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  1. #301
    l0git3c's Avatar
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    Time Lapse gw?

    Logikanya aj de

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  3. #302
    rizki86's Avatar
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    minta dibuatin trigger untuk ability seperti ini :

    aura dengan range 800
    meningkatkan attack speed ?%
    meningkatkan damage ?%

    ketika ada allied unit mati dan si unit tsb ada buff dari aura ini, maka akan memberikan bonus damage kepada unit yg punya ability selama 30 sec, dan damage tiap unit harus stack jadi misal nya >>

    3 unit mati dengan beda waktu unit1>2 detik<unit2>4 detik<unit3
    nah unit 1 kasi damage dan batas nya 30 sec, trus damage nya ningkat pas unit ke 2 mokad, dan damage ke 2 punya waktu sendiri, begitu pula yg ke tiga.

    batas stack nya 10.

    damage yang dikasih adalah 10% dari max hp unit yang mati, dan 5% dari max hp allied hero yg mati.
    Box Head isn't just Box, but He had a Head too

  4. #303
    LaMBhE's Avatar
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    Quote Originally Posted by l0git3c View Post
    Time Lapse gw?

    Logikanya aj de
    logikanya berat bro -_- klo dibuat asal2an map jadi ngelag berat

    @ rizki
    ability kaya gtu berat bgt, mungkin dibuat tapi berat, (klo JASS gak taw de)

    EDIT: Triger Time Lapse

    TLUnit= Variable bwt unit Weaver
    ada angka 30 tu soalnya time lapse mundur waktu 3 detik, jadi 30 tu waktu kemunduran dikali 10

    Code:
    Untitled Trigger 001
        Events
            Time - Every 0.10 seconds of game time
        Conditions
        Actions
            Set Looper = (Looper + 1)
            Set TLLife[Looper] = (Percentage life of TLUnit)
            Set TLMana[Looper] = (Percentage mana of TLUnit)
            Custom script: call RemoveLocation( udg_TLPoint[udg_Looper] )
            Set TLPoint[Looper] = (Position of TLUnit)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    Looper Greater than or equal to 100
                Then - Actions
                    Set Looper = 0
                Else - Actions
    Code:
    Untitled Trigger 002
        Events
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Time Lapse
        Actions 
            Wait 0.20 game-time seconds
            Set TempInteger = (Looper - 30)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    Looper Less than or equal to 30
                Then - Actions
                    Set TempInteger = (100 + TempInteger)
                Else - Actions
            Unit - Move (Triggering unit) instantly to TLPoint[TempInteger]
            Unit - Set life of (Triggering unit) to TLLife[TempInteger]%
            Unit - Set mana of (Triggering unit) to TLMana[TempInteger]%

    klo g mudeng ya udah -_-
    Last edited by LaMBhE; 12-03-08 at 14:32.
    Mau buat hero??
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  5. #304
    Tyr's Avatar
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    Btw time lapse juga meng-undo buff yang ada, jadi sebaiknya ada juga line yang mencatat & ngilangin buff
    At this moment all I feel is hate and rage ,
    My Hatred always lead my way ,
    My sorrow always become my strength ,
    And my Vengence always become my willpower


  6. #305
    LaMBhE's Avatar
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    ga kok, time lapse gak mengundo tapi cuman ngilangin semua buff
    Mau buat hero??
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    The New Division of AoS and Hero Craftings
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  7. #306
    l0git3c's Avatar
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    Quote Originally Posted by LaMBhE View Post
    logikanya berat bro -_- klo dibuat asal2an map jadi ngelag berat

    @ rizki
    ability kaya gtu berat bgt, mungkin dibuat tapi berat, (klo JASS gak taw de)

    EDIT: Triger Time Lapse

    TLUnit= Variable bwt unit Weaver
    ada angka 30 tu soalnya time lapse mundur waktu 3 detik, jadi 30 tu waktu kemunduran dikali 10

