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Old 12-04-2007, 09:03 AM   #346
Malf
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Well, God knows when I'll be able to finish my evvol snoeman of teh duom( complete with tophat, carrot nose, scarf and evil twig hands)


But I haven't even started on Headbutt yet, I've been super busy this week and I'm lucky to have just enough time to only browse the internet. My exams are coming up next week, and Biology's a real bitch.
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Old 12-04-2007, 01:51 PM   #347
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Default morcius' request

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Ok, however, here's the requested 'Multi-Shot' for morcius.

Spells:
IconNameTooltipRequesterDownload
Multi ShotMulti-Shot fires multiple arrows by splitting one arrow into many, each arrow dealing 100 damage.The spread of the arrows is controllable, but you can never hit any individual monster with more than one arrow per Multi-shot. Even if you fire 10 arrows right into a monster, it will only take damage from one of them, with the other nine continuing on (possibly hitting other targets). This makes this skill great for doing minor damage to every monster in a large group at once, but useless for doing big damage to any individual monster.

Level 1 - 3 arrows.
Level 2 - 6 arrows.
Level 3 - 10 arrows.
morciusMulti Shot.w3x

I hope it turned out well, cause this is my first JESP-Spell. All in all the spell conforms to Pyrogams standard.

In accord with morcius, I changed the dealt damage per arrow to fixed 100.

Constructive Critism is desired ;)
Attached Files
File Type: w3x JESP Multi Shot.w3x (164.9 KB, 357 views)

Last edited by XieLong : 12-04-2007 at 07:38 PM. Reason: just fixed the spell tooltips...
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Old 12-04-2007, 03:29 PM   #348
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Quote:
Originally Posted by Malf
But I haven't even started on Headbutt yet, I've been super busy this week and I'm lucky to have just enough time to only browse the internet. My exams are coming up next week, and Biology's a real bitch.
'Ts okay. I've got my exams coming up too, so even if you make the spell I wouldn't be able to implement it yet. So exams first, spells second.
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Old 12-04-2007, 07:47 PM   #349
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Xie, did Pyro approve of you to help? (I didn't get the news if he did.)
On that note, morcius didn't offer enough information on his spell for any of us to finish it. How did you? (He didn't specify how he wanted the arrows to fly, and that sort of stuff.)
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Old 12-04-2007, 09:55 PM   #350
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Quote:
Pyrogasm:
XieLong, I don't have anything against you or a problem with your working on these requests... it's just that I have no idea if you're any good or if you're just some random idiot out there who has decided "i r gunna maek teh spellzlol". Show me something and I'll be happy to let you work on some of these!
And here's my 'journeyman's piece', maybee I'll become approved.

I take the only possibility to gain the missing informations: I asked the requestor. And now the spell works the way he wants him to work, or at least I hope so.
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Old 12-04-2007, 11:26 PM   #351
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So what'd you do, PM him? 'cause he certainly didn't reply here in the thread.

Testing the spell out, it seemed to work perfectly. You forgot to rename the testmap, though, so it showed up as "JESP DoT Template".
I shall check out the code right now.

Code Ninja-Edit:
So, it looks good. Definitely not in my style of coding (lowercase variables, lol) but I have no problem with that; whatever floats your boat. There weren't any real errors, just some optimization that should be done. A good (or would it be bad?) example of where you are calling functions over and over again when you should set them to a variable is here:

set u = CreateUnit(GetOwningPlayer(c), Multi_Shot_DummyUnitId(), GetUnitX(c), GetUnitY(c), ModuloReal((GetUnitFacing(c) + (270 + (180-angle)/2) + (i * (angle / (Multi_Shot_Arrows(lvl)-1) ))), 360) ) All those function calls in there that will return the same value again and a gain(GetUnit__(c), Multi_Shot_DummyUnitId(), ModuloReal(...), etc.) will be called for each arrow that's created. It only looks like it's doing it once, but it's inside a loop, so...

The other thing is the comparison of [ljass]GetUnitState(UNIT_STATE_LIFE) <= 0. Units die when they have < 0.406 life, and corpses have between 0 and 0.406; thus, you're not ruling anything out with this comparison and the arrows can collide with dead units. Additionally, that collision configuration function should be in the "configuration" portion of the spell.

Using a null boolexpr like so: call GroupEnumUnitsInRange(k, GetUnitX(u), GetUnitY(u), 50, null) actually causes WCIII to suck memory if done too many times. God only knows why. Instead, do the following:
Collapse JASS:
function Multi_Shot_True takes nothing returns boolean
    return true
endfunction
//...
    call GroupEnumUnitsInRange(k, GetUnitX(u), GetUnitY(u), 50, Condition(function Multi_Shot_True))
Work in radians, not degrees! I can help you out with this if you find it to be a terribly hard concept.

This whole section of code should be reworked:
Collapse JASS:
call TriggerSleepAction(3)
call AttachObject(c, "targets", null)
set c = null
call DestroyGroup(g)
set g = null
set u = null
call CleanAttachedVars(t)
call DestroyTimer(t)
set t = null
call DestroyGroup(targets)
set targets = null
You should use a countdown variable that you decrease every callback in order to determine when the spell should stop instead of dealing with that messy TriggerSleepAction nonsense. This would also remove the need to see how far the arrows have gone each callback and get rid of your use of UnitUserData. I would suggest you look at the "Fireball" request to see how this can and should be done.

