• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Faerie Dragon Spellpack v1.1

Spells of Faerie Dragon from DotA. Here's a link for a more detailed information on the hero.

The ability Phase Shift is the default ability in Warcraft 3. It was added for the sake of making this a completed Spellpack.

Overview
  • Illusory Orb [Active]
  • Waning Rift [Active]
  • Phase Shift [Active (Auto-cast)]
  • Dream Coil [Active]


Details
- The spells are vJASS
- They should be leak-less and lag-less
- It is MUI, meaning can be cast many times at the same instance
- Faerie Dragon from DotA


Implementation
JASS:
//==============================================================================
//                    FAERIE DRAGON SPELLPACK v1.0                      
//                            BY Ayanami                            
//==============================================================================

//==============================================================================
//                            REQUIREMENTS                                      
//==============================================================================
//
// - JNGP
// - RegisterPlayerUnitEvent                                                            
// - SpellEffectEvent
// - Timer Tools
// - Unit Indexer
// - World Bounds                                                           
//                                                            
//==============================================================================

//==============================================================================
//                           IMPLEMENTATION                                     
//==============================================================================
//
// 1) Copy the whole "Required Systems" Trigger folder & paste in map
// 2) Copy all 3 abilities under "Night Elf - Units" & paste in map
// 3) Copy all 4 abilities under "Night Elf - Hero" & paste in map
// 4) Copy all 2 buffs under "Night Elf" & paste in map
// 5) Ensure that the following abilities have their buff set properly:
//      Waning Rift (Silence) - Waning Rift
//      Dream Coil (Stun) - Dream Coil
// 6) Copy the whole "Faerie Dragon" Trigger folder
// 7) Go through all the spell Configurations
//
//==============================================================================


Spell Codes



Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. (Provides a sub-skill: Ethereal Jaunt)

Level 1 - 70 damage.
Level 2 - 140 damage.
Level 3 - 210 damage.
Level 4 - 280 damage.

Cast Range: 3000
Target Type: Point
Cooldown: 13 seconds

JASS:
library IllusoryOrb uses RegisterPlayerUnitEvent, SpellEffectEvent, Tt, UnitIndexer, WorldBounds

//===========================================================================
//                           CONFIGURABLES                        
//===========================================================================

globals
    private constant integer ABIL_ID = 'ABIO' // raw code of ability "Illusory Orb"
    private constant integer DUM_ABIL_ID = 'AIO0' // raw code of ability "Ethereal Jaunt"
    
    private constant integer DUMMY_ID = 'duIO' // raw code of unit "Ilusory Orb Dummy"
    private constant integer RED = 255 // red vertex color of DUMMY_ID
    private constant integer GREEN = 255 // green vertex color of DUMMY_ID
    private constant integer BLUE = 255 // blue vertex color of DUMMY_ID
    private constant integer TRANS = 255 // transparency of DUMMY_ID, where 0 is fully transparent
    private constant integer SCALE = 4 // scale size of DUMMY_ID
    private constant real HEIGHT = 150. // height of DUMMY_ID
    
    private constant real SPEED = 600. // distance travelled per second by orb
    private constant real ENUM_RADIUS = 176. // max collision size of a unit in your map
    
    private constant boolean PRELOAD = true // preloads resources if true
    
    private constant attacktype ATK = ATTACK_TYPE_NORMAL // attack type
    private constant damagetype DMG = DAMAGE_TYPE_MAGIC // damage type
endglobals

// area of effect
private constant function GetArea takes integer level returns real
    return 300.0
endfunction

// damage dealt
private constant function GetDamage takes integer level returns real
    return 70.0 * level
endfunction

// distance travelled by orb
private constant function GetDistance takes integer level returns real
    return 1800.
endfunction

// target types allowed for dealing damage
private constant function GetFilter takes unit caster, unit target returns boolean
    return /*
    */ not IsUnitType(target, UNIT_TYPE_DEAD) and /* // target is alive
    */ IsUnitEnemy(target, GetOwningPlayer(caster)) and /* // target is an enemy of caster
    */ not IsUnitType(target, UNIT_TYPE_STRUCTURE) and /* // target is not a structure
    */ not IsUnitType(target, UNIT_TYPE_MECHANICAL) // target is not mechanic
endfunction

//===========================================================================
//                          END CONFIGURABLES                        
//===========================================================================

globals
    private constant sound ERROR = CreateSoundFromLabel("InterfaceError", false, false, false, 10, 10)
    private constant player NEUTRAL_PASSIVE = Player(PLAYER_NEUTRAL_PASSIVE)
    
    private group G = bj_lastCreatedGroup
endglobals

private struct Main extends array
    private group g
    private unit u
    private unit dummy
    private real area
    private real dmg
    private real dist
    private real sin
    private real cos
    private static integer array store
    private static constant real TIMEOUT = 0.031250000
    private static constant real TRUE_SPEED = SPEED * TIMEOUT
    
    implement CTTC
        local unit u
        local real x
        local real y
    implement CTTCExpire
        set x = GetUnitX(this.dummy) + this.cos
        set y = GetUnitY(this.dummy) + this.sin
    
        if x > WorldBounds.minX and y > WorldBounds.minY and x < WorldBounds.maxX and y < WorldBounds.maxY then
            call SetUnitX(this.dummy, x)
            call SetUnitY(this.dummy, y)
        endif
        set this.dist = this.dist - TRUE_SPEED
        
        call GroupEnumUnitsInRange(G, x, y, this.area + ENUM_RADIUS, null)
        loop
            set u = FirstOfGroup(G)
            exitwhen u == null
            call GroupRemoveUnit(G, u)
            
            if not IsUnitInGroup(u, this.g) and GetFilter(this.u, u) and IsUnitInRangeXY(u, x, y, this.area) then
                call GroupAddUnit(this.g, u)
                call UnitDamageTarget(this.u, u, this.dmg, true, false, ATK, DMG, null)
            endif
        endloop
    
        if this.dist <= 0 then
            if thistype.store[GetUnitId(this.u)] == this then
                set thistype.store[GetUnitId(this.u)] = 0
            endif
        
            call GroupClear(this.g)
            call DestroyGroup(this.g)
            call KillUnit(this.dummy)
            
            set this.g = null
            
            call this.destroy()
        endif
    implement CTTCEnd

    private static method onCast takes nothing returns boolean
        local thistype this = thistype.create()
        local integer level
        local real a
        
        set this.g = CreateGroup()
        set this.u = GetTriggerUnit()
        set a = Atan2(GetSpellTargetY() - GetUnitY(this.u), GetSpellTargetX() - GetUnitX(this.u))
        set this.dummy = CreateUnit(NEUTRAL_PASSIVE, DUMMY_ID, GetUnitX(this.u), GetUnitY(this.u), a * bj_RADTODEG)
        set level = GetUnitAbilityLevel(this.u, ABIL_ID)
        set this.area = GetArea(level)
        set this.dmg = GetDamage(level)
        set this.dist = GetDistance(level)
        set this.sin = TRUE_SPEED * Sin(a)
        set this.cos = TRUE_SPEED * Cos(a)
        set thistype.store[GetUnitId(this.u)] = this
        
        call SetUnitVertexColor(this.dummy, RED, GREEN, BLUE, TRANS)
        call SetUnitScale(this.dummy, SCALE, 0, 0)
        call SetUnitFlyHeight(this.dummy, 100., 0)
        
        return false
    endmethod
    
    private static method onDummyCast takes nothing returns boolean
        local thistype this
    
        if thistype.store[GetUnitId(GetTriggerUnit())] > 0 then
            set this = thistype.store[GetUnitId(GetTriggerUnit())]
            set thistype.store[GetUnitId(this.u)] = 0
            
            call SetUnitX(this.u, GetUnitX(this.dummy))
            call SetUnitY(this.u, GetUnitY(this.dummy))
            call GroupClear(this.g)
            call DestroyGroup(this.g)
            call KillUnit(this.dummy)
            
            set this.g = null
            
            call this.destroy()
        else
            if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
                call ClearTextMessages()
                call StartSound(ERROR)
            endif
            
            call DisplayTimedTextToPlayer(GetOwningPlayer(GetTriggerUnit()), 0.52, -1., 2., "|cffffcc00No Illusory Orb found.|r")
        endif
    
        return false
    endmethod
    
    private static method onLearn takes nothing returns boolean
        if GetLearnedSkill() == ABIL_ID and GetUnitAbilityLevel(GetTriggerUnit(), ABIL_ID) == 1 then
            call UnitAddAbility(GetTriggerUnit(), DUM_ABIL_ID)
        endif
    
        return false
    endmethod

    private static method onInit takes nothing returns nothing
        static if PRELOAD then
            local unit u = CreateUnit(NEUTRAL_PASSIVE, DUMMY_ID, 0, 0, 0)
            call UnitAddAbility(u, DUM_ABIL_ID)
            call RemoveUnit(u)
            set u = null
        endif
        
        call RegisterSpellEffectEvent(ABIL_ID, function thistype.onCast)
        call RegisterSpellEffectEvent(DUM_ABIL_ID, function thistype.onDummyCast)
        call RegisterPlayerUnitEvent(EVENT_PLAYER_HERO_SKILL, function thistype.onLearn)
    endmethod
endstruct

endlibrary




Releases Puck's mystical faerie dust around him dealing damage and silencing enemies.

Level 1 - 60 damage and 0.75 seconds silence.
Level 2 - 120 damage and 1.5 seconds silence.
Level 3 - 180 damage and 2.25 seconds silence.
Level 4 - 240 damage and 3.25 seconds silence.

Cast Range: Self
Target Type: Instant
Cooldown: 16 seconds

JASS:
library WaningRift uses SpellEffectEvent, Tt, UnitIndexer

//===========================================================================
//                           CONFIGURABLES                        
//===========================================================================

globals
    private constant integer ABIL_ID = 'ABWR' // raw code of ability "Waning Rift"
    private constant integer DUM_ABIL_ID = 'AWR0' // raw code of ability "Waning Rift (Silence)"
    private constant integer BUFF_ID = 'BBWR' // raw code of buff "Waning Rift"
    private constant integer CASTER_ID = 'cAST' // raw code of unit "Caster Dummy"
    
    private constant string ORDER_ID = "soulburn" // order string of ability "Waning Rift (Silence)"
    
    private constant string FX = "Abilities\\Spells\\Items\\StaffOfPurification\\PurificationCaster.mdl" // effect uesd on caster upon cast
    private constant string FX_AT = "origin" // attachment point of FX
    private constant string HIT_FX = "Abilities\\Spells\\Items\\StaffOfPurification\\PurificationTarget.mdl" // effect used on targets upon cast
    private constant string HIT_FX_AT = "origin" // attachment point of HIT_FX
    
    private constant real ENUM_RADIUS = 176. // max collision size of a unit in your map
    
    private constant boolean PRELOAD = true // preload resources if true
    
    private constant attacktype ATK = ATTACK_TYPE_NORMAL // attack type
    private constant damagetype DMG = DAMAGE_TYPE_MAGIC // damage type
endglobals

// area of effect
private function GetArea takes integer level returns real
    return 400.0
endfunction

// damage dealt
private constant function GetDamage takes integer level returns real
    return 60.0 * level
endfunction

// silence duration
private constant function GetDuration takes integer level returns real
    return 0.75 * level
endfunction

// target types allowed for dealing damage
private constant function GetFilter takes unit caster, unit target returns boolean
    return /*
    */ not IsUnitType(target, UNIT_TYPE_DEAD) and /* // target is alive
    */ IsUnitEnemy(target, GetOwningPlayer(caster)) and /* // target is an enemy of caster
    */ not IsUnitType(target, UNIT_TYPE_STRUCTURE) and /* // target is not a structure
    */ not IsUnitType(target, UNIT_TYPE_MECHANICAL) // target is not mechanic
endfunction

//===========================================================================
//                          END CONFIGURABLES                        
//===========================================================================

globals
    private group G = bj_lastCreatedGroup
endglobals

private struct Main extends array
    private unit u
    private real dur
    private static unit castDummy
    private static integer array store
    private static constant real TIMEOUT = 0.031250000
    
    implement CTTCExpire
        set this.dur = this.dur - TIMEOUT
        
        if this.dur <= 0 then
            call UnitRemoveAbility(this.u, BUFF_ID)
            call this.destroy()
        endif
    implement CTTCEnd

    private static method onCast takes nothing returns boolean
        local thistype this
        local unit caster = GetTriggerUnit()
        local unit u
        local integer level = GetUnitAbilityLevel(caster, ABIL_ID)
        local real area = GetArea(level)
        local real dmg = GetDamage(level)
        local real dur = GetDuration(level)
        local real x = GetUnitX(caster)
        local real y = GetUnitY(caster)
        
        call DestroyEffect(AddSpecialEffectTarget(FX, caster, FX_AT))
        
        call GroupEnumUnitsInRange(G, x, y, area + ENUM_RADIUS, null)
        loop
            set u = FirstOfGroup(G)
            exitwhen u == null
            call GroupRemoveUnit(G, u)
            
            if GetFilter(caster, u) and IsUnitInRangeXY(u, x, y, area) then
                set this = thistype.store[GetUnitId(u)]
                if this == 0 then
                    set this = thistype.create()
                    set this.u = u
                endif
            
