I have admittedly not messed with this stuff in a very long time. I know that most of my code is from before the patch that added hashtables and broke all my stuff. So I have started on something new and as far as I know it should work. Jass NG saves fine but the game drops me to the opening...
I've recently decided to pick this up again and started with something I made a while ago. But things have changed and I've forgotten most of what I knew. So this Trigger was supposed to be a simple spell but It doesn't work and I need some help.
This is what I'm working with now, its a...
I've set up a trigger to determine when all of the units in an enemy wave die but so far the mentioned function is giving me grief. This is the problem function. The first section works, up until the comments. If I comment out the if statement regarding IsUnitGroupDeadBJ(mobs2) then whats...
I searched for a bit but didn't see one. So I made one. My question is there a more efficient way to set it up. Currently there's an if/then for every spell that can be learned, and then a short block for actually adding the spells.
This is what I'm working with now.
I'm nesting the...
I've seen textmacros used before to create abilities via the object editor. I'm not sure how to do it thought, and my question is twofold. One how to do it, and two can this be done at any time other than map initialization? If I could create or alter a spell's duration mid trigger that would...
Could someone tell me what's wrong with this struct? It allway's fails right after the debugmsg marked 1. By fails I mean hangs and does nothing even though there are no waits in it. Even with the set's commented out and already having a value nothing happens.
private keyword lights...
This is a half advice half help request thread. I recently made a simple charge spell. It works, but its not really the best. Omitting things that I know to fix, like the animation or lack of one, I don't think I've coded it the best. Could someone take a look at it and let me know what you...
I'm creating a multi leveled spell based on a spell book. Every spell in the spellbook is leveled accordingly. I don't believe it is possible to place a multi leveled spell in a spellbook so every level is a different spell. Problem is detecting and using the spells using triggers. As each...
Recently when I've tested a custom map I've noticed something, a visual glitch that looks like a silver arrow order marker, like when you right click somewhere, appearing at the exact center of the map upon initialization. Has anyone else seen this before?
I've made a custom starfall spell. Damage area over time with some extra effects. I've got the spell working for the most part, except for one grantedly large issue. It targets friendlies. The way I've set the spell up I'm not sure how to filter out friendly units. Here's the code.
It...
I'm very new to structs, so my issue may just be one of a basic error on my part.
scope Meld initializer Init
globals
private integer SpellID = 'A0AU' //Spells Rawcode
private integer AbilID = 'A0AV' //Ability Rawcode
private constant string SFX =...
This is something I just noticed. I based triggered cast spell off carrion swarm and no matter what I did the dummy would not cast the spell. After replacing the spell with a shockwave based spell that had the same values the trigger, with nothing changed but the spell to be cast and the...
I'm working on a chain spell and while I've got most of the spell to work, or at least not give errors, the secondary function used to select the next target is acting weird.
Here's the code.
While the built in syntax checker has a field day the VJASS Phraser only has an issue with the...
I've got a spell that needs to detect after its finished casting. Except the data I need includes the target of the ability cast, not something included in the EVENT_PLAYER_UNIT_SPELL_FINISH. Right now I think that using structs would be the fastest way of getting this data from a trigger the...
I've got a trigger designed to add damage to an arrow ability. I can't see a problem with it and the phraser has no issues with it, but in testing the move does nothing and I'm not sure whats wrong. Could someone please let me know if they see anything that doesn't work?
function OoD_Detect...
As the tittle sugests I'm having a problem with a wait for condition action. The condition is that the distance between a dummy unit (with its own variable) and the target unit is less than or equal to 100 checking every .27 seconds. As the distance formula is only for distance between points...
I've got a trigger that wants to cast a spell on all nearby units. I've set the caster function up but the syntax checker says the actions function is expecting a return, except I don't see any actions that give a return.
function Ghostwalk_Slam_Conditions takes nothing returns boolean...
As you might imagine I'm having just a small problem with the editor. I'm just getting in to JASS and I've copied a trigger that I'd like to understand better. Problem is it uses Vexorian's caster system. So when I attempt to do anything in World Edit I get swamped with errors as it doesn't...
My problem is that I'm using a spellbook to give a unit a multi-tired passive ability. When the hero learns the place holder move the spellbook ability is given to the hero and then the player is disallowed to see it but the aura still works. My trigger levels up the spellbook when new levels...