You leak GetSpellTargetLoc() 4 times in the Actions function.

I see that you're using the NewGen pack (or at least TESH, which means you could be using the NewGen Pack) but are still using HandleVars. Instead, you should switch to structs. This would remove the need for gamecache and all of that silly CSCache stuff. At the very least, you should change from Attached Variables to CSCache's Dynamic Arrays (again, look at Fireball to see how it's done).

If you simply must stick with Attached Variables, use Tables instead of straight attaching and prefix the names of things you're attaching. ("targets" would become "multi shot targets", etc.)
So fix up that stuff and I'll add it to the list on the front! Oh, and you can make spells whenever you want if you'd like; you've proven to be quite acceptable.
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Quote:
Originally posted by Rising_Dusk
Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

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Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.

Last edited by Pyrogasm : 12-04-2007 at 11:51 PM.
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Old 12-05-2007, 12:10 PM   #352
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Spell is great thats what i wanted! Thanks for help i +rep you both XieLong for creating the spell and Pyrogasm for this great tread. Also have a few questions.
Question one. Can i add more custom script sections to my map? Like make a little space and add another will it work correct and wont reap with each other?
Question two. Can i order second spell ?
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Old 12-05-2007, 03:15 PM   #353
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Quote:
Originally Posted by morcius
Spell is great thats what i wanted! Thanks for help i +rep you both XieLong for creating the spell and Pyrogasm for this great tread. Also have a few questions.
Question one. Can i add more custom script sections to my map? Like make a little space and add another will it work correct and wont reap with each other?
You can have as many systems as you want in your custom script section (I'm assuming you mean that space that you get when you click on the map at the top)
Quote:
Question two. Can i order second spell ?
I've ordered about two or three so far.
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Old 12-05-2007, 09:24 PM   #354
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Little suggestion: Pyrogasm, could you please link the request-post inside the thread and not only the single post? That would be great (for guys like me which are using the never-used first page)

And, btw: Thanks for your view at the spell, I will fix it as soon, as I'm motivated.
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Old 12-05-2007, 11:09 PM   #355
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It'll take me a bit to find all the request posts, but I sure will.
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Quote:
Originally posted by Rising_Dusk
Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

Please; Ask for Help Appropriately














Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.
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Old 12-06-2007, 12:01 AM   #356
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Kewl. I did it.

(I'm not doing anything today due to a massive english essay I must finish by tomorrow... sorry Anopob ><)
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Quote:
Originally posted by Rising_Dusk
Your spells are mostly ignored because they are not very cool so we aren't very excited to review/approve them, but you are incredibly persistent and won't give us an excuse to graveyard it. That is generally what results in a resource being ignored for a long time.

The Spell Request Thread Done for, unless someone else wants to revive it...
It lasted a damn long time.

Please; Ask for Help Appropriately














Quote:
Originally posted by Kyrbi0
Huh. Almost makes me wish I had a girlfriend, to take advantage of today (wait, no, that's not what I meant... I mean, take advantage of the fact that it is international women's day... gah, never mind).
Quote:
Originally posted by Pyrogasm
Rome may not have been built in a day, but the Romans sure as hell didn't say "look at this great city we built guys!" when they had nothing more than a bit of stone and some cottages.
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Old 12-06-2007, 02:05 PM   #357
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I copied the multi shot spell to my map but it wont work i did everything correct.

- Make sure the option "Create unknown variables when pasting trigger data" option is checked in your WE preferences.
- Copy over the trigger "Create CS Variables" and then delete it from your map.
- Copy the ENTIRE custom script section of the map into your map. The Custom Script section is the thing above
the category "Map Triggers" on the left-hand side of the screen.
- Copy over the trigger "Initialize CSCache" or add that trigger's actions to another trigger that runs on map init.

Then copied spell , dummy unit and trigger called "Multi Shot"
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Old 12-06-2007, 03:23 PM   #358
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Have you checked the ObjectIds (within the spell-trigger)? They have to be the same as your Ids within the object-editor (press CTRL + D to view the ids)
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Old 12-06-2007, 05:29 PM   #359
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Only one thing is not same the dummy name is
"n00Y:necr (Multi Shot Dummy)" and in your map its name:

"n002:necr (Multi Shot Dummy)"

-EDIT-
Solved the problem now dummy units is "n002:necr (Multi Shot Dummy)" too ,butthe spell still wont work.

Last edited by morcius : 12-06-2007 at 05:38 PM.
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Old 12-06-2007, 06:01 PM   #360
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Quote:
Originally Posted by Myself On First Page
You are so gonna run out of steam after 2 requests. :p
I humbly retract my former statement. I'm quite impressed this has made it so far. I was going through a few of the spells, and they're not bad, it would just be smoother if there were a set of 'standard' systems used in all requested spells. Some require Cohadar's crap, some require Vex's stuff, some use vJass, some don't, etc. If there were a set standard for all spells made as requests, it would be a lot cleaner for people to know what they need in their maps and so forth.

You guys seem to be chugging along though and I commend you on that. Rawr.

EDIT:
Also, if you used all the same systems and such for every spell, you could submit them all at once (Maybe in packets of 20 spells in the same testmap) as resources. That'd be a hella lot more useful than submitting one at a time or none at all.
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