Basically, to sum it up, the return part makes the function return a value - be it integer, boolean, real, whatever. The value can be accessed later if you saved it in a variable (as the examples above show).
Very useful but please do not use photobucket for image uploading. As you can see one picture was already removed (bellow Division Marker - "/") so it's better to be tinypic.com or something else. Good job on the tutorial.
Yep, a system is needed to increase the carried items, since there is no other way to add more than six inventory slots. Basically you would do a "trick" to extend it.
local string array c
set c[1] = "|CFF0303"
// etc.
local integer i = GetConvertedPlayerId(whichPlayer)
That's not even possible... How can you set variables and declare locals right after?
You are back? Dude I missed you (you still remember me, don't you? xD)...
I suggest you forget all these handle variables and learn vJASS - you can find everything in the Tutorial Repository. It's an extension of JASS so you may find a lot of useful things when using it...
Can someone post another simple example of operator usage? I'm trying to understand them too and with what purpose they're used. It seems like custom arrays but can be with different array values. :/
At first I thought it was some item indexing/attaching system that would help me create manipulation with items. Why not make such one in addition? This could help in making of item mute or stuff like that.
Seems good, I like the MP idea, thought it would be alot harder for you to manipulate mana instead of health. Extra work would be needed on shields or mana bars or stuff like that. I also like the presentation on this topic but where is the map?
Nobody has clear answer? Judging by a test, they reduce fps by the same value, thought TerrainDeform is slightly better (2-3 fps higher). I would want to ask someone to do such a test in a bigger map if possible, please... :rolleyes:
Ah, I'm not asking MUI-shmui, I'm asking which would reduce less fps. ^^
EDIT:
Consider the example like Epicenter from DotA (if someone has seen it...)
From these two examples which one would reduce fps less than the other? Which would be with better performance or will they be the same?
- Terrain deformation through multiple thunder clap/war stomp periodically
- Terrain deformation through TerrainDeformCrater again periodically
Two handles can be attached to 1 instance? I think StructB should be used for the second timer, and StructC for the other trigger. And you never cleared your StructA anywhere (or I just can't see it).
Well, it is random... Though it uses only a few tilesets at each game start. It doesn't offer full randomization (like first game snow, second fall, etc.) if that's what you wanted so you have to trigger it yourself.