- Joined
- May 1, 2008
- Messages
- 1,605
Moin moin =)
Ok after I created my first MUI spell ( not very special but I'm proud ) I want to recreate the same spell without using those GUI-Variables.
After I search a while I find you that I need vJass to do this. So my question is if someone can help me with that? The best is if someone just convert this fast and post it, because I looked in the tutorials and thanks to my bad english - I don't understand a word.
I know this isn't a super spell but it's my first and now I want do the next step to vJass. Problem is I don't understand a word in the tutorial - there's to much text anyway I get so confused.
So if someone have a little bit time, can you help me plz or give me a "point - to - point - help so I get this and try myself? =)
Greetings
~ The Bomb King > Dr. Boom
Ok after I created my first MUI spell ( not very special but I'm proud ) I want to recreate the same spell without using those GUI-Variables.
After I search a while I find you that I need vJass to do this. So my question is if someone can help me with that? The best is if someone just convert this fast and post it, because I looked in the tutorials and thanks to my bad english - I don't understand a word.
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TB Cast
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to (==) Thunderball
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Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TB_MUI[2] Equal to (==) 0
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Then - Actions
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Trigger - Turn on TB Loop <gen>
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Else - Actions
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Set TB_MUI[1] = (TB_MUI[1] + 1)
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Set TB_Caster[TB_MUI[1]] = (Triggering unit)
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Set TB_Level[TB_MUI[1]] = (Level of (Ability being cast) for TB_Caster[TB_MUI[1]])
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Set TB_Player[TB_MUI[1]] = (Owner of TB_Caster[TB_MUI[1]])
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Set TB_Loc1[TB_MUI[1]] = (Position of TB_Caster[TB_MUI[1]])
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Set TB_Loc2[TB_MUI[1]] = (Position of TB_Caster[TB_MUI[1]])
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Set TB_Loc3[TB_MUI[1]] = (Position of TB_Caster[TB_MUI[1]])
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Set TB_Face[TB_MUI[1]] = (Facing of TB_Caster[TB_MUI[1]])
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Set TB_SwitchHigh[TB_MUI[1]] = 0
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Set TB_High[TB_MUI[1]] = 150.00
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Set TB_Ball[TB_MUI[1]] = (For TB_Player[TB_MUI[1]] create a unit of type MyDummy2 at location TB_Loc1[TB_MUI[1]] facing (Facing of TB_Caster[TB_MUI[1]]) degrees)
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Unit - Turn collision for TB_Ball[TB_MUI[1]] Off
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TB Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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Set TB_MUI[2] = 0
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Do Multiple ActionsFor each (Integer TB_MUI[3]) from 1 to TB_MUI[1], do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TB_High[TB_MUI[3]] Greater than or equal to (>=) 350.00
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Then - Actions
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Set TB_SwitchHigh[TB_MUI[3]] = 1
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TB_High[TB_MUI[3]] Less than or equal to (<=) 150.00
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Then - Actions
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Set TB_SwitchHigh[TB_MUI[3]] = 0
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Set TB_Dummy[TB_MUI[3]] = (For TB_Player[TB_MUI[3]] create a unit of type MyDummy at location TB_Loc1[TB_MUI[3]] facing 0.00 degrees)
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Unit - Add a 2.00 second Generic expiration timer to TB_Dummy[TB_MUI[3]]
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Unit - Add TB Dummy to TB_Dummy[TB_MUI[3]]
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Unit - Set level of TB Dummy for TB_Dummy[TB_MUI[3]] to TB_Level[TB_MUI[3]]
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Unit - Order TB_Dummy[TB_MUI[3]] to Orc Tauren Chieftain - War Stomp
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Custom script: call DestroyEffect(AddSpecialEffectLoc("Abilities\\Spells\\Human\\ThunderClap\\ThunderClapCaster.mdl", udg_TB_Loc1[udg_TB_MUI[3]]))
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TB_SwitchHigh[TB_MUI[3]] Equal to (==) 0
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Then - Actions
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Set TB_MUI[2] = (TB_MUI[2] + 1)
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Set TB_Loc1[TB_MUI[3]] = (TB_Loc2[TB_MUI[3]] offset by 10.00 towards TB_Face[TB_MUI[3]] degrees)
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Set TB_Loc2[TB_MUI[3]] = TB_Loc1[TB_MUI[3]]
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Unit - Move TB_Ball[TB_MUI[3]] instantly to TB_Loc1[TB_MUI[3]]
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Animation - Change TB_Ball[TB_MUI[3]] flying height to (TB_High[TB_MUI[3]] + 8.00) at TB_High[TB_MUI[3]]
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Set TB_High[TB_MUI[3]] = (TB_High[TB_MUI[3]] + 8.00)
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TB_SwitchHigh[TB_MUI[3]] Equal to (==) 1
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Then - Actions
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Set TB_MUI[2] = (TB_MUI[2] + 1)
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Set TB_Loc1[TB_MUI[3]] = (TB_Loc2[TB_MUI[3]] offset by 10.00 towards TB_Face[TB_MUI[3]] degrees)
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Set TB_Loc2[TB_MUI[3]] = TB_Loc1[TB_MUI[3]]
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Unit - Move TB_Ball[TB_MUI[3]] instantly to TB_Loc1[TB_MUI[3]]
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Animation - Change TB_Ball[TB_MUI[3]] flying height to (TB_High[TB_MUI[3]] - 8.00) at TB_High[TB_MUI[3]]
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Set TB_High[TB_MUI[3]] = (TB_High[TB_MUI[3]] - 8.00)
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer((Distance between TB_Loc1[TB_MUI[3]] and TB_Loc3[TB_MUI[3]]))) Greater than or equal to (>=) 2050
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Then - Actions
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Unit - Remove TB_Ball[TB_MUI[3]] from the game
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Custom script: call RemoveLocation(udg_TB_Loc1[udg_TB_MUI[3]])
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Custom script: call RemoveLocation(udg_TB_Loc2[udg_TB_MUI[3]])
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Custom script: call RemoveLocation(udg_TB_Loc3[udg_TB_MUI[3]])
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TB_MUI[2] Equal to (==) 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Set TB_MUI[1] = 0
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Else - Actions
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I know this isn't a super spell but it's my first and now I want do the next step to vJass. Problem is I don't understand a word in the tutorial - there's to much text anyway I get so confused.
So if someone have a little bit time, can you help me plz or give me a "point - to - point - help so I get this and try myself? =)
Greetings
~ The Bomb King > Dr. Boom
Last edited:

