| 02-08-2007, 05:00 PM | #1 |
Is there an easy method of getting the level of a particular hero skill? This derives out of a skill I'm trying to trigger that creates a dummy unit, moves it and causes it to detonate when it attacks (thus, its reached an enemy unit). The issue I'm having is I need to determine how much damage to do to the area by finding the level of the hero skill which starts this whole fiasco. Also, on another subject, units with "Locust" don't provide sight, do they? Third question: Is there a way to cause slow based on the detonation of "stampede" unit? IE, Stampede is cast, each detonation of the stampede unit does small damage and each time a stampede unit detonates, the affected unit is slowed 3% or whatever. |
| 02-08-2007, 05:22 PM | #2 |
1. yes you can Unit - Level of <Ability> for <Your Unit> e.g. set integer = (Level of Stampede for (Triggering unit)) 2. they provide sight if they have, they are still units, but of course only for the owning player 3. propably a lot trigger work don't know any easy way for such a skill ---forget the other way, they aren't units--- |
| 02-09-2007, 01:12 AM | #3 |
Regarding units with locust (in case Fireeye wasn't clear): yes, they do provide vision; locust does not alter this. If you want units to not give vision, then just change their "Stats - Sight Radius" field to be 0 or less (Although I'm not sure you can give negative sight radiuses). Regarding the Slow per hit of stampede: you could do it by adding modified "Slow Aura (Tornado)"s that reduce movement speed by 3% each and doing something like this: JASS:function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing local unit U = GetTriggerUnit() call UnitAddAbility(U, 'Aasl') //"rawcode" being the raw code of your ability based off of 'Aasl' call PolledWait(20.00) //Or however long your slow should last call UnitRemoveAbility(U, 'Aasl') set U = null endfunction //=========================================================================== function InitTrig_Untitled_Trigger_001 takes nothing returns nothing set gg_trg_Untitled_Trigger_001 = CreateTrigger( ) //Now all you need to do is find events for this... call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions ) endfunction |
| 02-09-2007, 01:28 AM | #4 |
Why not trigger the whole damned stampede then? Just code the motion of the "effects" and have a dummy cast "slow" on the struck unit when they hit. It's not that hard, and it's likely the only way you can do it. |
| 02-09-2007, 03:03 AM | #5 |
I have absolutely no experience with fully-JASSed abilities though...I'm only familiar with using JASS as a help-along for abilities....I wouldn't even know where to start :( |
| 02-09-2007, 03:24 AM | #6 |
Well you could be like me and take your time with Vex's Tuts -Av3n |
| 02-09-2007, 04:00 AM | #7 |
I've been working on some of em...but there's just so many things that a trigger like thsi would involve. Detecting collision, detonation, slow and appropriate length...I'm afraid by the time I'll be done it'll be some wierd, 20-thread trigger that doesn't work right and leaks or something...lol In any case, if you might direct me to any tutorials you know of for anything this involves (or even a master-list of the functions? oooo, that'd be nice)...it would be greatly appreciated. |
| 02-09-2007, 04:39 AM | #8 |
A comprehensive list of functions, complete with a search feature: Clan WENW You can also look in common.j and Blizzard.j for a less organized list. Also, if you you're using some kind of compiler/syntax checker, it should have a list somewhere; sometimes it comes with it's own common.j/Blizzard.j files . |
