| 07-22-2006, 05:20 PM | #1 |
I haven't posted any new spells lately, because I've worked intensely on RotHE material. But since I started making spells for RotHE, I thought to make another special public spell as well. Here it is! Retribution Aura: If an unit under the aura is directly stroke by an enemy spell, then all units under the aura lose 5% of their mana points. Part of the resulting mana causes either damage, mana loss, or a chance to silence the enemy unit for a short duration. Note: If unit is under the effect of multiple auras, then the aura with the most mana is chosen. Enjoy and place your comments! The model of the aura has been posted at the gallery, but is included into the map as well... I hope nobody minds, it's very small. ~Daelin |
| 07-22-2006, 07:36 PM | #2 |
Useful in some maps, well done. However, you shouldn't have made all those Banshees, they're immune to spells ![]() |
| 07-22-2006, 08:40 PM | #3 |
The spell and code themselves are good. only issues: - The banshees made it hard for me to test it, for one second I thought it wasn't working, had to find the enemy sorcs and saw the real effect of the aura. Maybe replace the banshees with those creeps that love to cast spells on units? - The model seemed too shiny for an aura model, not a big deal but that's too flashy in my opinion. Anyways approving |
| 07-22-2006, 08:43 PM | #4 |
This lags something awful, and not just on first cast. "stroke" -> "struck" traditional tag text for mana burn is a blue TriggerSleepAction is only remotely useful as "TriggerSleepAction(0.)" and it shows your probabilities are not probabilities. "GetRandomInt(0,100)<= Retribution_RootPercentage()*damage" Huh? Well at least explain how it works at the declaration of Retribution_RootPercentage. also change GetRandomInt to GetRandomReal I don't think I saw silence fire once, are you sure it works? "call GroupEnumUnitsInRange(g, GetUnitX(aux), GetUnitY(aux), area, Condition(function Retribution_IsCaster))" leaks a boolexpr. there are a couple instances of this. "if AuxX*AuxX-AuxY*AuxY <= area*area then" -> "if AuxX*AuxX+AuxY*AuxY <= area*area then" BTW, set p = null is unnecessary, as one does not create or destroy players. |
| 07-22-2006, 08:46 PM | #5 | ||
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Sure... I'll do that in the morning. Quote:
Actually, that can be replaced. :) |
| 07-22-2006, 08:55 PM | #6 |
ouch fix the leaks. I did not experience lag, pipedream although my uber comp is probably to blame for that ... |
| 07-23-2006, 07:46 AM | #7 | ||||||
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Hmm... I did not experience lag either. Oh well, I'll try to see what I can do about it. Quote:
[quote=PipeDream]TriggerSleepAction is only remotely useful as "TriggerSleepAction(0.)" and it shows your probabilities are not probabilities.[/QUOTE I don't get what you mean by "my probabilities are not probabilities". Quote:
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Done with the rest of the stuff as well! And it's strange that the spell lags. I tried to avoid using any kind of missiles (replaced missiles with Shadow Strike and lightnings wih Chain Lightning) because I know that usually Blizzard stuff are faster. Hmm... This never happened to me before, to experince lag at such a spell. Tell me if it is better now. ~Daelin |
| 07-23-2006, 12:03 PM | #8 |
Yes boolexprs leak . It should be the cause of the lag. But well sometimes lag is caused by the eye candy and the slowness of JASS |
| 07-23-2006, 04:30 PM | #9 |
i experienced no lag at all, nice spell btw and neat aura model |
| 07-23-2006, 07:38 PM | #10 | ||
I spike whenever I rush a group of enemy sorcs with all 11 friendly sorcs and Jaina. It's repeatable. Quote:
By percentage I mean you're doing something probabilistic (GetRandomReal(0,100)) but on the right you've got something that is dependent on configuration stuff and can exceed 100. Probability is dimensionless, so your dimensioned configuration will change it in non obvious ways (don't have spell open atm). Quote:
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