| 02-17-2006, 12:04 AM | #1 |
A system that allows you to create/remove shields, the shields can have an regeneration and armor value (in percentege). UPDATE 1.1: Added credit, fixed leaks. UPDATE 1.2: Added function CreateShieldEx with 2 arguments - shield color and damage spill option, also fixed problem with armor also blocking the damage spill. |
| 02-17-2006, 12:32 AM | #2 |
This seems like a good and interesting system, you will need to update something before I can approve it though. First of all, you are using KaTTaNa's Local Handle Variables functions. You need to give him credit for his work, else I can't approve this. Second, you will need to do something like call FlushGameCache(InitGameCache("localvars.w3v")) before initializing the cache, else it can cause problems. Read more here: http://www.wc3jass.com/viewtopic.php?t=2334. Also, you have a few locals-not-set-to-null leaks (texttags), you should better fix that. |
| 02-17-2006, 12:38 AM | #3 |
oops srry, i modified my old spell and forgot to update those things, gona do it now. |
| 02-17-2006, 07:53 AM | #4 |
No problem, glad you updated it. Approved. |
| 02-17-2006, 12:15 PM | #5 |
Some time ago I've read something about texttag. They told me thtat texttags don't leak as long as they are timed. I guess this is true. |
| 02-17-2006, 02:09 PM | #6 |
Simply amasing and exactly what I needed :-) |
| 02-17-2006, 02:49 PM | #7 | |
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I was actually planning to make a lifebar model with 20 anims to reduce lag and to get rid of the 100 texttag limitiation, but now that this is 100% JASS its less laggy than the last version. |
| 02-17-2006, 04:29 PM | #8 | |
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| 02-17-2006, 05:22 PM | #9 |
On your screenshot, I'm not certain you included the 50% shield armor. Either way this is definately usefull - perhaps a Bone Armor. |
| 02-17-2006, 07:55 PM | #10 | ||
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| 02-17-2006, 08:03 PM | #11 |
But this armour then also reduces the damage that spills over the shield, which it shouldn't; or at least make it toggleable. What's the point of having armour, couldn't you just have a twice as powerful shield instead of a 50% reduction? Could also use some more customization, like enabling/disabling spill (does the attack that kills the shield also do damage to the unit or is the extra damage lost), and other such stuff; it would be enat if the system could be used to make more than one different type of shields. Just some thoughts for any future versions you might make. |
| 02-17-2006, 08:14 PM | #12 | ||||
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| 02-17-2006, 09:26 PM | #13 | ||
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| 02-17-2006, 10:23 PM | #14 | |||
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| 02-18-2006, 08:11 AM | #15 | |||
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