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[Spell] Create Shield ( via trigger )

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Level 7
Joined
May 18, 2010
Messages
264
i got no idea how shields work ( gaias retaliation (Clerick) ) had it but its jass
ani gui shield ?
BTW hiveworkshop should add search option ( id just tipe ""shield"") there was a post about it for shure...
 
Level 7
Joined
May 18, 2010
Messages
264
Oh yes probably no info...
Spell ( Bravlers Skin )
Now i know the mini triggers and stuff... But->

Ex: Shield value = 1550(thats the hp that it blocks)
and a mob of 55 attack hit the target with shield
after the hit i can set the targets hp +55
but ani way i can do it before the attack(so they cant spam "stop" command to abuse)


(dazzles Shallow grave)
but i check that one out = JASS ofc.

BTW the search option OMG
i never found it gues i wasent looking 2 hard...
 
Level 7
Joined
May 18, 2010
Messages
264
GhostThruster
(You can instat-revive killed units.)
i most -xp what if hero lvls i most remove level i most revive i most (my spells per kill u gain more gold i need to -gold)
il need like 20 min to just -triggers to a scupid thing :( sry 2 much work

Bump... Double post as well OK sry i know

  • Kobolt Poison Dust
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to (==) Poison Dust Kobolt
    • Actions
      • Set HeroKoboltPoisontCaster = (Triggering unit)
  • Kobolt Poison Dust Count
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
    • Actions
      • Game - Display to (All players) the text: ITS working
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • GDD_DamageSource Equal to (==) HeroKoboltPoisontCaster
          • Then - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • HeroKoboltPoisontCount Less than or equal to (<=) 4.00
              • Then - Actions
                • Game - Display to (All players) the text: (String(HeroKoboltPoisontCount))
                • Set HeroKoboltPoisontCount = (HeroKoboltPoisontCount + 1.00)
              • Else - Actions
                • Unit - Cause GDD_DamageSource to damage GDD_DamagedUnit, dealing 15.00 damage of attack type Normal and damage type Normal
                • Set HeroKoboltPoisontCount = (HeroKoboltPoisontCount - 4.00)
                • Game - Display to (All players) the text: (String(HeroKoboltPoisontCount))
          • Else - Actions
            • Game - Display to (All players) the text: Fails to check my h...
and im using the
JASS:
// GUI-Friendly Damage Detection -- v1.2.1 -- by Weep
//    http:// [url]www.thehelper.net/forums/showthread.php?t=137957[/url]
//
//    Requires: only this trigger and its variables.
//
// -- What? --
//    This snippet provides a leak-free, GUI-friendly implementation of an "any unit takes
//    damage" event.  It requires no JASS knowledge to use.
//
//    It uses the Game - Value Of Real Variable event as its method of activating other
//    triggers, and passes the event responses through a few globals.
//
// -- Why? --
//    The traditional GUI method of setting up a trigger than runs when any unit is damaged
//    leaks trigger events.  This snippet is easy to implement and removes the need to do
//    you own GUI damage detection setup.
//
// -- How To Implement --
//    0. Before you copy triggers that use GDD into a new map, you need to copy over GDD
//       with its GDD Variable Creator trigger, or there will be a problem: the variables
//       won't be automatically created correctly.
//
//    1. Be sure "Automatically create unknown variables while pasting trigger data" is
//       enabled in the World Editor general preferences.
//    2. Copy this trigger category ("GDD") and paste it into your map.
//       (Alternately: create the variables listed in the globals block below, create a
//       trigger named "GUI Friendly Damage Detection", and paste in this entire text.)
//    3. Create your damage triggers using Game - Value Of Real Variable as the event,
//       select GDD_Event as the variable, and leave the rest of the settings to the default
//       "becomes Equal to 0.00".
//       The event responses are the following variables:
//          GDD_Damage is the amount of damage, replacing Event Response - Damage Taken.
//          GDD_DamagedUnit is the damaged unit, replacing Event Response - Triggering Unit.
//              Triggering Unit can still be used, if you need to use waits.
//              Read the -- Notes -- section below for more info.
//          GDD_DamageSource is the damaging unit, replacing Event Response - Damage Source.
//
// -- Notes --
//    GDD's event response variables are not wait-safe; you can't use them after a wait in
//    a trigger.  If you need to use waits, Triggering Unit (a.k.a. GetTriggerUnit()) can
//    be used in place of GDD_DamageSource.  There is no usable wait-safe equivalent to
//    Event Damage or Damage Source; you'll need to save the values yourself.
//
//    Don't write any values to the variables used as the event responses, or it will mess
//    up any other triggers using this snippet for their triggering.  Only use their values.
//
//    This uses arrays, so can detect damage for a maximum of 8190 units at a time, and
//    cleans up data at a rate of 33.33 per second, by default.  This should be enough for
//    most maps, but if you want to change the rate, change the value returned in the
//    GDD_RecycleRate function at the top of the code, below.
//
//    By default, GDD will not register units that have Locust at the moment of their
//    entering the game, and will not recognize when they take damage (which can only
//    happen if the Locust ability is later removed from the unit.)  To allow a unit to have
//    Locust yet still cause GDD damage events if Locust is removed, you can either design
//    the unit to not have Locust by default and add it via triggers after creation, or
//    edit the GDD_Filter function at the top of the code, below.
//
// -- Credits --
//    Captain Griffin on wc3c.net for the research and concept of GroupRefresh.
//
//    Credit in your map not needed, but please include this README.
//
// -- Version History --
//    1.2.1: Minor code cleaning.  Added configuration functions.  Updated documentation.
//    1.2.0: Made this snippet work properly with recursive damage.
//    1.1.1: Added a check in order to not index units with the Locust ability (dummy units).
//           If you wish to check for damage taken by a unit that is unselectable, do not
//           give the unit-type Locust in the object editor; instead, add the Locust ability
//           'Aloc' via a trigger after its creation, then remove it.
//    1.1.0: Added a check in case a unit gets moved out of the map and back.
//    1.0.0: First release.


