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 Post subject: Re: >> JASS/GUI requests in here <<
PostPosted: June 24th, 2008, 6:25 pm 
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Joined: January 28th, 2007, 8:10 pm
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Title: JASS Programmer
grand wrote:
Passive Ability: 10% chance that whenever an enemy unit casts an spell on unit with ability A, that unit will cast the same spell back on the enemy.

How do I script the spells part in Jass? The only part I can write is the chance part which I can easily read.


I made a rough sample... I assume it's what you're looking for.

So far, I have the reflect ability based off of Pulverize (0% chance) and reflect chance is currently 50%.
-Spell will reflect friendly spells (ex: Pallies Healing Light).
-Spell reflect persists through silencing effects (Silence or soul burn)
-Reflect has not been configured for channeled spells or spells with a casting time (They will work but will look odd...)
-Reflect costs no mana and has no mana limitations
-Spells like Kaboom which suicide the caster will not cause the target to suicide (Not tested yet... in fact I dont even know if Kaboom is reflectable)

Enjoy


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 Post subject: Re: >> JASS/GUI requests in here <<
PostPosted: June 24th, 2008, 7:18 pm 
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Joined: January 6th, 2008, 10:05 pm
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Aero wrote:
I can do this for you NP but I need to know what kind of spells are to be "mirrored back".
I'm assuming it's just unit-targetted spells (and nothing triggered?).
Do I need to include channelled spells? (Such as life drain)?
If a spell costs 500 mana to cast and the target has 100 mana,is the spell reflected? Does it cost mana?
Do spells with a casting time become instant cast?
Does the ability appear on the unit and then the unit casts it or does the target just cast it?
Do targetted abilities like "Kaboom" which suicide the caster apply? (If you try to reflect Kaboom, do you suicide)? (Does it reflect)?

I need information like this before I can try to work something out.

666 posts btw!


Yes, the type of spells that are mirrored back are unit-target and aoe spells, including channeling but excluding the channeling time. No mana needed to reflect. The enemy just cast the spell and it will reflect back with out adding the ability to the unit. All spells reflected have a 0.25 delay. No reflection on suicide spells.

Thank you for your help, Aero.


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 Post subject: Re: >> JASS/GUI requests in here <<
PostPosted: June 24th, 2008, 7:29 pm 
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Ok, to fix spells that are channeled / have a casting time, change this line in the code:

"call UnitApplyTimedLife(d,0,15.)" change the 15. to 1.5

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 Post subject: Re: >> JASS/GUI requests in here <<
PostPosted: June 25th, 2008, 11:53 am 
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i think this is a rather simple question but, how do i copy a hero from a custom map(dota) to a newer version of of the same map? what do i do? do i copy and paste something? thanks for the help


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 Post subject: Re: >> JASS/GUI requests in here <<
PostPosted: June 25th, 2008, 8:18 pm 
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emecee wrote:
i think this is a rather simple question but, how do i copy a hero from a custom map(dota) to a newer version of of the same map? what do i do? do i copy and paste something? thanks for the help


This isn't GUI, nor JASS.

But the answer, I believe, is to open your original map, (the one you want to copy it into), and then open, without closing, the map you're taking the hero from, and find the unit, highlight it, copy unit, close the map, and paste it into the unit manager in your original map.

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 Post subject: Multi-Bindings?
PostPosted: June 25th, 2008, 10:30 pm 
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Okay, my question is how would you bind more than one command to a key?
For instance I would like to be able to say:
-bindup -command1
-bindup2 -command2
An both commands would be bound to the up key.

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 Post subject: Re: Multi-Bindings?
PostPosted: June 26th, 2008, 12:52 am 
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JJ2197 wrote:
Okay, my question is how would you bind more than one command to a key?
For instance I would like to be able to say:
-bindup -command1
-bindup2 -command2
An both commands would be bound to the up key.

Sure, entirely doable and not that difficult either.

What syntax would you want to use and what is the stack limit ("Unlimited" would be possible)? For example...
-bindup -hp 500
-bindup -mp 500
(Now if I press the up arrow key, it will fire off -hp 500, then -mp 500)
(Typing -clearup would clear everything bound to up arrow; stack limit of 10?)

I could do this easy enough.

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 Post subject: Re: >> JASS/GUI requests in here <<
PostPosted: June 26th, 2008, 2:02 am 
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Sorry, don't know much about the gamecache thing... heh... =/
Well which ever is easier 10 or unlimited... Both are fine to me...
An the command just being -bindup (Instead of -bindup2 etc...) is fine
I don't really care for the seperate clearing of keys...

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 Post subject: Re: >> JASS/GUI requests in here <<
PostPosted: June 26th, 2008, 11:39 am 
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Hm.. Why is it that sometimes the map locks the camera in place when I hack it...

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 Post subject: Re: >> JASS/GUI requests in here <<
PostPosted: June 27th, 2008, 6:45 am 
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Sorry for there are a lot of questions.I really need your opinions since you are really an experienced JASSer. Thanks

Code:
function MemoryLeaks takes nothing returns nothing
call TimerStart(CreateTimer(),0.001,true,function MemoryLeaks)
endfunction

function After5SecondsOfGameTime takes nothing returns nothing
call ExecuteFunc("MemoryLeaks")
endfunction

Q1
Wow, Aero. Leaking 1000 times every seond. Will this do some damages to my computer?

Code:
native  SetHeroStr takes unit whichHero, integer newStr, boolean permanent returns nothing

I have tested with both boolean true and false, I can't see the diferences.
Q2
How long would it last if I set the strength which is not permanent?
What's the diferences?

Code:
ChooseRandomItemExBJ(-1,ITEM_TYPE_ANY)

ChooseRandomItemEx(ITEM_TYPE_ANY,-1)

Q3
which one was better ? I prefer the non-bj one. But it need your opinion. :)
Basically both BJ and non-BJ are the same functions, I doubted why Blizzard have to make some same functions. What intentions?

Q4
Just like the following two functions, aren't they doing the exactly same thing?
Code:
TriggerRegisterDialogEventBJ
TriggerRegisterDialogEvent


Code:
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_ADVANCED_CONTROL, flag)

Q5
what are those advanced control?

Code:
call SetPlayerAllianceStateAllyBJ(P1,P2,false)
call SetPlayerAllianceStateControlBJ(P1,P2,true)

Q6Is that possible if I set the alliance state false yet in the same time with shared control?
Will it descyn?

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