- Joined
- Apr 10, 2007
- Messages
- 23
I made a Snippet for Casting Time:
It creates the Time a Spell is casting At the heroes location.
it is leakless and MPI.
enjoy!
Code:
It creates the Time a Spell is casting At the heroes location.
it is leakless and MPI.
enjoy!
Code:
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Let Unit Cast
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Events
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Unit - A unit Begins casting an ability
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Unit - A unit Begins channeling an ability
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Conditions
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Actions
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Set Casting[(Player number of (Owner of (Casting unit)))] = 0.00
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Set Casting_Unit_Loc[(Player number of (Owner of (Casting unit)))] = (Position of (Casting unit))
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Set Casting_Time[(Player number of (Owner of (Casting unit)))] = True
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Casting Time
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Events
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Time - Every 0.01 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Casting_Time[(Integer A)] Equal to True
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Then - Actions
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Set Casting[(Integer A)] = (Casting[(Integer A)] + 0.01)
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Floating Text - Destroy Casting_Floating_Text[(Integer A)]
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Floating Text - Create floating text that reads (Casting Time: + (String(Casting[(Integer A)]))) at Casting_Unit_Loc[(Integer A)] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Set Casting_Floating_Text[(Integer A)] = (Last created floating text)
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Else - Actions
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Stop Unit Cast
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Events
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Unit - A unit Stops casting an ability
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Unit - A unit Finishes casting an ability
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Conditions
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Actions
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Set Casting_Time[(Player number of (Owner of (Casting unit)))] = False
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Floating Text - Destroy Casting_Floating_Text[(Player number of (Owner of (Casting unit)))]
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Casting unit)) Equal to (Player((Integer A)))
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Then - Actions
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Custom script: call RemoveLocation (udg_Casting_Unit_Loc[GetForLoopIndexA()])
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Else - Actions
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Attachments
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