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			<title>a lot of spell ideas i might need help with</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140878&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 22:56:22 GMT</pubDate>
			<description><![CDATA[so i'm going to post all my most relevant current notes so you can see what's going on right now with my map... 
 
there are some stuff that i've designed and i made some notes on them, but i've yet to get anywhere with programming them.  of course i have a lot of stuff that i'm working on in the...]]></description>
			<content:encoded><![CDATA[<div>so i'm going to post all my most relevant current notes so you can see what's going on right now with my map...<br />
<br />
there are some stuff that i've designed and i made some notes on them, but i've yet to get anywhere with programming them.  of course i have a lot of stuff that i'm working on in the map...i know i'll get around to it eventually, but if anyone here wants to take on the challenge of programming some of this stuff, that's what it's here for.  just be sure to reply back with your results.<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Jass:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left"><span class="comment">//model looks like maybe it's a dude but it's a gal</span><br />
<span class="comment">//i don't have a readme for the unit model so i'll have to check for the maker of it</span><br />
<br />
<span class="comment">//ability ideas:</span><br />
<br />
<span class="comment">//make a fairie dragon item carrying summon</span><br />
<span class="comment">//which can fly...</span><br />
<br />
<span class="comment">//make a ability like mana flare, mana burn, phase shift...any of those</span><br />
<br />
<span class="comment">//make a ability like evasion</span><br />
<br />
<span class="comment">//make a ability like locust swarm with fairie dragons...trigger something else with them</span><br />
<span class="comment">// with that...</span><br />
<br />
<span class="comment">//make a ability like...pings the minimap when an enemy casts a spell...detects casters</span><br />
<br />
<span class="comment">//make ability like... dota anti mage ultimate</span><br />
<br />
<span class="comment">//make ability like dota mana leak</span><br />
<br />
<span class="comment">//my KOTG will probably be furion himself</span><br />
<span class="comment">//make furion have hide ability when not on steed</span><br />
<span class="comment">//make furion have greater movespeed while on steed</span><br />
<span class="comment">//</span><br />
<span class="comment">//</span><br />
<span class="comment">//yeah i don't know how to do the changing models thing with a hero...</span><br />
<br />
<span class="comment">//fairie fire skill...</span><br />
<br />
<span class="comment">//ultimate skill...</span><br />
<span class="comment">//like naga from dota maybe...</span><br />
<br />
<span class="comment">//entangle passive attack skill...</span><br />
<br />
<span class="comment">//need 2 more abilities...</span><br />
<br />
<span class="comment">//maybe skill of turning trees into wisps which can detonate or whatever...</span><br />
<br />
<span class="comment">//maybe use that crazy poison bomb stuff from that contest...</span><br />
<br />
<span class="comment">//maybe use a versionn of the dryad from dota''s untouchable abilityy...</span><br />
<br />
<span class="comment">//banish?, sleep?</span><br />
<br />
<span class="comment">//make thornsaura passive that makes attacks sometimes spawn a tree?</span><br />
<br />
<br />
<span class="comment">//so far the only incentive to get this section done is to be able to finish up the mystic hero</span><br />
<br />
<span class="comment">//ok...i think i'll put in humans(or dwarves, elves, etc), mechs, monsters...including wendigos, </span><br />
<span class="comment">//wolves, flying enemies...fairies...etc...</span><br />
<br />
<span class="comment">//idea is for every kind of 'forest monster' to drop items, ten percent chance.</span><br />
<span class="comment">//like, 6 percent chance common item, 3 percent uncommon, and 1 percent rare items...</span><br />
<br />
<span class="comment">//basically the item set of common, uncommon and rare depends on the type of enemy...</span><br />
<br />
<span class="comment">//obviously monster type forest monsters will be able to have ability sets to be absorbed, as</span><br />
<span class="comment">//well as stats to give to mystic hero...</span><br />
<br />
<span class="comment">//make little forest monster avatar units that attack you and then trigger them to be replaced by</span><br />
<span class="comment">//unit pools of forest monsters...according to the unit type of the forest monster avatar</span><br />
<br />
<span class="comment">//doing the above avatar idea lets you trigger looking at the unit getting attacked by the avatar</span><br />
<span class="comment">//and seeing what the hero level is...there can be higher end units coming if the hero level is higher</span><br />
<br />
<span class="comment">//forest monster drops...humans will perhaps carry items you get from the shops...</span><br />
<span class="comment">//reg monsters i'm not sure what they'll drop...fangs or hide or something...</span><br />
<span class="comment">//mechs...some kind of heavy artillary maybe stunning items or something idk...</span><br />
<span class="comment">//mystics/fairies would drop some magical items maybe letting you cast spells or whatever...</span><br />
<br />
<span class="comment">//yeah i kinda figured out what i want to do with creeps but i haven't gotten</span><br />
<span class="comment">//around to designing any...like if you want to make a hero but you think your</span><br />
<span class="comment">//hero is too lame to be a hero, maybe he can be a creep!</span><br />
<br />
<br />
<span class="comment">//fel orc car model ideas</span><br />
<span class="comment">//forest monster idea here</span><br />
<br />
<span class="comment">//so it can be big, maybe a high end unit for cars/vehicles or else part of a fel orc group</span><br />
<span class="comment">//or even both groups...</span><br />
<span class="comment">//abilities would be something like...</span><br />
<br />
<span class="comment">//a berserk ability...a flamebolt ability...</span><br />
<span class="comment">//and that might be good enough...</span><br />
<br />
<br />
<span class="comment">//RUNEMASTER ABILITIES</span><br />
<span class="comment">//victory rune</span><br />
<br />
<span class="comment">//castable on allies or self...</span><br />
<span class="comment">//increases attack of the target according to target's intelligence</span><br />
<span class="comment">//possibly Intelligence * Levelofability</span><br />
<span class="comment">//probably lasts for only 2 attacks</span><br />
<br />
<span class="comment">//hide rune</span><br />
<br />
<span class="comment">//castable on allies or self...</span><br />
<span class="comment">//hides target for x seconds according to target's agility</span><br />
<span class="comment">//possibly agility/10 * Levelofability</span><br />
<span class="comment">//or... according to intelligence of the caster? prob not...</span><br />
<span class="comment">//causes unit to be invulnerable probably...until he loses invisibility</span><br />
<br />
<span class="comment">//vitality rune</span><br />
<br />