    Code:
    Untitled Trigger 001
        Events
            Time - Every 0.10 seconds of game time
        Conditions
        Actions
            Set Looper = (Looper + 1)
            Set TLLife[Looper] = (Percentage life of TLUnit)
            Set TLMana[Looper] = (Percentage mana of TLUnit)
            Custom script: call RemoveLocation( udg_TLPoint[udg_Looper] )
            Set TLPoint[Looper] = (Position of TLUnit)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    Looper Greater than or equal to 100
                Then - Actions
                    Set Looper = 0
                Else - Actions
    Code:
    Untitled Trigger 002
        Events
            Unit - A unit Starts the effect of an ability
        Conditions
            (Ability being cast) Equal to Time Lapse
        Actions 
            Wait 0.20 game-time seconds
            Set TempInteger = (Looper - 30)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    Looper Less than or equal to 30
                Then - Actions
                    Set TempInteger = (100 + TempInteger)
                Else - Actions
            Unit - Move (Triggering unit) instantly to TLPoint[TempInteger]
            Unit - Set life of (Triggering unit) to TLLife[TempInteger]%
            Unit - Set mana of (Triggering unit) to TLMana[TempInteger]%

    klo g mudeng ya udah -_-

    ngerti2

    tapi gw gak ngerti, ko kalo Loopernya dibwh 30, musti ditambahin?

  8. #307
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    btw logitec uda di fix bugnya yg hero respawn nyangkut" ga jelas -_- :?? uda duel arena brapa ?? XV ??

    maaf salah thread -_- tolong deletin yaw mod -_-

  9. #308
    LaMBhE's Avatar
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    Quote Originally Posted by l0git3c View Post
    ngerti2

    tapi gw gak ngerti, ko kalo Loopernya dibwh 30, musti ditambahin?
    itu biar variabel pointnya ga lebih dari 100, klo ga digituin lag bgt,

    yang diedit cman angka 30 aj, klo mundurnya 4 sekon ya ganti 40
    Mau buat hero??
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  10. #309
    SrZ]Xevirath's Avatar
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    -_-

    Sory yah... gw lagi UTS, UAN, dll @_@

  11. #310
    valkemiere's Avatar
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    gw mo request nih, gmn buat trigger kayak di dota -sp( swap player ) ^^

  12. #311
    LaMBhE's Avatar
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    -sp? shuffleplayer?
    Code:
    function Trig_GameMode_Shuffle_Conditions takes nothing returns boolean
    	if(udg_b_DTAX_select_game_mode_time_elapsed)then
    		return false
    	endif
    	return true
    endfunction
    
