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  1. #331
    DoOs_101's Avatar
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    globals
    trigger gg_trg_Untitled_Trigger_001
    integer udg_count
    endglobals

    function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
    local unit a = GetTriggerUnit()
    if(udg_count==3) then
    set udg_count = 0
    call DestroyEffect(AddSpecialEffect("Abilities\\Spells\ \Human\\ThunderClap\\ThunderClapCaster.mdl",GetUni tX(a),GetUnitY(a)))
    call UnitDamageTarget( GetEventDamageSource(), a, 150,true,true,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMA L,WEAPON_TYPE_WHOKNOWS)
    else
    set udg_count = udg_count + 1
    endif
    set a = null
    endfunction

    //================================================== =========================
    function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
    set gg_trg_Untitled_Trigger_001 = CreateTrigger( )
    call TriggerRegisterUnitEvent( gg_trg_Untitled_Trigger_001, EVENT_UNIT_DAMAGED )
    call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions )
    endfunction
    ......
    Quotes of the week:
    "He vanishes only to return as a tyrant."


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  3. #332
    BuaYa JingkRaK's Avatar
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    btw gw dah dapet solving problemnya...
    soalnya masalahnya bukan cuman damage stack tapi juga preemptive strike.
    caranya beda sih. Dah kelar tapi.

    Tapi thanks de...

  4. #333
    makanenak's Avatar
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    globals
    trigger gg_trg_Untitled_Trigger_001
    integer udg_count
    endglobals

    function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
    local unit a = GetTriggerUnit()
    if(udg_count==3) then
    set udg_count = 0
    call DestroyEffect(AddSpecialEffect("Abilities\\Spells\ \Human\\ThunderClap\\ThunderClapCaster.mdl",GetUni tX(a),GetUnitY(a)))
    call UnitDamageTarget( GetEventDamageSource(), a, 150,true,true,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMA L,WEAPON_TYPE_WHOKNOWS)
    else
    set udg_count = udg_count + 1
    endif
    set a = null
    endfunction

    //================================================== =========================
    function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
    set gg_trg_Untitled_Trigger_001 = CreateTrigger( )
    call TriggerRegisterUnitEvent( gg_trg_Untitled_Trigger_001, EVENT_UNIT_DAMAGED )
    call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions )
    endfunction
    Apa yg salahnya ya? Every damaged 3 times nge clap.

    ==================================

    Aku mau nanya nih, tmnku kan mau bikin spell yg bikin ms > 522. btw klo -ms max bisa diset di constant gameplay? Klo bisa sih ceritanya jadi gampang.

    Tmn-ku itu pake move instantly, tapi sayangnya gak bisa pake animation walk karena pas move truz animation play truz move pasti animation mulai dari awal lg. jd gmn ya?

  5. #334
    BuaYa JingkRaK's Avatar
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    Quote Originally Posted by makanenak View Post
    Apa yg salahnya ya? Every damaged 3 times nge clap.

    ==================================

    Aku mau nanya nih, tmnku kan mau bikin spell yg bikin ms > 522. btw klo -ms max bisa diset di constant gameplay? Klo bisa sih ceritanya jadi gampang.

    Tmn-ku itu pake move instantly, tapi sayangnya gak bisa pake animation walk karena pas move truz animation play truz move pasti animation mulai dari awal lg. jd gmn ya?

    trigger yg dikasi doos itu error di event nya...

    max speed di warcraft hanya 522. Walopun game constant di ganti max speed >522.

  6. #335
    l0git3c's Avatar
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    eh numpang nanya

    gw punya trigger contoh ini

    Code:
    PS
        Events
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Warrior Power Slash 
        Actions
            Set PowerSlashDamage = (7 x (Strength of (Triggering unit) (Include bonuses)))
            Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (7.00 x (Real((Strength of (Triggering unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
            Floating Text - Create floating text that reads (|c00ff0303 + ((String(PowerSlashDamage)) + |r)) above (Target unit of ability being cast) with Z offset 0.00, using font size 9.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
            Floating Text - Set the velocity of (Last created floating text) to 30.00 towards 90.00 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
            Floating Text - Change the fading age of (Last created floating text) to 1.75 seconds
            Floating Text - Hide (Last created floating text) for (All players matching ((Matching player) Not equal to (Owner of (Triggering unit))))
            Floating Text - Show (Last created floating text) for (Player group((Owner of (Triggering unit))))
    MUI ga sih?