                set this.dur = dur
                
                call DestroyEffect(AddSpecialEffectTarget(HIT_FX, u, HIT_FX_AT))
                call UnitDamageTarget(caster, u, dmg, true, false, ATK, DMG, null)
                call IssueTargetOrder(thistype.castDummy, ORDER_ID, u)
            endif
        endloop
        
        set caster = null
        return false
    endmethod

    private static method onInit takes nothing returns nothing
        static if PRELOAD then
            call Preload(FX)
            call Preload(HIT_FX)
        endif
    
        set thistype.castDummy = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), CASTER_ID, 0, 0, 0)
        call UnitAddAbility(thistype.castDummy, DUM_ABIL_ID)
    
        call RegisterSpellEffectEvent(ABIL_ID, function thistype.onCast)
    endmethod

endstruct

endlibrary




Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.

Level 1 - 0.75 seconds.
Level 2 - 1.5 seconds.
Level 3 - 2.25 seconds.
Level 4 - 3.25 seconds.

Cast Range: Self
Target Type: Instant
Cooldown: 6 seconds

Note: No code




Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy unit as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time.

Level 1 - 100 initial damage and 0.5 seconds stun. 100 break damage and 1.5 seconds stun.
Level 2 - 150 initial damage and 0.5 seconds stun. 150 break damage and 2.25 seconds stun.
Level 3 - 200 initial damage and 0.5 seconds stun. 200 break damage and 3.0 seconds stun.

Cast Range: 750
Target Type: Point Area
Cooldown: 85 seconds

Note: The lightning effect is different from the one in DotA. This can be configured.

JASS:
library DreamCoil uses SpellEffectEvent, Tt, UnitIndexer

//===========================================================================
//                           CONFIGURABLES                        
//===========================================================================

globals
    private constant integer ABIL_ID = 'ABDC' // raw code of ability "Dream Coil"
    private constant integer DUM_ABIL_ID = 'ADC0' // raw code of ability "Dream Coil (Stun)"
    private constant integer BUFF_ID = 'BBDC' // raw code of buff "Dream Coil"
    private constant integer CASTER_ID = 'cAST' // raw code of unit "Caster Dummy"
    
    private constant integer DUMMY_ID = 'duDC' // raw code of unit "Dream Coil Dummy"
    private constant string ANIM = "channel" // animation of dummy
    private constant integer RED = 255 // red vertex color of DUMMY_ID
    private constant integer GREEN = 255 // green vertex color of DUMMY_ID
    private constant integer BLUE = 255 // blue vertex color of DUMMY_ID
    private constant integer TRANS = 255 // transparency of DUMMY_ID, where 0 is fully transparent
    private constant integer SCALE = 1 // scale size of DUMMY_ID
    private constant real HEIGHT = 100. // height of DUMMY_ID
    
    private constant string LIGHTNING = "MFPB" // lightning type used
    private constant integer LIGHTNING_RED = 255 // red vertex color of LIGHTNING
    private constant integer LIGHTNING_GREEN = 255 // green vertex color ot LIGHTNING
    private constant integer LIGHTNING_BLUE = 255 // blue vertex color ot LIGHTNING
    private constant integer LIGHTNING_TRANS = 255 // transparency of LIGHTNING, where 0 is fully transparent
    private constant real LIGHTNING_HEIGHT = 50. // lightning attachment height offset (relative to unit's fly height)
    
    private constant string ORDER_ID = "firebolt" // order string of ability "Dream Coil (Stun)"
    
    private constant real ENUM_RADIUS = 176. // max collision size of a unit in your map
    
    private constant attacktype ATK = ATTACK_TYPE_NORMAL // attack type
    private constant damagetype DMG = DAMAGE_TYPE_MAGIC // damage type
endglobals

// area of effect
private constant function GetArea takes integer level returns real
    return 375.
endfunction

// duration of coil
private constant function GetDuration takes integer level returns real
    return 5.
endfunction

// initial damage dealt
private constant function GetInitialDamage takes integer level returns real
    return 50. * level + 50.
endfunction

// initial stun duration
private constant function GetInitialDuration takes integer level returns real
    return 0.5
endfunction

// distance in which the coil snaps
private constant function GetSnapArea takes integer level returns real
    return 600.
endfunction

// break damage dealt
private constant function GetSnapDamage takes integer level returns real
    return 50. * level + 50.
endfunction

// break stun duration
private constant function GetSnapDuration takes integer level returns real
    return 0.75 * level + 0.75
endfunction