    function Trig_GameMode_Shuffle_Actions takes nothing returns nothing
    	local integer fFF=CountOfPlayersInForce(udg_f_DTAX_RedPlayers)
    	local integer fff=CountOfPlayersInForce(udg_f_DTAX_BluePlayers)
    	local integer j00=fFF+fff
    	local integer e88
    	local integer j11
    	local integer x
    	local integer y
    	local integer z
    	local player array j22
    	local player array j33
    	local integer w
    	local integer j44
    	local integer j55
    	local location jdd=GetRectCenter(gg_rct_SentinelHeroSpawn)
    	local location jDD=GetRectCenter(gg_rct_ScourgeHeroSpawn)
    	call DisableTrigger(gg_trg_GameMode_Shuffle)
    	call DisplayTimedTextToForce(bj_FORCE_ALL_PLAYERS,20.,udg_sA_DTAX_player_textcolor_prefixes[GetPlayerId(udg_p_DTAX_GLOBAL_Server)]+GetPlayerName(udg_p_DTAX_GLOBAL_Server)+"|r"+" has chosen Shuffle Players mode.  All the players will now be shuffled.")
    	call DisplayTimedTextToForce(bj_FORCE_ALL_PLAYERS,20.," ")
    	set j44=GetPlayerState(udg_pA_DTAX_RedPlayers[1],PLAYER_STATE_RESOURCE_GOLD)+GetPlayerState(udg_pA_DTAX_RedPlayers[2],PLAYER_STATE_RESOURCE_GOLD)+GetPlayerState(udg_pA_DTAX_RedPlayers[3],PLAYER_STATE_RESOURCE_GOLD)+GetPlayerState(udg_pA_DTAX_RedPlayers[4],PLAYER_STATE_RESOURCE_GOLD)+GetPlayerState(udg_pA_DTAX_RedPlayers[5],PLAYER_STATE_RESOURCE_GOLD)
    	set j55=GetPlayerState(udg_pA_DTAX_BluePlayers[1],PLAYER_STATE_RESOURCE_GOLD)+GetPlayerState(udg_pA_DTAX_BluePlayers[2],PLAYER_STATE_RESOURCE_GOLD)+GetPlayerState(udg_pA_DTAX_BluePlayers[3],PLAYER_STATE_RESOURCE_GOLD)+GetPlayerState(udg_pA_DTAX_BluePlayers[4],PLAYER_STATE_RESOURCE_GOLD)+GetPlayerState(udg_pA_DTAX_BluePlayers[5],PLAYER_STATE_RESOURCE_GOLD)
    	set j22[1]=null
    	set j22[2]=null
    	set j22[3]=null
    	set j22[4]=null
    	set j22[5]=null
    	set j22[6]=null
    	set j22[7]=null
    	set j22[8]=null
    	set j22[9]=null
    	set j22[10]=null
    	set z=1
    	set w=1
    	set e88=1
    	loop
    		exitwhen e88>5
    		if(IsPlayerUser(udg_pA_DTAX_RedPlayers[e88]))then
    			set j22[w]=udg_pA_DTAX_RedPlayers[e88]
    			set w=w+1
    		else
    			set j33[z]=udg_pA_DTAX_RedPlayers[e88]
    			set z=z+1
    		endif
    		set e88=e88+1
    	endloop
    	set e88=1
    	loop
    		exitwhen e88>5
    		if(IsPlayerUser(udg_pA_DTAX_BluePlayers[e88]))then
    			set j22[w]=udg_pA_DTAX_BluePlayers[e88]
    			set w=w+1
    		else
    			set j33[z]=udg_pA_DTAX_BluePlayers[e88]
    			set z=z+1
    		endif
    		set e88=e88+1
    	endloop
    	set udg_pA_DTAX_RedPlayers[1]=null
    	set udg_pA_DTAX_RedPlayers[2]=null
    	set udg_pA_DTAX_RedPlayers[3]=null
    	set udg_pA_DTAX_RedPlayers[4]=null
    	set udg_pA_DTAX_RedPlayers[5]=null
    	set udg_pA_DTAX_BluePlayers[1]=null
    	set udg_pA_DTAX_BluePlayers[2]=null
    	set udg_pA_DTAX_BluePlayers[3]=null
    	set udg_pA_DTAX_BluePlayers[4]=null
    	set udg_pA_DTAX_BluePlayers[5]=null
    	set e88=1
    	loop
    		exitwhen e88>(j00/2)
    		set j11=GetRandomInt(1,j00)
    		if(j22[j11]!=null)then
    			set udg_pA_DTAX_RedPlayers[e88]=j22[j11]
    			set j22[j11]=null
    			set e88=e88+1
    		endif
    	endloop
    	set x=e88
    	set e88=1
    	loop
    		exitwhen e88>j00-x+1
    		set j11=GetRandomInt(1,j00)
    		if(j22[j11]!=null)then
    			set udg_pA_DTAX_BluePlayers[e88]=j22[j11]
    			set j22[j11]=null
    			set e88=e88+1
    		endif
    	endloop
    	set z=e88
    	set e88=x
    	set y=1
    	loop
    		exitwhen e88>5
    		set udg_pA_DTAX_RedPlayers[e88]=j33[y]
    		set y=y+1
    		set e88=e88+1
    	endloop
    	set e88=z
    	loop
    		exitwhen e88>5
    		set udg_pA_DTAX_BluePlayers[e88]=j33[y]
    		set y=y+1
    		set e88=e88+1
    	endloop
    	set e88=0
    	loop
    		exitwhen e88>5
    		set e88=e88+1
    	endloop
    	call SetPlayerTeam(udg_pA_DTAX_RedPlayers[0],0)
    	call SetPlayerTeam(udg_pA_DTAX_RedPlayers[1],0)
    	call SetPlayerTeam(udg_pA_DTAX_RedPlayers[2],0)
    	call SetPlayerTeam(udg_pA_DTAX_RedPlayers[3],0)
    	call SetPlayerTeam(udg_pA_DTAX_RedPlayers[4],0)
    	call SetPlayerTeam(udg_pA_DTAX_RedPlayers[5],0)
    	call SetPlayerTeam(udg_pA_DTAX_BluePlayers[0],1)
    	call SetPlayerTeam(udg_pA_DTAX_BluePlayers[1],1)
    	call SetPlayerTeam(udg_pA_DTAX_BluePlayers[2],1)
    	call SetPlayerTeam(udg_pA_DTAX_BluePlayers[3],1)
    	call SetPlayerTeam(udg_pA_DTAX_BluePlayers[4],1)
    	call SetPlayerTeam(udg_pA_DTAX_BluePlayers[5],1)
    	call SetupPlayerColorsAndNames()
    	set x=0
    	set y=0
    	loop
    		exitwhen x>5
    		loop
    			exitwhen y>5
    			call SetPlayerAllianceStateBJ(udg_pA_DTAX_RedPlayers[x],udg_pA_DTAX_RedPlayers[y],3)
    			call SetPlayerAllianceStateBJ(udg_pA_DTAX_BluePlayers[x],udg_pA_DTAX_BluePlayers[y],3)
    			call SetPlayerAllianceStateBJ(udg_pA_DTAX_RedPlayers[x],udg_pA_DTAX_BluePlayers[y],0)
    			call SetPlayerAllianceStateBJ(udg_pA_DTAX_BluePlayers[x],udg_pA_DTAX_RedPlayers[y],0)
    			set y=y+1
    		endloop
    		set y=0
    		set x=x+1
    	endloop
    	call ForceClear(udg_f_DTAX_RedPlayers)
    	call ForceClear(udg_f_DTAX_BluePlayers)
    	call ForceAddPlayer(udg_f_DTAX_RedPlayers,udg_pA_DTAX_RedPlayers[0])
    	call ForceAddPlayer(udg_f_DTAX_RedPlayers,udg_pA_DTAX_RedPlayers[1])
    	call ForceAddPlayer(udg_f_DTAX_RedPlayers,udg_pA_DTAX_RedPlayers[2])
    	call ForceAddPlayer(udg_f_DTAX_RedPlayers,udg_pA_DTAX_RedPlayers[3])
    	call ForceAddPlayer(udg_f_DTAX_RedPlayers,udg_pA_DTAX_RedPlayers[4])
    	call ForceAddPlayer(udg_f_DTAX_RedPlayers,udg_pA_DTAX_RedPlayers[5])
    	call ForceAddPlayer(udg_f_DTAX_BluePlayers,udg_pA_DTAX_BluePlayers[0])
    	call ForceAddPlayer(udg_f_DTAX_BluePlayers,udg_pA_DTAX_BluePlayers[1])
    	call ForceAddPlayer(udg_f_DTAX_BluePlayers,udg_pA_DTAX_BluePlayers[2])
    	call ForceAddPlayer(udg_f_DTAX_BluePlayers,udg_pA_DTAX_BluePlayers[3])
    	call ForceAddPlayer(udg_f_DTAX_BluePlayers,udg_pA_DTAX_BluePlayers[4])
    	call ForceAddPlayer(udg_f_DTAX_BluePlayers,udg_pA_DTAX_BluePlayers[5])
    	call ExecuteFunc("EnableHeroSelectionByCirclesOfPower")
    	call MultiboardClear(udg_mb_DTAX_game_kd_multiboard)
    	call TriggerExecute(gg_trg_Boards_UpdateAndDisplayMultiboard1)
    	set udg_b_DTAX_players_shuffled=true
    	set fFF=CountOfPlayersInForce(udg_f_DTAX_RedPlayers)
    	set fff=CountOfPlayersInForce(udg_f_DTAX_BluePlayers)
    	set e88=1
    	loop
    		exitwhen e88>5
    		if(IsPlayerUser(udg_pA_DTAX_RedPlayers[e88]))then
    			call SetPlayerStateBJ(udg_pA_DTAX_RedPlayers[e88],PLAYER_STATE_RESOURCE_GOLD,(3500/fFF))
    			call SetPlayerStateBJ(udg_pA_DTAX_RedPlayers[e88],PLAYER_STATE_RESOURCE_LUMBER,0)
    			call SetPlayerStateBJ(udg_pA_DTAX_RedPlayers[e88],PLAYER_STATE_RESOURCE_FOOD_CAP,5)
    		endif
    		if(IsPlayerUser(udg_pA_DTAX_BluePlayers[e88]))then
    			call SetPlayerStateBJ(udg_pA_DTAX_BluePlayers[e88],PLAYER_STATE_RESOURCE_GOLD,(3500/fff))
    			call SetPlayerStateBJ(udg_pA_DTAX_BluePlayers[e88],PLAYER_STATE_RESOURCE_LUMBER,0)
    			call SetPlayerStateBJ(udg_pA_DTAX_BluePlayers[e88],PLAYER_STATE_RESOURCE_FOOD_CAP,5)
    		endif
    		set e88=e88+1
    	endloop
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_RedPlayers[1],jdd,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_RedPlayers[2],jdd,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_RedPlayers[3],jdd,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_RedPlayers[4],jdd,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_RedPlayers[5],jdd,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_BluePlayers[1],jDD,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_BluePlayers[2],jDD,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_BluePlayers[3],jDD,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_BluePlayers[4],jDD,0)
    	call PanCameraToTimedLocForPlayer(udg_pA_DTAX_BluePlayers[5],jDD,0)
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_RedPlayers[1],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_RedPlayers[2],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_RedPlayers[3],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_RedPlayers[4],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_RedPlayers[5],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_BluePlayers[1],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_BluePlayers[2],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_BluePlayers[3],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_BluePlayers[4],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	call DestroyFogModifier(CreateFogModifierRectBJ(true,udg_pA_DTAX_BluePlayers[5],FOG_OF_WAR_MASKED,bj_mapInitialPlayableArea))
    	if udg_b_DTAX_observer_slot_used then
    		set x=0
    		loop
    			exitwhen x>5
    			call SetPlayerAlliance(Player(0),udg_pA_DTAX_RedPlayers[x],ConvertAllianceType(0),true)
    			call SetPlayerAlliance(Player(0),udg_pA_DTAX_RedPlayers[x],ConvertAllianceType(4),true)
    			call SetPlayerAlliance(Player(0),udg_pA_DTAX_BluePlayers[x],ConvertAllianceType(0),false)
    			call SetPlayerAlliance(Player(0),udg_pA_DTAX_BluePlayers[x],ConvertAllianceType(4),false)
    			set x=x+1
    		endloop
    	endif
    endfunction
    