  7. #336
    rizzuh's Avatar
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    MUI

    potential bug tapi ( last created )

  8. #337
    l0git3c's Avatar
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    Fyuh......ternyata MUI, hehe tq2

  9. #338
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    argh, gw mo bikin ni spell, dalam bayangan, gw kirain gampang, ternyata rada ribed ><

    Dynamic Absorb
    Passive Aura
    Setiap ada musuh yg casting suatu ability, mananya di sedot sebesar [[10*Dynamic Absorb Level]+Intelligence].

    @_@_@_@_@_@


    nambah pertanyaan deh, cara buat tooltip yg panjang gmn ya? gw dah buat tooltip panjang buat kasih informasi lebih banyak waktu milih hero, eh kok kepotong yah, jadi ada yg kagak keliatan tulisannya --

    btw, ko jd tmbh sepi ya sub forum ini :/
    Last edited by l0git3c; 24-08-08 at 05:08.

  10. #339
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    Dynamic Absorb :

    gw gak bisa ngasi codenya tapi bukannya logikanya :

    E : Unit Casts Ability
    C : Casting Unit has buff (Dynamic Absorb) = true

    A : (Yah... set mana musuhnya dengan rumus itu)

    ------ Tau dah gw dah lama banget ga make WE gara - gara kompi VGAnya jebol ----

    Tooltip kepotong ? Gw perasaan ngga deh... bahkan gw bikin panjang banget ampe dari atas banget ampe bawah. Tapi cara ini bisa gak yach? Lom gw coba sih.

    1.Bongkar war3map.wts / war3map.j pake MPQ Editor
    2.Buka pake Notepad++ atau UltraEdit atau sejenisnya.
    3.Edit disitu dan save
    4.Inject kembali dengan Injector. (Injector gw dapet dari Dota AI Injector)

  11. #340
    l0git3c's Avatar
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    @section
    wah bukan kek gitu, jadi misalnya kita ada jurus Dynamic Absorb, nah kalo ada musuh yg ngecast suatu ability, mana musuh itu bs kita ambil/absorb.

    tooltip kepotong gw. Keknya emg ada batesan make |n

  12. #341
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    Hah? Otomatis kan? ketika si musuh make ability dengan kondisi aura Dynamic Absorb, mana si musuh ke isep. Itu tinggal kurangi mana musuh dengan rumus tersebut dan tambahin mana hero kita dengan rumus itu.

    Kalo ga otomatis misalnya ketika si musuh ngecast, ability Dynamic Absorb kita jadi on dan bisa dipake buat nyerang tu musuh? Walah... gw malah jadi pusing...

    Mang kalau ngetik tooltip pake |n ya buat enter? Biasanya sih aku pake Shift + Enter. Apa fungsinya sama aja?

  13. #342
    l0git3c's Avatar
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    masalahnya mana yg di absorb based dari Intelligencenya yg punya Dynamic Absorbnya. bingung dah gw, kalo bs ks trigger ke gw kalo berhasil @_@ (sekalian gw belajar :P )

    Shift+Enter? wew, baru tau gw. Gw biasa pake |n

  14. #343
    rizzuh's Avatar
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    em kynya lu bingung gimana ngitung intelligence hero yang punya auranya y ?

