Help with functions calls

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Shaggi

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This is the code used by IceFrog for Rupture.

JASS:
function Trig_Rupture_Actions takes nothing returns nothing
	local unit lr7=GetTriggerUnit()
	local unit lr8=GetSpellTargetUnit()
	local location lRb=GetUnitLoc(lr8)
	local integer lmZ=GetUnitAbilityLevel(lr7,'A0LH')
	local timer ltt=CreateTimer()
	local string lf5=H2Tx(ltt)
	local unit lqE
	call UnitDamageTargetBJ(lr7,lr8,50+100*lmZ,ATTACK_TYPE_HERO,DAMAGE_TYPE_MAGIC)
	call SetHandle(lf5,"RuptureCaster",lr7)
	call SetHandle(lf5,"RuptureTarget",lr8)
	call SetHandle(lf5,"RuptureOldLoc",lRb)
	call TimerStart(ltt,.25,true,function Rupture_Main)
	set lqE=CreateUnit(GetOwningPlayer(lr8),'e01R',0,0,bj_UNIT_FACING)
	call UnitAddAbility(lqE,'A0NH')
	call PolledWait(3+(2*lmZ))
	call RemoveUnit(lqE)
	call UnitRemoveAbility(lr8,'B067')
	call PauseTimer(ltt)
	call PolledWait(1)
	call FastFlush(lf5)
	call DestroyTimer(ltt)
endfunction


The thing is that functions like "call SetHandle(lf5,"RuptureCaster",lr7) totaly doesn't work. I emailed IceFrog to know what editor he's using but he said "I don't use any special editor, so idk what to tell you".

I'm posting it here to know if someone knows how to use those functions.
 

Laiev

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lol icefrog use lots of BJs xD lmao


remember..... [ljass]FastFrush(string)[/ljass] is custom function too, you'll need this too, like [ljass]SetHandle[/ljass]
 

Executor

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Lol. I thought Rupture is MUI?! You sure that this is the actual Rupture implementation?
 

kingkingyyk3

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The code is
633754219824686540-phail.jpg
 

Laiev

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It's because IceFrog doesn't use vJass, he just use plain WE.
WOW, icefrog REALLY need know what is a good map editor lol seriously

@kingkingyyk3
i accept it lol and say the same xD



~~~

seeing the code i just can imagine how is the other things... :rolleyes: i mean.... GUY REALLY, start to use a DECENT EDITOR lolllll
 

Nherwyziant

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And it's really freaky, I have opened an open dota at the past days and I saw his codes like that

The names of his variables are creepy

EDIT: And his using PolledWait hahahaha
 

BlackRose

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It is deobfusciated code but. I suggest you don't use IceFrog's code and make your own / find one (I think there is one on TheHelper somewhere)
 

Laiev

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This is the code used by IceFrog for Rupture.

The thing is that functions like "call SetHandle(lf5,"RuptureCaster",lr7) totaly doesn't work. I emailed IceFrog to know what editor he's using but he said "I don't use any special editor, so idk what to tell you".

I'm posting it here to know if someone knows how to use those functions.

Sorry but I'm 100% sure that trigger don't is from dota of icefrog, probably from some dota template opened with rupture spell <which is easy to find at epicwar>

And it's really freaky, I have opened an open dota at the past days and I saw his codes like that

The names of his variables are creepy

EDIT: And his using PolledWait hahahaha
This code is not from icefrog, i can prove it.

But it's not optimized.
Of course it's. How you think 97 heroes (or something like this), 388 abilitys <from heroes> are fast to load? <except invoker>

It is deobfusciated code but. I suggest you don't use IceFrog's code and make your own / find one (I think there is one on TheHelper somewhere)
You're right, we got a very nice rupture with a very good effect <better then dota> and yes too, is better make your own code


