Rupture

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Rupture everyones asking for it.

// A0LH = Rupture
function Trig_Bloodseeker_Spell_Rupture_Conditions takes nothing returns boolean
if(not (GetSpellAbilityId()=='A0LH'))then
return false
endif
return true
endfunction

// A0LH = Rupture
function oIoI takes nothing returns nothing
local timer t=GetExpiredTimer()
local string fTT=H2S(t)
local unit ojj=GetStoredDTAXUnit(fTT,"RuptureCaster")
local unit oJJ=GetStoredDTAXUnit(fTT,"RuptureTarget")
local location okk=GetStoredDTAXLocation(fTT,"RuptureOldLoc")
local location oKK=GetUnitLoc(oJJ)
local real n66=.2*GetUnitAbilityLevel(ojj,'A0LH')*DistanceBetweenPoints(okk,oKK)
if(n66>200)then
set n66=0
endif
if(n66>5)then
call DestroyEffect(AddSpecialEffectTarget("Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl",oJJ,"origin"))
endif
if(n66>0)then
call UnitDamageTargetBJ(ojj,oJJ,n66,ATTACK_TYPE_HERO,DAMAGE_TYPE_MAGIC)
endif
call RemoveLocation(okk)
call StoreDTAXObject(fTT,"RuptureOldLoc",oKK)
endfunction

// A0LH = Rupture
// e01R = Buff Placer
// A0NH = Rupture Buff
function Trig_Bloodseeker_Spell_Rupture_Actions takes nothing returns nothing
local unit ojj=GetTriggerUnit()
local unit oJJ=GetSpellTargetUnit()
local location oLL=GetUnitLoc(oJJ)
local integer Jhh=GetUnitAbilityLevel(ojj,'A0LH')
local timer t=CreateTimer()
local string fTT=H2S(t)
local unit MQQ
call UnitDamageTargetBJ(ojj,oJJ,50+100*Jhh,ATTACK_TYPE_HERO,DAMAGE_TYPE_MAGIC)
call StoreDTAXObject(fTT,"RuptureCaster",ojj)
call StoreDTAXObject(fTT,"RuptureTarget",oJJ)
call StoreDTAXObject(fTT,"RuptureOldLoc",oLL)
call TimerStart(t,.25,true,function oIoI)
set MQQ=CreateUnit(GetOwningPlayer(oJJ),'e01R',0,0,bj_UNIT_FACING)
call UnitAddAbility(MQQ,'A0NH')
call PolledWait(3+(2*Jhh))
call RemoveUnit(MQQ)
call UnitRemoveAbility(oJJ,'B067')
call PauseTimer(t)
call PolledWait(1)
call FlushStoredMissionShell(fTT)
call DestroyTimer(t)
endfunction

function StartTrigger_Bloodseeker_Spell_Rupture takes nothing returns nothing
set gg_trg_Bloodseeker_Spell_Rupture=CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(gg_trg_Bloodseeker_Spell_Rupture,EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(gg_trg_Bloodseeker_Spell_Rupture,Condition(function Trig_Bloodseeker_Spell_Rupture_Conditions))
call TriggerAddAction(gg_trg_Bloodseeker_Spell_Rupture,function Trig_Bloodseeker_Spell_Rupture_Actions)
endfunction

function InitTrig_Bloodseeker_Spell_Rupture takes nothing returns nothing
endfunction

Got it from OpenSourceDotA
 
Heh if you don't explain anything it won't work. Here errors I found :

PHP:
[Line 12] "H2S" Unknown Function with fTT
[Line 13] "GetStoredDTAXUnit" Unknown Function with ojj
[Line 14] "GetStoredDTAXUnit" Unknown Function with oJJ
[Line 15] "GetStoredDTAXUnit" Unknown Function with okk
[Line 28] "GetStoredDTAXObject" Unknown Function with fTT and oKK
[Line 40] "H2S" Unknown Function with fTT
[Line 42] "UnitDamageTargetBJ", damagetype returns null
[Line 43] "GetStoredDTAXObject" Unknown Function with fTT and ojj
[Line 44] "GetStoredDTAXObject" Unknown Function with fTT and oJJ
[Line 45] "GetStoredDTAXObject" Unknown Function with fTT and oLL
[Line 54] "FlushStoredMissionShell" Unknown Function
[Line 59] "gg_trg_Bloodseeker_Spell_Rupture" not declared trigger
[Line 60] "gg_trg_Bloodseeker_Spell_Rupture" not declared with function "TriggerRegisterAnyUnitEventBJ"
[Line 61] "gg_trg_Bloodseeker_Spell_Rupture" not declared with function "TriggerAddCondition"
 
ewww that Dota code is messyyyy



Chocobo said:
Heh if you don't explain anything it won't work. Here errors I found :

This is just some spell that I guess he wanted to post...

All those functions aren't valid because you need them too, looks like the Dota gang decided to make their own handle system, unless I'm mistaken.

And also, gg_ variables will only become valid in your map if you are using them. So, this trigger would be valid if you created a trigger "Bloodseeker_Spell_Rupture"
 
Don't understand it too. Download the latest DotA map from OpenSourceDotA and look around. :D
 
1. for heaven's sake use code tags :eek:
select the code and click on
code.gif
while posting.
2. when you grab something from opendota, at least try and see if it works. this one requires handle vars functions to work.
 
y did u post that???

no one is asking for it
 
WTF? Can you close the thread? really looks like my little brothers work. I forgot to logout :banghead: . He even posted the code for chain frost in dota forums damn.
 
Ok guys nothing to see here. I see why he was laughing yesterday, close the thread.
 
I can PROVE this is not my work. I'm uber noobish at JASS I can't even make the code for ravage without help, and its still not working properly.
 
Wow u triple posted...u can get in a lotta tropuble for that...next time use the edit button...plz
 
ok one of the very first things i learned in programming is USE DESCRIPTIVE VARIABLE NAMES so you and other people that try to debug code know whats going on... what is ojj and oJJ and okk and oKK those names mean nothing to me i dont understand it. and when i say "you" i dont mean anyone personally i mean programmers in general. there was this one kid in my first c++ class that used names like "goku" "vegetta" "slash" "hack" "boob" etc... as variable names his code would look like

Code:
for (int your_mom = goku; your_mom > fat_ass; your_mom--)
{
    fatbitches[your_mom] = fatbitches[your_mom-1];
    gohan( fat_ass - your_mom );
}
 
Dude, don't just rip something directly off the map and post it. At least make sure it works and AT VERY LEAST also post the handle system.
 
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