<span class="comment">//castable on allies or self...</span><br />
<span class="comment">//heals the target for every time the target attacks according</span><br />
<span class="comment">//to target's strength</span><br />
<span class="comment">//possible strength * level of ability...</span><br />
<br />
<span class="comment">//for all...or...there is a limit to the enhancement...according to a</span><br />
<span class="comment">//certain ammount there is a limit for each level...or something along these lines</span><br />
<br />
<span class="comment">//lastly...soul rune</span><br />
<br />
<span class="comment">//castable only on self...</span><br />
<span class="comment">//doubles str, agil, intel, for possibly 15/30/45 seconds...</span><br />
<span class="comment">//when it's over, takes away 1/8 tophp and all mana or gives a reduction in stats...</span><br />
<span class="comment">//stats return when target reaches full hp and half capacity of mana perhaps...</span><br />
<span class="comment">//that mana requirement supposes it takes away all mana. the requirement might be a</span><br />
<span class="comment">//quarter or somthing like that capacity instead...or maybe just a raw number.</span><br />
<br />
<span class="comment">//ARCANAMASTER ABILITIES</span><br />
<span class="comment">//death knight obviously...</span><br />
<br />
<span class="comment">//death card</span><br />
<br />
<span class="comment">//castable on enemies...</span><br />
<span class="comment">//takes away 1/8 tophp from the enemy...</span><br />
<span class="comment">//reasonable cooldown, chance of taking away hp...reasonable mana cost</span><br />
<br />
<span class="comment">//shield card</span><br />
<br />
<span class="comment">//castable on allies or self...</span><br />
<span class="comment">//gives oh...perhaps 25 percent boost to target's armor per level</span><br />
<br />
<br />
<span class="comment">//saber card</span><br />
<span class="comment">//perhaps deals damage according to intelligence of caster to target.</span><br />
<span class="comment">//possibly Intelligence * Levelofability</span><br />
<br />
<span class="comment">//grail card</span><br />
<span class="comment">//create crazy status effects to hit the target with...could have a lot of fun</span><br />
<span class="comment">//triggering this ability!!</span><br />
<span class="comment">//also if cast on ally it heals of status effects...??</span><br />
<br />
<br />
<br />
<span class="comment">//for all...or...there is a limit to the enhancement...according to a</span><br />
<span class="comment">//certain ammount there is a limit for each level...or something along these lines</span><br />
<br />
<span class="comment">//lastly...tower card</span><br />
<br />
<span class="comment">//castable only on enemies...</span><br />
<span class="comment">//uses all mana...</span><br />
<span class="comment">//damages according to the mana used...ultimate ability obviously..</span><br />
<span class="comment">//figure out the exact math later...it's a doozy.</span><br />
<br />
<span class="comment">//uses all intelligence??&nbsp; intelligence gained when out of combat.&nbsp; 1 point per</span><br />
<span class="comment">//3/2/1 seconds perhaps...</span><br />
<span class="comment">//deals mana point damage to hp plus intelligence * ten damage to hp</span><br />
<br />
<span class="comment">//saber card is probably the least interesting of these, it'll probably get cut.</span><br />
<br />
<br />
<br />
<span class="comment">//THIS IS THE BIG HERO IDEA!!</span><br />
<span class="comment">//MYSTIC ABILITIES</span><br />
<span>dreadlord</span> <span>model</span>...<br />
<span class="keyword">or</span> <span>bloodmage</span> <span class="keyword">or</span> <span>whatever</span>...<span>something</span> <span>mysticky</span>...<br />
<span>mystic</span> <span>abilities</span><br />
<br />
<span class="comment">//mystic sword</span><br />
<span class="comment">//able to absorb monsters and gain their abilities</span><br />
<br />
<span class="comment">//mystic gloves</span><br />
<br />
<br />
<span class="comment">//mystic boots</span><br />
<br />
<br />
<span class="comment">//so, monsters have sword, gloves, boots enabling abilities.</span><br />
<span class="comment">//basically at the same time, the monsters will give stat bonuses.</span><br />
<span class="comment">//when new monsters are absorbed, old monster stat bonuses and abilities go away.</span><br />
<span class="comment">//each mystic weapon is able to be leveled up to level 5.</span><br />
<span class="comment">//this matches 15 skill points used for abilities.</span><br />
<br />
<span class="comment">//ahh...math isn't done yet but sword is available first, and then gloves,</span><br />
<span class="comment">//then boots...</span><br />
<span class="comment">//instead of attribute bonus hero can learn hp and mana bonus, or something like</span><br />
<span class="comment">//that...of course, icon will not show...so that gives another 10 skill points</span><br />
<span class="comment">//to be had for the proper total of 25.</span><br />
<br />
<span class="comment">//at level 1 the weapon will have perhaps 20 percent chance to absorb a monster</span><br />
<span class="comment">//each level after gives another 10 percent chance.</span><br />
<br />
<span class="comment">//also, increasing the level of the weapon will increaase the power of</span><br />
<span class="comment">//the absorbed ability...or some bonus like that i guess...</span><br />
<br />
<br />
<span class="comment">//make a druid of the talon hero...</span><br />
<span class="comment">//</span><br />
<span class="comment">//</span><br />
<span class="comment">//make him have ability for cyclone...</span><br />
<span class="comment">//this ability is like naga sea witch ultimate</span><br />
<span class="comment">//this will have a nice cooldown and probably 4 levels</span><br />
<span class="comment">//</span><br />
<span class="comment">//</span><br />
<span class="comment">//make him have a sniff the wind ability?</span><br />
<span class="comment">//nah...change this to something else...</span><br />
<span class="comment">//illuminate might work quite nicely since</span><br />
<span class="comment">//it already adds fairie fire anyway...</span><br />
<span class="comment">//</span><br />
<span class="comment">//</span><br />
<span class="comment">//</span><br />
<span class="comment">//perhaps give him thornwine armor ability...</span><br />
<span class="comment">//</span><br />
<span class="comment">//</span><br />
<span class="comment">//let him morph into a crow so he can fly...make it temporary</span><br />
<span class="comment">//as if he's using metamorphosis...while he's in crow form he</span><br />
<span class="comment">//can detect invisible units...</span><br />
<span class="comment">/////////having problems with the gui on this...</span><br />
<span class="comment">//</span><br />
<span class="comment">//</span></code><hr />
</div>	<br />
the biggest thing that i'm really far behind on is the monsters.<br />
and i think it would maybe waste some time if i started working on them before i got my mystic finished...<br />
<br />
i don't really need model or skin ideas for him...<br />
i can figure that out on my own.  and as you can see i've already figured out what his abilities are going to be.<br />
<br />