    perlu minimal gamecache


    berhubung gw lagi cengo dan jarang nge mapping

    Spoiler untuk script :
    yang diperlukan :
    1. variable global bernama data_cache dengan tipe gamecache
    2. trigger untuk inisiasi gamecache dengan nama Cache isi dari trigger sbb

    function Trig_Cache_Actions takes nothing returns nothing
    call FlushGameCache(InitGameCache("arcache"))
    set udg_data_cache = InitGameCache("arcache")
    endfunction

    function InitTrig_Cache takes nothing returns nothing
    set gg_trg_Cache = CreateTrigger( )
    call TriggerAddAction( gg_trg_Cache, function Trig_Cache_Actions )
    endfunction

    3. Game Cache script pada custom script code isi adalah sbb

    // Typecasting Standar

    function H2I takes handle h returns integer
    return h
    return 0
    endfunction

    function H2S takes handle h returns string
    return I2S(H2I(h))
    endfunction

    // Flush Game Cache ================================================== ======================
    // Untuk membuang isi game cache
    // Termasuk Fungsi Destroy
    //
    // ================================================== =======================================

    //fungsi umum
    function FlushMissionData takes string Dmission returns nothing
    call FlushStoredMission(udg_data_cache, Dmission)
    endfunction

    //untuk Lebih Spesifik

    //untuk Tipe Data Integer
    function FlushMissionInteger takes string Dmission, string Dkey returns nothing
    call FlushStoredInteger(udg_data_cache, Dmission, Dkey)
    endfunction

    //untuk Tipe Data Real
    function FlushMissionReal takes string Dmission, string Dkey returns nothing
    call FlushStoredReal(udg_data_cache, Dmission, Dkey)
    endfunction

    // Fungsi Caching [ Penyimpanan ] ================================================== =======
    // Menyimpan Handle
    // Menyimpan Integer
    // Menyimpan Real
    // ================================================== =======================================

    function StoreDataHandle takes string Dmission, string Dkey, handle Dhandle returns nothing
    // Menyimpan Data Handle, dipisahkan dari Integer agar mudah dibedakan
    call StoreInteger(udg_data_cache, Dmission, Dkey, H2I(Dhandle))
    endfunction

    function StoreDataInteger takes string Dmission, string Dkey, integer Dinteger returns nothing
    // Menyimpan Data Integer
    call StoreInteger( udg_data_cache, Dmission, Dkey, Dinteger )
    endfunction

    function StoreDataReal takes string Dmission, string Dkey, real Dreal returns nothing
    // Menyimpan Data Real
    call StoreReal( udg_data_cache, Dmission, Dkey, Dreal )
    endfunction

    // Caching function helper [ Unpacking ] ================================================== =
    // Mengambil data yang disimpan dalam Cache
    // Berbeda untuk setiap tipe
    //
    // ================================================== =======================================

    function GetStoredInt takes string Dmission, string Dkey returns integer
    return GetStoredInteger( udg_data_cache, Dmission, Dkey )
    endfunction

    function GetStoredReals takes string Dmission, string Dkey returns real
    return GetStoredReal ( udg_data_cache, Dmission, Dkey)
    endfunction

    function GetStoredUnit takes string Dmission,string Dkey returns unit
    return GetStoredInteger( udg_data_cache, Dmission, Dkey )
    return null
    endfunction

    function GetStoredGroup takes string Dmission, string Dkey returns group
    return GetStoredInteger(udg_data_cache, Dmission, Dkey)
    return null
    endfunction

    function GetStoredTimer takes string Dmission, string Dkey returns timer
    return GetStoredInteger ( udg_data_cache, Dmission, Dkey )
    return null
    endfunction

    function GetStoredLocation takes string Dmission, string Dkey returns location
    return GetStoredInteger(udg_data_cache, Dmission, Dkey)
    return null
    endfunction

    function GetStoredTrigAct takes string Dmission, string Dkey returns triggeraction
    return GetStoredInteger(udg_data_cache, Dmission, Dkey)
    return null
    endfunction

    4. terakhir adalah trigger ( gw lon nyoba jalan pa ga tar gw coba )