//===================================================================
// Configurables.
function GDD_RecycleRate takes nothing returns real //The rate at which the system checks units to see if they've been removed from the game
    return 0.03
endfunction

function GDD_Filter takes unit u returns boolean //The condition a unit has to pass to have it registered for damage detection
    return GetUnitAbilityLevel(u, 'Aloc') == 0 //By default, the system ignores Locust units, because they normally can't take damage anyway
endfunction

//===================================================================
// This is just for reference.
// If you use JassHelper, you could uncomment this section instead of creating the variables in the trigger editor.

// globals
//  real udg_GDD_Event = 0.
//  real udg_GDD_Damage = 0.
//  unit udg_GDD_DamagedUnit
//  unit udg_GDD_DamageSource
//  trigger array udg_GDD__TriggerArray
//  integer array udg_GDD__Integers
//  unit array udg_GDD__UnitArray
//  group udg_GDD__LeftMapGroup = CreateGroup()
// endglobals

//===================================================================
// System code follows.  Don't touch!
function GDD_Event takes nothing returns boolean
    local unit damagedcache = udg_GDD_DamagedUnit
    local unit damagingcache = udg_GDD_DamageSource
    local real damagecache = udg_GDD_Damage
    set udg_GDD_DamagedUnit = GetTriggerUnit()
    set udg_GDD_DamageSource = GetEventDamageSource()
    set udg_GDD_Damage = GetEventDamage()
    set udg_GDD_Event = 1.
    set udg_GDD_Event = 0.
    set udg_GDD_DamagedUnit = damagedcache
    set udg_GDD_DamageSource = damagingcache
    set udg_GDD_Damage = damagecache
    set damagedcache = null
    set damagingcache = null
    return false
endfunction

function GDD_AddDetection takes nothing returns boolean
//  if(udg_GDD__Integers[0] > 8190) then
//      call BJDebugMsg("GDD: Too many damage events!  Decrease number of units present in the map or increase recycle rate.")
//      ***Recycle rate is specified in the GDD_RecycleRate function at the top of the code.  Smaller is faster.***
//      return
//  endif
    if(IsUnitInGroup(GetFilterUnit(), udg_GDD__LeftMapGroup)) then
        call GroupRemoveUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
    elseif(GDD_Filter(GetFilterUnit())) then
        set udg_GDD__Integers[0] = udg_GDD__Integers[0]+1
        set udg_GDD__UnitArray[udg_GDD__Integers[0]] = GetFilterUnit()
        set udg_GDD__TriggerArray[udg_GDD__Integers[0]] = CreateTrigger()
        call TriggerRegisterUnitEvent(udg_GDD__TriggerArray[udg_GDD__Integers[0]], udg_GDD__UnitArray[udg_GDD__Integers[0]], EVENT_UNIT_DAMAGED)
        call TriggerAddCondition(udg_GDD__TriggerArray[udg_GDD__Integers[0]], Condition(function GDD_Event))
    endif
    return false
endfunction

