Create a dummy on cast which moves in the direction of which the caster is facing, for every x seconds, check if anyone is in the range of the dummy.
If there is then order the dummy to cast Tinki3's chain frost and remove the dummy?
Will try.
Edit: I disabled the triggers and the processing speed doesn't drop. Did I use the base spell wrongly?
Edit2: I did use the base spell wrongly... Opps. The problem is solved!!!!!! Thanks everyone for your help!
The problem was that the missile speed for the base spell was set to 0. I...
Actually i tried removing everything except the init and condition. The processing speed still increases =.=
I tried looking for functions that might co-incidentally run when the skill is casted but to no avail...
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I got lost. Maybe you can have some arrows, placed on the grounds, directing new players? For e.g. *Arrow Points North-East* and the text beside it will be "To battlefield"
The area is too big! It takes too long for me to walk from the town center to the west wing of the city...
I tried casting with other spells, they seemed fine and its only when this specific codes, yours and mine, runs the processing speed increases and never drops.
Argh!!
Edit: Check the first post. Something amusing.
I have to say that there is actually no lag when I first cast it afew times, around 10.
But after around say 20, it starts lagging throughout the game and stays laggy even after the spell effect is over.
destroying groups as in DestroyGroup()??
There was some guy who said it isnt good, and some...
Ok, I have updated slightly but i think the point of putting everything into conditions wouldn't actually help much in solving the lagness which still remains after the spell is casted.
I really think the problem lies somewhere with the function calls not ending..
Its neither of the 4. I placed DebugMsg in them and tried running, the whole trigger is stopped after everything ends. Thats why I am troubled.
@Executor: Thanks for the rewritten code but I don't really love coding in structs >.>