// target types allowed for dealing damage
private constant function GetFilter takes unit caster, unit target returns boolean
    return /*
    */ not IsUnitType(target, UNIT_TYPE_DEAD) and /* // target is alive
    */ IsUnitEnemy(target, GetOwningPlayer(caster)) and /* // target is an enemy of caster
    */ not IsUnitType(target, UNIT_TYPE_STRUCTURE) and /* // target is not a structure
    */ not IsUnitType(target, UNIT_TYPE_MECHANICAL) // target is not mechanic
endfunction

//===========================================================================
//                          END CONFIGURABLES                        
//===========================================================================

globals
    private constant player NEUTRAL_PASSIVE = Player(PLAYER_NEUTRAL_PASSIVE)
    private constant real TRUE_RED = LIGHTNING_RED / 255
    private constant real TRUE_GREEN = LIGHTNING_GREEN / 255
    private constant real TRUE_BLUE = LIGHTNING_BLUE / 255
    private constant real TRUE_TRANS = LIGHTNING_TRANS / 255

    private group G = bj_lastCreatedGroup
endglobals

private struct Main extends array
    private lightning l
    private unit u
    private unit target
    private boolean b
    private boolean check
    private real dmg
    private real dist
    private real dur
    private real stun
    private real snapStun
    private real x
    private real y
    private static unit castDummy
    private static integer array store
    private static constant real TIMEOUT = 0.031250000
    
    implement CTTC
        local real x
        local real y
    implement CTTCExpire
        if IsUnitType(this.target, UNIT_TYPE_DEAD) or GetUnitTypeId(this.target) == 0 then
            call DestroyLightning(this.l)
            
            set this.l = null
            
            call this.destroy()
        else
            if this.b then
                if this.stun > 0 then
                    set this.stun = this.stun - TIMEOUT
                    
                    if this.stun <= 0 then
                        call UnitRemoveAbility(this.target, BUFF_ID)
                    elseif GetUnitAbilityLevel(this.target, BUFF_ID) == 0 then
                        call IssueTargetOrder(thistype.castDummy, ORDER_ID, this.target)
                    endif
                endif
                
                set this.dur = this.dur - TIMEOUT
                if this.dur <= 0 then
                    if this.check then
                        set this.check = false
                    
                        call DestroyLightning(this.l)
                        
                        set this.l = null
                    endif
                        
                    if this.stun <= 0 then
                        call this.destroy()
                    endif
                else
                    set x = GetUnitX(this.target)
                    set y = GetUnitY(this.target)
                    call MoveLightningEx(this.l, true, this.x, this.y, HEIGHT, x, y, GetUnitFlyHeight(this.target) + LIGHTNING_HEIGHT)
                
                    set x = x - this.x
                    set y = y - this.y
                    
                    if x * x + y * y > this.dist then
                        set this.b = false
                        set thistype.store[GetUnitId(this.target)] = this
                        
                        call DestroyLightning(this.l)
                        call UnitDamageTarget(this.u, this.target, this.dmg, true, false, ATK, DMG, null)
                        call IssueTargetOrder(thistype.castDummy, ORDER_ID, this.target)
                        
                        set this.l = null
                    endif
                endif
            else
                set this.snapStun = this.snapStun - TIMEOUT
                if this.snapStun <= 0 then
                    call UnitRemoveAbility(this.target, BUFF_ID)
                
                    call this.destroy()
                elseif GetUnitAbilityLevel(this.target, BUFF_ID) == 0 then
                    call IssueTargetOrder(thistype.castDummy, ORDER_ID, this.target)
                endif
            endif
        endif
    implement CTTCEnd
    
    private static method onDeath takes nothing returns boolean
        call RemoveUnit(GetTriggerUnit())
        call DestroyTrigger(GetTriggeringTrigger())
        
        return false
    endmethod

    private static method onCast takes nothing returns boolean
        local thistype this
        local trigger t = CreateTrigger()
        local unit caster = GetTriggerUnit()
        local unit u
        local integer level = GetUnitAbilityLevel(caster, ABIL_ID)
        local real area = GetArea(level)
        local real dur = GetDuration(level)
        local real dmg = GetInitialDamage(level)
        local real stun = GetInitialDuration(level)
        local real snapArea = GetSnapArea(level)
        local real snapDmg = GetSnapDamage(level)
        local real snapStun = GetSnapDuration(level)
        local real x = GetSpellTargetX()
        local real y = GetSpellTargetY()
        
