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Old 09-04-2009, 05:37 AM   #31
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Yeah, the range thing's redundant with AoE. I just forgot to get rid of it. Anyway, more updates are on their way!
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Old 09-04-2009, 07:20 AM   #32
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You should save spell level to struct, unless you want spell casted before you level get stronger after you level.

For example:
Collapse JASS:
// The amount of damage spell deals, is calculated using this formula:
 private constant function DAMAGE takes integer level returns real
     return 30. + ( level * 30. )
 endfunction

Anyways, nice to see some configuration functions. Its a good update.
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Old 09-04-2009, 03:48 PM   #33
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The damage is only calculated at the beginning. It's saved in the struct.
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Old 09-06-2009, 04:15 PM   #34
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I just got RightField's permission to use the model. Ask him if you don't believe me.
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Old 09-07-2009, 12:25 AM   #35
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Cool, but just take a screenshot of the email/PM or whatever and put it in your first post so nobody bugs you about it.

Also, your testmap is called "Magnetism", when it should say "Gravity Ball", and ingame it is still "Just Another Warcraft III Map".
  • Maybe it's just something with your testmap or whatever, but the spell doesn't grant credit/gold for kills, though the hero does gain experience...
  • You could use a linked list of PullUnits in the Data struct instead of an array and remove the need for the MAX_UNITS constant and a limitation in max instances/units affected.
  • PolarProjectionX/Y will get inlined, I know... but isn't it a little stupid to have them out like that?
  • A unit doesn't die at 0 life; it dies at 0.405 life, so your check GetWidgetLife(u) > 0 should actually check > 0.405
  • The damagetype, attacktype, and weapontype used in the UnitDamageTarget calls should be configurable.
Aside from that, it seems rather optimized and well-written. I'd approve this if you change what I mentioned above and nobody else with more authority than I has anything to say against it.
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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.

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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).
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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 09-08-2009, 10:00 PM   #36
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Quote:
A unit doesn't die at 0 life; it dies at 0.405 life, so your check GetWidgetLife(u) > 0 should actually check > 0.405
Pointless for anything other than a damage detection engine.
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Old 09-09-2009, 06:35 AM   #37
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Quote:
Maybe it's just something with your testmap or whatever, but the spell doesn't grant credit/gold for kills, though the hero does gain experience...
The units aren't neutral hostile - they're player 2 or something.

Quote:
You could use a linked list of PullUnits in the Data struct instead of an array and remove the need for the MAX_UNITS constant and a limitation in max instances/units affected.
I'll look into it. I'm confused as to how linked lists work, however...

Quote:
PolarProjectionX/Y will get inlined, I know... but isn't it a little stupid to have them out like that?
Does it really matter? It's just easier.

Quote:
A unit doesn't die at 0 life; it dies at 0.405 life, so your check GetWidgetLife(u) > 0 should actually check > 0.405
According to PurplePoot a unit's life is automatically set to 0 when it dies so...

Quote:
The damagetype, attacktype, and weapontype used in the UnitDamageTarget calls should be configurable.
K, I'll fix that.

I can't do this stuff now, as I have school soon, but I'll fix it tonight.
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Old 09-09-2009, 07:25 AM   #38
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Find me a post and a testmap that a unit dies at 0, not 0.405. The opposite has already been proven in the past, so if there is new information that's come to light I'd like to see it.
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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 09-09-2009, 02:40 PM   #39
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I don't think it's that they die at 0 - they may indeed die at 0.405, but I think their health is set to 0 when they die. But whatever, it doesn't make any difference, so I'll just change it to 0.405.
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Old 09-09-2009, 07:53 PM   #40
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*UPDATE* v1.3.0

I've fixed everything Pyrogasm mentioned.
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Old 09-09-2009, 07:58 PM   #41
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Any library in the database that you use must be linked to in the first post. Furthermore, might I suggest that you put your change log in hidden tags? It is not valuable to have it visible at all times.
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Old 09-09-2009, 08:15 PM   #42
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Done.
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Old 09-09-2009, 10:41 PM   #43
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Bingo. Welcome to the world of approved spells.
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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.

Last edited by Pyrogasm : 09-09-2009 at 10:42 PM.
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Old 09-09-2009, 10:55 PM   #44
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Quote:
Originally Posted by Pyrogasm
Find me a post and a testmap that a unit dies at 0, not 0.405. The opposite has already been proven in the past, so if there is new information that's come to light I'd like to see it.
I never said they didn't die at 0.405, I said > 0.405 was pointless.
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Old 09-09-2009, 11:25 PM   #45
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