Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
For sure not, but think about it: what would you say if you post your idea here for the contest and someone "steals" it and creates the spell with your idea?
At least I wouldn't be happy about it o.o
Anyone should create something out of his own mind and I'm glad that mine got inspired by you
For sure not, but think about it: what would you say if you post your idea here for the contest and someone "steals" it and creates the spell with your idea?
At least I wouldn't be happy about it o.o
Anyone should create something out of his own mind and I'm glad that mine got inspired by you
You're right, but since you don't know how my spell code will look like they may not be considered as "same" . After all, there are plenty of ways to make an orbit.
Heh thanks, but I believe alot of people have achieved more than me in vJass, not mentioning Dynasty. And The Reborn Devil is a good jasser too, and you as well. Let say, there are alot of good contestants in this present competition (as I can't remember the name of all of you) =)
I am sorry to post this here but there are several top JASS-ers viewing topics here i would like to ask you for all the possible links of any JASS tutorials, i already finished Beginning JASS Tutorial Series by wyrmlord and almost finished Advanced JASS tips from Daelin i was wondering is there some good tutorial focused on these things:
-special effects and their removal(more or less i got all)
-timers and periodic function calling(clue-less)
-JASS MUI-ness and making MUI JASS spells
-any other thing JASS spellmaker should know
-structs
-handles
Again sorry to post it here but as there are several JASS-ers here(Dynasti,Justify,Eccho,etc) i think i will get a fine answer.
I am moving on to JASS and before i start spellmaking i want to get in touch with most of the JASS function.
http://www.hiveworkshop.com/forums/f280/coding-efficient-knockback-vjass-41418/
Most epic way to learn vJass.
I read it right after achieving the basic jass skills and it was amazing how much you can learn from it. Since I learned the rest on a german site, I can't help you any further, but there are still plenty jassers left that can help you.
Oh, @Palaslayer: Don't cry noo, just a joke. Just keep on making spells with GUI, doesn't mather what the rest does, huh?
There is always few really nice GUI spells with orginal and neat idea, but when the time comes to use them in your map you will recode them in vJass because GUI sucks.
Anyways, Im looking forward to see what you guys have invented. I have only coded a lightning library and a knockback library, but I still need to make those actual spells.
GUI is a flexible term, as GUI is masked Jass, it is by no means limited when compared with Jass, as there are custom scripts. Anything done in Jass can be achieved in GUI one way or another and vise versa.
If you look through the past winners, you will find GUI spells as well.
P.s. same goes to vJass, as the only thing it does is saving you a lot of coding.
... with some custom scripts. Not anything is possible, like moving units without stopping their orders, or doing [special] stuff for a single player. But such stuff requires 1-2 lines of custom scripts what can still be 'seen' as GUI. If not, you won't even be able to fix leaks. It's funny how guys always say "GUI sucks, it makes your computer lag"... no it doesn't. Wc3 is how many years old? The requirements are very low and if GUI is well coded, you nearly can't recognize the difference.
BUT we're going OT now
Yes indeed, but vJass opens up flexibilities in Jass such as OOP (object oriented programming) which, in my opinion, is far more easier to use than "click-and-select" GUI and standard Jass (yeah... Jass has it's limits too).
I am sorry to post this here but there are several top JASS-ers viewing topics here i would like to ask you for all the possible links of any JASS tutorials, i already finished Beginning JASS Tutorial Series by wyrmlord and almost finished Advanced JASS tips from Daelin i was wondering is there some good tutorial focused on these things:
-special effects and their removal(more or less i got all)
-timers and periodic function calling(clue-less)
-JASS MUI-ness and making MUI JASS spells
-any other thing JASS spellmaker should know
-structs
-handles
Again sorry to post it here but as there are several JASS-ers here(Dynasti,Justify,Eccho,etc) i think i will get a fine answer.
I am moving on to JASS and before i start spellmaking i want to get in touch with most of the JASS function.
-Timers are very nice and they are used very much.
To create a timer you do this:
local timer t = CreateTimer()
If you want to execute a function with a delay you use timers and it's achieved by using the function: TimerStart(WHICH_TIMER (timer), TIME (real), PERIODIC (boolean), WHICH_FUNCTION (code))
Timers are mostly used as periodic timers (timers that start again and again when they expire until they are paused) those are created by replacing "PERIODIC" with true. To get the timer that expired you use the function GetExpiredTimer(), to pause a timer you use the function PauseTimer(WHICH_TIMER) and to destroy it you use the function DestroyTimer(WHICH_TIMER). NOTE: When destroying periodic timers you must remember to pause them first.
-Using timers and structs is the most common way to make vJASS MUI spells. When making JASS MUI spells timers are also involved, but instead of structs the game cache (LHV) is often used.
