- Joined
- Aug 11, 2009
- Messages
- 6,527
You know what, I LOVE IT!
ThanksCool Spell![]()
Yeahhh it's awesome isn't it ??wow, Torchlight!!!
Yes, you're right, I did it in a hurry, and taking into account that I haven't coded spells since... 2009? well, I can say I haven't forgotten all of the stuff related with WC3 moddingMoyack its nice to see you. I suppose. Your submission looks pretty good. I like the effect of the faded Firelord. I was hoping that you were going to detail the "evasion" a little more but you don't really notice in normal circumstances whether lethal damage ~can~ be evaded. If you kill the unit with 600 damage or something though the unit will still die, because a dead unit cannot be revived simply by adding hit points. Unfortunately.
In fact, the evasion does not work at all. Instead ofEVENT_UNIT_DAMAGED
you useEVENT_UNIT_ATTACKED
. That's funny. You must've typed this up in a hurry. If you change it the evasion seems to work properly, but lethal damage still isn't prevented.
In cases where the damage amount exceeds the unit's life capacity, you'll need to fiddle with the BonusMod library by EarthFury I believe. If the damage is still within the unit's life amount then you simply need to adjust the unit's life before hand. The problem when you fiddle around in these areas is that you realize 0-second timers aren't so instant.
Man, it's one of my favorites too, I enjoy Torchlight as you doShadow armor was one of my favorite abilities of the Destroyer... and your recreation of it looks really cool... ^_^
ThanksWoah I love Moyack's spellOoOo
I have another option, let me try it first if it works, but thanks for your suggestionTo prevent death when the attack is fatal just add the ability 'Invu' to the unit in the event and then run a 0 second timer and remove the ability when the timer expires. Problem solved![]()
Bribe do you categorize HON/LOL spells in the "Dota originality" category?
Sorry, I miss your post@moyack
There are a few major improvements that can be done but either way it looks awesome!
OK, fixed pretty much everything considering the trigger by now.
Here this is how it looks
I'm not too concerned. If it executes well that's the absolute most important thing. I'd prefer something that's never been done before in wc3.
Sorry, I miss your post
Yes, I realized that and I'm doing my fixes. Remember I haven't coded a spell since 2009.... and I'm rusty![]()
Heh
anyway guys... is it possible to get to the rawcode of some ability, but not just ability rawcode like 'A003' but deeper in to the values, like stun duration.
Trough GUI? Or is it hardcoded?
native GetAbilityEffectById takes integer abilityId, effecttype t, integer index returns string
function CasterUseAbilityStatic takes player owner, string modelpath, integer abilityid, real duration, real x, real y returns unit
return CasterUseAbilityLevelStatic(owner,modelpath,abilityid,1,duration,x,y)
endfunction
No need for custom script, it's available in GUI directly. It only can access the Art string data from an ability, though. That said, you can co-opt an unused effect string as a place for you to re-list data, using String to Real/Integer conversion, for a slightly easier way to associate certain values with abilities than by listing them in an array..., this could work in GUI using custom scripts right?JASS:native GetAbilityEffectById takes integer abilityId, effecttype t, integer index returns string
Those aren't natives, those aren't even in Blizzard.j. What are they?JASS:function CasterUseAbilityStatic takes player owner, string modelpath, integer abilityid, real duration, real x, real y returns unit return CasterUseAbilityLevelStatic(owner,modelpath,abilityid,1,duration,x,y) endfunction
I'm against really skilled competition!
I have a feeling I'll lose...
But oh well, great spells everyone! Especially to moyackx!
Misread that as "nearly skilled competition!" xD
good luck to you too
No need for custom script, it's available in GUI directly. It only can access the Art string data from an ability, though. That said, you can co-opt an unused effect string as a place for you to re-list data, using String to Real/Integer conversion, for a slightly easier way to associate certain values with abilities than by listing them in an array...
Those aren't natives, those aren't even in Blizzard.j. What are they?
It is a string function named Game - Ability Effect Art Path, eg:1. I'm pretty sure there isn't any function like that by default (in GUI)
Right after that, you should clear PgDummyGroup[Pg]:it will do a bugged WIP ^^. It's MUI but it lag alot when multiple casting, so if you guys can help on that too, it would be awesume.
...
If - Conditions
PgCurrentAOE[Pg] Greater than or equal to PgMaxAOE[Pg]
Then - Actions
Unit Group - Add all units of PgDummyGroup[Pg] to PgDummyGroup2[Pg]
did you mean, my hades army?I wanna see that Hades Army...
ThanksI'm against really skilled competition!
I have a feeling I'll lose...
But oh well, great spells everyone! Especially to moyackx!
Oh, i didn't know i have to save it twice for it to be usable in vanilla WE.maybe its a new file, and he forgot that he need to save it twice for it to compile...
Um..
can i add the simple respawning creep by me in the wip?