function GDD_PreplacedDetection takes nothing returns nothing
    local group g = CreateGroup()
    local integer i = 0
    loop
        call GroupEnumUnitsOfPlayer(g, Player(i), Condition(function GDD_AddDetection))
        set i = i+1
        exitwhen i == bj_MAX_PLAYER_SLOTS
    endloop
    call DestroyGroup(g)
    set g = null
endfunction

function GDD_GroupRefresh takes nothing returns nothing
// Based on GroupRefresh by Captain Griffen on wc3c.net
    if (bj_slotControlUsed[5063] == true) then
        call GroupClear(udg_GDD__LeftMapGroup)
        set bj_slotControlUsed[5063] = false
    endif
    call GroupAddUnit(udg_GDD__LeftMapGroup, GetEnumUnit())
endfunction

function GDD_Recycle takes nothing returns nothing
    if(udg_GDD__Integers[0] <= 0) then
        return
    elseif(udg_GDD__Integers[1] <= 0) then
        set udg_GDD__Integers[1] = udg_GDD__Integers[0]
    endif
    if(GetUnitTypeId(udg_GDD__UnitArray[udg_GDD__Integers[1]]) == 0) then
        call DestroyTrigger(udg_GDD__TriggerArray[udg_GDD__Integers[1]])
        set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = null
        set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = udg_GDD__TriggerArray[udg_GDD__Integers[0]]
        set udg_GDD__UnitArray[udg_GDD__Integers[1]] = udg_GDD__UnitArray[udg_GDD__Integers[0]]
        set udg_GDD__UnitArray[udg_GDD__Integers[0]] = null
        set udg_GDD__Integers[0] = udg_GDD__Integers[0]-1
    endif
    set udg_GDD__Integers[1] = udg_GDD__Integers[1]-1
endfunction

function GDD_LeaveMap takes nothing returns boolean
    local boolean cached = bj_slotControlUsed[5063]
    if(udg_GDD__Integers[2] < 64) then
        set udg_GDD__Integers[2] = udg_GDD__Integers[2]+1
    else
        set bj_slotControlUsed[5063] = true
        call ForGroup(udg_GDD__LeftMapGroup, function GDD_GroupRefresh)
        set udg_GDD__Integers[2] = 0
    endif
    call GroupAddUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
    set bj_slotControlUsed[5063] = cached
    return false
endfunction

// ===========================================================================
function InitTrig_GUI_Friendly_Damage_Detection takes nothing returns nothing
    local region r = CreateRegion()
    call RegionAddRect(r, GetWorldBounds())
    call TriggerRegisterEnterRegion(CreateTrigger(), r, Condition(function GDD_AddDetection))
    call TriggerRegisterLeaveRegion(CreateTrigger(), r, Condition(function GDD_LeaveMap))
    call GDD_PreplacedDetection()
    call TimerStart(CreateTimer(), GDD_RecycleRate(), true, function GDD_Recycle)
    set r = null
endfunction

Evrything is working Perfect and smooth the counter is runing until it comes to the
  • Else - Actions
    • Unit - Cause GDD_DamageSource to damage GDD_DamagedUnit, dealing 15.00 damage of attack type Normal and damage type Normal
    • Set HeroKoboltPoisontCount = (HeroKoboltPoisontCount - 4.00)
    • Game - Display to (All players) the text: (String(HeroKoboltPoisontCount))
MY game crashes evry time i tryed evrything but its the GDD_Damage source target problem what can i put there so it works?
 
Level 20
Joined
Jul 6, 2009
Messages
1,885
Unit takes damage event fires before the damage is taken thus if you heal it first, it won't die unless the damage is greater than max hp of unit in which case you need to temporary add some extra hp to make sure that doesn't happen.
@tw3ye
Obviously it crashes since you have an infinite loop, you're damaging a unit after it got damaged so you trigger it again forever.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
You should create a dummy unit for it to cause damage
If you use the same unit to cause damage: Let's say you got Unit A, this unit obeys your Event and you use it again as the same unit for "Cause Unit A to damage...", that will make your warcraft 3 error as it runs an infinite loop

You should create a dummy unit, like this:
Unit A obeys Event
Create Unit B
Cause Unit B to deal damage...
That way, you can prevent error
 
Level 7
Joined
May 18, 2010
Messages
264
i had like 15X spell based on (Human ( bloodmage ) the fire shit) it does periodical damage
had to redo all the spells and i alredy did the tooltips =,=.....

Now for the infinite loop i got to humm... turn it off for like 1 sec would that work?
Yea i think that will do it THX on the replay :) <3 are u old granny with 30 cats?
 
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