i've played around with an idea here or there for his basic abilities...but anyway i'm still kinda fuzzy around the edges as to how i'm going to pull it all off...<br />
<br />
i guess the main thing i may be after right now for him is some nice graphics for those three main abilities of his...<br />
mystic sword should look like he pulls out a sword which he normally doesn't have, and he attacks with it.  gloves i kinda want him to spin around like the warden does when she does fan of knives.  that's probably kindof easy...the mystic boots i want the mystic to basically jump at the target and then bounce back a little on impact.  with the gloves maybe it would be cool if he does a little dance toward the target but if it's just like a melee range or close to it attack and he spins around, that's fine too.  the pulling out a sword from nowhere and the kicking seem more difficult at the moment...<br />
<br />
so anyway if you don't got any idea how to do the spells like i mentioned, maybe you can just design some monster ideas for me.  reading my notes should give you an idea of what i'd like...</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>SanKakU</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140878</guid>
		</item>
		<item>
			<title>floating text with damage dealt</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140877&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 22:43:52 GMT</pubDate>
			<description>i want to make trigger which shows (to own player) how much damage he dealted everytime he gives any... but dont know how to make like that...</description>
			<content:encoded><![CDATA[<div>i want to make trigger which shows (to own player) how much damage he dealted everytime he gives any... but dont know how to make like that...</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>jarekpl12</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140877</guid>
		</item>
		<item>
			<title>How can I have more than one player in a map?</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140876&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 22:33:22 GMT</pubDate>
			<description><![CDATA[(Warcraft 3 map making problem) 
 
I made my first map today. It's pretty good. 
 
I have a problem though. It's set so that only one player can be playing. In the map, I made two different starting points, but only <Player 1> can be playing. When you go in and set the game up in Warcraft 3: FT,...]]></description>
			<content:encoded><![CDATA[<div>(Warcraft 3 map making problem)<br />
<br />
I made my first map today. It's pretty good.<br />
<br />
I have a problem though. It's set so that only one player can be playing. In the map, I made two different starting points, but only &lt;Player 1&gt; can be playing. When you go in and set the game up in Warcraft 3: FT, the map only allows one person to play. Can anyone help me?</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>Captainkeeta</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140876</guid>
		</item>
		<item>
			<title>leak -- Explode (passive)</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140875&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 22:15:54 GMT</pubDate>
			<description><![CDATA[Explode 1 
    Events 
        Map initialization 
    Conditions 
    Actions 
        Set TmpGroup = (Units in (Playable map area)) 
        Unit Group - Pick every unit in TmpGroup and do (Actions) 
            Loop - Actions 
                Trigger - Add to Explode 3 <gen> the event (Unit -...]]></description>
			<content:encoded><![CDATA[<div><div class="smallfont" style="margin-bottom:2px">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3__1">
<li class="lastopen"><span class="default">Explode 1</span>
<ul>
<li class="open"><span class="events">Events</span>
<ul>
<li class="lasttree"><span class="default">Map initialization</span></li>
</ul>
</li>
<li class="tree"><span class="conditions">Conditions</span></li>
<li class="lastopen"><span class="actions">Actions</span>
<ul>
<li class="tree"><span class="set">Set TmpGroup = (Units in (Playable map area))</span></li>
<li class="open"><span class="unitgroup">Unit Group - Pick every unit in TmpGroup and do (Actions)</span>
<ul>
<li class="lastopen"><span class="loop">Loop - Actions</span>
<ul>
<li class="lasttree"><span class="default">Trigger - Add to Explode 3 &lt;gen&gt; the event (Unit - (Picked unit) Takes damage)</span></li>
</ul>
</li>
</ul>
</li>
<li class="lasttree"><span class="default">Custom script:   call DestroyGroup(udg_TmpGroup)</span></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<script type="text/javascript">wc3tree(window.document.getElementById("wc3__1"));</script><br />
<br />
<br />
<div class="smallfont" style="margin-bottom:2px">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3__2">
<li class="lastopen"><span class="default">Explode 2</span>
<ul>
<li class="open"><span class="events">Events</span>
<ul>
<li class="lasttree"><span class="unit">Unit - A unit enters (Playable map area)</span></li>
</ul>
</li>
<li class="tree"><span class="conditions">Conditions</span></li>
<li class="lastopen"><span class="actions">Actions</span>
<ul>
<li class="lasttree"><span class="default">Trigger - Add to Explode 3 &lt;gen&gt; the event (Unit - (Triggering unit) Takes damage)</span></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<script type="text/javascript">wc3tree(window.document.getElementById("wc3__2"));</script><br />
<br />
<div class="smallfont" style="margin-bottom:2px">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3__3">
<li class="lastopen"><span class="default">Explode 3</span>
<ul>
<li class="tree"><span class="events">Events</span></li>
<li class="open"><span class="conditions">Conditions</span>
<ul>
<li class="tree"><span class="default">(Triggering unit) Not Equal to (Damage source)</span></li>
<li class="tree"><span class="default">((Triggering unit) belongs to an ally of (Owner of (Damage source))) Equal to False</span></li>
<li class="tree"><span class="default">(Damage taken) Greather than 1.00</span></li>
<li class="lasttree"><span class="default">((Damage source) has buff Explode ) Equal to True</span></li>
</ul>
</li>
<li class="lastopen"><span class="actions">Actions</span>
<ul>
<li class="tree"><span class="default">Trigger - Turn off (This trigger)</span></li>
<li class="open"><span class="if">If (All Conditions are True) then do (Then Actions) else do (Else Actions)</span>
<ul>
<li class="open"><span class="if">If - Conditions</span>
<ul>
<li class="tree"><span class="default">(Random integer number between 1 and 100) Less than or Equal to 100</span></li>
<li class="lasttree"><span class="default">((Triggering unit) is alive) Equal to True</span></li>
</ul>
</li>
<li class="open"><span class="ifthen">Then - Actions</span>
<ul>
<li class="tree"><span class="set">Set ExplodeCaster = (Damage source)</span></li>
<li class="tree"><span class="set">Set ExplodeTarget = (Position of (Triggering unit))</span></li>
<li class="tree"><span class="set">Set ExplodeGroup = (Units within 200.00 of ExplodeTarget matching (((Matching unit) belongs to an enemy of (Owner of (Matching unit))) Equal to True))</span></li>
<li class="tree"><span class="default">Tekst - Create floating text that reads |cffFF0000BOOM!|r above (Triggering unit) with Z offset 0.00, using font size 15.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency</span></li>
<li class="tree"><span class="default">Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees</span></li>
<li class="tree"><span class="default">Text - Change (Last created floating text): Disable permanence</span></li>
<li class="tree"><span class="default">Text - Change the lifespan of (Last created floating text) to 2.00 seconds</span></li>
<li class="open"><span class="unitgroup">Unit Group - Pick every unit in ExplodeGroup and do (Actions)</span>
<ul>
<li class="lastopen"><span class="loop">Loop - Actions</span>
<ul>
<li class="lasttree"><span class="unit">Unit - Cause ExplodeCaster to damage (Picked unit), dealing (2.00 x (Real((Intelligence of ExplodeCaster (Include Bonuses))))) damage of attack type Spell and damage type Normal</span></li>
</ul>
</li>
</ul>
</li>
<li class="tree"><span class="specialeffect">Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl</span></li>
<li class="tree"><span class="specialeffect">Special Effect - Destroy (Last created special effect)</span></li>
<li class="tree"><span class="set">Set ExplodeCaster = No unit</span></li>
<li class="tree"><span class="default">Custom script:   call DestroyGroup (udg_TmpGroup)</span></li>
<li class="tree"><span class="default">Custom script:   call RemoveLocation (udg_ExplodeTarget)</span></li>
<li class="lasttree"><span class="default">Custom script:   call DestroyGroup (udg_ExplodeGroup)</span></li>
</ul>
</li>
<li class="lasttree"><span class="ifelse">Else - Actions</span></li>
</ul>
</li>
<li class="lasttree"><span class="default">Trigger - Turn on (This trigger)</span></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<script type="text/javascript">wc3tree(window.document.getElementById("wc3__3"));</script><br />
the problem is that trigger doesn't deal any damage to enemies around the attacking target... can anyone catch leaks and tell me how to fix it? thx...</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>jarekpl12</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140875</guid>
		</item>
		<item>
			<title>Newgen Died</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140874&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 21:07:34 GMT</pubDate>
			<description>Newgen WE stopped working correctly when saving vjass code. it gives a long syntax error list saying that various native functions/variable types were never declared, and it seemed to be in the map header.  
 
I think that Newgen can no longer see warcraft 3 information or something.</description>
			<content:encoded><![CDATA[<div>Newgen WE stopped working correctly when saving vjass code. it gives a long syntax error list saying that various native functions/variable types were never declared, and it seemed to be in the map header. <br />
<br />
I think that Newgen can no longer see warcraft 3 information or something.</div>


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			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=109">JASS Help</category>
			<dc:creator>MasterOfRa</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140874</guid>
		</item>
		<item>
			<title><![CDATA[[Crime] Peruvian police: Gang killed people for their fat]]></title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140873&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 21:01:24 GMT</pubDate>
			<description>LIMA, Peru - Police say a gang in the Peruvian jungle has been killing people and draining fat from the corpses to sell on the black market for use in cosmetics, although medical experts say they doubt a major market for fat exists. 
 
Three suspects confessed to killing five people, but the gang...</description>
			<content:encoded><![CDATA[<div>LIMA, Peru - Police say a gang in the Peruvian jungle has been killing people and draining fat from the corpses to sell on the black market for use in cosmetics, although medical experts say they doubt a major market for fat exists.<br />
<br />
Three suspects confessed to killing five people, but the gang may have been involved in dozens more, said Col. Jorge Mejia, chief of Peru's anti-kidnapping police. He said one suspect claimed the gang wasn't the only one doing such killings.<br />
<br />
Mejia said two of the suspects were arrested carrying bottles of liquid human fat and told police it was worth $60,000 a gallon. The fat was sold to intermediaries in Peru's capital, Lima, and police suspect it was then sold to cosmetic companies in Europe, Mejia said Thursday, but he could not confirm any sales.<br />
<br />
Whole story <a href="http://www.msnbc.msn.com/id/34057001/ns/world_news-americas/" target="_blank">here</a>.</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=53">Headline News</category>
			<dc:creator>The Helper</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140873</guid>
		</item>
		<item>
			<title><![CDATA[[World] Giant Snail Pies to Feed the Malnourished in Africa]]></title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140872&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 20:55:20 GMT</pubDate>
			<description>Malnutrition and iron deficiency are rampant problems in developing nations across Africa. They can lead to serious health issues and mortality, especially in young people. But a nutritionist in Nigeria has uncovered a remedy that could drastically improve extremely poor diets and help feed...</description>
			<content:encoded><![CDATA[<div>Malnutrition and iron deficiency are rampant problems in developing nations across Africa. They can lead to serious health issues and mortality, especially in young people. But a nutritionist in Nigeria has uncovered a remedy that could drastically improve extremely poor diets and help feed Africa's youth--a recipe for giant snail pies. More nutritious than beef, and far more abundant, giant snails could be the key ingredient to a healthier Africa. Oh yeah, and evidently they taste great.<br />
<b><br />
The Giant Snail Diet</b><br />
Ukpong Udofia of the University of Uyo recently completed her research on the nutritional content of the African Giant Snail, a resilient animal that has become a notorious invasive species around the world. The snail is incredibly common in swamps and forests of Africa, and is a popular novelty pet in the US. <br />
<br />
But it's also rich in protein, iron, calcium, zinc, and many essential vitamins. According to Science Daily, Udofia's study compared the snail meat to a beef steak, and found the snail to be superior in every way. It's cheaper, more nutritious, and easier to obtain. Which means it could help address malnutrition in many more communities than beef, the typically pursued iron and protein source, ever could. It's evidently best eaten in a sort of simple-to-make pie.<br />
<br />
Want to know <a href="http://www.treehugger.com/files/2009/11/giant-snail-pies-feed-malnourished-africa.php" target="_blank">more</a>?</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=53">Headline News</category>
			<dc:creator>The Helper</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140872</guid>
		</item>
		<item>
			<title><![CDATA[[Crime] CA man allegedly paid teens to spit in his face]]></title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140871&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 20:47:58 GMT</pubDate>
			<description><![CDATA[THOUSAND OAKS, Calif. (AP) - A 39-year-old Southern California man has been arrested for misdemeanor child annoyance after allegedly paying a teenager $31 to spit in his face. The Ventura County Sheriff's Department says Charles Hersel was arrested Wednesday in a sting operation at a mall in...]]></description>