-Structs (vJASS) are objects which can have members and methods which can be accessed using the "." syntax.
Creating a struct:
JASS:
struct STRUCT_NAME
endstruct
within it you may add members and methods. Members are added like this:
JASS:
struct STRUCT_NAME
unit u
endstruct
Methods are just like functions, but they are created like this:
JASS:
struct STRUCT_NAME
unit u
method Kill takes nothing returns nothing
call KillUnit(.u)
endmethod
endstruct
That method is called like this:
JASS:
function blabla takes unit u returns nothing
local STRUCT_NAME lol = STRUCT_NAME.create()
set lol.u = u
call lol.Kill()
endfunction
First we create the object lol by using the function "STRUCT_NAME.create()" and then we we apply data to the member "unit u" and after that we call the method. There is another type of methods called "static methods" and they are created the same way, but with "static" in front of "method lol takes blabla" and they are called like this: call STRUCT_NAME.lol(). Static members is also possible and also have "static" in front of themselves and data is assigned to them like this: set STRUCT_NAME.u = Some unit
-Handles are pointers which points to a certain place in the memory. There are many different handles (unit, timer, destructible etc.) and they must be nulled when not used to prevent memory leaks.
so actually i saw some guys using static vars in the struct for stacking (incl. timers), but i thought structs are slower, so what is better use stacking with normal global vars or with static vars?
p.s: reworking my spell (effects.... it will be an eye candy ;D)
It doesn't matter whether you use a static stack or a global stack in terms of efficiency - they're both EXACTLY the same. I prefer global stacks for readability, but that's just me, you can use either one and it won't affect the efficiency of your code.
That is an emulated OOP. vJass(Jass Helper) can't possibly modify wc3 to understand a better language it only converts what you have written into something that wc3 will understand(Jass). Structs are just a bunch of arrays. It(vJass) is useful, as it saves you a lot of coding, but still, doable with normal jass.
As said, wc3 is not a great programming environment. I think it is a great starting platform for any one who wants to do any programming. And then one should move on, and perhaps make a complete game, with all those libraries and packages it is now so easy. I do some triggering just for fun from time to time.
Well for a start it would cause syntax errors, because you don't put the type of the variable inside the set command... and there's no indication that variable is an array... but this would work:
JASS:
local unit array u
set u[myinteger[2]] = GetTriggerUnit()
There was no declaration at all, but I think he might be intelligent enough to write "array" between "unit" and "u" since he did it already in the globals block :O but yeah, you're right.
Charge Charges the target with electric energy, which deals damage over time to the target. After 12 seconds or if the spell gets dispelled there is a chance of 25% that the target gets damaged for 45% of the damage delt before. Level 1 - Deals 18 damage per second. Level 2 - Deals 22 damage per second. Level 3 - Deals 26 damage per second.
------------------------------------------------------------------------
Electro-Magnetic Field Creates an Electro-Magnetic FIeld at the targeted location. All hostile units will be damaged over time. If a foe is effected by the spell 'Charge', it'll be pulled to the center of the field. If the unit reaches the center it will be effected by the debuff 'Overload', which slows the unit. Level 1 - Deals 12 damage per second to all hostile units in a range of 400. Level 2 - Deals 15 damage per second to all hostile units in a range of 400. Level 3 - Deals 18 damage per second to all hostile units in a range of 400.
------------------------------------------------------------------------
Thanks for the help and sorry for my syntax errors i know i musn't use:
JASS:
set unit u
Cuz i already did that about 2 times...and learned that when seting variables you just use their names not their type...
Also sorry for any confusion i may caused with my syntax errors...
EDIT:
I know i must declare array variables and declare variables in the first place before using them so again sorry for any kind of confusion...
Uh yeah, I'm out.
Whai?
I messed up my triggers instead of tweaking them and I don't want to spend that much time again for a renewal of the spells.. my idea was:
Holy Shine
Creates a wailing ball of holy light healing all nearby friendly units by 2/4/6% of their hp. Also casts a buff on them during a certain time and then explodes. The explosion deals 25% of the hp of any affectes undead unit Damage: 25/max. Range: 900 Type: Active Cooldown: 15s
and
Cruelty
(left this out so far, working with poison and DoT and so on..)
If being cast on the same point, the fusion creates exact copies of all nearby units (no heroes) who are invincible and have poison-attacks (exp: timer: 20s)
I don't get it why people get enraged when they mess up their triggers...
I messed up mine spells triggers about 15 times before the final outcome, you just don't let it hit you and continue the work, in the end i was proud to make those errors vanish and have a functional spell at my hands...
[offtopic]
Sounds like i am preaching doesn't it?
Damn, I still haven't started
Good thing I still have about 8 days left, I would be able to finish it by the deadline hopefully
Anyway, I realised that many people are doing Light spells, why the coincidence?
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.