: Get the newest file: - Works for non instant abilities. - Support for levelable abilities - Also can be used to cast immediate spells on points - Also to cast area of effect spells - Spell inmune units now die with the damage functions - Added Functions that affect unit groups instead of AOE - The CasterCastAbilityPoint and CasterCastAbilityInPoint functions were merged. - Made massive functions for instant abilities a little more efficient. * Update * Now features bugfixes, moving special effects, and projectiles with arc functions Get version 6.1 here: http://www.wc3sear.ch/?p=Spells&ID=47 |
| 02-19-2004, 12:09 AM | #2 |
I call my stuff "XName System" and now you are, THEIF! Kidding, anyway, good job. I love the Mass Polymorph, I may use that in one of my melee maps I made ^_^ |
| 02-19-2004, 03:12 AM | #3 |
Vex, with all due respect your system is really quite bad. A) It doesn't work for chainlightning & other non-instant cast spells. (bug?) B) It makes no accomodation for multi level hero abilities with a different buff per level. C) For those abilities it DOES work for, a single caster would work fine, as long as it is moved to each target before casting. Overall I give it a A for presentation, and a D- for functionality. It does nothing that cannot be done just as easily in GUI, honestly it seems you put far more effort into the scrolling credits etc than making the caster system. |
| 02-19-2004, 02:29 PM | #4 |
I didn't intent this system to work with non instant spells, why to use them with this?. (check that the functions names have the word buff) Actually if you raise the number of starting casters and use GetACaster() and then RecicleCaster() after casting those spells it will work. I tested mass polymorph with a 50000 radius and all of the creeps became sheeps with an almost null lag, It actually moves the caster to the position of the target. And about the scrolling credits, I just found that I spent way a lot of time when making stuff for my demo maps like respawning creeps, cooldown cheats, the trigger to ressurect the hero, disabling mask / fog on war. So I made a template map ( A good while ago) and included the credit trigger I found in one of those maps i did when I was a contestant of wmc. That way I don't spend any time of practical stuff and if you check every of my last demo maps use the same stuff. |
| 02-19-2004, 09:55 PM | #5 |
Well yes my point is with the things it does work for there is NEVER a need to have more than one hidden caster. So it's okay if it doesn't workfor chainlightning etc, but it also makes all that addcaster stuff redudant (atleast within your own AoE functions) Ofcourse thats a technical ineffecy (unlikely to be noticed), the inability to use different buffs based on the same buff is a more serious problem, the AoE hero skill that can get away with the same effect at every level is a very rare one. I think the fix is to make the addbuff functions take an ability and an ordercode. As I said theres no need to do all that recycle business between each individual cast, you can "aquire" the hiddencaster at the start of the AOE function, and "release" it at the end and at the same times add / remove the ability. |
| 02-19-2004, 09:59 PM | #6 |
I made AddCaster and RecicleCaster to let the user invent more advanced features like the ones you did, I would love to have a GetAbilityOrderId() it would be so cool, and doesn't look difficult to make for blizzard, I would be nice to make the functions take only the ability and not the order string in your idea. I would update this map soon. |
| 02-20-2004, 04:55 PM | #7 |
So, Grater, do you have a system like this that works well with multi-level abilities? I still use GUI almost exclusively, but this is something I'd like to work really slickly and efficiently, so I'm up to adapting anything. |
| 02-20-2004, 09:14 PM | #8 |
I revamped the system way a lot (following Grater's suggestions) and added my damage functions, the results are incredible. Edit: Updated look below |
| 02-20-2004, 10:26 PM | #9 |
Exorsism is not correct. The AOE Bloodlust does not work either... Otherwise Good Job. |
| 02-20-2004, 10:29 PM | #10 |
Did I made an AOE bloodlust? And by saying that exorcism is not correct are you talking about some infernals appearing? |
| 02-20-2004, 10:35 PM | #11 |
No no, the REAL exorsisms' power was so great that thats why Blizzard didn't put it in there. It slaughtered undead, what it did was, it picked every unit in the area, multiplied it by like 12 and subtracted that number from the Paladains mana, then did that damage to all the undead in the area. It's hard to explain, I will just make my own to show you. |
| 02-20-2004, 10:41 PM | #12 | |
Quote:
Ohh, I remember the real exorcism, I didn't really tried to make war2 exorcism, I just did it to show the DamageUnit function. And I don't think the factor was 12... |
| 02-20-2004, 10:46 PM | #13 |
I just guessed...:P |
| 02-21-2004, 12:57 AM | #14 |
Panto, I'm thinking of making a nice clean GUI system, with JASS only to clean up memory leaks. The basic method being set a bunch of globals then call a trigger (which may be in JASS). This system will be considerably powerful and easy to use with impressive results, just not quite so terse as some other systems. (At the moment I think I can get away with 6 global variables, with 4 or 5 needing to be set for each triggered AoE spell) |
| 02-21-2004, 01:00 AM | #15 |
Very rough Exorsism... |
