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Old 09-27-2008, 08:44 AM   #16
Flame_Phoenix
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Quote:
wrong test map...
Arrghh, damn ! Sorry for that, well, here is CORRECT test map if I am not mistaken.
Please enjoy and give opinion.
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Old 09-29-2008, 04:05 PM   #17
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Yo Flame_Phoenix don't get offended please, here are my comments; The spell looks typical, A nova spell that works like holy light, Nova-like spells are common nowadays so it doesn't give you a " Yay cool! XD " feeling when you cast it. Now about your code, it looks very organized, lovely indeed. Also, handles stored on locals need only be nulled if they are dynamic.

Good Luck creating more spells dude, you've improved so much now.
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Old 09-29-2008, 06:50 PM   #18
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The spell looks typical, A nova spell that works like holy light, Nova-like spells are common nowadays so it doesn't give you a " Yay cool! XD "
This is very far away from my idea of a Nova Spell.
Anyway, most spells are outdated and use Kattanas Handle Vars, so I guess this one can be used (and the main reason why I am submitting it) to do more stuff than just a Light Nova =)

Quote:
Also, handles stored on locals need only be nulled if they are dynamic.
I don't get it, is there something I should update on this version to see it approved ?


Quote:
Good Luck creating more spells dude, you've improved so much now.
Yey !! Thx xD I know I agree. Check out my Dark Lightning too, it is a very cool spell and it is more difficult that this one =)

Quote:
Now about your code, it looks very organized, lovely indeed.
I am really happy you think that, because that is how I tried to make the code. Take that Anitarf and Griffen you newbs !!! =P

Anyway thx for your opinion, positive feedback is always appreciated.

PS: when will some one mod this spell again ?
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Last edited by Flame_Phoenix : 09-29-2008 at 06:51 PM.
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Old 09-29-2008, 07:48 PM   #19
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Quote:
I don't get it, is there something I should update on this version to see it approved ?
lol no, I just wanted to tell you about those handles that are permanent during the game need not be nulled, it's not a big deal actually, it's good practice to null all local handles after use. Anyways forget about it lol.

EDIT: just to clear things up, try running these scripts:
Collapse an example of a dynamic handle:
scope Test initializer Init

private function Display takes nothing returns nothing
    local trigger t=CreateTrigger()
    call BJDebugMsg(I2S(H2I(t)))
    call DestroyTrigger(t)
endfunction

private function Init takes nothing returns nothing
    local trigger trig=CreateTrigger()

    call TriggerRegisterPlayerEvent(trig, Player(0), EVENT_PLAYER_END_CINEMATIC)
    call TriggerAddAction(trig, function Display)
endfunction

endscope

Collapse an example of a static\constant handle:
scope Test initializer Init

globals
    private constant trigger Trig=CreateTrigger()
endglobals

private function Display takes nothing returns nothing
    local trigger t=Trig
    call BJDebugMsg(I2S(H2I(t)))
endfunction

private function Init takes nothing returns nothing
    local trigger trig=CreateTrigger()

    call TriggerRegisterPlayerEvent(trig, Player(0), EVENT_PLAYER_END_CINEMATIC)
    call TriggerAddAction(trig, function Display)
endfunction

endscope

The first example will leak a reference id because it was not nulled and also because a new handle is being referenced each time it is ran. The second on the other hand will always return a constant id since it also refers to a constant handle regardless of the local variable being used to reference it. In short, handles that will be used throughout the game are safe to be referenced with local variables without nulling it after using it inside functions.
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Last edited by chobibo : 09-29-2008 at 08:04 PM.
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Old 10-01-2008, 01:54 PM   #20
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AHh thx for your enthusiasm in my work =)
+rep for being a nice guy!
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Old 11-10-2008, 09:37 PM   #21
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An interesting option to add would be a boolean that allows the spell directions to adapt to the caster's facing, that would be particularly useful for versions of the spell with few long rays, like 4.

Anyway, the spell looks nice, approved.
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Old 11-10-2008, 10:34 PM   #22
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This is in deed interesting, except for the fact I have no idea on how to do it lol...
I will try updating this as you requested, more news soon.

Anyway, thx fro approval =)

EDIT EDIT EDIT


Ok guys, this spell was updated to Version 1.5 !!
Now Anitarfs suggestion was added ! I am sure you will like the new changed, and I hope you all use this spell. =D
Credits if use please =P
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Castle vs Castle Flame Edition

Last edited by Flame_Phoenix : 11-10-2008 at 10:35 PM.
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Old 08-06-2009, 11:02 AM   #23
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Updated for patch 1.24. Only changed updated TimerUtils.
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Old 06-27-2010, 07:43 AM   #24
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the map appears to be corrupted.
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