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Old 05-13-2006, 12:11 AM   #1
Tim.
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Approved Map: PiratesSpell making session 3 winner

Default Spell Session 3: Vampiric Flight

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Name:	VampFlight.png
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ID:	5953Contest winner of Spell Session 3
Name: Vampiric Flight

Description: The Dreadlord transforms into his bat form and sucks blood from nearby victims in a chain. Then attacks the same units again on his trip back to his original position. Along his flight back he has a 50% chance to zombify his targets. Upon returning he is transformed back into his Dreadlord form and is given X hp for every time he hit an enemy.

Fully customizable and ready to go, in the ever so wonderful JASS format. It now follows the JESP standard!


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Spell Contest 3 - Tim 1.9.w3x

This is my first completed JASS spell, hope someone can use it.
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Old 05-13-2006, 12:46 AM   #2
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Damn, I love it. The animations look excellent. I'm not sure what the zombifying effect is for or works but I like your spell.

Prepare for the rep shower ;)
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Old 05-13-2006, 12:49 AM   #3
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The Zombification thing is just like polymorph. You walk slowly and cannot attack/use abilities.
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Old 05-13-2006, 07:32 AM   #4
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You need to add the JESP standard documentation to your spell map. Found here: http://www.wc3campaigns.net/showthread.php?t=78850

Otherwise:
- function DarkChain_FindTarget: the 'gc' and 'pick' variables are not nulled
- function DarkChain_Loops: you store an integer in the gamecache at the very end of this function, after you flushed the game cache (when the bat's get back to the caster)
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Old 05-13-2006, 05:27 PM   #5
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Gotcha. Updated.
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Old 05-13-2006, 05:32 PM   #6
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Old 05-13-2006, 06:31 PM   #7
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Nulling game cache = PFFAH. Does flushgamecache even destroy the object?
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Old 05-13-2006, 08:27 PM   #8
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Quote:
Originally Posted by PipeDream
Nulling game cache = PFFAH. Does flushgamecache even destroy the object?

I don't think so.
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Old 05-13-2006, 10:55 PM   #9
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You also need to add the DarkChain tag to all your Gamecache missions for it to be JESP.
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Old 05-13-2006, 11:45 PM   #10
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It’s stated nowhere in the JESP Manifest, and since the mission is unique anyway it shouldn't matter.
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Old 05-14-2006, 07:09 AM   #11
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I like it! +Rep
Just thought of a usage with a banshe.
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Old 05-14-2006, 08:27 AM   #12
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Quote:
Originally Posted by BertTheJasser
I like it! +Rep
Just thought of a usage with a banshe.

Thanks.

Yes I thought of that as well, and I must say it looks really nice when you do it.
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Old 05-15-2006, 12:27 PM   #13
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Actually it is stated in the manifest:

Code:
 - Every single function or handle variables (attached variables) of a public object,
   Begins with the spell's codename plus "_" . (This means that replacing the codename with
   another value would create a non conflicting new instance of the spell).

Many maps use handle vars on timers, so it's very probable that some of them use the same single-character keys you do. If they use events to catch timers, they'll catch yours too, and they may read the data off your timers and get confused. Granted it's pretty unlikely so it doesn't really matter, but it should still be done anyway to make sure that if they do catch one of your timers, it has no attached vars directly accessible to them.
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Old 05-15-2006, 02:16 PM   #14
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Huh? Sure, many maps uses the same labels, but they don't have to be prefixed as you usually don't use the exact same category (and therefore the exact same timer) for multiple spells. So it is not needed, the string will be unique as the timer is unique. And timers are NOT public objects as the standards talk about, as long as you use unique timers for unique casts, which he does.
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Old 05-15-2006, 02:59 PM   #15
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I understand all that, but I was under the impression there was such a thing as an 'Any timer expires' event, and that the data would be accessed this way. It seems there isn't, so you're right, they're private. My bad.
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