        set snapArea = snapArea * snapArea
        set u = CreateUnit(NEUTRAL_PASSIVE, DUMMY_ID, x, y, 0)
        call SetUnitVertexColor(u, RED, GREEN, BLUE, TRANS)
        call SetUnitScale(u, SCALE, 0, 0)
        call SetUnitFlyHeight(u, HEIGHT, 0)
        call SetUnitAnimation(u, ANIM)
        call UnitApplyTimedLife(u, 'BTLF', dur)
        call TriggerRegisterUnitEvent(t, u, EVENT_UNIT_DEATH)
        call TriggerAddCondition(t, Condition(function thistype.onDeath))
        
        call GroupEnumUnitsInRange(G, x, y, area + ENUM_RADIUS, null)
        loop
            set u = FirstOfGroup(G)
            exitwhen u == null
            call GroupRemoveUnit(G, u)
            
            if GetFilter(caster, u) and IsUnitInRangeXY(u, x, y, area) then
                set this = thistype.create()
                set this.l = AddLightningEx(LIGHTNING, true, x, y, HEIGHT, GetUnitX(u), GetUnitY(u), GetUnitFlyHeight(u) + LIGHTNING_HEIGHT) 
                set this.u = caster
                set this.target = u
                set this.b = true
                set this.check = true
                set this.dmg = snapDmg
                set this.dist = snapArea
                set this.dur = dur
                set this.stun = stun
                set this.snapStun = snapStun
                set this.x = x
                set this.y = y
                
                call SetLightningColor(this.l, TRUE_RED, TRUE_GREEN, TRUE_BLUE, TRUE_TRANS)
                call UnitDamageTarget(caster, u, dmg, true, false, ATK, DMG, null)
                call IssueTargetOrder(thistype.castDummy, ORDER_ID, u)
            endif
        endloop
        
        set t = null
        set caster = null
        return false
    endmethod

    private static method onInit takes nothing returns nothing
        set thistype.castDummy = CreateUnit(NEUTRAL_PASSIVE, CASTER_ID, 0, 0, 0)
        call UnitAddAbility(thistype.castDummy, DUM_ABIL_ID)
        
        call RegisterSpellEffectEvent(ABIL_ID, function thistype.onCast)
    endmethod
endstruct

endlibrary



Credits
Magtheridon96 - RegisterPlayerUnitEvent
Bribe - SpellEffectEvent
Nestharus - Timer Tools
- Unit Indexer
- WorldBounds


Changelogs

- Initial relase


Illusory Orb
- Nulled group: .g

Dream Coil
- Nulled lightning: .l


Feedback will be appreciated.

Keywords:
faerie, dragon, puck, illusory, orb, waning, rift, phase, shift, dream, coil, dota
Contents

Faerie Dragon Spellpack v1.1 (Map)

Reviews
Update 26 April 2012 Bribe: Approved and Recommended (4/5). This shows a good format for writing code which is easy to follow. Thanks for supporting WarCraft 3. 6th Apr 2012 Bribe: You need to null handles after destroying them, even if they are...

Moderator

M

Moderator

Update 26 April 2012
Bribe: Approved and Recommended (4/5). This shows a good format for writing code which is easy to follow. Thanks for supporting WarCraft 3.

6th Apr 2012
Bribe: You need to null handles after destroying them, even if they are in structs that may get overwritten later in the game. There is a permanent leak of some kind if you don't null it within the same thread.

Otherwise looks ok. I will approve this after you fix that.
 
Level 9
Joined
Dec 3, 2010
Messages
162
When the struct extends to an array, it's neccesary to use .destroy()?
Also, why are you using TT?, if I'm not wrong, ctl is better (in this case).

Nice job, do you know what would be perfect?, add Recycle

Greetings.

It's necessary to use .destroy(). Just take it as a normal struct. Well, I could use CTL. However, I don't think it would make that much of a difference. The resource you posted in Graveyarded. And from what I heard, Recycling handles isn't really good. Need confirmation on this.
 
Level 10
Joined
Sep 19, 2011
Messages
527
It's necessary to use .destroy()

Mmm, if I'm not wrong, you need that for TT, as .create() too (sorry, I had never used TT before e__e, I just read about it).

The resource you posted in Graveyarded. And from what I heard, Recycling handles isn't really good. Need confirmation on this.

Uhm... it's a shame, it's a really nice resource :\.

Well, I could use CTL. However, I don't think it would make that much of a difference.

Ok ^_^.

Greetings.
 
Top