This is pretty cool!
Anyway, I'm just wondering if there's an easy way to get a unit's buff instance? Or is it up to the user to store them in an array?
I've currently solved the problem, but I'm looking for something neater :P
// seek
mybuff instance;
function...
Sometimes it just doesn't work to disable "Reinventing the Craft", in that case you'll have to manually edit one of the wehack.<something> files inside your JNGP folder and delete some things related to "RoC".
If disabling it doesn't work, I'll add my edited version to this post - but right...
Aight, will check it out when the opportunity reveals itself to me!
Btw, pretty neat way of discovering out-of-range events you have there :thup:, abusing the "smart" order :D
It's a shame such a useful system as this gets half-ignored, though.
Anyway, have some rep!
Pretty solid system!
I've encountered a bug, though :P
I'm using version 2.2
The following function doesn't return the player unit's aggro, it actually returns 0.0 no matter how I use it.
public function GetThreatUnitAmount takes unit npc, unit pu returns real
if GetUnitTypeId(npc)...
I'm not 100% sure of what you mean with "clip still shootable", are you saying that:
a - the system malfunction and the user may attack, discardig how many bullets he got?
b - that you shouldn't be able to target some things when out of ammo?
c - that it malfunctions and doesn't reduce the...
Care to read the script? :P
As for the player-color thing; that's not the purpose of this script. This doesn't care about which player the string is going to be displayed to.
Current Version: 1.0
//===========================================================================
// COLORIZE [1.0]
//===========================================================================
//
// QUICK INFO:
//
// Importing : Paste this text into an empty, custom-text...
Have you checked that the trigger is named Storm? Because I'm using scopes, so it should be named 'Storm' only, without the ' that is.
But as Viikuna said, you'll need to but some BJDebugMsg("") in some places where the spell may bug.
Also using above code (the one you posted) will not...
Please specify what code you're using, or post your own :)
//========================================================================================
// Storm - sample code for Siefer...
Nah, you refer to the Stunned variable when a new stun is throwed at an already stunned unit. If the new stun is > than Stunned then switch. <-- This is the original WC3 stun management, stun durations never stack. Only a higher stun can replace another.
Else it's looking good, +rep!
Typecasting is basically about the time when Vexorian wanted vJass to be typecast safe, not sure if it's required anymore though.
The struct type can be seen as an integer.
struct myStruct
integer mass
endstruct
private function somefunc takes nothing returns nothing
local...
Notice that using TimerUtils will actually be faster if you stun more than 4 units simultaneously, or at least have 4+ structs allocated. I also like that you use methods instead of crappy functions, but maybe you should provide some external functions for the user.
Also delete one of those...
You mean this?
call SetUnitState(caster, GetUnitState(caster, UNIT_STATE_MAX_LIFE)-(0.05*GetUnitState(target, UNIT_STATE_MAX_LIFE))
// this is pretty strange; the caster will be healed pretty much if not:
// 1: the caster has nearly full health;
// 2: the...