			<content:encoded><![CDATA[<div>THOUSAND OAKS, Calif. (AP) - A 39-year-old Southern California man has been arrested for misdemeanor child annoyance after allegedly paying a teenager $31 to spit in his face. The Ventura County Sheriff's Department says Charles Hersel was arrested Wednesday in a sting operation at a mall in Thousand Oaks. He's free from jail pending a court hearing.<br />
<br />
A sheriff's statement says Westlake High School students claimed Hersel paid them to yell profanities, spit and slap him in the face. Several also claimed he offered them cash to urinate and defecate on him. <br />
<br />
More about it <a href="http://www.breitbart.com/article.php?id=D9C3FC5G0&amp;show_article=1" target="_blank">here</a>.</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=53">Headline News</category>
			<dc:creator>The Helper</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140871</guid>
		</item>
		<item>
			<title>How does this work (Changable Learnable Abilities)</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140870&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 20:47:22 GMT</pubDate>
			<description>First I shall explain: 
 
There is a version of DotA that contains mode known as -omg. 
What this does it allows you to pick your abilities from taverns. 
 
The interesting part is when you click the learn hero skill ability, you can learn the skills you picked, yet as far as I knew, there was no...</description>
			<content:encoded><![CDATA[<div>First I shall explain:<br />
<br />
There is a version of DotA that contains mode known as -omg.<br />
What this does it allows you to pick your abilities from taverns.<br />
<br />
The interesting part is when you click the learn hero skill ability, you can learn the skills you picked, yet as far as I knew, there was no way to change  a hero's hero skills in game, so I am wondering how they did this.</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>Legacyspy</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140870</guid>
		</item>
		<item>
			<title><![CDATA[[Help] Units Are Not Getting Transferred]]></title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140869&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 20:38:21 GMT</pubDate>
			<description><![CDATA[Probably something silly I'm missing, but I would really like to fix this and I could use some help. 
 
Basically, what I'm trying to do is take collection of units owned by a leaving player, put them under the control of another specific player, and then change the unit type of the unit. 
 
Leaver...]]></description>
			<content:encoded><![CDATA[<div>Probably something silly I'm missing, but I would really like to fix this and I could use some help.<br />
<br />
Basically, what I'm trying to do is take collection of units owned by a leaving player, put them under the control of another specific player, and then change the unit type of the unit.<br />
<br />
<div class="smallfont" style="margin-bottom:2px">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3__4">
<li class="lastopen"><span class="default">Leaver</span>
<ul>
<li class="open"><span class="events">Events</span>
<ul>
<li class="tree"><span class="player">Player - Player 1 (Red) leaves the game</span></li>
<li class="tree"><span class="player">Player - Player 2 (Blue) leaves the game</span></li>
<li class="tree"><span class="player">Player - Player 3 (Teal) leaves the game</span></li>
<li class="tree"><span class="player">Player - Player 4 (Purple) leaves the game</span></li>
<li class="tree"><span class="player">Player - Player 5 (Yellow) leaves the game</span></li>
<li class="tree"><span class="player">Player - Player 6 (Orange) leaves the game</span></li>
<li class="lasttree"><span class="player">Player - Player 7 (Green) leaves the game</span></li>
</ul>
</li>
<li class="tree"><span class="conditions">Conditions</span></li>
<li class="lastopen"><span class="actions">Actions</span>
<ul>
<li class="open"><span class="if">If (All Conditions are True) then do (Then Actions) else do (Else Actions)</span>
<ul>
<li class="open"><span class="if">If - Conditions</span>
<ul>
<li class="lasttree"><span class="default">((Triggering player) is in Human_Players) Equal to True</span></li>
</ul>
</li>
<li class="open"><span class="ifthen">Then - Actions</span>
<ul>
<li class="lasttree"><span class="playergroup">Player Group - Pick every player in (All players) and do (Player - Add -1 to (Picked player) Current lumber)</span></li>
</ul>
</li>
<li class="lasttree"><span class="ifelse">Else - Actions</span></li>
</ul>
</li>
<li class="tree"><span class="game">Game - Display to (All players) the text: ((Name of (Triggering player)) +  has left the game.)</span></li>
<li class="tree"><span class="playergroup">Player Group - Remove (Triggering player) from Human_Players</span></li>
<li class="tree"><span class="playergroup">Player Group - Remove (Triggering player) from Towns_People</span></li>
<li class="tree"><span class="playergroup">Player Group - Remove (Triggering player) from Zombies</span></li>
<li class="tree"><span class="playergroup">Player Group - Make (Player group((Triggering player))) treat Towns_People as an Enemy</span></li>
<li class="tree"><span class="playergroup">Player Group - Make (Player group((Triggering player))) treat Zombies as an Enemy</span></li>
<li class="lastopen"><span class="set">Set TempGroup = (Units owned by (Triggering player) of type Zombie (Produceable))</span>
<ul>
<li class="open"><span class="unitgroup">Unit Group - Pick every unit in TempGroup and do (Actions)</span>
<ul>
<li class="lastopen"><span class="loop">Loop - Actions</span>
<ul>
<li class="tree"><span class="unit">Unit - Change ownership of (Picked unit) to Player 9 (Gray) and Change color</span></li>
<li class="lasttree"><span class="unit">Unit - Replace (Picked unit) with a Zombie using The old unit's relative life and mana</span></li>
</ul>
</li>
</ul>
</li>
<li class="lasttree"><span class="default">Custom script:   call DestroyGroup (udg_TempGroup)</span></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<script type="text/javascript">wc3tree(window.document.getElementById("wc3__4"));</script><br />
<br />
Again, it's supposed to put the unit type of Zombie (Produceable) into a unit group called TempGroup. From there, it should be taking the units in TempGroup and putting them under the control of Player 9 (Gray) and then replace the just transferred units with just the unit type of Zombie.<br />
<br />
This trigger isn't even changing the units over to Player 9's (Gray) control and I'm not sure if it's changing there unit type or not, I'm going to guess no (both models look the same, produceable cost no food)<br />
<br />
Any idea what the problem may be? The units that need to be transferred that are the Zombie (Produceable) are most certainly called that and are the ones that the leaving player can only have and create.<br />
<br />
Thanks.</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>Pyroflame</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140869</guid>
		</item>
		<item>
			<title><![CDATA[I can't find the leak]]></title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140867&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 19:11:01 GMT</pubDate>
			<description>I am think one of these two triggers are leaking, as the map starts to lag alot after I use the ability alot. 
