Warcraft III resources & community, 2003–2006 · archived
Omni Drain
★ 4.5 / 5 (14)
Submitted by ArcanisteRJASS Enhanced1,697 downloads25 KB
Screenshot
Demo spell for Omni Drain in my upcoming project: Aeon of Magic. Can be called "the perfect Forked Life Drain". Behaves exactly like a channeling Forked Lightning and checks spell damage reduction and all other situations.
Hmm,i'm not so interest in spell making anymore!It's just most of the spells are being copyed and remaked by other ones and so on!Most of the ppl don't even have ideas. Anyway i'll send you the map in wich i tested the gamecache!It's not his one
Using Gamecache is slighty slower, but the overhead is negligible. As long as your not leaking memory and your functions are efficent then there is no problems.
If you want speed you use assembler, otherwise you use c++!
I won't talk anymore, so you beat me. Get ready for my last demo spell prior to alpha t3sting. Something has been against me since I just got an 8 losing streak in ladder, which is just too incredible and is about to make me abandon ladder forever. I've been in such a bad mood recently..
Yet many others rated it a 5, meaning that they appriciate it. I think the four+ people who appriciate it(including myself) outweigh the 1 who doesn't, dontcha think?
May I be missing something, but slow means lag right? I never noticed any kind of slow with my gamecache
The special pointer string I2S(H2I(t)) is the key of multi instanceability, as it is different every time the spell is cast, and for every spell also. Actually I am thinking to use one global gamecache for all of my spell triggers for that reason, I would love to know what is the best to type cast? Since global gamecache can not be declared in WE.
btw, awarding me for being downrated isn't a brilliant idea. Well you made me think again about stopping submitting my spells or not though. Also, I am not one who submits spells for recognition. I submit for others to benefit from. So don't tell me I am discouraged.
GAmecache sure is multi instanceable and isn't that slow, now if you are talking about type casting it for no reason to a trigger variable, then I agree
I c you didn't understood me very well! Well after some testings with this kind of gamecache(i used chat event-"a") to store data between functions!I accidently typed a 3 times and it lagged the game awfuly!And the result was null.I have to send you the map to see this.Maybe i mised something i don't know.Some more testings are required.So i came to the salution that this gamecache is not multi instance! But enough about that.The guy who downrated sure didn't have something more important to do!My spells were downrated the same but now i don't care!
Every one has to face the truth some time, rating is completelly worthless and isn't worth the interest.
I liked the spell, only thing I don't like at all is that you used this Darky's method for game cache and everything, type casting the trigger is not any good actually, may be slow, and you making your own set of gamecache functions or using standarts would be better, specially because the return bug exploiters you are using would conflict if someone copies the trigger to a map that had them already.
But besides of that it is going very good, I thought forked lightning acted in a cone, but whatever that would need testing.
Since you were downrated, I will director's choice this, to demonstrate rating doesn't matter at all, and because this was a very requested spell
Another thing that I noticed after I imported it into my map is that the first time I used it, it gives half life back to my hero for a second or two but then it seems to stop adding any life. Anyone else notice this? Still seems to drain life the second time though. Still like the spell )
Loaded into a map of mine and it worked fine except for one thing. I noticed that it didn't affect the number of units that the spell said it did. For example, at level 5 it's supposed to affect 7 units but sometimes it would affect 3, sometimes 5 ect, and it seemed to only affect units that were along the same line as the target unit, not beside or behind for example. I dunno am I missing something?Otherwise, great idea.
1)You either tested it wrongly or don't understand the concept. I tested it with multiple casters and it worked fine. REMEMBER that there are 2 units on the map with 100% resistance, so of course no life is drained from them.
2)Gamecache works perfectly, I don't find anything wrong with it. You just don't know how to use it.
3) If you can make this spell with simpler code and is better/more efficient, I'll delete this one myself. Read the first post and the description to know what it does. If you don't like to post, PM your version to me then.
I found a bunch of bugs! 1.I didn't noticed to drain any life after i added another ranger to test the multinstance. 2.Using such a gamecache won't work cause the trigger is a global variable.If you're trying to use darkys way he found to fix this. 3.This can be easyly done without all this stuff.
The original version of this spell uses the damage function instead of the default spell damage, and checks spell damage reduction with a different method (to fit in the context),so I had to remake it to the public version.
It's hardcore JASS but pretty easy to implement since I condensed everything into a single trigger with instruction.
Get ready for the next demo spell: The Frozen Throne! And join my alpha testing team at the end of this month!
It's a nice advice if you want respect from others and be confident with your work. When my project is released, I will distribute my spells and trigger work for free
-A multi-instanceable, Forked Lightning-like life drain. -Picks up targets with less HP. -Checks spell immune as well as spell damage reduction, and everything you can think of. -Shows a few interesting new methods in spell making.
Please give credit to me and indicate the project if you use this spell.