| 09-02-2006, 08:42 PM | #1 |
Description Turns the target location into a dancefloor that lures enemies within a range and deals damage and stuns them in a final explosion. Notes By replacing the discoball with a meteor/stone model, the dancefloor with a earthquake or similar texture and replacing the disco sound this can easily fit in many maps. This map also shows a JASS unit sound system. This system allows us to use mp3 files for unit sound sets. It's used for the hero in this map. Credits CSCache, SimError Functions and Dummy.mdx Model by: Vexorian LensFlare.mdx Model by: Rao Dao Zao (this makes the wonderful lens flare effect at the end) DiscoDude.mdx and DiscoBall.mdx Models and Textures by: RightField Original WhiteExplosion.mdx Model by: JetFangInferno DarkPortalUberSplatSE.blp created from Ice Tiles by: Ice Disco sounds extracted from: The Simpsons |
| 09-02-2006, 08:53 PM | #2 |
I'm gonna leave the code review till tomorrow (on the tired side now, so I'm liable to make mistakes :P). Just had to say that the execution of this is really smooth :). Le awesome. |
| 09-02-2006, 09:24 PM | #3 |
I am approving it. I should talk about X site that has 80 times more spells than us but we beat them 1000 to 1 in impressiveness |
| 09-02-2006, 09:26 PM | #4 | |
I'll check it out tomorrow anyway, just in case anything can be improved :P Quote:
I think 80 is a bit low. Probably more like 500. |
| 09-03-2006, 01:05 AM | #5 |
PitzerMike: your spell is really funny. +rep |
| 09-03-2006, 09:18 AM | #6 |
Actually it is very usefull, and I prefer it without "DanceFloor", so it useable for other things, then a "DiscoTheme" Keep up the good work =) |
| 09-03-2006, 09:54 AM | #7 |
In function Disco_Inferno_BeforeCastHandler: JASS:local integer id = Disco_Inferno_DetermineDanceFloorType(GetLocationX(GetSpellTargetLoc()), GetLocationY(GetSpellTargetLoc()), GetUnitAbilityLevel(caster, Disco_Inferno_AbilityId())) As easy fix to that could be to just make the DetermineDanceFloorType function take a location instead of x/y coords and destroy the location inside it. All attached variables attached to public objects must have the spell code prefix + "_" to comply with the JESP. In your Disco_Inferno_CreateTextTag function, remove the wait and destruction of the texttag. Setting the texttag lifespan cleans it up automatically and frees its handle reference to be used by another texttag (meaning your DestroyTextTag could destroy a different one). Disco_Inferno_ResetUnits lacks a nulling of unit variable. Ditto with Disco_Inferno_IsValidTarget. Disco_Inferno_IsDestructableTree lacks nulling of a destructable. |
| 09-03-2006, 09:09 PM | #8 |
Thanks for the code review. I have now fixed the leaks that I had overlooked + the jesp prefixes. New version uploaded. |
| 09-16-2006, 06:35 PM | #9 |
Shrugs, I can't hold back anymore to say that this is the coolest spell I have ever seen! |
| 10-01-2006, 11:21 PM | #10 |
OMG IM SO HAPPY SOMEONE USED MY TILE SET :P LOL Glass Floor |
| 10-04-2006, 08:35 AM | #11 |
Wow, freakin awesome spell. Have to give rep for that. |
| 08-08-2008, 06:44 PM | #12 |
damn you all! xD i wanna learn Jass more and more every day, just cat figure the damn thing out... even though im pretty handy at making homepages -.- - Awsome job gonna use it in my map, im not sure if you want cradit or not, could you PM me back on that one? |
| 08-11-2008, 09:19 PM | #13 |
awesome spell. if i have time i would cr8 some mini-rpg but i haven't |
| 01-19-2009, 11:16 AM | #14 |
This spell wins - I don't think it's possible to compete with this, the bar is to high! 10/10 :P |
| 08-25-2009, 08:12 AM | #15 |
I agree this spell rockz!!!! |
