imoromi request pending
Haunt GUI goes to Buaya ... ~_~
imoromi request pending
Haunt GUI goes to Buaya ... ~_~
kasi intinya aj om, kok bisa sih buat unit kopian non illusion?? trus damagenya g full lage
Non Illusion gimana
itu Illusion -_-
Haunt-nya spectre ya?
ini nih..
// Objects used:
// 'A0H9' = Haunt (Spectre : Mercurial)
// 'e00E' = Spellcaster
// 'A0N9' = Haunt Helper
// 'B06L' = Illusion
// 'A0HA' = Reality
// DEBUG Trigger Number : 103
function Haunt_Spell takes nothing returns boolean
return GetSpellAbilityId()=='A0H9'
endfunction
function Haunt_MainFilter takes nothing returns boolean
return IsUnitType(GetFilterUnit(),UNIT_TYPE_HERO) and IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetTri ggerUnit()))
endfunction
function Haunt_CreateImages takes nothing returns nothing
local unit lFB=GetEnumUnit()
local unit lfU=GetTriggerUnit()
local unit lJV=CreateUnit(GetOwningPlayer(lfU),'e00E',GetUnit X(lFB),GetUnitY(lFB),0)
call SetHandle(H2Tx(lJV),"HauntTarget",lFB)
call UnitAddAbility(lJV,'A0N9')
call SetUnitAbilityLevel(lJV,'A0N9',GetUnitAbilityLevel (lfU,'A0H9'))
call IssueTargetOrderById(lJV,852274,lfU)
endfunction
function Haunt_MainAction takes nothing returns nothing
local unit lfU=GetTriggerUnit()
local group lEw=CreateGroup()
local boolexpr lEW=Condition(function Haunt_MainFilter)
local sound lfG
call GroupEnumUnitsInRect(lEw,bj_mapInitialPlayableArea ,lEW)
call ForGroup(lEw,function Haunt_CreateImages)
if FirstOfGroup(lEw)!=null then
set lfG=CreateSound("Abilities\\Spells\\Other\\ANsa\\S acrificeUnit.wav",false,false,false,10,10,"Default EAXON")
call StartSound(lfG)
call KillSoundWhenDone(lfG)
endif
call DestroyBoolExpr(lEW)
call DestroyGroup(lEw)
endfunction
function Haunt_IsImage takes nothing returns boolean
return GetUnitAbilityLevel(GetSummonedUnit(),'B06L')>0
endfunction
function Haunt_End takes nothing returns nothing
local string lf5=H2Tx(GetTriggeringTrigger())
local unit luk=GetUnit(lf5,"HauntImage")
local unit lFB=GetUnit(lf5,"HauntTarget")
if GetTriggerEventId()==EVENT_UNIT_DEATH then
call DisableTrigger(GetTriggeringTrigger())
call FastFlush(H2Tx(GetTriggeringTrigger()))
if lFB==GetTriggerUnit()then
call KillUnit(luk)
endif
elseif IsUnitPaused(luk)==false then
call DisableTrigger(GetTriggeringTrigger())
call IssueTargetOrderById(luk,OrderId("attack"),lFB)
call EnableTrigger(GetTriggeringTrigger())
endif
endfunction
function Haunt_RegisterImages takes nothing returns nothing
local unit lJV=GetSummoningUnit()
local unit luk=GetSummonedUnit()
local unit lFB=GetUnit(H2Tx(lJV),"HauntTarget")
local trigger ltt=CreateTrigger()
call SetHandle(H2Tx(udg_uA_DTAX_player_hero_unit[GetPlayerId(GetOwningPlayer(lJV))]),"HauntTarget"+H2Tx(luk),lFB)
call SetUnitPathing(luk,false)
call SetUnitMoveSpeed(luk,400)
call SetUnitX(luk,GetUnitX(lFB))
call SetUnitY(luk,GetUnitY(lFB))
call IssueTargetOrderById(luk,OrderId("attack"),lFB)
call TriggerRegisterUnitEvent(ltt,luk,EVENT_UNIT_ISSUED _TARGET_ORDER)
call TriggerRegisterUnitEvent(ltt,luk,EVENT_UNIT_ISSUED _POINT_ORDER)
call TriggerRegisterUnitEvent(ltt,luk,EVENT_UNIT_DEATH)
call TriggerRegisterUnitEvent(ltt,lFB,EVENT_UNIT_DEATH)
call TriggerRegisterTimerEvent(ltt,.5,true)
call TriggerAddAction(ltt,function Haunt_End)
call SetHandle(H2Tx(ltt),"HauntTarget",lFB)
call SetHandle(H2Tx(ltt),"HauntImage",luk)
call FastFlush(H2Tx(lJV))
endfunction
function Haunt_AddRealityCheck takes nothing returns boolean
