These ones tend to be very small. I write stuff like that myself.
Dummy basically just handles dummy units, which is useful because if you remove too many units the game starts to lag. Better dummy systems can give you more, but that's the basic functionality. This specific one for example can...
Chaos can be buggy, but reverse bearform isn't.
Reverse bear form just means making a bear form ability, but setting alternative form to the unit you want to morph FROM and normal form to what you want to morph TO.
Then add and remove the ability. Unit gets turned "back" into a different unit...
For cooldowns, there are a couple techniques. They do require spamming abilities, but you can minimize the impact.
Basically, when the spell is cast you can still change the level of the spell. If you change it to a level that has a different cooldown, it will use that.
Since this would result...
Apparently even with movement type none, it can still move.
Try giving it the root ability that ancients have. That takes away the ability to move, but has a toggle for whether the unit should turn when attacking.
The one that came with jngp 5d or 5e. I ended up merging those editors at some point, so could've been either one.
It says version 0.7 and looking at the changelog files, the last update was to Horus.
I've been using this one simply because that's the one I've had for a long time and haven't had...
Hey, since you took over TESH, I'll ask you.
Both on the old and new version, there seems to be a way to add custom keywords and functions and stuff. However, I can't find any documentation about how exactly. All that I know is that it requires some kind of text files in the includes folder.
At this point I'll just write my own, actually. It'll be fun.
I've come to think of wc3 as practice for real programming, so very little ends up mattering except self-improvement.
Thanks though. I'm sure your DDS works well, just like your GUI unit indexer that I've still not stopped using...
Just a heads up. "Damage detection randomly breaking" sounds exactly like the bug I found: [vJASS] - [System] Physical Damage Detection
Once lfh posts a fix, you can see if updating helps you.
If you're impatient, you can try this simple checklist:
*Are the bugged ever units...
Unless you've tested this, I think you're wrong. Here's why:
The normal pathing map doesn't actually show whether something is water-pathable. Water is a separate pathing map - blue just means unbuildable, which water typically is.
You can easily see that this is true by placing any rocky tile -...