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Old 04-13-2009, 03:56 PM   #31
Anitarf
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You wouldn't even need positions for each bar, just the bottom one and another real constant for the vertical distance between bars.
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Old 04-13-2009, 05:17 PM   #32
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Quote:
You wouldn't even need positions for each bar, just the bottom one and another real constant for the vertical distance between bars.
Good idea in deed =D
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Old 04-13-2009, 10:29 PM   #33
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So while we are still in discussion... Is this near approval yet? Just curious, Since I updated it already or is it still being tested?

@Ani/FP: Good idea... but that's for the user to do. Unless it is part of the approval stuff that is haha.

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Old 04-22-2009, 10:33 AM   #34
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*Bump*. I know it might be annoying the approval staff, but I think personally this is ready for approval.

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Old 04-22-2009, 12:24 PM   #35
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So, the spell now supports multiple devoured units at a time?
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Old 04-22-2009, 04:40 PM   #36
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I know it might be annoying the approval staff,
Don't worry, you can't be more annoying then me =D
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Old 04-22-2009, 05:12 PM   #37
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Please for the love of God stop spamming. This is your last warning.
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Old 04-22-2009, 05:58 PM   #38
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One suggestion... use SimError directly instead of that Last Order... you just need to show a message and stop the unit when the case is given and such library is too much for something when there's no need to remember the last order.
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Old 04-22-2009, 08:33 PM   #39
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Please for the love of God stop spamming. This is your last warning.
Jesus, for God sake that was not spam.... seriously get over it.

About the spell, I think the "death" bar is too choppy, if I remember well the bar from the system demo looks better, maybe the size of the text is smaller and so the colors look nice, I didn't really tested it. However having in mind you did a nice job on the configuration for the bar on the SETUP section, I would say that really isn't a problem.
One thing however, I know you look an efficiency freak, but IMO it would be better if you could use "string" as an order instead of the Id number, it would be a lot easier to change and read ... you know, some people believe that magic numbers are a problem.
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Old 04-22-2009, 10:00 PM   #40
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Quote:
Originally Posted by Anitarf
So, the spell now supports multiple devoured units at a time?

Is this totally necessary? I looked through the thread, you didn't really state clearly that I had to do it but more rather support the idea.

@FP: What if the user bases the spell on something without an order id? (highly unlikely but what if they?)

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Old 04-22-2009, 10:18 PM   #41
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@FP: What if the user bases the spell on something without an order id? (highly unlikely but what if they?)
Is that even possible?
Please notice that you use LastOrder, so for the spell to work properly, that shouldn't happen. I believe such a case is not of your concern.
What if the user uses makes a meteor fall into your code? xD
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Old 05-07-2009, 04:04 AM   #42
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So what I have to do is to make this spell support multiple devoured units right?

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Old 05-07-2009, 04:49 AM   #43
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Quote:
Originally Posted by Av3n
So what I have to do is to make this spell support multiple devoured units right?

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That's an overcomplication IMO and an imbalance in the spell. Allowing multiple devoured units implies a bar per unit, so you have to do code to place properly the bars, and of course, the health regen will stack, which is a bad idea (unless you plan to make the regen duration longer with each additional unit eaten, which is still spell imbalance).

And please.... use simerror only, 3 libraries to show a warning message is too much. You don't need to save the last order, you don't need to index the unit, and abort the spell is as simple as ordering to stop when it's casting it.
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Old 05-07-2009, 04:22 PM   #44
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Quote:
Originally Posted by moyack
And please.... use simerror only, 3 libraries to show a warning message is too much. You don't need to save the last order, you don't need to index the unit, and abort the spell is as simple as ordering to stop when it's casting it.
This is absolutely wrong. The value of LastOrder + AbortSpell + SimError is that it actually maintains the exact Blizzard behavior of errors, maintaining previous orders, and the display of error messages. If you just use stop, you lose that entire aspect of the behavior, which sucks.

I think it's important for the spell to support multiple devoured units across multiple sources. WC3 Devour does not let the devouring unit devour more than 1 unit at a time, which I feel makes sense because of their UI. (Which might be possible to replicate with load units, loading the unit, then preventing the unload order from firing until the spell is over) If you go for the single unit per devourer approach, I feel it's fair. The spell should be MUI so that multiple units can devour multiple units, though.
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Old 05-07-2009, 07:47 PM   #45
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Is it me, or Anitarf requested this spell to be able to devour multiple units?
I mean, aren't mods hijacking this thread from him?
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