Warcraft III resources & community, 2003–2006 · archived

Spell Reflect Test Map

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Submitted by KojiroTrigger Enhanced374 downloads16 KB
Screenshot
Screenshot
Alright, the original concept based from Daelin`s. I took one look at his code and... it freaked me out to say the least. So, I`m not sure if this is what he was trying to accomplish, but I rigged a VERY crude spell reflect map. Test it out.
File Name
ReflectAdvanced.w3x
Author
Kojiro (Zazatear)
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Comments

13
Raven... Sorry about that. It won't happen again.
The next person who talls about stolen ideas/spells on this thread gets a warning.

Daelin, Kojiro has given you credit for the idea and inspiration, which is more than he had to do. Even if a person can claim ownership for an idea, which I don't believe that he can, it wouldn't apply here because you didn't invent this idea.

~The_Raven
Ok daelin, please get a tampon or something, because PMSing over a damn reflect spell is really retarded. Anyone could probably make this spell with manual triggers. But just because someone made a better version than your spell doesn't mean you should get all pissy over it. Seriously, this is the only spell I have felt that Kojiro did better than you on. Your spells are awesome!
That's it... I've had it with this spell. You make as many updates as you want... I'm out!But I consider this the biggest mess I've seen. :x
Alright, I made a new version of this already that I HAVE NOT POSTED, however, it takes into account levels, very easily, line spells where the target is selected, and line spells where the point of the ability being cast is within a proximity of the unit with Reflect. Also, I made it so it has a less than 1 percent chance to not work, UNLESS the spells cast are from the Night Elf Warden, for some reason, that up and stopped working all together. Probably because her casting time is 0... it takes her NO time to cast any of her spells. None. So... I dunno what to do about it, but I'll try to figure it out, and I have a relative concept about how to make channelable counters, not incredibly difficult.

Spells with no point such as warstomp, spells with an aoe of a certian size (since the size is unatainable (to my knowledge)) are going to prove to be VERY VERY difficult/annoying, but... agian, I'll try.

Btw Arksword, I'll try and do something with your concept, it might work, but incorporating it into my system will be a pain in the hind quarters, but you're right, it would stop the timing problems.

Remember, I havn't posted the latest version yet. On account that my resources add/update thing doesn't seem to be working right now for some reason... Dunno why.
The upper left corner fucks up the code. It wasn't nessacary and causes the ability to only work half of the time. It also doesn't take levels into consideration. However, unlike daelin's it actually works. 4/5
Hmm, I think I got it. This is for damaging spells. Use the wait for condition action, but first, create a real variable for the current amount of life the unit with spell counter has. Then do Wait for Real (Variable) greater than life of (Unit with Reflect), checking every .01 seconds. This action could lead to thousands of possibilities of errors, but I think you can do it, and it will solve the timing problem...
Thanks, I'm glad you folks like it, sorry bout that Daelin, but at least I gave you credits eh? Arksword is probably right about the timing, unless I can figure a (unit takes damage) type event to come in somewhere. But yeh, thanks for the feedback folks, I'll try to mess with this some today, see what I can do.
It's ok, but local variables, and a a solution to make it so the spell is reflected at the appropriate time, would make it much better. Example: If storm bolt is reflected, the counter spell is launched at the same time as the other. Problem is, you could never fix the timing, because of spells liek frostnova which is instant hit, unless you wanted to make a trigger for each spell. :P
The world isn't fair, probably a screenshot / description / season issue?
Umm... It's not fair. I make the spell first and I get only 27 downloads and you make the spell after mine and get +50 downloads. That's outrageous and I'm really insulted dude. I wish I weren't but I am. Anyway, I will try to use your concept to make it reflect completely if possible and probably try for AoE spells and Line spells as well. Also, I made mine with levels but AGAIN, I will try to adjust it to make a general idea. Good job but I'm still furious...

Edit: BTW, I just found my own system how to do it. It will still require a lot of spells if you want the levels stuff but I am working at that as well.
Lol great minds think alike, I made a spell reflect map a couple of months back but didn't release it cause Jack Daniels is using it in his AoS map. Anyway, *goes to download this map*
Took ages to find out how to work out how to get the ordercode so I'll be interested to see how you did it :)
Hey folks, Koji here, today I need to talk to you about something serious... ...Sex. Err, nevermind. Anyway, Daelin recently posted his Reflect, map, thats pretty cool, and I'm sure his works a lot better than mine, but the list of triggers is VERY VERY LENGTHY, so I made one with 3 triggers. Kudos to him, and I'm just trying to reinvent his idea, or maybe whoever's idea he got his idea from, or their idea from... and so fourth. Its not an incredibly original idea anyway, and I've seen it attempted many times before. But thanks to Daelin for making me do this, lol.

Features:
+ Uses 3 triggers total to obtain the order, reflect, and debuff.
+ Supports single target spells.
+ Debuffs all negative buffs.
+ Easily adjustable NON-WU GUI, rejoice.
+ The system works... most of the time.

Bugs:
- The system works... most of the time.
- Sometimes the trigger decides not to fire because there is a lot going on.
- You have to be throwing a LOT of spells, (like in my demo map) at him for this to happen though.
- Debuffs every second.
- I tailored this to the demo map only, to be implimented, the map must be tailored to your map specifically, in terms of reflect unit tracking and such.
- Only supports single target spell casting.
- The Counter-Spell unit MUST have vision of the enemy casting unit (no way around it).

Overall:
This spell has some kinks, but thats just because I need to make it able to track multiple Counter-Spell units so it doesn't, 'not work' like it occasionally does. I can also very easily make it support Single Target channelable spells (such as life drain (wouldn't that be funny)), and multilevel spells, something I'll probably end up doing within the next few days. AoE spells would be nearly impossible though, as general triggers I mean. I'm pretty sure you'd have to have a trigger tailored for each spell, or rely heavily on the "unit takes damage" event.

Anyway, peace and adobo grease. Enjoy it. And Ark, "just hold your breath because you'll only make things worse".