Moderator
M
Moderator
Reviewed by Maker, GUI SpellEvent v1.0.0.0, 3rd Mar 2012
Everyone should use this for their GUI spells.
(11 ratings)
Reviewed by Maker, GUI SpellEvent v1.0.0.0, 3rd Mar 2012
Everyone should use this for their GUI spells.
Also, the concept you follow originated in 2009 at thehelper.net and wc3c.net.
I'm not going to filter out players who aren't users or aren't playing because some people could use those players for AIs and stuff
Everything that could've been done before, could be done here. (Including TriggerSleepAction)
i asked the triggersleep thing coz once i checked last timer RegisterPlayerUnitEvent then there was problem with wait, no? i thought this work same way jass converted to jass from vjass
ok ok but if we talk theoritical then useing specific unit events then it is faster for rpgs where only heroes can get that abilities?
another question it's use ability start effect right? so not begins casting an ability,right?
2.This is absolutely unnecessary - set SpellEventTrigger = (ThisTrigger),set SpellEventAbility = Lesser Clarity Potion
1.The system is very good...
2.This is absolutely unnecessary - set SpellEventTrigger = (ThisTrigger),set SpellEventAbility = Lesser Clarity Potion
3.The only thing that I personally do not like in this system is,constant repetition of the system trigger [Trigger - Run GUI SpellEvent <gen> (ignoring conditions)
] so I started working on this a bit and the result is excellent. Now only need one call system trigger.
4.OMG you gave me a good idea with this!!!
5.Sorry I forgot to say 5/5
3) Eh sorta true but its essentially the only way to do it besides having 8192 variables, which would lag even more
Or I could use an array and add 1 more variable to store the number of spells :3
- -------- Set Abilities --------
- Set SpellEventAbility[1] = Blizzard
- Set SpellEventAbility[2] = MassTeleport
- Set SpellEventAbility[3] = Summon Water Elemental
- Set SpellEventAbility[4] = Holy Light
- Set SpellEventAbility[5] = Resurrection
- Set SpellEventAbility[6] = Divine Shield
- -------- Set Triggers --------
- Set SpellEventTrigger[1] = CastBlizzard <gen>
- Set SpellEventTrigger[2] = CastMassTeleport <gen>
- Set SpellEventTrigger[3] = CastSummonWaterElemental <gen>
- Set SpellEventTrigger[4] = CastHolyLight <gen>
- Set SpellEventTrigger[5] = CastResurrection <gen>
- Set SpellEventTrigger[6] = CastDivineShield <gen>
- -------- Set Number of Abilities --------
- Set SpellEventCount = 6
- -------- Run the Initialization Trigger --------
- Trigger - Run SpellEvent GUI <gen> (ignoring conditions)
@Magtheridon96/Bribe ty
rofl, i have over 50 variable array if not more and u dont see any lagg after initilizing
sorry but u dont know how its work in wacraft or just underestimate it
If you assign "A unit starts the effects of an ability" to 400 triggers, you're creating 400 * 16 = 6400 spell effect events, and whenever a unit casts a spell, the conditions of all these 400 triggers will be evaluated (400 Trigger Evaluations :O)
With this, there will always be only 1 trigger evaluation/trigger execution per spell cast and only 16 spell effect events!
That's why this increases performance and keeps your FPS pretty high whenever a unit casts a spell!
Spell-spamming should never cause as much lag as it did ever again
variable arrays dont matter. its the 8192 arrays that kill. I had about ~10 8192 variables in my map once and the game wouldn't run any user-defined triggers whatsoever because of a handle overload due to the array size
king_drift_alex said:So, can it now be used ?