Hi people this thread is to help me improving my 2 engine i made
I found them very usefull and i would like to get poeple advice on how improving and also if i should release it!! thought its an engine its not really a spell's but u can take them to make spell's
actually i use GUI engine to save some code line much ass Vjass Librairy
maybe i didnt explain it good lolz here is the code itself
Badly some poeple are making spell,s and do not know alot!! I think this ressource could be useful since u could save huge line and many spell's.
I think a GUI Fading engine would not scare poeple that hate the usage of VJass.....not evry1 like and use Vjass even thought its best ......
Actually i made a tons of engine like that but most of them are only remake of other stuff for particular Situation or for my own needs
I dont think pro would not need to use this unless they wanna spare some time of coding
here is the variable call Exemple
I found them very usefull and i would like to get poeple advice on how improving and also if i should release it!! thought its an engine its not really a spell's but u can take them to make spell's
actually i use GUI engine to save some code line much ass Vjass Librairy
maybe i didnt explain it good lolz here is the code itself
Badly some poeple are making spell,s and do not know alot!! I think this ressource could be useful since u could save huge line and many spell's.
I think a GUI Fading engine would not scare poeple that hate the usage of VJass.....not evry1 like and use Vjass even thought its best ......
Actually i made a tons of engine like that but most of them are only remake of other stuff for particular Situation or for my own needs
I dont think pro would not need to use this unless they wanna spare some time of coding
here is the variable call Exemple
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Actions
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-------- THOSE VARIABLE HAVE TO BE FILLED IN THE SPELL TRIGGER IN ORDER TO MAKE THE CORE RUN --------
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- here i have set to no unit becuz its up to you to choose which unit will be fade most of time it will be : Last created Unit --------
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Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
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Unit Group - Add (Last created unit) to FadeGroupUnit
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- we got a color fading option 2 :P : false = no color fading --------
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Set FadeColorYesNo = False
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- we got a color fading option 2 :P : false = no color fading --------
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Set FadeUnfadeYesNo = False
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-------- do you want to unfade :P false = no :) --------
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Set FadeRemoveFromMapYesNo = True
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- do you want the fading to become transparent ? --------
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Set FadeTransparencyYesNo = True
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- 100 = full color --------
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Set FadeBlue = 100.00
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Set FadeGreen = 100.00
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Set FadeRed = 100.00
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- here is the reduce we use on transparency & color fading if you want 2 --------
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Set FadeReduce = 10.00
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- 100 = 100% invisibble --------
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Set FadeMaxTransparency = 100.00
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- 0 = 100% visible --------
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Set FadeTransparency = 0.00
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- here i run the core :) --------
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Trigger - Run Fade Core <gen> (checking conditions)
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Fade Core
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Events
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Conditions
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Actions
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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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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FADE_Index_Size Equal to 0
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Then - Actions
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Trigger - Turn on Fade Loop <gen>
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Else - Actions
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- Increase the index size --------
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Set FADE_Index_Size = (FADE_Index_Size + 1)
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- Dynamic Index --------
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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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FADE_Index_Size Greater than FADE_Index_maxSize
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Then - Actions
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Set FADE_Index[FADE_Index_Size] = FADE_Index_Size
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Set FADE_Index_maxSize = FADE_Index_Size
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Else - Actions
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-------- Dynamic Index End --------
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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Set IndexInt = FADE_Index[FADE_Index_Size]
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-------- Setup those arrays --------
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- do you want to unfade :P false = no :) --------
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Set FADE_UnfadeYesNo[IndexInt] = FadeUnfadeYesNo
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- here is the unit to be faded :) --------
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Custom script: set udg_FADE_GroupUnit[udg_IndexInt] = CreateGroup()
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Unit Group - Add all units of FadeGroupUnit to FADE_GroupUnit[IndexInt]
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- Do you want the faded unit to be removed from map ? mostly yes...... --------
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-------- unless u used it for a teleportation system ^^ you have to NOT remove the caster from the map :P --------
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-------- you may like the unit to be removed from map as soon he is invisible or destroy it within the spell... or maybe both O_O XD --------
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Set FADE_RemoveFromMapYesNo[IndexInt] = FadeRemoveFromMapYesNo
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- do you want the fading to become transparent ? --------
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Set FADE_TransparencyYesNo[IndexInt] = FadeTransparencyYesNo
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- if 100 = 100% transparent --------
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Set FADE_MaxTransparency[IndexInt] = FadeMaxTransparency
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- this is the fade rate that will be removed from the max transparency --------
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Set FADE_Reduce[IndexInt] = FadeReduce
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- the fade start at 0 and end at 100 by interval of 10 :P --------
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Set FADE_Transparency[IndexInt] = FadeTransparency
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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Set FADE_Blue[IndexInt] = FadeBlue
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Set FADE_Red[IndexInt] = FadeRed
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Set FADE_Green[IndexInt] = FadeGreen
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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Set FADE_MaxTransparency_Fake[IndexInt] = 0.00
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- boolean to be sure the insteance reducing wont be spamm : must be alway set to true here --------