    function StartTrigger_GameMode_Shuffle takes nothing returns nothing
    	set gg_trg_GameMode_Shuffle=CreateTrigger()
    	call TriggerRegisterPlayerChatEvent(gg_trg_GameMode_Shuffle,udg_p_DTAX_GLOBAL_Server,"-shuffleplayers",true)
    	call TriggerRegisterPlayerChatEvent(gg_trg_GameMode_Shuffle,udg_p_DTAX_GLOBAL_Server,"-sp",true)
    	call TriggerAddCondition(gg_trg_GameMode_Shuffle,Condition(function Trig_GameMode_Shuffle_Conditions))
    	call TriggerAddAction(gg_trg_GameMode_Shuffle,function Trig_GameMode_Shuffle_Actions)
    endfunction
    
    function InitTrig_GameMode_Shuffle takes nothing returns nothing
    endfunction
    SILAHKAN MENIKMATI... ^^

    (dari dota unprotect v6.32b)
    Mau buat hero??
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  13. #312
    valkemiere's Avatar
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    hohohoho copy paste aja?

  14. #313
    x-calibur's Avatar
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    Request Skill donk ^^

    FireBlade

    Yunero membawa pedang dan memblink dan memukul ENEMY 1 kali dan ground menimbulkan Fireground (yang bawah ada api gitu )

    effect :

    Damage pukul = Critical (DMG : 50/100/150/200)
    Fire ground = Api yang timbul dari bawah (DMG :10/20/30/40 Per Second)

    ^^
    Forinci - Forum Cintailah Indonesia
    Check Here

  15. #314
    chrnos's Avatar
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    Kalo pick every unit tapi yang kebawa cuman unit bukan building gmn dong. . .pgn buat skill kek archer di fate/another . .

  16. #315
    l0git3c's Avatar
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    pake if then else
    atau
    pake matching condition pas pick every unitnya

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