The JASS will be, for the most part, vJASS.
-There will be no system dependencies (Except for my projectile library which Ill only use for maps with multiple spells that use projectiles).
-There is no use of gamecache
-There is no use of H2I
-All spells are 100% multi-unit-instanceable
-All spells are leak-free (As far as I can tell)
Please dont post if:
-You think you've found a more efficient/effective way to code things (The way I code is my method of balancing development time with efficiency. However, you'll find that regardless of that, my code is quite efficient).
-Your post is not relevant to the thread
Feel free to post if:
-You're giving praise/constructive criticism
-You're pointing out something fundamentally wrong with a spell (ex: It crashes horribly after the third cast)
-You have concerns/questions
-You have a question/need clarification about how some code works
-You have a spell idea
The point of this thread:
-To provide JASS/spell resources to mappers
-To provide ideas
-To help mappers learn
-For you to witness my spells in all of their awesomeness
Finally, if you use my code in your map... Obviously I can't impose any credit-giving but if you have any integrity a small credit, however minuscule, would be appreciated (Aerox@USEast).
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[RESOURCES]
*To view a spell, open it with world editor and hit test.
ONLY NEWGEN WORLD EDITOR USERS WILL BE ABLE TO EDIT/PRACTICALLY USE THE SPELLS.
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[HEROS]
Necromancer (Work in progress! Only 1 spell done so far!)
Spoiler:
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[STANDALONE SPELLS]
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