    //constant
    //cukup ganti constant sama skill kamu
    constant function ABL_AURA takes nothing returns integer // skill yang bisa bikin drain mana
    return 'AHbz' // ganti bagian ini dengan rawcode Skill dari aura tsb
    endfunction

    constant function BUF_AURA takes nothing returns integer // Buff aura yang bisa bikin drain mana
    return 'BNab' // ganti bagian ini dengan rawcode Buff dari aura tsb
    endfunction
    //end of constant

    function SwapActivated takes nothing returns boolean
    return UnitHasBuffBJ(GetTriggerUnit(), BUF_AURA()) == true
    endfunction

    function SwapSkill takes nothing returns boolean
    return GetLearnedSkill() == ABL_AURA()
    endfunction

    function ActivateSwap takes nothing returns nothing
    local string transfer = H2S(GetTriggeringTrigger())
    local unit drain = GetStoredUnit(transfer,"unitaura")
    local integer intelli = GetHeroInt(drain, true)
    local integer sklv = GetUnitAbilityLevel(drain, ABL_AURA())
    local integer Damount = (10*sklv) + intelli
    local unit drained = GetTriggerUnit()

    //amount for drained unit
    call SetUnitManaBJ( drained, ( GetUnitStateSwap(UNIT_STATE_MANA, GetTriggerUnit()) - Damount ) )
    //amount for draining unit
    call SetUnitManaBJ( drain, ( GetUnitStateSwap(UNIT_STATE_MANA, GetTriggerUnit()) + Damount ) )

    set drain = null
    set drained = null
    endfunction

    function SwapTrg takes nothing returns nothing
    local trigger t
    local string transfer = H2S(t)
    local unit aura = GetTriggerUnit()
    // Menyimpan unit untuk dipindahkan ke fungsi atas
    call StoreDataHandle(transfer,"unitaura",aura)
    //create trigger
    if GetUnitAbilityLevel(aura, ABL_AURA()) < 2 then
    set t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( t, Condition( function SwapActivated ) )
    call TriggerAddAction( t, function ActivateSwap )
    endif
    //end trigger

    set aura = null
    set t = null
    endfunction

    //================================================== =========================
    function InitTrig_SkillRegister takes nothing returns nothing
    set gg_trg_SkillRegister = CreateTrigger( )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_SkillRegister, EVENT_PLAYER_HERO_SKILL )
    call TriggerAddCondition( gg_trg_SkillRegister, Condition( function SwapSkill ) )
    call TriggerAddAction( gg_trg_SkillRegister, function SwapTrg )
    endfunction


    so far gw ga pake gamecache lagi ... ini artefak jaman gw dl
    gara2x ada newgen gw ga pake lagi
    takut u ga ada newgen
    Last edited by rizzuh; 28-08-08 at 01:58. Reason: updating

  15. #344
    l0git3c's Avatar
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    iy zzuh, bingung di intellnya.

    aih, gw JASSnya masih level nooby neh >.<, itu diatas keknya "gg" bener JASSnya @_@.

    itu bs langsung tinggal gw copy paste doang y? tinggal buat variable data_cache doang kan? terus cara ngatur besar mana yg ke absorb dimananya y?

    btw, tq dah nolongin

  16. #345
    rizzuh's Avatar
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    Prosedurnya dah gw tulis pake comment

    yang ada

    // nya

    ya tinggal copy paste

    buat bagian constant ganti yang kaya 'BNab' sama raw code skill / buff yang buat drain mana

    EDIT

    tadi gw nemu glitch di scriptnya dah gw ganti dan gw tambahin comment

    inti dari trigger ini

    ketika ada unit belajar Dynamic Absorb, maka akan dibuat trigger khusus buat unit tersebut ( MUI & MPI karena penggunaan local untuk trigger ) pada trigger akan dibuat trigger dimana apabila ada unit yang mengcast dan punya buff tertentu ( buff dynamic absorb ) maka akan di drain mana ke pemilik aura tersebut

    simple tp memang perlu implementasi dari gamechace or struct
    Last edited by rizzuh; 27-08-08 at 22:00. Reason: updating

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