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Old 08-18-2008, 01:20 AM   #76
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Old 09-24-2008, 07:39 PM   #77
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Update!
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Old 09-24-2008, 10:16 PM   #78
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YESSS, btw, will you help me if I use this thing ?? xD
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Old 09-25-2008, 01:04 PM   #79
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can i make a stun system out of it?
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Old 09-25-2008, 01:08 PM   #80
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It already comes with a stun system, but you can make your own if you want.
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Old 09-25-2008, 01:32 PM   #81
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aw u replied so fast, i thought youll be back tomorrow, anyways, i opened the test map and i saw the stun system u made
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Old 10-11-2008, 01:00 PM   #82
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bump

hey this trigger doesnt work? i used abuff system and used ur astun system, yes i correctly modified the calibration stuffs inside aStun

the spell works like this:
cast spell, used xecollider for the missile unit, in the loopControl function, it checks the distance between the missile unit and the location of the caster, for each 150 range add 0.5 counter to a global integer, and when the missile hits a unit (onUnitHit), the spell will stun the unit with a duration equal to the counter
the code (i used xe 0.4 for this)
Collapse JASS:
scope Jumong initializer init

private function setupDamageOptions takes xedamage d returns nothing
    set d.dtype = DAMAGE_TYPE_UNIVERSAL
    set d.atype = ATTACK_TYPE_NORMAL
    set d.damageTrees = true
endfunction

globals
    private constant integer spell = 'A007'
    private constant string sfx = "Abilities\\Weapons\\BallistaMissile\\BallistaMissile.mdl"
    private xedamage damageOptions
    private real counter = 0.0
endglobals

private struct Bind extends xecollider
    unit cast
    real cx
    real cy
    real tx
    real ty
    integer level
    
     method onUnitHit takes unit hitunit returns nothing
        if damageOptions.allowedTarget(this.cast, hitunit) then
            call UnitStun(hitunit, this.cast, counter)
            call damageOptions.damageTarget(this.cast, hitunit, this.level * 90)
            call this.terminate()
        endif
    endmethod
    
    method loopControl takes nothing returns nothing
        local real dx = this.x - this.cx
        local real dy = this.y - this.cy
        local real dis = SquareRoot(dx*dx+dy*dy)
        if dis < 150 then
            set counter = 0.5
        elseif dis < 300 then
            set counter = 0.5
        elseif dis < 450 then
            set counter = 1.0
        elseif dis < 600 then
            set counter = 1.5
        elseif dis < 750 then
            set counter = 2.0
        elseif dis < 900 then
            set counter = 2.5
        elseif dis < 1050 then
            set counter = 3.0
        elseif dis < 1200 then
            set counter = 3.5
        elseif dis < 1350 then
            set counter = 4.0
        elseif dis < 1500 then
            set counter = 4.5
        elseif dis >= 1500 then
            set counter = 5.0
        endif
        if dis >= 2600 then
            call this.terminate()
        endif
    endmethod
    
endstruct

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == spell
endfunction

private function Actions takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local location targ = GetSpellTargetLoc()
    local real a = Atan2(GetLocationY(targ) - GetUnitY(cast), GetLocationX(targ) - GetUnitX(cast))
    local Bind xe = Bind.create(GetUnitX(cast), GetUnitY(cast), a)
    set xe.fxpath = sfx
    set xe.speed = 350
    set xe.minSpeed = 700
    set xe.maxSpeed = 800
    set xe.acceleration = 100
    set xe.z = 50
    set xe.expirationTime = 20
    set xe.collisionSize = 130
    set xe.direction = a
    
    
    set xe.cast = cast
    set xe.level = GetUnitAbilityLevel(cast, spell)
    set xe.cx = GetUnitX(cast)
    set xe.cy = GetUnitY(cast)
    set xe.tx = 0
    set xe.ty = 0
    call RemoveLocation(targ)
    set cast = null
    set targ = null
endfunction

//===========================================================================
private function init takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    set damageOptions = xedamage.create()
    call setupDamageOptions(damageOptions)
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( t, Condition( function Conditions ) )
    call TriggerAddAction( t, function Actions )
endfunction

endscope
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Old 10-11-2008, 02:08 PM   #83
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I can see at least three things you did wrong:
- You didn't describe how it doesn't work, at all.
- You didn't put any debug messages in your code to help you figure out what the problem is.
- You posted in the ABuff thread even though the problem may not be with the stun system at all.

Please post a thread with all the required information in the T&S forum.
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Old 10-12-2008, 02:26 PM   #84
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Arrghh, I've been studying you Inner Fire example and some of your spells. I also read the documentation (or most of it).
However, about ADamage, it is meant to be a shield system right ? I mean,
Collapse Anitarf:
// create method is optional, if you don't declare one then you must use
        // the .allocate parameters (unit, integer) when creating a shield of this kind

        // this is the method that runs when damage is dealt to the shielded unit
        // the damage parameter tells how much damage got to this shield past any shields with a higher priority that the unit may have
        // the real that the method returns is how much of that damage should be prevented by this shield
        // this is all that this method is intended for, calculating damage reduction, don't try to do anything funny like dealing more damage here

So, this means I can't create a Critical spell using ADamage nor your system, am I correct ?
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Old 10-12-2008, 02:44 PM   #85
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Quote:
Originally Posted by Flame_Phoenix
So, this means I can't create a Critical spell using ADamage nor your system, am I correct ?
ADamage shields have nothing to do with critical-strike-type spells. What you want is the ADamage_Response function interface (if you're using ADamage only) or the ABuffEvent_BUnitDamage function interface (if you're using the ABuff system).
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Old 10-13-2008, 12:00 PM   #86
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Anitarf I quit I just can't use Response and Addresponse, and I know how to use Interfaces ....

Can some one please make a simple example on how to use it please ?
I just need a few lines of code to know how to start =S
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Old 01-12-2009, 10:38 PM   #87
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I can't download the file now, your system use the CustomUnitUserData of an unit or not ?
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Old 01-12-2009, 11:33 PM   #88
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Quote:
Originally Posted by Troll-Brain
I can't download the file now, your system use the CustomUnitUserData of an unit or not ?
No.
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Old 01-12-2009, 11:38 PM   #89
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Quote:
Originally Posted by Anitarf
No.
Good, i will look more about this system later :)
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Old 01-25-2009, 01:06 PM   #90
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Quote:
The system also requires the libraries Table and TimerUtils, they are included in the map but newer versions may become available in their threads at a later time.
You should UPDATE THIS THING and warn people that it also REQUIRES ADamage.

I already have IDDS on my map, I can't use ADamage and now I can't use ABuff ... just wonderful...
I wonder, is there a way to use this thing without ADamage?
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