Thread: xe0.9
View Single Post
Old 11-05-2008, 08:02 AM   #163
zen87
vJass maniac
 
zen87's Avatar
 
Join Date: May 2006
Posts: 732

Submissions (1)

zen87 has a spectacular aura about (86)zen87 has a spectacular aura about (86)zen87 has a spectacular aura about (86)

Send a message via MSN to zen87
Default

Quote:
Originally Posted by WNxCryptic
If you're trying to duplicate a pre-existing damage, why not call the damage that already exists?
because the effect change is one side connection... you can set the effect, but once set you can't turn it off

btw vex, some tiny suggestion again:

Collapse JASS:
    method castInPoint takes real x, real y returns boolean
     local unit dummy
     local boolean b
        //! runtextmacro xecast_allocdummy()
        if (.customsource) then
            call SetUnitFlyHeight(dummy,.sourcez,0.0)
        endif
        call SetUnitX(dummy, x)
        call SetUnitY(dummy, y)
        set b = IssueImmediateOrderById(dummy,this.oid)
        //! runtextmacro xecast_deallocdummy()
        if(.autodestroy ) then
            call this.destroy()
        endif
     return b
    endmethod
sometimes we need to detect is the spell successfully casted, thus i was thinking of returning the order boolean would be a nice idea :)
__________________
Final Alliance
An RPG like no other
zen87 is offline   Reply With Quote