~~~~~~~~~~~~~~~
to people who don't believe me, follow the code from dota, the exactly one:
PS: the spell base is based on fireball :p
Function and global called inside the spell said:
[ljass] hashtable hashtable001[/ljass]
JASS:
function Func0032 takes nothing returns nothing
  local integer loc_integer01=0
  if boolean037==false and boolean092==false then
    loop
      call DisplayTimedTextToPlayer(Player(loc_integer01),0,0,120,&quot;|c00ff0303An internal checksum has failed|r&quot;)
      call DisplayTimedTextToPlayer(Player(loc_integer01),0,0,120,&quot;|c00ff0303This might not be a serious glitch, but it is important for me to get it|r&quot;)
      call DisplayTimedTextToPlayer(Player(loc_integer01),0,0,120,&quot;|c00ff0303Please send me the replay for this game to <a href="mailto:[email protected]">IceFrog@gmail.com</a>|r&quot;)
      set loc_integer01=loc_integer01+1
      exitwhen loc_integer01==12
    endloop
  endif
endfunction


JASS:
function Func0034 takes trigger loc_trigger01 returns nothing
  call DisableTrigger(loc_trigger01)
  set integer018=integer018+1
  set triggers001[integer018]=loc_trigger01
  set reals002[integer018]=(TimerGetElapsed(timer001))+60
  if integer018&gt;8000 then
    call Func0032()
  endif
endfunction


JASS:
function Func0099 takes unit loc_unit01,unit loc_unit02,integer loc_integer01,real loc_real01 returns nothing
  if loc_integer01==0 then
    return
  endif
  if loc_integer01==1 then
    call UnitDamageTarget(loc_unit01,loc_unit02,loc_real01,true,true,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE,WEAPON_TYPE_WHOKNOWS)
  elseif loc_integer01==2 then
    call UnitDamageTarget(loc_unit01,loc_unit02,loc_real01,true,true,ATTACK_TYPE_HERO,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS)
  elseif loc_integer01==3 then
    call UnitDamageTarget(loc_unit01,loc_unit02,loc_real01,true,true,ATTACK_TYPE_HERO,DAMAGE_TYPE_MAGIC,WEAPON_TYPE_WHOKNOWS)
  elseif loc_integer01==4 then
    call UnitDamageTarget(loc_unit01,loc_unit02,loc_real01,true,true,ATTACK_TYPE_PIERCE,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS)
  endif
endfunction

Rupture Spell said:
JASS:
function Func2179 takes nothing returns boolean
  local trigger loc_trigger01=GetTriggeringTrigger()
  local integer loc_integer01=GetHandleId(loc_trigger01)
  local unit loc_unit01=(LoadUnitHandle(hashtable001,(loc_integer01),(2)))
  local unit loc_unit02=(LoadUnitHandle(hashtable001,(loc_integer01),(17)))
  local integer loc_integer02=(LoadInteger(hashtable001,(loc_integer01),(5)))
  local real loc_real01=(LoadReal(hashtable001,(loc_integer01),(23)))
  local real loc_real02=(LoadReal(hashtable001,(loc_integer01),(24)))
  local real loc_real03=GetUnitX(loc_unit02)
  local real loc_real04=GetUnitY(loc_unit02)
  local real loc_real05=0.2*loc_integer02*SquareRoot((loc_real01-loc_real03)*(loc_real01-loc_real03)+(loc_real02-loc_real04)*(loc_real02-loc_real04))
  local integer loc_integer03=(LoadInteger(hashtable001,(loc_integer01),(25)))
  if loc_real05&gt;200 then
    set loc_real05=0
  endif
  if loc_real05&gt;5 then
    call DestroyEffect(AddSpecialEffectTarget(&quot;Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl&quot;,loc_unit02,&quot;origin&quot;))
  endif
  if loc_real05&gt;0 and Func0168(loc_unit02)==false then
    call Func0099(loc_unit01,loc_unit02,3,loc_real05)
  endif
  call SaveReal(hashtable001,(loc_integer01),(23),((loc_real03)*1.0))
  call SaveReal(hashtable001,(loc_integer01),(24),((loc_real04)*1.0))
  call SaveInteger(hashtable001,(loc_integer01),(25),(loc_integer03+1))
  if Func0168(loc_unit02)then
    call FlushChildHashtable(hashtable001,(loc_integer01))
    call Func0034(loc_trigger01)
  elseif loc_integer03&gt;4*(3+2*loc_integer02)then
    call UnitRemoveAbility(loc_unit02,&#039;A0IH&#039;)
    call UnitRemoveAbility(loc_unit02,&#039;B08L&#039;)
    call FlushChildHashtable(hashtable001,(loc_integer01))
    call Func0034(loc_trigger01)
  endif
  set loc_trigger01=null
  set loc_unit01=null
  set loc_unit02=null
  return false
endfunction
function Func2180 takes nothing returns nothing
  local unit loc_unit01=GetTriggerUnit()
  local unit loc_unit02=GetSpellTargetUnit()
  local trigger loc_trigger01=CreateTrigger()
  local integer loc_integer01=GetHandleId(loc_trigger01)
  local integer loc_integer02=GetUnitAbilityLevel(loc_unit01,&#039;A0LH&#039;)
  call UnitAddAbility(loc_unit02,&#039;A0IH&#039;)
  call SetUnitAbilityLevel(loc_unit02,&#039;A0IH&#039;,loc_integer02)
  call DestroyEffect(AddSpecialEffectTarget(&quot;Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl&quot;,loc_unit02,&quot;chest&quot;))
  call SaveUnitHandle(hashtable001,(loc_integer01),(2),(loc_unit01))
  call SaveUnitHandle(hashtable001,(loc_integer01),(17),(loc_unit02))
  call SaveInteger(hashtable001,(loc_integer01),(5),(loc_integer02))
  call SaveReal(hashtable001,(loc_integer01),(23),((GetUnitX(loc_unit02))*1.0))
  call SaveReal(hashtable001,(loc_integer01),(24),((GetUnitY(loc_unit02))*1.0))
  call SaveInteger(hashtable001,(loc_integer01),(25),(0))
  call TriggerRegisterTimerEvent(loc_trigger01,0.25,true)
  call TriggerAddCondition(loc_trigger01,Condition(function Func2179))
  call Func0099(loc_unit01,loc_unit02,3,50+100*loc_integer02)
  set loc_unit01=null
  set loc_unit02=null
  set loc_trigger01=null
endfunction
function Func2181 takes nothing returns boolean
  if GetSpellAbilityId()==&#039;A0LH&#039; and(GetUnitAbilityLevel((GetSpellTargetUnit()),&#039;B0BI&#039;)&gt;0)==false then
    call Func2180()
  endif
  return false
endfunction
function Func2182 takes nothing returns nothing
  local trigger loc_trigger01=CreateTrigger()
  call Func0153(loc_trigger01,EVENT_PLAYER_UNIT_SPELL_EFFECT)
  call TriggerAddCondition(loc_trigger01,Condition(function Func2181))
  set loc_trigger01=null
endfunction
 

Shaggi

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yeah ok we'll say you helped

but hashtable doesn't work in newgen so those set handle used by icefrog, at least in DotA 6.41 open object (he could have changed it since), are the only way to transfer locals through a timer
 

Laiev

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yeah ok we'll say you helped

but hashtable doesn't work in newgen so those set handle used by icefrog, at least in DotA 6.41 open object (he could have changed it since), are the only way to transfer locals through a timer

wrong, hashtable work on newgen in jass :p
 

kingkingyyk3

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but hashtable doesn't work in newgen so those set handle used by icefrog, at least in DotA 6.41 open object (he could have changed it since), are the only way to transfer locals through a timer
Please test it before saying so.
facepalm2kx3.jpg
 

Shaggi

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never worked for me, it says that it work but when I'm using the skill it doesn't work, so I made some tested and my hashtable stay empty all times
 

kingkingyyk3

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I also don't understand your point kingking.
He failed 2 times. Hence, I gave him doubly facepalm. ;)

never worked for me, it says that it work but when I'm using the skill it doesn't work, so I made some tested and my hashtable stay empty all times
Because you didn't use InitHashtable.

1222219525990.jpg.thumb.jpg

Triple facepalm for you.
thumbup.gif
 

Shaggi

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I also don't understand your point kingking.
He failed 2 times. Hence, I gave him doubly facepalm. ;)

never worked for me, it says that it work but when I'm using the skill it doesn't work, so I made some tested and my hashtable stay empty all times
Because you didn't use InitHashtable.

1222219525990.jpg.thumb.jpg

Triple facepalm for you.
thumbup.gif
you're on a forum to provide help but you're acting like this? you fail even more then I am so just all go to hell
 
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