return GetLearnedSkill()=='A0H9'and IsUnitIllusion(GetTriggerUnit())==false and GetUnitAbilityLevel(GetTriggerUnit(),'A0H9')==1
endfunction
function Haunt_AddReality takes nothing returns nothing
call UnitAddAbility(GetTriggerUnit(),'A0HA')
endfunction
function Haunt_Init takes nothing returns nothing
local trigger ltt=CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(ltt,EVENT_PLAYER_UNI T_SPELL_EFFECT)
call TriggerAddCondition(ltt,Condition(function Haunt_Spell))
call TriggerAddAction(ltt,function Haunt_MainAction)
set ltt=CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(ltt,EVENT_PLAYER_UNI T_SUMMON)
call TriggerAddCondition(ltt,Condition(function Haunt_IsImage))
call TriggerAddAction(ltt,function Haunt_RegisterImages)
set ltt=CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(ltt,EVENT_PLAYER_HER O_SKILL)
call TriggerAddCondition(ltt,Condition(function Haunt_AddRealityCheck))
call TriggerAddAction(ltt,function Haunt_AddReality)
call CreateSound("Abilities\\Spells\\Other\\ANsa\\Sacri ficeUnit.wav",false,false,false,10,10,"DefaultEAXO N")
call SpellPreload('A0N9')
endfunction
function InitTrig_Haunt takes nothing returns nothing
endfunction
masa bkn illusion??
disitu jelas ada create unitnya...Code:// OpenDota 6.41 deprotected by NETRAT and DioD // inspired by everyone who posted on forum threads and feedback page // based on OpenDota 6.32b, deprotected by DimonT, NETRAT and TheBloodiest // http://dimon.xgm.ru/opendota/ // Visit our modmaking community at http://xgm.ru/ // Objects used: // 'A0H9' = Haunt (Spectre : Mercurial) // 'e00E' = Spellcaster // 'A0N9' = Haunt Helper // 'B06L' = Illusion // 'A0HA' = Reality // DEBUG Trigger Number : 103 function Haunt_Spell takes nothing returns boolean return GetSpellAbilityId()=='A0H9' endfunction function Haunt_MainFilter takes nothing returns boolean return IsUnitType(GetFilterUnit(),UNIT_TYPE_HERO) and IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetTriggerUnit())) endfunction function Haunt_CreateImages takes nothing returns nothing local unit lFB=GetEnumUnit() local unit lfU=GetTriggerUnit() local unit lJV=CreateUnit(GetOwningPlayer(lfU),'e00E',GetUnitX(lFB),GetUnitY(lFB),0) call SetHandle(H2Tx(lJV),"HauntTarget",lFB) call UnitAddAbility(lJV,'A0N9') call SetUnitAbilityLevel(lJV,'A0N9',GetUnitAbilityLevel(lfU,'A0H9')) call IssueTargetOrderById(lJV,852274,lfU) endfunction function Haunt_MainAction takes nothing returns nothing local unit lfU=GetTriggerUnit() local group lEw=CreateGroup() local boolexpr lEW=Condition(function Haunt_MainFilter) local sound lfG call GroupEnumUnitsInRect(lEw,bj_mapInitialPlayableArea,lEW) call ForGroup(lEw,function Haunt_CreateImages) if FirstOfGroup(lEw)!=null then set lfG=CreateSound("Abilities\\Spells\\Other\\ANsa\\SacrificeUnit.wav",false,false,false,10,10,"DefaultEAXON") call StartSound(lfG) call KillSoundWhenDone(lfG) endif call DestroyBoolExpr(lEW) call DestroyGroup(lEw) endfunction function Haunt_IsImage takes nothing returns boolean return GetUnitAbilityLevel(GetSummonedUnit(),'B06L')>0 endfunction function Haunt_End takes nothing returns nothing local string lf5=H2Tx(GetTriggeringTrigger()) local unit luk=GetUnit(lf5,"HauntImage") local unit lFB=GetUnit(lf5,"HauntTarget") if GetTriggerEventId()==EVENT_UNIT_DEATH then call DisableTrigger(GetTriggeringTrigger()) call FastFlush(H2Tx(GetTriggeringTrigger())) if lFB==GetTriggerUnit()then call KillUnit(luk) endif elseif IsUnitPaused(luk)==false then call DisableTrigger(GetTriggeringTrigger()) call IssueTargetOrderById(luk,OrderId("attack"),lFB) call EnableTrigger(GetTriggeringTrigger()) endif endfunction function Haunt_RegisterImages takes nothing returns nothing local unit lJV=GetSummoningUnit() local unit luk=GetSummonedUnit() local unit lFB=GetUnit(H2Tx(lJV),"HauntTarget") local trigger ltt=CreateTrigger() call SetHandle(H2Tx(udg_uA_DTAX_player_hero_unit[GetPlayerId(GetOwningPlayer(lJV))]),"HauntTarget"+H2Tx(luk),lFB) call SetUnitPathing(luk,false) call SetUnitMoveSpeed(luk,400) call SetUnitX(luk,GetUnitX(lFB)) call SetUnitY(luk,GetUnitY(lFB)) call IssueTargetOrderById(luk,OrderId("attack"),lFB) call TriggerRegisterUnitEvent(ltt,luk,EVENT_UNIT_ISSUED_TARGET_ORDER) call TriggerRegisterUnitEvent(ltt,luk,EVENT_UNIT_ISSUED_POINT_ORDER) call TriggerRegisterUnitEvent(ltt,luk,EVENT_UNIT_DEATH) call TriggerRegisterUnitEvent(ltt,lFB,EVENT_UNIT_DEATH) call TriggerRegisterTimerEvent(ltt,.5,true) call TriggerAddAction(ltt,function Haunt_End) call SetHandle(H2Tx(ltt),"HauntTarget",lFB) call SetHandle(H2Tx(ltt),"HauntImage",luk) call FastFlush(H2Tx(lJV)) endfunction function Haunt_AddRealityCheck takes nothing returns boolean return GetLearnedSkill()=='A0H9'and IsUnitIllusion(GetTriggerUnit())==false and GetUnitAbilityLevel(GetTriggerUnit(),'A0H9')==1 endfunction function Haunt_AddReality takes nothing returns nothing call UnitAddAbility(GetTriggerUnit(),'A0HA') endfunction function Haunt_Init takes nothing returns nothing local trigger ltt=CreateTrigger() call TriggerRegisterAnyUnitEventBJ(ltt,EVENT_PLAYER_UNIT_SPELL_EFFECT) call TriggerAddCondition(ltt,Condition(function Haunt_Spell)) call TriggerAddAction(ltt,function Haunt_MainAction) set ltt=CreateTrigger() call TriggerRegisterAnyUnitEventBJ(ltt,EVENT_PLAYER_UNIT_SUMMON) call TriggerAddCondition(ltt,Condition(function Haunt_IsImage)) call TriggerAddAction(ltt,function Haunt_RegisterImages) set ltt=CreateTrigger() call TriggerRegisterAnyUnitEventBJ(ltt,EVENT_PLAYER_HERO_SKILL) call TriggerAddCondition(ltt,Condition(function Haunt_AddRealityCheck)) call TriggerAddAction(ltt,function Haunt_AddReality) call CreateSound("Abilities\\Spells\\Other\\ANsa\\SacrificeUnit.wav",false,false,false,10,10,"DefaultEAXON") call SpellPreload('A0N9') endfunction function InitTrig_Haunt takes nothing returns nothing endfunction
call IssueTargetOrderById(lJV,852274,lfU)
Maksudnya:
Order DUMMY (yang u biLang dicreate itu) ngeCast ILLUSION ke sang MercuriaL
HasiLnya? Muncullah Illusion
iMoroMi's request dah keLar
ati2 tu spell bikin lag karena banyak missile...
gw masih takut2 kalo buat skill yang create trigger gitu
sering gw cobaain tapi sering crash di gamenya
padahala gw juga make var handle nya katana
mangkanya gw bisanya cuma buat 2 trigger
ajarin dunk yang bisa apa aja yang penting2nya kalo buat spell kaya gitu
versi JASS ato GUI yang dimaksud?
Crash? gw gx pernah tu... mungkin u ada kesalahan... >_<
@iMoroMi ... mbzzz... gw gx tau sory2... tinggal edit di scriptnya bagian function Filter...
Sorry untuk kemaren Geo spellpack nya bug...
ini udah ga bug...
enjoy it...:smile:
Geomancer Spellpack GUI Version
Include :
Geostrike
Divided We Stand
Last edited by BuaYa JingkRaK; 25-01-08 at 11:31. Reason: fixing bug
Thx...
HendrA gw masukin ke List ya Spells nya
Sorry gw lupa test
removed -_-
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