| 09-06-2006, 01:23 PM | #1 |
Description: Creates three balls of energy (orbs) around the target, that bounce its maximum mana up and down randomly. As the mana decreases the orbs increase in size and vice-versa. Depending on their size, friendly units of the caster around the target are regenerated mana points. Area of effect also depends on size of balls. When spell is interrupted (or ends) a number of beams equal with the number of buffs the target has (minimum unconditional number: 3) spiral outside from within the caster and any enemy units touched by them are drained of mana. Maximum mana of target is restored to its original value. Quite complicated, eh? Testing is better than guiding yourself only by the description. The spell was initially supposed to be a crazy idea but it turned out in my opinion into an original spell with elements unseen before. ~Daelin |
| 09-06-2006, 10:08 PM | #2 |
neat spell, well done as usual |
| 09-07-2006, 04:55 AM | #3 |
Thanks. C'mon, no mod commenting this? Approved, not approved? ~Daelin |
| 09-07-2006, 07:06 AM | #4 |
We do not have infinite time to sit on the forum constantly refreshing to look for new posts and review them instantly. We have lives which takes time, as well as our own projects and things to work on. Expecting a response withing 12 hours is stupid. Even if I could spend all my free time here, there would be periods longer than 12 hours where I wouldn't be able to respond at all. I have today off school, so I'm going to try catching up with the back-log here. On another note (and this is just from having read your post, I haven't tested the spell yet), the spell idea doesn't sound very coherent. It sounds like a few random effects with no synergy that were thrown together. |
| 09-07-2006, 09:57 AM | #5 |
you could make the bolts also "burn" buffs or add an option |
| 09-07-2006, 12:44 PM | #6 |
Using an array for the 3 missiles is pointless, because you never use a loop for it (which is generally the main advantage to using an array). It also means unnecessarily large memory allocation. When you create the missiles, you use a set value for the Y projection instead of the constant function's value. You never destroy the UNIT_SPELL_ENDCAST trigger. Your current method of preventing your SetUnitX/Y going outside the map area is buggy. It will sometimes cause them to stop moving completely (because sometimes SetUnitX and Y will only work when both are used together). In trigger ManaPulse_EndSpiral you don't null some units and the trigger variable. |
| 09-07-2006, 03:02 PM | #7 | |||||
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Ok, if there are any problems, just let me know. :) Sorry about the leaks, I should've checked better. ~Daelin |
| 09-08-2006, 05:19 PM | #8 |
Just one last thing I think you should fix is the ending missiles should explode when they leave the map area. Otherwise they move weirdly along the edge :P (Oh, and your dummy units still have their shadow ;-) ). I'll approve in anticipation. |
| 09-08-2006, 05:27 PM | #9 |
The shadow is supposed to be there. And if you insist, I will modify the missile stuff. :) Thanks for approving. ~Daelin |
| 09-08-2006, 05:42 PM | #10 |
It looks kinda weird (mostly on the end effect missiles, on the rotating balls it looks ok). |
| 09-08-2006, 06:03 PM | #11 |
I can't remove units of the spiral. Doing so would mess up the whole spiral since the formula is based on the exact number of units in the spiral. Sorries, all I can do is make the spiral element stationary. ~Daelin |
| 09-09-2006, 08:30 AM | #12 |
Haha! Very creative! +Rep |
| 09-09-2006, 08:32 AM | #13 |
You could store the number of units in the spiral separately (instead of counting the units in a group). |