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Set FADE_Boolean[IndexInt] = True
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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Set FADE_Counter1[IndexInt] = 0
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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Unit Group - Remove all units of FadeGroupUnit from FadeGroupUnit
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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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FADE_UnfadeYesNo[IndexInt] Equal to False
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Then - Actions
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Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
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Loop - Actions
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Animation - Change (Picked unit)'s vertex coloring to (FADE_Red[IndexInt]%, FADE_Green[IndexInt]%, FADE_Blue[IndexInt]%) with FADE_Transparency[IndexInt]% transparency
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Else - Actions
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Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
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Loop - Actions
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Animation - Change (Picked unit)'s vertex coloring to (FADE_Red[IndexInt]%, FADE_Green[IndexInt]%, FADE_Blue[IndexInt]%) with FADE_MaxTransparency_Fake[IndexInt]% transparency
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Fade Loop
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Events
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Time - Every 0.05 seconds of game time
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Conditions
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Actions
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For each (Integer FADE_LOOP) from 1 to FADE_Index_Size, do (Actions)
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Loop - Actions
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-------- This let look everything cleaner. --------
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Set IndexInt = FADE_Index[FADE_LOOP]
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-------- Condition... --------
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Set FADE_Transparency[IndexInt] = (FADE_Transparency[IndexInt] + FADE_Reduce[IndexInt])
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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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FADE_Transparency[IndexInt] Less than FADE_MaxTransparency[IndexInt]
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Then - Actions
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-------- if you wanted you could do a color fade ^^ : let go your imagination :P the only limit is your imagination ^^!! --------
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-------- you could even use FADE_Reduce to reduce the color :P --------
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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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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FADE_COLORYesNo Equal to True
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Then - 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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FADE_UnfadeYesNo[IndexInt] Equal to False
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Then - Actions
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Set FADE_Red[IndexInt] = (FADE_Red[IndexInt] - FADE_Reduce[IndexInt])
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Set FADE_Green[IndexInt] = (FADE_Green[IndexInt] - FADE_Reduce[IndexInt])
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Set FADE_Blue[IndexInt] = (FADE_Blue[IndexInt] - FADE_Reduce[IndexInt])
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Else - Actions
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Set FADE_Red[IndexInt] = (FADE_Red[IndexInt] + FADE_Reduce[IndexInt])
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Set FADE_Green[IndexInt] = (FADE_Green[IndexInt] + FADE_Reduce[IndexInt])
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Set FADE_Blue[IndexInt] = (FADE_Blue[IndexInt] + FADE_Reduce[IndexInt])
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Else - Actions
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- here i fade the target by a little formula --------
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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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FADE_TransparencyYesNo[IndexInt] Equal to True
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Then - 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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FADE_UnfadeYesNo[IndexInt] Equal to False
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Then - Actions
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Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
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Loop - Actions
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Animation - Change (Picked unit)'s vertex coloring to (FADE_Red[IndexInt]%, FADE_Green[IndexInt]%, FADE_Blue[IndexInt]%) with FADE_Transparency[IndexInt]% transparency
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Else - Actions
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Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
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Loop - Actions
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Animation - Change (Picked unit)'s vertex coloring to (FADE_Red[IndexInt]%, FADE_Green[IndexInt]%, FADE_Blue[IndexInt]%) with FADE_MaxTransparency_Fake[IndexInt]% transparency
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-------- here i fade the target :) --------
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Else - Actions
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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Else - Actions
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- Destroy handles --------
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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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FADE_Boolean[IndexInt] Equal to True
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Then - Actions
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Set FADE_Boolean[IndexInt] = False
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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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FADE_RemoveFromMapYesNo[IndexInt] Equal to True
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Then - Actions
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Unit Group - Pick every unit in FADE_GroupUnit[IndexInt] and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Else - Actions
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-------- RecycleIndex --------
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Custom script: call DestroyGroup(udg_FADE_GroupUnit[udg_IndexInt])
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Set FADE_Transparency[IndexInt] = 0.00
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Set FADE_MaxTransparency[IndexInt] = 100.00
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Set FADE_Red[IndexInt] = 0.00
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Set FADE_Green[IndexInt] = 0.00
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Set FADE_Blue[IndexInt] = 0.00
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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Set FADE_Index[FADE_LOOP] = FADE_Index[FADE_Index_Size]
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Set FADE_Index[FADE_Index_Size] = IndexInt
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Set FADE_Index_Size = (FADE_Index_Size - 1)
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Set FADE_LOOP = (FADE_LOOP - 1)
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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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FADE_Index_Size Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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-------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= --------
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-------- Turn the trigger again off if the index_size is below 0... --------
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