- Joined
- Jul 28, 2013
- Messages
- 768
Hello guys,
I made a spell and i want to double check if it lags or leaks.
The spell goes like this, when the unit casts the spell all enemy units in 600 of its range will be slowed.
I used Channel ability as my main spell and Slow as the dummy spell.
I only created 1 dummy and that seems to work perfectly.
Should i add more matching conditions, like unit not immune to spell and is organic, to optimize the trigger?
Please let me know if there are any problems that might occur with this trigger.
Thank you.
I made a spell and i want to double check if it lags or leaks.
The spell goes like this, when the unit casts the spell all enemy units in 600 of its range will be slowed.
I used Channel ability as my main spell and Slow as the dummy spell.
I only created 1 dummy and that seems to work perfectly.
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SF
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to SF
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Actions
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Set TempPointSF = (Position of (Casting unit))
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Unit - Create 1 Dummy for Neutral Passive at TempPointSF facing Default building facing degrees
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Set TempDummySF = (Last created unit)
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Unit - Add Slow (Dummy) to TempDummySF
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Set TempUnitGroupSF = (Units within 600.00 of TempPointSF matching ((((Matching unit) belongs to an ally of (Owner of (Casting unit))) Equal to False) and (((Matching unit) is alive) Equal to True)))
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Unit Group - Pick every unit in TempUnitGroupSF and do (Actions)
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Loop - Actions
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Unit - Order TempDummySF to Human Sorceress - Slow (Picked unit)
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Unit - Add a 1.00 second Generic expiration timer to TempDummySF
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Custom script: call RemoveLocation (udg_TempPointSF)
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Custom script: call DestroyGroup( udg_TempUnitGroupSF )
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Should i add more matching conditions, like unit not immune to spell and is organic, to optimize the trigger?
Please let me know if there are any problems that might occur with this trigger.
Thank you.
Last edited: