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Mana Pulse

09-06-2006, 01:23 PM#1
Daelin
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
Attached Images
File type: jpgManaSpell.jpg (53.3 KB)
File type: jpgSpiral1.jpg (87.9 KB)
Attached Files
File type: w3xMana Pulse.w3x (32.7 KB)
09-06-2006, 10:08 PM#2
emjlr3
neat spell, well done as usual
09-07-2006, 04:55 AM#3
Daelin
Thanks.

C'mon, no mod commenting this? Approved, not approved?

~Daelin
09-07-2006, 07:06 AM#4
blu_da_noob
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
FireFreak
you could make the bolts also "burn" buffs or add an option
09-07-2006, 12:44 PM#6
blu_da_noob
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
Daelin
Quote:
Originally Posted by blu da noob
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.
Okie dokie, though I used a loop in the second function. Since I had to solve problem 4, loop was more advantageous to avoid.

Quote:
Originally Posted by blu da noob
When you create the missiles, you use a set value for the Y projection instead of the constant function's value.
Solved!

Quote:
Originally Posted by blu da noob
You never destroy the UNIT_SPELL_ENDCAST trigger.
Forgot, stupid me. :P Solved!

Quote:
Originally Posted by blu da noob
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).
My bad. They were all supposed to stop EVERYTIME one tried to get out of the map. Problem solved, sorry about that.

Quote:
Originally Posted by blu da noob
In trigger ManaPulse_EndSpiral you don't null some units and the trigger variable.
Fixed. My bad!

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
blu_da_noob
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
Daelin
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
blu_da_noob
It looks kinda weird (mostly on the end effect missiles, on the rotating balls it looks ok).
09-08-2006, 06:03 PM#11
Daelin
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
BertTheJasser
Haha! Very creative! +Rep
09-09-2006, 08:32 AM#13
blu_da_noob
You could store the number of units in the spiral separately (instead of counting the units in a group).