 
Code: 
--------- 
MultiShot 
    Events 
        Unit - A unit Starts the effect of an ability 
    Conditions 
        (Ability being cast) Equal to Ranger 1 2 Multi Shot  
    Actions</description>
			<content:encoded><![CDATA[<div>I am think one of these two triggers are leaking, as the map starts to lag alot after I use the ability alot.<br />
<div style="margin: 5px;">
<div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler!</b><input type="button" value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="var e = this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0]; if(e.style.display != 'inline') { e.style.display = 'inline'; this.innerText = ''; this.value = 'Hide'; } else { e.style.display = 'none'; this.innerText = ''; this.value='Show'; }" /></div>
<div class="alt2" style="border: 1px inset; padding: 6px;">
<div class="spoiler" style="display: none;"><div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">MultiShot<br />
&nbsp; &nbsp; Events<br />
&nbsp; &nbsp; &nbsp; &nbsp; Unit - A unit Starts the effect of an ability<br />
&nbsp; &nbsp; Conditions<br />
&nbsp; &nbsp; &nbsp; &nbsp; (Ability being cast) Equal to Ranger 1 2 Multi Shot <br />
&nbsp; &nbsp; Actions<br />
&nbsp; &nbsp; &nbsp; &nbsp; Set PhysPoint1 = (Position of (Casting unit))<br />
&nbsp; &nbsp; &nbsp; &nbsp; Set PhysPoint2 = (Target point of ability being cast)<br />
&nbsp; &nbsp; &nbsp; &nbsp; Set ShotAngle = (Angle from PhysPoint1 to PhysPoint2)<br />
&nbsp; &nbsp; &nbsp; &nbsp; Set MaxAngle = ((Distance between PhysPoint1 and PhysPoint2) / 15.00)<br />
&nbsp; &nbsp; &nbsp; &nbsp; Set MaxAngle = (90.00 - MaxAngle)<br />
&nbsp; &nbsp; &nbsp; &nbsp; Unit - Create 1 Multi Shot for (Owner of (Casting unit)) at PhysPoint1 facing PhysPoint2<br />
&nbsp; &nbsp; &nbsp; &nbsp; Unit Group - Add (Last created unit) to MarksMissileGroup<br />
&nbsp; &nbsp; &nbsp; &nbsp; Unit - Add a (0.75 + 0.00) second Generic expiration timer to (Last created unit)<br />
&nbsp; &nbsp; &nbsp; &nbsp; Custom script:&nbsp;  call RemoveLocation(udg_PhysPoint2)<br />
&nbsp; &nbsp; &nbsp; &nbsp; For each (Integer A) from 1 to MaxShot, do (Actions)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Loop - Actions<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Set PhysPoint2 = (PhysPoint1 offset by 600.00 towards (((MaxAngle x (1.00 x (Real((Integer A))))) / (Real(MaxShot))) + ShotAngle) degrees)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit - Create 1 Multi Shot for (Owner of (Casting unit)) at PhysPoint1 facing PhysPoint2<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit Group - Add (Last created unit) to MarksMissileGroup<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit - Add a (1.25 + 0.00) second Generic expiration timer to (Last created unit)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Custom script:&nbsp;  call RemoveLocation(udg_PhysPoint2)<br />
&nbsp; &nbsp; &nbsp; &nbsp; For each (Integer A) from 1 to MaxShot, do (Actions)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Loop - Actions<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Set PhysPoint2 = (PhysPoint1 offset by 600.00 towards (((MaxAngle x (-1.00 x (Real((Integer A))))) / (Real(MaxShot))) + ShotAngle) degrees)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit - Create 1 Multi Shot for (Owner of (Casting unit)) at PhysPoint1 facing PhysPoint2<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit Group - Add (Last created unit) to MarksMissileGroup<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit - Add a (1.25 + 0.00) second Generic expiration timer to (Last created unit)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Custom script:&nbsp;  call RemoveLocation(udg_PhysPoint2)<br />
&nbsp; &nbsp; &nbsp; &nbsp; Trigger - Turn on MoveRangerMissile &lt;gen&gt;<br />
&nbsp; &nbsp; &nbsp; &nbsp; Custom script:&nbsp;  call RemoveLocation(udg_PhysPoint1)</code><hr />
</div></div>
</div>
</div><br />
<br />
<div style="margin: 5px;">
<div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler!</b><input type="button" value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="var e = this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0]; if(e.style.display != 'inline') { e.style.display = 'inline'; this.innerText = ''; this.value = 'Hide'; } else { e.style.display = 'none'; this.innerText = ''; this.value='Show'; }" /></div>
<div class="alt2" style="border: 1px inset; padding: 6px;">
<div class="spoiler" style="display: none;"><div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">MoveRangerMissile<br />
&nbsp; &nbsp; Events<br />
&nbsp; &nbsp; &nbsp; &nbsp; Time - Every 0.03 seconds of game time<br />
&nbsp; &nbsp; Conditions<br />
&nbsp; &nbsp; Actions<br />
&nbsp; &nbsp; &nbsp; &nbsp; Unit Group - Pick every unit in MarksMissileGroup and do (Actions)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Loop - Actions<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Set PhysPoint1 = (Position of (Picked unit))<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Set PhysPoint2 = (PhysPoint1 offset by 25.00 towards (Facing of (Picked unit)) degrees)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit - Move (Picked unit) instantly to PhysPoint2, facing (Facing of (Picked unit)) degrees<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Set PlasmaPlayer = (Owner of (Picked unit))<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Set RangerMissile = (Picked unit)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Set RangerMissileTargetGroup = (Units within 75.00 of PhysPoint2 matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Owner of (Matching unit)) is an enemy of PlasmaPlayer) Equal to True) and (((Matching unit) is alive) Equal <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit Group - Pick every unit in RangerMissileTargetGroup and do (Actions)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Loop - Actions<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Unit - Cause Heroes[(Player number of PlasmaPlayer)] to damage (Picked unit), dealing ((Real((Agility of Heroes[(Player number of PlasmaPlayer)] (Include bonuses)))) / 4.00) damage of attack type Spells and damage type Normal<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Custom script:&nbsp;  call DestroyGroup (udg_RangerMissileTargetGroup)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Custom script:&nbsp;  call RemoveLocation(udg_PhysPoint1)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Custom script:&nbsp;  call RemoveLocation(udg_PhysPoint2)<br />
