| 01-27-2007, 01:42 AM | #1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Nether Mage
By Pyrogasm v1.7 (Now includes both GUI and JASS versions) JASS version complies with JESP standard GUI version is "purely educational", according to blu - The Nether Mage is intended as an addition to the melee hero tavern, and was made for WC3Campaigns.net's Hero Contest, in which it won 4th place. Though that may be the intended use, feel free to utilize the hero in any way; this is not a model/art so much as it is a concept, thus there is no rule against altering it as you see fit. All I ask for is that you give me (Pyrogasm) and the people I credited (in the test map) credit. Rather simple, isn't it? Backstory: The Nether Mages were once highly esteemed members of the Blood Elf race, but are now banished to live among Elves, Demons, Dwarves and Humans. They were exiled when their leader, Jel'Thêdean, used the powerful magic of Planar Manipulation to completely remove a rioting group of Blood Elves from the worldly plane. This act was deemed too inhumane by the High Council, so the entire covenant was banished. Now, the Nether Mages can be found hanging around taverns, willing to work for the right amount of money...
Here's a list of his Abilities: Nether Mage Abilities:
And some screenshots:
Everything is native (no custom models, etc.) except for a PASBTN and DISPASBTN I made myself for Planar Disruptance. Additional information about how/what to import in order to successfully implement can be found in the attached text file. Note: Credit for this nice layout goes directly to Moyack, and indirectly to the Unsung Legends team (apparently). |
| 01-27-2007, 04:37 AM | #2 |
We don't need to know about hero stats (unless ppl r curious) Hopefully everything is fixed. (Which is probily fixed anyway) Image has an broken link -Av3n |
| 01-27-2007, 05:30 AM | #3 |
You know, I knew I was forgetting something. I'll have to submit mine tomorrow so I stop forgetting about it. I like this hero. I think you might be required to clean up the leaks Vex pointed out before it can be accepted as a resource, though. Either way, good job. |
| 01-27-2007, 08:13 AM | #4 |
I did clean up the leaks, actually. I made some major changes and updated everything that needed to be updated. I've made the stats hidden now. By-the-way, what link is broken? EDIT: Ah... I found and updated it. |
| 01-28-2007, 02:29 PM | #5 |
For Planar Disruption, why do you use a pseudo detection involving mana used instead of just using 'unit starts the affect an ability'? Also, instead of repeating all your actions for the case of each level, you could just store the level of the buff in a variable (if has buff xx 1 then i = 3, elseif....) and use this in the actions. Defabricate Periodic Remove leaks a group. Units in XXX creates a new group, so change your clear group to a remove group. |
| 01-28-2007, 09:11 PM | #6 | |||
Quote:
Quote:
Quote:
Original Post updated! |
| 01-28-2007, 10:29 PM | #7 |
| 01-30-2007, 11:19 PM | #8 |
Ok, aside from fixing that Planar Disruptance trigger, what else needs to be changed for this to be approved... Dusk's was approved before he made any changes... ![]() |
| 01-31-2007, 04:31 PM | #9 | |
Quote:
Therefore I posted the updated version a couple minutes after he reviewed/approved. (Since he knew I had fixed them all already) Blu also has only like 1 day a week where he's really capable of approving/going through stuff. And most of the other moderators don't really have time. If nothing's done about it by tonight, I'll go through it and tell you what's up, then get Blu to approve once it's all taken care of. Don't worry, just be patient. :P |
| 01-31-2007, 11:18 PM | #10 | |
Ok; that I can do. Quote:
. |
| 02-01-2007, 04:01 AM | #11 |
Trigger: Planar Disruptance Spell Cast
Just use as an ability check for that. That's a really important fix, and you can always add as many conditions as you need to it to modify it as you need to. Remove all of your "Do Nothing" calls. While they look pretty in GUI, this is what they do in reality. JASS:function DoNothing takes nothing returns nothing endfunction Yeah, drop 'em. :P Otherwise, it's about as clean as GUI can get. I still suggest one day you learn jass and then convert this puppy over. But hey, it's good enough for my tastes if you fix the above issues. Once that's done, I figure Blu can stick this in the appropriate section. |
| 02-01-2007, 02:00 PM | #12 |
Event - A unit starts the affect on an ability Condition - Level of (ability being used) for (casting unit) is greater than 0 Action - World domination That should theoretically make it not trigger for items. And yeah, definitely remove those DoNothing's. |
| 02-03-2007, 01:43 AM | #13 |
Allright; I've removed all those lovely "Do Nothing"s, so that's fixed. I've tried all manner of things relating to something that might enable me to remove the mana-detection actions from the trigger that blu_da_noob and Rising_Dusk have suggested, and that I had thought of my self... but to no avail. The trigger will always fire whenever an item is used. I will be looking into Mana Flare soon; Dusk said that's how Tides of Blood does it's spellcast detection. If anyone else has some ideas, please do share. If I must use Mana flare, then I think I'll have to rework the triggers for it, which I'd rather not do. ![]() |
| 02-03-2007, 04:38 AM | #14 |
Yeah, I dunno. I've been fiddling with it to no avail. To be quite fair though, your code really *shouldnt* work. The "spell effect" event fires AFTER mana cost has been factored, therefore the difference should be minimal. However, it should also ALWAYS fire because mana regen changes a unit's actual mana. Your way really should not work, especially with an ugly wait in there. If you ask me, I would just make it work for both items and abilities. Then if any new developments arise that can easily solve it, update it then. That's just my opinion though, check with Blu. |
