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  1. #406
    valkemiere's Avatar
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    centang bagian fixed ny, dibagian player properties?

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  3. #407
    fire_god's Avatar
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    udah, gw juga udah bandingin ma dota template yang waktu itu dikasih, semuanya dah sama... makanya gw bingung kok gak sama nih bagian yang ini... -_-

  4. #408
    l0git3c's Avatar
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    cb kasih print screennya

  5. #409
    fire_god's Avatar
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    di tunggu ya, skalian nanya kk kalo SS di luar game pake program apa?

  6. #410
    l0git3c's Avatar
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    1. teken tombol print screen
    2. buka paint
    3. tekan ctrl+v
    4. save jadi .jpg file
    5. upload di photobucket/imageshack,dll
    6. post disini gambarnya

  7. #411
    l0git3c's Avatar
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    ummm
    Code:
    Detect Damage
        Events
            Unit - A unit enters (Playable map area)
        Conditions
        Actions
            Trigger - Add to Muscle Attack Auto Cast <gen> the event (Unit - (Triggering unit) Takes damage)
    Code:
    Muscle Attack Auto Cast
        Events
        Conditions
            MuscleAttackAutoCast[(Player number of (Owner of (Damage source)))] Equal to True
        Actions
            Set MuscleAttackDamageReal[(Player number of (Owner of (Damage source)))] = ((0.40 + (0.10 x (Real((Level of General Muscle Attack  for (Damage source)))))) x (Real((Strength of (Damage source) (Include bonuses)))))
            Set MuscleAttackDamageInteger[(Player number of (Owner of (Damage source)))] = (Integer(MuscleAttackDamageReal[(Player number of (Owner of (Damage source)))]))
            Unit - Cause (Damage source) to damage (Triggering unit), dealing ((0.40 + (0.10 x (Real((Level of General Muscle Attack  for (Damage source)))))) x (Real((Strength of (Damage source) (Include bonuses))))) damage of attack type Hero and damage type Normal
            Floating Text - Create floating text that reads (|c00ff0303 + ((String(MuscleAttackDamageInteger[(Player number of (Owner of (Damage source)))])) + |r)) above (Triggering unit) 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 (Damage source))))
            Floating Text - Show (Last created floating text) for (Player group((Owner of (Damage source))))
    pas gw coba set Auto Cast ability Muscle Attacknya, Warcraft IIInya crash -_-"a
    kira2 kenapa yah....

  8. #412
    LaMBhE's Avatar
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    Code:
    Muscle Attack Auto Cast
        Events
        Conditions
            MuscleAttackAutoCast[(Player number of (Owner of (Damage source)))] Equal to True
        Actions
            Set MuscleAttackDamageReal[(Player number of (Owner of (Damage source)))] = ((0.40 + (0.10 x (Real((Level of General Muscle Attack  for (Damage source)))))) x (Real((Strength of (Damage source) (Include bonuses)))))
            Set MuscleAttackDamageInteger[(Player number of (Owner of (Damage source)))] = (Integer(MuscleAttackDamageReal[(Player number of (Owner of (Damage source)))]))
            Unit - Cause (Damage source) to damage (Triggering unit), dealing ((0.40 + (0.10 x (Real((Level of General Muscle Attack  for (Damage source)))))) x (Real((Strength of (Damage source) (Include bonuses))))) damage of attack type Hero and damage type Normal
            Floating Text - Create floating text that reads (|c00ff0303 + ((String(MuscleAttackDamageInteger[(Player number of (Owner of (Damage source)))])) + |r)) above (Triggering unit) 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 (Damage source))))
            Floating Text - Show (Last created floating text) for (Player group((Owner of (Damage source))))
    itu masalahnya, triger event takes damage, disuruh damage lagi, kan jadinya muter2 trus crash.

    harusnya di baris awal kasi turn off this trigger trus di baris akhir di turn on lagi.


    (event takes damage u leak berat loh...)
    Mau buat hero??
    TwinkleCraft - Grand Schism
    The New Division of AoS and Hero Craftings
    http://twinklecraft.6.forumer.com

  9. #413
    l0git3c's Avatar
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    oh iyah, dah bs

    btw, ttp leak ya walo dah dikasi trigger on en off?