&nbsp; &nbsp; &nbsp; &nbsp; If (All Conditions are True) then do (Then Actions) else do (Else Actions)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; If - Conditions<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (Number of units in MarksMissileGroup) Equal to 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Then - Actions<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Trigger - Turn off (This trigger)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Else - Actions</code><hr />
</div></div>
</div>
</div></div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>Legacyspy</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140867</guid>
		</item>
		<item>
			<title><![CDATA[Custom Spell: Chain Shackle [Help]]]></title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140865&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 18:23:04 GMT</pubDate>
			<description><![CDATA[Hey, guys, 
I created an account on this website (Just) after I realized that this would be the only way for me to slowly learn JASS. 
Anyway, I am having issues with a custom spell I am trying to make a tower have. 
 
This spell name is called 'Bind' 
'Bind' gives a tower the ability to shackle up...]]></description>
			<content:encoded><![CDATA[<div>Hey, guys,<br />
I created an account on this website (Just) after I realized that this would be the only way for me to slowly learn JASS.<br />
Anyway, I am having issues with a custom spell I am trying to make a tower have.<br />
<br />
This spell name is called 'Bind'<br />
'Bind' gives a tower the ability to shackle up to 10enemy units for 8seconds at a time.<br />
<br />
This Ability goes on the tower.<br />
<img src="http://www.dotastrategy.com/images/skill/fiendsgrip.gif" border="0" alt="" /><br />
Name: Bind<br />
Type: Unit<br />
Base-Ability: CriticalStrike<br />
What this ability does: Nothing.<br />
<br />
The tower attacks every 10seconds, so it shackles for 8seconds and does nothing for 2seconds before shackling again.<br />
A trigger detects the attack and summons dummy units to cast &quot;Aerial Shackles&quot; on the enemies.<br />
<br />
This ability goes on the Dummy Unit<br />
<img src="http://www.dotastrategy.com/images/skill/heroshackles.gif" border="0" alt="" /><br />
Name: Aerial Shackles<br />
Type: Unit<br />
What this ability does: <br />
-&gt;Modified to give &quot;Shackled unit&quot; a Buff called 'Bind'<br />
-&gt;Shackles Air, Ground and Mechanical Enemy units<br />
-&gt;Lasts for 8seconds and does no damage<br />
<br />
Variables used are:<br />
3 Unit Variables<br />
-&gt;Shackling unit (Unit)<br />
-&gt;Next shackle target (ShackleTarget)<br />
-&gt;Shackled target (Shackled)<br />
<br />
1 Integer Variable (Number of units already shackled) [TargetShackle]<br />
<br />
This is my trigger, I want it to be MUI and leakless, But I can't even get the trigger to shackle TWO units at once.<br />
It only shackles the initial target, the other 9targets are left free to roam. =/<br />
<br />
I need help with that part.<br />
The trigger is below.<br />
<br />
<div class="smallfont" style="margin-bottom:2px">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3__5">
<li class="lastopen"><span class="events">Events</span>
<ul>
<li class="tree"><span class="unit">Unit - A unit owned by Player 12 (Brown) Is attacked</span></li>
<li class="open"><span class="conditions">Conditions</span>
<ul>
<li class="lasttree"><span class="default">(Unit-type of (Attacking unit)) Equal to Esther</span></li>
</ul>
</li>
<li class="lastopen"><span class="actions">Actions</span>
<ul>
<li class="tree"><span class="default">Custom script: local unit udg_Unit</span></li>
<li class="tree"><span class="default">Custom script: local unit udg_ShackleTarget</span></li>
<li class="tree"><span class="default">Custom script: local unit udg_Shackled</span></li>
<li class="tree"><span class="default">Custom script: local integer udg_TargetShackle</span></li>
<li class="tree"><span class="unit">Unit - Order (Attacking unit) to Attack (Random unit from (Units within 600.00 of (Position of (Attacking unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True) and (((Matching unit has buff Bind) Equal to False))))</span></li>
<li class="tree"><span class="unit">Unit - Create 1 ShackleDummy for (Owner of (Attacking unit)) at (Position of (Attacked unit)) facing Default building facing degrees</span></li>
<li class="tree"><span class="set">Set Unit = (Last created unit)</span></li>
<li class="tree"><span class="unit">Unit - Set level of Aerial Shackles for Unit to 3</span></li>
<li class="tree"><span class="unit">Unit - Order Unit to Human Dragonhawk Rider - Aerial Shackles (Attacked unit)</span></li>
<li class="tree"><span class="wait">Wait until (((Attacked unit) has buff Bind) Equal to True), checking every 0.10 seconds</span></li>
<li class="tree"><span class="set">Set TargetShackle = (TargetShackle + 1)</span></li>
<li class="tree"><span class="set">Set Shackled = (Attacked unit)</span></li>
<li class="tree"><span class="set">Set ShackleTarget = (Random unit from (Units within 600.00 of (Position of (Attacking unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True) and (((Matching unit has buff Bind) Equal to False))))</span></li>
<li class="tree"><span class="unit">Unit - Add a 8.10 second Generic expiration timer to Unit</span></li>
<li class="tree"><span class="default">Custom script: loop</span></li>
