Tips:
- Use (Triggering unit) instead of (Casting unit) cause (Triggering unit) is faster.
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Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: (Game_Time_String + ((Name of (Target unit of ability being cast)) + is now under your control.))
This leaks a Player group (Set that Player group in a variable and destroy it with
the function DestroyForce. Or, since you're only referring to one player, you can
use the global bj_FORCE_PLAYER which is a player group array that has one force
per player. You won't even need to destroy it :>
- (Triggering player) is faster than (Owner of (Triggering unit))
- Cache things so you don't have to repeat the functions over and over again
(Because caching is what makes the world go around)
Thus:
That should be way more efficient :3
edit
Same thing goes for the second trigger:
- (Casting unit) -> (Triggering unit)
- Fix the player group leaks
- Cache all those functions like (Triggering unit), (Player number of (Triggering unit)), etc..
- (Owner of (Casting unit)) -> (Triggering player)