Name: Spell Thread
Type: Passive
Targets: Enemy
Description: Once a unit casts a spell under the effects of "Spell Thread", it will aquire a buff called "Node (1)". Then, everytime the originator of this passive ability casts an active spell, a percentage of the mana cost will be transfered...
Name: Nature's Balance
Type: active, channeled
Targets: All units in 900 range of caster
Description: All units' health will be gradually increased or decreased to the value of the average health of all the units in the affected area.
Rate of HP Change: 20/40/60/80
Name: Unholy Aperture...
Nature's Balance
In a 900 AoE, take the average of all the unit's (enemy and friend, including caster) mana and life. All units this region will have their life and mana gradually increased or decreased to the average while the caster is channelling. Each level could have faster...
I don't know Ayanami, I believe iteration is best avoided as I heard it uses a lot of memory. Sorry for not coming up with any other solution, but I was just pointing out a possible issue with Ayanami's solution. I may be wrong, but I just heard iteration is really slow, especially if you have a...
Actually, I'm trying to achieve the cloud ability making all units under its effect unselectable. However, my game is turn based (meaning each player gets 60 seconds to either move a unit or cast and ability) so a simple setting of the duration in the ability fields will not work as a player can...
Hi everyone,
I'm wondering if I can make Brilliance Aura have effect on all units on the map, enemy, allies, neutral, friend, structures... everything. Any idea how can I achieve this?
Any help would be appreciated.
I think if you let players try to assemble their own item, you're in for a lot of work. You have to think of a lot of combinations that make sense and program them all in. And there are possibly players out their more creative than you and if they think of a sensible combination that you did not...
So I'll have to clean up memory every time I set a variable to a new value?
So I'll even have to clean up memory for completely pointless actions like this:
Set LCPoint = Point(334,554)
call RemoveLocation(udg_LCPoint)
Set LCPoint = Point(887,343)
call RemoveLocation(udg_LCPoint)
even if I do...
I tried that, doesn't work...
However, I'll go with DotA's technique. (If it's good for DotA, it's good for me! And plus this way I can test if the unit's below certain amount of HP so I can allow denials etc.)
Thanks guys! And by the way, thanks for the SimError thing, gives a unique tweak to...
Ah.. Thanks guys. I think I understand now... a bit. But this leads back to my first question. If memory leaks are defined as above, why shouldn't the first alternative (see first post) be leakless? I've stored a point in a variable, then simply changed the value of the variable. That shouldn't...
Thanks. Just a side question though, what causes leaks? I mean, why does region, player group, unit group and all that leak, but not, let's say, reals for example? Why isn't there a:
Set LCReal = 500
Set UnitA Movement Speed = LCReal
call RemoveReal(udg_LCReal)
?
Sorry, I have no knowledge at all of JASS... And I'm not using NewGen... and what do you mean, "as long as you do correctly". What do I have to do?
Sorry, I'm a bit noob to WE, I don't understand a lot of things....
Hi everyone,
A quick question: does this leak?
Set LCPoint = centre of playable map area
Move UnitA to LCPoint
Set LCPoint = Point(222,324)
Move UnitB to LCPoint
call RemoveLocation(udg_LCPoint)
Do I need to call RemoveLocation after moving UnitA, then reseting LCPoint, then calling...