Old Mages Magic & Mayhem Gamers Forum
Would you like to react to this message? Create an account in a few clicks or log in to continue.


Where the old players come back to what once was grand
 
HomeLatest imagesSearchRegisterLog in

 

 Redo of Winged Steps

Go down 
4 posters
AuthorMessage
Rhys
Map Maker
Rhys


Number of posts : 719
Registration date : 2008-05-23
Age : 42
Location : Massachusetts

Your Character
Level: 1
Primary Move: Atomic Tea-Bag

Redo of Winged Steps Empty
PostSubject: Redo of Winged Steps   Redo of Winged Steps EmptySat Jul 12, 2008 7:44 pm

Winged Steps (3 levels) [E]
Passive Effect: Increases Movement Speed based on your distance from the nearest enemy
Use Effect: Increases your movement speed to its maximum for a few seconds.

Mana Cost: 65/100/135
Casting Type: Instant
Casting Range: Personal
Cooldown: 23 seconds
Duration: 2/4/6 seconds
Skill Point Cost: 5/5/5
Total Skill Point Cost: 15


So I would Suggest that keepign this spell exactly as is however adding a passive effect to self that would make you faster the farther away from the nearest enemy you are starting at a certain range, whatever combat is, with 7.11 i think thats 1050 now.

So basically lets say I die while my team is at the enemies base, i rez 60 seconds later and am extremely far from the battle, so winged steps registers that Im far away and makes my move speed max, as I get closer to the battle I gradually lose that move speed untill finally Im within Combat range of any enemy unit.
Back to top Go down
Guest
Guest




Redo of Winged Steps Empty
PostSubject: Re: Redo of Winged Steps   Redo of Winged Steps EmptyWed Jul 16, 2008 12:43 pm

i like it, sounds great for people to go back to battle. bounce but CAN IT BE DONE?? if so i totally support it.
Back to top Go down
diaster
Ultimate Sage
Ultimate Sage
diaster


Number of posts : 1378
Registration date : 2008-05-21
Age : 34
Location : behind you

Your Character
Level: 1
Primary Move: Wind Control

Redo of Winged Steps Empty
PostSubject: Re: Redo of Winged Steps   Redo of Winged Steps EmptyWed Jul 16, 2008 8:54 pm

hmmm...it could be done but it would probably cause rather nasty lag since you would have to constantly refresh unit positions. If you did it so it was not gradual it could be done, like enter 3k within enemy you go x speed 2k y speed 1k z speed.
Back to top Go down
Piddagoras
Map Maker
Piddagoras


Number of posts : 592
Registration date : 2008-05-22
Age : 36
Location : California

Your Character
Level: 1
Primary Move: Cosines and Sines.

Redo of Winged Steps Empty
PostSubject: Re: Redo of Winged Steps   Redo of Winged Steps EmptyWed Jul 16, 2008 11:46 pm

diaster wrote:
hmmm...it could be done but it would probably cause rather nasty lag since you would have to constantly refresh unit positions. If you did it so it was not gradual it could be done, like enter 3k within enemy you go x speed 2k y speed 1k z speed.

It shouldnt actually be that bad at all, if the period of the speed update isnt more than 5x per second. native GroupEnumUnitsInRange is very fast, if i was going to do it, I would do:

Code:


struct WingedStepsBuff
  integer duration
  unit mage
  static method create takes integer d, unit mage returns WingedStepsBuff
      local WingedStepsBuff data=WingedStepsBuff.allocate()
      set data.duration=d
      set data.mage=mage
      return data
  endmethod
  method onDestroy takes nothing returns nothing
      set this.mage=null
    endmethod
endstruct

scope WingedSteps

globals
    private constant real minimum=1050
    private constant real maximum=3000
    private constant real checkRadiusIncrement=100
    private constant integer abilId=<ability id>
    private constant real loopPeriod=0.20
    player globalPlayer
endglobals

private function EnemyCheck takes nothing returns nothing
    return IsUnitEnemy(GetFilterUnit(), globalPlayer)
endfunction

