- Joined
- Mar 3, 2006
- Messages
- 1,564
JASS:
globals
player MyVictim = Player(2) // Player 3 (Teal)
endglobals
function hero_levels takes nothing returns integer
local integer hero = GetHeroId()
local integer level = GetHeroLevelAI()
local integer a = 0
if hero == DEMON_HUNTER then
if level == 1 or level == 3 or level == 5 then
set a = IMMOLATION
endif
if level == 2 or level == 4 or level == 7 then
set a = MANA_BURN
endif
if level >= 8 then
set a = EVASION
endif
if level == 6 then
set a = METAMORPHOSIS
endif
endif
if hero == MOON_CHICK then
if level == 1 or level == 3 or level == 5 then
set a = TRUESHOT
endif
if level == 2 or level == 4 or level == 7 then
set a = SEARING_ARROWS
endif
if level >= 8 then
set a = SCOUT
endif
if level == 6 then
set a = STARFALL
endif
endif
return a
endfunction
function main takes nothing returns nothing
call CampaignAI( MOON_WELL, function hero_levels )
//call AttackMoveXY(-6500,-6500) // Just a signal to detect if the AI is working or not
//call PurchaseZeppelin()
//call SetBuildUnitEx( 9, 9, 9, WISP )
//•••••••••••••••••••••••••••••••••••••••••
//• DEFENDERS •
//•••••••••••••••••••••••••••••••••••••••••
call CampaignDefenderEx( 1, 1, 1, MOON_CHICK )
//call CampaignDefenderEx( 3, 3, 3, ARCHER )
//call CampaignDefenderEx( 3, 3, 3, HUNTRESS )
//•••••••••••••••••••••••••••••••••••••••••
//• ATTACKING •
//•••••••••••••••••••••••••••••••••••••••••
loop
//• WAVE #5+ •
call InitAssaultGroup()
call CampaignAttackerEx(1,1,1,MOON_CHICK)
call CampaignAttackerEx(6,6,6,ARCHER)
call CampaignAttackerEx(6,6,6,HUNTRESS)
//call ForeverSuicideOnPlayer(10,MyVictim)
call SuicideOnPlayerEx(10,10,10,MyVictim)
//exitwhen GetEnemyBase() == null
endloop
endfunction
How to exit the loop when the target is destroyed ? Do I have to detect this via triggers then send an AI command, if so how to do it ?
Last edited: