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Old 07-13-2008, 12:47 PM   #16
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the system is ought to be cool. But if u can make some detailed description/examples for some dumbs in vjass as I =)
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Old 07-13-2008, 05:17 PM   #17
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That's the plan, I will once I got time. Really. I also have to release xedamage, a new module.
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Old 07-14-2008, 01:36 PM   #18
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That's a really good work vex ;)
I'm developping a jass/vjass framework and maybe we could cooperate, but that's not the question of my post.

You are only using variable setting :
Quote:
set mp.abilityid='Ahpm' //let's say this is polymorph's rawcode, ok?
set mp.orderstring="polymorph"
so my question is why you don't use a method that takes function's code and order at the same time since both are tightly linked ?
I assume the difference is really small and you may want to keep the same syntax for all "data" declarations, did I miss something else ?
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Old 07-14-2008, 01:41 PM   #19
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Quote:
so my question is why you don't use a method that takes function's code and order at the same time since both are tightly linked ?
Because I don't want to, and though sometimes you want orderids, other times you want order strings.
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Old 07-14-2008, 01:52 PM   #20
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That's true, flexibility ;)
Thx for clarification.
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Old 07-30-2008, 03:44 AM   #21
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Very nice system, the best I've ever seen. If the example on the first page was in the demo map I'll understood it much earlier.

GJ I'm gonna use it^^
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Old 08-02-2008, 10:57 AM   #22
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I don't know why but castInPoint doenst work (or Im dumb=)
when using it with xe it doesnt work but if i did it manually it does

And advices:
1) Add method set mp.boolexpr (when castonpoint)
2) Add method castonself
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Old 08-02-2008, 11:53 AM   #23
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Quote:
I don't know why but castInPoint doenst work (or Im dumb=)
You'll need to post code.

Quote:
1) Add method set mp.boolexpr (when castonpoint)
That doesn't make sense?
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Old 08-03-2008, 12:31 AM   #24
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wrong description vex...

Quote:
playercolor teamcolor
----
The recycle delay is the time to wait before recycling the dummy caster, if
it is 0.0 the ability will be considered instant.

A proper recycle delay is important since when a dummy caster is recycled
its owner becomes player passive. Every damage done by the casted spell will
not credit the correct player.

Some other spells need some time in order to cast correctly. Not to mention
the channeling ones that require the caster to last during that situation.

Example: set somevar.recycledelay=10.0

and why does these functions included in the xefx readme, while only passive abilities can be grabbed by a projectile dummy? does that mean you can cast spells whenever a projectile dummy collides with a unit?

Quote:
integer orderid (write-only)
----
The ability to cast's order id. eg 858029 or OrderId("blizzard")
________________________________________________________________________________
string orderstring (write-only)
----
The ability to cast's order string (eg "blizzard")
________________________________________________________________________________
boolean customsource
----
false by default, determines if you want the dummy caster to be placed at
a specific point when casting, this allows you to exploit blizz spell's eye
candy. Once customsource is true, you need to set sourcex,sourcey and
sourcez.
________________________________________________________________________________
real sourcex, sourcey, sourcez
----
The coordinates where you want to place the dummy caster, z is height and
is 0.0 by default. These are ignored if customsource is set to false.
________________________________________________________________________________
method setSourcePoint takes real x, real y, real z returns nothing
method setSourceLoc takes location loc, real z returns nothing
----
In case setting all that stuff manually takes too much lines for your taste
you can use these methods to set those values, they will automatically set
customsource to true.
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Old 08-03-2008, 02:36 AM   #25
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read the rest of the thread.
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Old 08-03-2008, 08:44 AM   #26
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ok thanks now i got it
BTW, i forgot to comment about the system
last time, i thought this system ISNT useful, earlier i tried to open the map in WE and try to read the whole thing, now i has understood the whole system and became crazy

its really a good system, there are other things i dont use in CS, and only few of them i use every time i create spells, with just 3 modules you can entirely cover 3/4 of caster system's feature (correct me if im wrong)
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Old 08-03-2008, 12:36 PM   #27
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DamageOptions are 1/3 of caster system , collisionmissiles are 1/3 , I will soon release xedamage though.
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Old 08-04-2008, 08:23 AM   #28
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nice, keep it up
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Old 08-09-2008, 02:14 AM   #29
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bump

you're going to make a xedamage module right? can u make the intuitive damage system by Rising_Dusk supported by xedamage?

like we can freely use our created damage type from the damage system in the xedamage module

lets say i created a damage type in intuitive damage system DAMAGE_TYPE_WAAAKS then theres a function in xedamage where i will set the damage types including my custom damage type call d.damageType(ATTACK_TYPE_NORMAL, DAMAGE_TYPE_WAAAKS) now with the d.damageType created, the system will now use my custom damage type created (DAMAGE_TYPE_WAAAKS)

i dont know if it can be done, or u just dont like implementing it, but intuitive damage system is really a great system, and really useful for triggered spells, especially those maps that uses element types, where Water > Fire > Earth > Water style maps
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Old 08-09-2008, 01:02 PM   #30
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There's no way right now to make that intuitive damage system supported by xedamage without making it a requirement.

I was going to have something like:

Collapse JASS:
local xedamage xd = xedamage.create()
    set xd.dtype=DAMAGE_TYPE_FIRE
    set xd.atype=ATTACK_TYPE_SPELL
    //perform damage


Then in a damage event you can:
Collapse JASS:
    if (xedamage.isInUse()) then
          call AnnounceWasUsed( xe.CurrentDamageType, xe.CurrentAttackType)
    endif

I don't like the whole stuff about declaring new damage types incompatible with the ones we already used so much, considering there are so many elements declared as damage types already.
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