I don't use other systems. Ooooh 15 lines of easy code is suddenly a huge complex system that no one will ever understand. Really? TimerUtils is hundreds of lines, yet I could do everything I need just by good coding and my whole spell would be the same length as the stupid system.
It does everything you need on its own with just a function call, it removes the need of having to do what you do, i'll potentiallly get tiresome repeating for every spell. Also, if you are uploading it to a public spell section, other people use such 'stupid' systems, and will want to use it.
Normally, yes, but in this case not.
Set to configurable
Again, I don't use other peoples' 500 lines of code overglorified systems. I just get the job done with maximum compatibility within the scope of the spell and to not cause lag.
Public resource forum.
Yeah, I need to return it to SetX/Y, thing is I need the units to stand still during the callback process so I used SUP for convenience (Though when you bring it to my attention I should just add a "stop" command manually and go back to setunitx/y)
Why are you having a stop order anyways? Stopping order is essentially recalcuating pathing, which results in the ugly movement. You didn't change much visual wise in this aspect, it still yields same result. If you want a unit to not be able to issue orders, use SetUnitPosition and turn collision off. But then again, users should be able to decide if this spell interrupts channeling or not.
Unlike the BJ, this only registers events to players that are actually playing, so you're saving a lot of handles. Btw you type like a child.
I have an ownership changing spell, it changes ownership to a random player, then it orders the target to spam all its spells on the a random area, wasting it, but, it somehow changes the ownership into an unused slot. And in result, it does not work as it's not registered for that player.
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-I have LOC_FX_B set to "", I want not effect, yet handles are being wasted as an empty effect is being created.
-Every if dependent on a constant boolean should be static, so it's not compiled, = effeciency
-Ambience should be configurable, the colours and crap.
-Since you insist on using as least handles as possible, add an if for each effect:
JASS:
if STRING_EFFECT != "" then
call DestroyEffect( AddSpecialEffect() )
endif
- Area should be configurable.
- return untrue, why not use false, it does the same thing.
-
, duration should be in seconds. And should return a real.
- Actually, your entire spell is messy, seriously, what the heck, modular?, tab?, released?, indeed (why not 'true'), I'm lost as to how it functions. And where you calculate how long until 'release back to normal' state.
Gameplay wise:
- Fog is somewhat strange how it is instant, add an option for fading it.
- Have an area of effect indicator for the spell, which means new base spell, use Channel.
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This spell is 100% MUI and can be cast infinite times, even on the same units, without causing any errors.
So too can alot of spells.
Spell is open source, so here are the vJass codes necessary to make this work:
Every public spell is open source .__. why state that it is?