hell_knight
Playing WoW
- Reaction score
- 126
Ooh GUI Locals can ya teach?Fake locals?
Dont you mean 'local global'?
eg: local unit udg_caster = GetTriggerUnit()
Ooh GUI Locals can ya teach?Fake locals?
Dont you mean 'local global'?
eg: local unit udg_caster = GetTriggerUnit()
Ooh GUI Locals can ya teach?
Typing is faster than clicking. Believe me, I tested xD. I made up a trigger in Jass, then in GUI. I finished the Jass one faster. And it was cleaner, and less laggier.How is writing jass any faster then clicking..... anyhow please check the spells.
Maybe MUI Spells instead of SUI (Single-Unit Instanceable)? Or MPI (Multi-Player Instanceable)?24 Hour Daily Bump Need Comments!!
At least MPI then?I cannot do JASS, and it drives me in loops and loops and loops and loops and loops and loops and loops and loops X 9999
MPI = Multi-Player InstanceableWhats MPI >>>
Nevermind so how do I do MPI??
The spells are meant to be public, so yesCan i use 5 edges and Bladestorm Nova?
Example you have a unit that slide, to make in MPI, it's simple as heaven to use arrays : (I wrote it, took me 25 min)Can you re explain array stuff or show me an example cause thats how I learn best![]()
Magic Leet Detect
Events
Unit - Generic unit starts the effect of an ability
Conditions
(Ability being cast) Equal to Magic Leet!
Actions
Set CasterUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
Set TargetUnit[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
Wait 5.00 seconds of game-time
Unit - Turn off collision of CasterUnit[(Player number of (Owner of (Triggering unit)))]
Unit - Move instantly CasterUnit[(Player number of (Owner of (Triggering unit)))] at (Position of TargetUnit[(Player number of (Owner of (Triggering unit)))])
Unit - Turn on collision of CasterUnit[(Player number of (Owner of (Triggering unit)))]
Unit - Move instantly TargetUnit[(Player number of (Owner of (Triggering unit)))] at (Random point in (Entire map))
Magic Leet Detect
Events
Unit - Generic unit starts the effect of an ability
Conditions
(Ability being cast) Equal to Magic Leet!
Actions
Set CasterUnit = (Triggering unit)
Set TargetUnit = (Target unit of ability being cast)
Wait 5.00 seconds of game-time
Unit - Turn off collision of CasterUnit
Unit - Move instantly CasterUnit at (Position of TargetUnit)
Unit - Turn on collision of CasterUnit
Unit - Move instantly TargetUnit at (Random point in (Entire map))
Stats Up Code
Events
Unit - Generic unit starts the effect of an ability
Conditions
(Ability being cast) Equal to Stats Up!
[B]//The ability saves the current stats (str, agi, int), divide it after 5 seconds, and gives it the double of all after 30 seconds[/B]
Actions
Set CurrentStats[((Player number of (Owner of (Triggering unit))*3) - 2)] = (Current of strength of (Triggering unit), exclude bonuses)
[B]//Saves the Strength, can be saved at slots (player) : 1 (1), 4 (2), 7 (3), 10 (4), 13 (5), 16 (6), 19 (7), 22 (8), 25 (9), 28 (10), 31 (11), 34 (12), 37 (13), 40 (14), 43 (15), 46 (16)[/B]
Set CurrentStats[((Player number of (Owner of (Triggering unit))*3) - 1)] = (Current of agility of (Triggering unit), exclude bonuses)
[B]//Saves the Agility, can be saved at slots (player) : 2 (1), 5 (2), 8 (3), 11 (4), 14 (5), 17 (6), 20 (7), 23 (8), 26 (9), 29 (10), 32 (11), 35 (12), 38 (13), 41 (14), 44 (15), 47 (16)[/B]
Set CurrentStats[(Player number of (Owner of (Triggering unit))*3)] = (Current of intelligence of (Triggering unit), exclude bonuses)
[B]//Saves the Intelligence, can be saved at slots (player) : 3 (1), 6 (2), 9 (3), 12 (4), 15 (5), 18 (6), 21 (7), 24 (8), 27 (9), 30 (10), 33 (11), 36 (12), 39 (13), 42 (14), 45 (15), 48 (16)[/B]
Wait 5.00 seconds of game-time
Hero - Set (Triggering unit)'s Strength to CurrentStats([((Player number of (Owner of (Triggering unit))*3) - 2)] / 2)
[B]//Retreive Strength[/B]
Hero - Set (Triggering unit)'s Agility to CurrentStats([((Player number of (Owner of (Triggering unit))*3) - 1)] / 2)
[B]//Retreive Agility[/B]
Hero - Set (Triggering unit)'s Intelligence to CurrentStats([(Player number of (Owner of (Triggering unit))*3)] / 2)
[B]//Retreive Intelligence[/B]
Wait 25.00 seconds of game-time
Hero - Set (Triggering unit)'s Strength to CurrentStats([((Player number of (Owner of (Triggering unit))*3) - 2)] x 2)
[B]//Add Strength[/B]
Hero - Set (Triggering unit)'s Agility to CurrentStats([((Player number of (Owner of (Triggering unit))*3) - 1)] x 2)
[B]//Add Agility[/B]
Hero - Set (Triggering unit)'s Intelligence to CurrentStats([(Player number of (Owner of (Triggering unit))*3)] x 2)
[B]//Add Intelligence[/B]
3d can be called 2d if you want. It is simply we give a 3st dimentional type to the variable, like a matrix :Ahh now I get it maybe in some of my future spells it will feature MPI, I get everything, but 3d arrays look a bit confusing.
--------------------> 2d
| 1 2 3 4 5 6 7
| 8 9 10 11 12 13 14
| 15 16 17 18 19 20 21
| 22 23 24 25 26 27 28
...
3d
--------------------> 2d
1 2 3 4 5 6 7 8 9 10 11 12 13...
-> 1d
1
Selection - Select fecaster for (Owner of fecaster)