<li class="tree"><span class="default">Custom script: exitwhen udg_TargetShackle &gt; 10</span></li>
<li class="tree"><span class="unit">Unit - Create 1 ShackleDummy for (Owner of (Unit)) at (Position of Shackled) facing Default building facing degrees</span></li>
<li class="tree"><span class="set">Set Unit = (Last created unit)</span></li>
<li class="tree"><span class="unit">Unit - Set level of Aerial Shackles for Unit to 3</span></li>
<li class="tree"><span class="unit">Unit - Order Unit to Human Dragonhawk Rider - Aerial Shackles ShackleTarget</span></li>
<li class="tree"><span class="wait">Wait until (((ShackleTarget) has buff Bind) Equal to True), checking every 0.10 seconds</span></li>
<li class="tree"><span class="set">Set TargetShackle = (TargetShackle + 1)</span></li>
<li class="tree"><span class="set">Set Shackled = (ShackleTarget)</span></li>
<li class="tree"><span class="set">Set ShackleTarget = (Random unit from (Units within 600.00 of (Position of (Attacking unit)) matching ((((Matching unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True) and (((Matching unit has buff Bind) Equal to False))))</span></li>
<li class="tree"><span class="unit">Unit - Add a 8.10 second Generic expiration timer to Unit</span></li>
<li class="tree"><span class="default">Custom script: endloop</span></li>
<li class="tree"><span class="set">Set TargetShackle = 0</span></li>
<li class="tree"><span class="default">Custom script: call RemoveUnit(udg_Unit)</span></li>
<li class="tree"><span class="default">Custom script: call RemoveUnit(udg_ShackleTarget)</span></li>
<li class="lasttree"><span class="default">Custom script: call RemoveUnit(udg_Shackled)</span></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<script type="text/javascript">wc3tree(window.document.getElementById("wc3__5"));</script><br />
<br />
This should work, to me, but it doesn't.<br />
Any insight would be greatly appreciated.<br />
<br />
-Justin</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>LearningCode</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140865</guid>
		</item>
		<item>
			<title>Attachment Error</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140864&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 17:52:20 GMT</pubDate>
			<description>Is it me or is everyone else having an error when attaching map right now?</description>
			<content:encoded><![CDATA[<div>Is it me or is everyone else having an error when attaching map right now?</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>Glenphir</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140864</guid>
		</item>
		<item>
			<title>Effective method to stop unit is attacked exploit?</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140863&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 17:34:01 GMT</pubDate>
			<description><![CDATA[Ive been tinkering with the exploits of triggers based off of unit is attacked event, which is notorious for the 's' key or 'h' key spam, to trigger off the spell or on attack passives which use the event. 
 
Its pretty simple but its worked for me: stop 
    Events 
        Unit - A unit Is issued...]]></description>
			<content:encoded><![CDATA[<div>Ive been tinkering with the exploits of triggers based off of unit is attacked event, which is notorious for the 's' key or 'h' key spam, to trigger off the spell or on attack passives which use the event.<br />
<br />
Its pretty simple but its worked for me: <div class="smallfont" style="margin-bottom:2px">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3__6">
<li class="lastopen"><span class="default">stop</span>
<ul>
<li class="open"><span class="events">Events</span>
<ul>
<li class="lasttree"><span class="unit">Unit - A unit Is issued an order with no target</span></li>
</ul>
</li>
<li class="open"><span class="conditions">Conditions</span>
<ul>
<li class="lasttree"><span class="default">(Issued order) Equal to (Order(stop))</span></li>
</ul>
</li>
<li class="lastopen"><span class="actions">Actions</span>
<ul>
<li class="tree"><span class="unit">Unit - Pause (Triggering unit)</span></li>
<li class="tree"><span class="unit">Unit - Order (Triggering unit) to Move To (Position of (Triggering unit))</span></li>
<li class="lasttree"><span class="unit">Unit - Unpause (Triggering unit)</span></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<script type="text/javascript">wc3tree(window.document.getElementById("wc3__6"));</script><br />
<br />
Just the concept, it  leaks as is etc. but what do you think as a quick fix? Maybe somebody could develop it into an efficient system. It maintains the same effects as the stop and hold order, so it wouldnt have any real adverse effects on game mechanics?</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>shiFt</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140863</guid>
		</item>
		<item>
			<title>Camera Pan Help</title>
			<link>http://www.thehelper.net/forums/showthread.php?t=140862&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 17:25:48 GMT</pubDate>
			<description>Hi, im trying to get a camera to follow units that just spawned who are walking forward, and I want this camera to move backwards in front of them, so the viewers can see the units faces as they come closer to them. Is this just lock camera on unit, or how would i make the camera NOT follow them...</description>
			<content:encoded><![CDATA[<div>Hi, im trying to get a camera to follow units that just spawned who are walking forward, and I want this camera to move backwards in front of them, so the viewers can see the units faces as they come closer to them. Is this just lock camera on unit, or how would i make the camera NOT follow them from behind though? Thanks.</div>

]]></content:encoded>
			<category domain="http://www.thehelper.net/forums/forumdisplay.php?f=42">World Editor Help</category>
			<dc:creator>jarg1985</dc:creator>
			<guid isPermaLink="true">http://www.thehelper.net/forums/showthread.php?t=140862</guid>
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