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Searching for "Triggerers"

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Level 9
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Jun 25, 2009
Messages
427
Hello, i'm looking for people to help me trigger some things i wanna (stuff like custom spells and other ;D) if you know how to trigger (i mean trigger very good ;)) i'd use your triggers in my project and be ultra super credited ;)

Write here or PM me.

Tiche3:grin:

I'd like normal Triggers than vJass :)) :grin:
 
Last edited:
Level 9
Joined
Apr 25, 2009
Messages
468
I am "really good" and I dont use jass a bit, I use custom script to remove leaks, thats it ;)

EDIT:
What do you need help with?
 
Level 9
Joined
Jun 25, 2009
Messages
427
Hmm i don't even know if that is possible but to make all units in map to have critical strike 3% 2x (without passive skill (don't even think it's possible)) or like this: you know a spell like shockwave? i want it to be one target when going not to hit nearby opponents and when it hits target it doesnt go any further (something like this :grin:)
And more stuff like this ;D (don't think it's so hard but i suck at triggering :))

You're asking for GUI triggers (not normal triggers hehe)

Good luck finding someone "really good" that doesn't use jass.

Cokemonkey, i said "i'd like normal triggers" i didn't say that it must be only normal triggers :))
But yeah i would REALLY like normal than vJass ;)
 
Level 8
Joined
Mar 12, 2008
Messages
437
Wouldn't it be easier first to make two triggers like this:
  • Buy cookies at Wal-Mart for $0.26!
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is (A structure) Equal to False)
    • Action
      • Unit - Add Critical Strike Spellbook to (Triggering unit)
and
  • Da trigger dat disables
    • Events
      • Time - Time elapsed Equal to 1.00 second
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions):
        • Player - Disable Critical Strike Spellbook for (Picked player)
You need to create the ability Critical Strike Spellbook, which is a spellbook, and include your Critical Strike into it. This will make the unit actually have the ability, but you can't see that they have it.
 
Level 9
Joined
Jun 25, 2009
Messages
427
I don't want to create another thread so i write it here. could you make me skill boost hp level 1= 10% max hp increase, level 2 +20% max hp increase and lvl 3 +30% max hp increase? :)) i would be VERY thankful (as i said i suck at triggering ;/)
 
But is it even possible with the normal triggering? :/

It's not called "Normal triggering", it's called GUI triggering.

Well... yes. The general concept is that you add an ability that increases max value, then change the level so you increase it by the value you want, then remove it, and add it again, this time changing level to a different. Loop until it gets to the health you want.

Here's the system I used:

JASS:
library maxHealth
    constant function MaxStateModifierId takes unitstate u returns integer
        if u==UNIT_STATE_MAX_LIFE then
            return 'A02F' //Maxlife Abil Rawcode
        endif
        return 0
    endfunction

    function SetUnitMaxState takes unit whichUnit, unitstate whichUnitState, integer newVal returns boolean
        local integer c=newVal-R2I(GetUnitState(whichUnit, whichUnitState))
        local integer i=MaxStateModifierId(whichUnitState)
        if i==0 then
            return false
        endif
        if c>0 then
            loop
                exitwhen c==0
                call UnitAddAbility(whichUnit, i)
                if c>=100 then
                    set c=c-100
                    call SetUnitAbilityLevel(whichUnit, i, 4)
                elseif c>=10 then
                    set c=c-10
                    call SetUnitAbilityLevel(whichUnit, i, 3)
                else
                    set c=c-1
                    call SetUnitAbilityLevel(whichUnit, i, 2)
                endif
                call UnitRemoveAbility(whichUnit, i)
            endloop
        elseif c<0 then
            set c=-c
            loop
                exitwhen c==0
                call UnitAddAbility(whichUnit, i)
                if c>=100 then
                    set c=c-100
                    call SetUnitAbilityLevel(whichUnit, i, 7)
                elseif c>=10 then
                    set c=c-10
                    call SetUnitAbilityLevel(whichUnit, i, 6)
                else
                    set c=c-1
                    call SetUnitAbilityLevel(whichUnit, i, 5)
                endif
                call UnitRemoveAbility(whichUnit, i)
            endloop
        endif
        return true
    endfunction
endlibrary
 
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