private function Periodic takes WingedStepsBuff i returns nothing
    local real x=GetUnitX(i.mage)
    local real y=GetUnitY(i.mage)
    local unit t
    local group g
    local real r=minimum
    if(i.duration>0) then
        loop
            set globalPlayer=GetOwningPlayer(i.mage)
            call GroupEnumUnitsInRange(g, x, y, r, Filter(function EnemyCheck))
            set t=FirstOfGroup(g)
        exitwhen t!=null
        exitwhen r>maximum
            set r=r+checkRadiusIncrement
        endloop
        call SetUnitMoveSpeed(i.mage, GetUnitDefaultMoveSpeed(i.mage)+(522-GetUnitDefaultMoveSpeed(i.mage))*r/3000
        set i.duration=i.duration-1
    else
        call SetUnitMoveSpeed(i.mage, GetUnitDefaultMoveSpeed(i.mage))
        call i.destroy()
    endif
call ReleaseGroup(g)
set g=null
set t=null
endfunction

public function Loop takes nothing returns nothing
    local WingedStepsBuff n=1
    loop
    exitwhen Integer(n)>si__WingedStepsBuff_I
        if(si__WingedStepsBuff_V[n]==-1) then
            call Periodic(n)
        endif
    endloop
endfunction

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId()==abilId
endfunction

private function Actions takes nothing returns nothing
    local WingedStepsBuff n=WingedStepsBuff.create(R2I(I2R(GetUnitAbilityLevel(GetTriggerUnit(), abilId))*2/loopPeriod), GetTriggerUnit())
endfunction

public function InitTrig takes nothing returns nothing
local trigger trig=CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(trig, Condition(function Conditions))
call TriggerAddAction(trig, function Actions)
endfunction

public function Initialization takes nothing returns nothing
    local timer t=NewTimer()
    call TimerStart(t, loopPeriod, true, function WingedSteps_Loop)
endfunction
endscope

Sorry if there are any errors in the code, I don't have access to my laptop and this isn't my computer, so this never touched a Jass editor. I'm in another state and I'm bored or I wouldn't have done this. Requires the CSSafety library and a function to call the initialization for the timer.

Edit: Epic failure, the spell already maxes out your movespeed, If the code above was used, the minimum and maximum ranges would have to be lowered, and the actual duration of the spell would have to be increased to make it effective in any way. Redoing the spell in this way to have the same duration but not be a complete nerf would be to make an entire movement system, and those are a bitch to make, with cliffs and trees and things. And a movement system like that would in fact require a lot more rapid use of GroupEnumUnitsInRange, which could cause slowdown.
Back to top Go down
SinisteRing
Webmaster
Webmaster
SinisteRing


Number of posts : 2032
Registration date : 2008-05-21
Age : 31
Location : New Hampshire

Your Character
Level: 1
Primary Move: Telekinetic Choke

Redo of Winged Steps Empty
PostSubject: Re: Redo of Winged Steps   Redo of Winged Steps EmptyThu Jul 17, 2008 4:04 am

Sigh, I'll look at that later, Pyth. Simply don't have the time or awakedness to do it now...
Back to top Go down
https://zyncmmm.forumotion.com
Piddagoras
Map Maker
Piddagoras


Number of posts : 592
Registration date : 2008-05-22
Age : 36
Location : California

Your Character
Level: 1
Primary Move: Cosines and Sines.

Redo of Winged Steps Empty
PostSubject: Re: Redo of Winged Steps   Redo of Winged Steps EmptyThu Jul 17, 2008 10:47 pm

SinisteRing wrote:
Sigh, I'll look at that later, Pyth. Simply don't have the time or awakedness to do it now...

I havent tested it, but it should work if you just straight paste it into a trigger named WingedSteps and change the abilID=<ability ID> to the ability id for the spell. I'd recommend increasing the 2 multiplier in the Actions function, if this is going to be used, to 2.5 or 3. Increase the tooltip and buff durations attached to the GUI dummy spell to the appropriate durations per level and decreasing the movement speed effect to 0%
Back to top Go down
Sponsored content





Redo of Winged Steps Empty
PostSubject: Re: Redo of Winged Steps   Redo of Winged Steps Empty

Back to top Go down
 
Redo of Winged Steps
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Old Mages Magic & Mayhem Gamers Forum :: Archives :: Archives-
Jump to: