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Oh no, your gonna do this using GUI?!?!
If you'd like, I could take some time on a Sunday or Saturday and update your triggers to healthy vJASS
I hate when good maps are done in GUI
Cool project, I can make the icons for you if you want.
Oh, and I've got models of Terriermon, Lopmon and DemiDevimon if u want them.
when do you think will a beta/alpha available?
I think you can't be beta tester, since he don't play in normal servers
He plays is in Garena i think.
I plays in UCPro.my. Btw, the first version was BETA version..
Yeah, GUI is ok for small things, especially object/map specific code
I thought I saw a picture somewhere of a hero using "Blue Blaster!", which looked to me like a movement trigger involving physics. Physics is handled very poorly in GUI, and perhaps if there are any ridiculous physics spells you'd like done, I could do it in vJASS and you could decide to put it in or not.
EDIT - Whoops, sorry redscores, didn't see that ><, don't mean to try to steal your job, just here to assist
This map looks really interesting, or not, maybe another "Pokemon World-like" map.
I can convert those spell into JASS if I want to.. in the further version.. if I need those spells to be MUI.
function Trig_Pepper_Breath_Cast_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A001' ) ) then
return false
endif
return true
endfunction
function Trig_Pepper_Breath_Loop_Func001Func010002003001 takes nothing returns boolean
local unit caster = GetTriggerUnit()
return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(caster)) == true )
endfunction
function Trig_Pepper_Breath_Loop_Func001Func010002003002 takes nothing returns boolean
return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction
function Trig_Pepper_Breath_Loop_Func001Func010002003 takes nothing returns boolean
return GetBooleanAnd( Trig_Pepper_Breath_Loop_Func001Func010002003001(), Trig_Pepper_Breath_Loop_Func001Func010002003002() )
endfunction
function Trig_Pepper_Breath_Loop_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local unit target
local real angle = GetUnitFacing(missle)
local real mr = 750.00
local location mpoint
local location mmpoint
local group units
local integer damage = ((GetUnitAbilityLevel(caster, 'A001') * 50))
if ( not ( cr < mr ) ) then
set cr = ( cr + ( mr / 25.00) )
set mpoint = GetUnitLoc(missile)
set mmpoint = PolarProjectionBJ(mpoint, ( mr / 25.00 ), angle)
call SetUnitPositionLoc( missile, mmpoint )
if ( not ( IsTerrainPathableBJ(mmpoint, PATHING_TYPE_WALKABILITY) == true ) ) then
call DestroyTimer(move)
call KillUnit( missile )
set missile = null
set caster = null
else
endif
set units = GetUnitsInRangeOfLocMatching(90.00, mmpoint, Condition(function Trig_Pepper_Breath_Loop_Func001Func010002003))
set target = GroupPickRandomUnit(units)
if ( not ( target != null ) ) then
call UnitDamageTargetBJ( caster, target, damage, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
call KnockbackTarget(target, angle, 200, 20, false)
call DestroyTimer(move)
call KillUnit( missile )
set missile = null
set caster = null
else
endif
set target = null
call GroupClear( units )
call RemoveLocation(mpoint)
call RemoveLocation(mmpoint)
else
call DestroyTimer(move)
call KillUnit( missile )
set missile = null
set caster = null
endif
endfunction
function Trig_Pepper_Breath_Cast_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local unit target = GetSpellTargetUnit()
local unit missle
local real angle
local real cr = 0.00
local location cpoint = GetUnitLoc(caster)
local location tpoint
local location mpoint
local timer move = CreateTimer()
if ( not ( target == null ) ) then
set tpoint = GetSpellTargetLoc()
else
set tpoint = GetUnitLoc(target)
set target = null
endif
set mpoint = PolarProjectionBJ(cpoint, 50.00, AngleBetweenPoints(cpoint, tpoint))
set angle = AngleBetweenPoints(cpoint, tpoint)
call CreateNUnitsAtLoc( 1, 'n000', GetOwningPlayer(caster), mpoint, angle)
set missile = GetLastCreatedUnit()
call RemoveLocation(cpoint)
call RemoveLocation(tpoint)
call RemoveLocation(mpoint)
call TimerStart(move, 0.03, true, function Trig_Pepper_Breath_Loop_Actions)
endfunction
//===========================================================================
function InitTrig_Pepper_Breath_Cast takes nothing returns nothing
local trigger Pepper_Breath_Cast = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( Pepper_Breath_Cast, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( Pepper_Breath_Cast, Condition( function Trig_Pepper_Breath_Cast_Conditions ) )
call TriggerAddAction( Pepper_Breath_Cast, function Trig_Pepper_Breath_Cast_Actions )
endfunction
And its variable issues that are the reason I use GUI whenever possible rather than JASS.
Sorry I'm not sure how to fix it.
Chances are I won't be done today, I'm having issues with my systems that I need to work out. When I finish them, I'll finish this spell. Most likely by tomorrow.
not only ppl with 1000 rep and 6000 posts are good map makers!