  10. #414
    LaMBhE's Avatar
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    leaknya di triger detect damage, harusny pake jass yang bisa pake local triger
    ni gw ambil dari garapan orang lain,

    masukin ini di custom script section, buat handle:
    Code:
    // ===========================
    function H2I takes handle h returns integer
        return h
        return 0
    endfunction
    
    // ===========================
    function LocalVars takes nothing returns gamecache
        return udg_LocalVars
    endfunction
    
    function SetHandleHandle takes handle subject, string name, handle value returns nothing
        if value==null then
            call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name)
        else
            call StoreInteger(LocalVars(), I2S(H2I(subject)), name, H2I(value))
        endif
    endfunction
    
    function SetHandleInt takes handle subject, string name, integer value returns nothing
        if value==0 then
            call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name)
        else
            call StoreInteger(LocalVars(), I2S(H2I(subject)), name, value)
        endif
    endfunction
    
    function SetHandleBoolean takes handle subject, string name, boolean value returns nothing
        if value==false then
            call FlushStoredBoolean(LocalVars(),I2S(H2I(subject)),name)
        else
            call StoreBoolean(LocalVars(), I2S(H2I(subject)), name, value)
        endif
    endfunction
    
    function SetHandleReal takes handle subject, string name, real value returns nothing
        if value==0 then
            call FlushStoredReal(LocalVars(), I2S(H2I(subject)), name)
        else
            call StoreReal(LocalVars(), I2S(H2I(subject)), name, value)
        endif
    endfunction
    
    function SetHandleString takes handle subject, string name, string value returns nothing
        if value==null then
            call FlushStoredString(LocalVars(), I2S(H2I(subject)), name)
        else
            call StoreString(LocalVars(), I2S(H2I(subject)), name, value)
        endif
    endfunction
    
    function GetHandleHandle takes handle subject, string name returns handle
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    function GetHandleInt takes handle subject, string name returns integer
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
    endfunction
    function GetHandleBoolean takes handle subject, string name returns boolean
        return GetStoredBoolean(LocalVars(), I2S(H2I(subject)), name)
    endfunction
    function GetHandleReal takes handle subject, string name returns real
        return GetStoredReal(LocalVars(), I2S(H2I(subject)), name)
    endfunction
    function GetHandleString takes handle subject, string name returns string
        return GetStoredString(LocalVars(), I2S(H2I(subject)), name)
    endfunction
    
    function GetHandleUnit takes handle subject, string name returns unit
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    function GetHandleTimer takes handle subject, string name returns timer
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    function GetHandleTrigger takes handle subject, string name returns trigger
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    function GetHandleEffect takes handle subject, string name returns effect
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    function GetHandleGroup takes handle subject, string name returns group
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    function GetHandleLightning takes handle subject, string name returns lightning
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    function GetHandleWidget takes handle subject, string name returns widget
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    function GetHandleTriggerAction takes handle subject, string name returns triggeraction
        return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
        return null
    endfunction
    
    function FlushHandleLocals takes handle subject returns nothing
        call FlushStoredMission(LocalVars(), I2S(H2I(subject)) )
    endfunction
    
    // ===========================
    buat udg_LocalVars, game cache
    trus buat triger ni,
    Code:
    Map Initialization
        Events
            Map initialization
        Conditions
        Actions
            Custom script:   call FlushGameCache( InitGameCache( "localvars.w3v" ) )
            Custom script:   set udg_LocalVars = InitGameCache( "localvars.w3v" )
    Trus ni trigernya takes damage:
    Code:
    function AnyUnitTakesDamage takes nothing returns nothing
        call ConditionalTriggerExecute( gg_trg_Damage_Register )
    endfunction
    
    // part 1
    function AddDamageTriggers takes nothing returns nothing
        local trigger takedamage = CreateTrigger()
        call TriggerRegisterUnitEvent(takedamage,GetTriggerUnit(),EVENT_UNIT_DAMAGED)
        call SetHandleHandle(takedamage,"action",TriggerAddAction(takedamage,function AnyUnitTakesDamage))
        call SetHandleHandle(GetTriggerUnit(),"TakeDamageTrigger",takedamage)
    endfunction
    
    // part 2
    function RemoveDamageTriggers takes nothing returns nothing
        local trigger me = GetHandleTrigger(GetTriggerUnit(),"TakeDamageTrigger")
        // delete action and trigger
        call TriggerRemoveAction(me,GetHandleTriggerAction(me,"action"))
        call DestroyTrigger(me)
        call FlushHandleLocals(me)
        set me = null
    endfunction
    
    // part 3
    function InitTrig_Detect_Damage_Events takes nothing returns nothing
        local trigger entermap = CreateTrigger()
        local group startingunits = CreateGroup()
        local unit u
        local trigger takedamage
        local trigger upondeath = CreateTrigger()
        call GroupEnumUnitsInRect(startingunits,bj_mapInitialPlayableArea,null)
        loop
            set u = FirstOfGroup(startingunits)
            exitwhen u == null
            set takedamage = CreateTrigger()
            call TriggerRegisterUnitEvent(takedamage,u,EVENT_UNIT_DAMAGED)
            call SetHandleHandle(takedamage,"action",TriggerAddAction(takedamage,function AnyUnitTakesDamage))
            call SetHandleHandle(u,"TakeDamageTrigger",takedamage)
            call GroupRemoveUnit(startingunits,u)
        endloop
        set takedamage = null
    
        // unit enters the map/revives
        call TriggerRegisterAnyUnitEventBJ(entermap ,EVENT_PLAYER_HERO_REVIVE_FINISH)
        call TriggerRegisterEnterRectSimple(entermap, bj_mapInitialPlayableArea)
        call TriggerAddAction(entermap,function AddDamageTriggers)
    
        // unit dies
        call TriggerRegisterAnyUnitEventBJ(upondeath,EVENT_PLAYER_UNIT_DEATH)
        call TriggerAddAction(upondeath,function RemoveDamageTriggers)
    endfunction
    (jangan lupa, run on map initialization di centang)

    buat triger gg_trg_Damage_Register:
    Code:
    Damage Register
        Events
        Conditions
        Actions
                Trigger - Run Triger Kamu <gen> (checking conditions)
                Trigger - Run Triger lain <gen> (checking conditions)
    Triger yang di run bisa pake event - damage source dan triggering unit, sama kayak triger detect damage u tapi gak ngeleak

    Code:
    Detect Damage
        Events
            Unit - A unit enters (Playable map area)
        Conditions
        Actions
            Trigger - Add to Muscle Attack Auto Cast <gen> the event (Unit - (Triggering unit) Takes damage)
    u maen 3 jam pake triger ni, kompi gak gerak
    Mau buat hero??
    TwinkleCraft - Grand Schism
    The New Division of AoS and Hero Craftings
    http://twinklecraft.6.forumer.com

  11. #415
    l0git3c's Avatar
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    thx banget bro, tak coba dl dah

  12. #416
    l0git3c's Avatar
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    Quote Originally Posted by LaMBhE View Post
    buat udg_LocalVars, game cache
    trus buat triger ni,
    Code:
    Map Initialization
        Events
            Map initialization
        Conditions
        Actions
            Custom script:   call FlushGameCache( InitGameCache( "localvars.w3v" ) )
            Custom script:   set udg_LocalVars = InitGameCache( "localvars.w3v" )
    btw, buat variable LocalVars? ato "udg_LocalVars" ?

    en mbhe, td coba copas yg trigger takes damage, kok error yah

    Last edited by l0git3c; 21-09-08 at 11:44.

  13. #417
    LaMBhE's Avatar
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    lupa gw >_<
    nama triger itu harus Detect Damage Events
    kalo mo diganti, harus ganti nama fungsi InitTriger juga,

    trus namanya, gak pake udg, maksudnya gw tu buat variabel global
    Mau buat hero??
    TwinkleCraft - Grand Schism
    The New Division of AoS and Hero Craftings
    http://twinklecraft.6.forumer.com

  14. #418
    l0git3c's Avatar
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    mbhe, pas gw coba, kok malah crash yah @_@

  15. #419
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    gak jadi kk, udah bener lagi... hehehe

  16. #420
    LaMBhE's Avatar
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    crash dimananya?
    gw ok2 aj tu...
    mungkin trigger u kali, cba gak pake trigger dulu, cuman di run
    Mau buat hero??
    TwinkleCraft - Grand Schism
    The New Division of AoS and Hero Craftings
    http://twinklecraft.6.forumer.com

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