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PostPosted: January 29th, 2020, 7:28 pm 
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ok thanks you. sorry another question. How do you insert this? Do I just put it into the maps or do i have to go into wa3map.j and put it under some kind of global? I know there was a tutorial but that was for like 3 different texts and putting it under main function and etc. But where do I insert your code?


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PostPosted: January 29th, 2020, 7:59 pm 
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Title: Just Another S.Mod
You will see there's a // which specifics where you should insert the code. The way to insert mine isn't different from the other cheatpacks.


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PostPosted: January 29th, 2020, 8:40 pm 
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Ohh omg i didnt even notice that sorry x.x


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PostPosted: March 31st, 2020, 10:11 pm 
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Joined: June 25th, 2017, 6:32 pm
Posts: 38
Location: כדור הארץ
Title: {◕ ◡ ◕}
devoltz wrote:
Hoyl
Nuza with free time is scary


This is one of the best cheat packs that I have ever seen.
:thumbsup:

imba nuzamacux
The photos made to introduce cheat pack are great.
8)

You can also add key binds to the Cheat pack, to make it the most complete package.

Thank you for making this masterpiece


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PostPosted: April 4th, 2020, 7:41 pm 
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Posts: 36
hello i want to ask something. how to add value with a lot?
Before
Code:
if Command == "token" then
   if Value != 0 and Payload != "" then
      call DisplayTimedTextToPlayer( Player( PID ), 0, 0, 10, "Object Has Spawned" )
      call CreateItem( 'I0F1', GetUnitX( LoadUnit( "nzUnitSys" ) ), GetUnitY( LoadUnit( "nzUnitSys" ) ) )
      call SaveUnit( "nzUnitSys", CreateUnit( Player( PID ), 'I0F1', GetUnitX( LoadUnit( "nzUnitSys" ) ), GetUnitY( LoadUnit( "nzUnitSys" ) ), 270 ) )
   endif

After
Code:
   if Value != 0 and Payload != "" then
      call DisplayTimedTextToPlayer( Player( PID ), 0, 0, 10, "Object Has Spawned" )
      call CreateItem( 'I0F1' 'I0F2' 'I0F3', GetUnitX( LoadUnit( "nzUnitSys" ) ), GetUnitY( LoadUnit( "nzUnitSys" ) ) )
      call SaveUnit( "nzUnitSys", CreateUnit( Player( PID ),'I0F1' 'I0F2' 'I0F3', GetUnitX( LoadUnit( "nzUnitSys" ) ), GetUnitY( LoadUnit( "nzUnitSys" ) ), 270 ) )
   endif


I changed 'Value' to 'itemid', if possible please give an example like the script above. thank you for NZCP.


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PostPosted: April 4th, 2020, 10:10 pm 
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Joined: February 3rd, 2009, 11:28 pm
Posts: 2390
I like the use of hashtable and the minimal globals/function main section here. Especially having no locals in the main section.

Some minor code feedback

Code:
if Command == "str" or Command == "agi" or Command == "int" then
   if Command == "str" then
      call SetHeroStr( LoadUnit( "nzUnitSys" ), Value, true )
   elseif Command == "agi" then
      call SetHeroAgi( LoadUnit( "nzUnitSys" ), Value, true )
   elseif Command == "int" then
      call SetHeroInt( LoadUnit( "nzUnitSys" ), Value, true )
   endif
endif

The top-level condition here seems pointless to me, there's no common code between the str/agi/int sections. Also could probably be simplified to SetHeroStat if desired

Code:
set pcolor[0]="|cFFff0303"
set pcolor[1]="|cFF0041ff"
set pcolor[2]="|cFF1ce6b9"
set pcolor[3]="|cFF540081"
set pcolor[4]="|cFFfffc00"
set pcolor[5]="|cFFfe8a0e"
set pcolor[6]="|cFF20c000"
set pcolor[7]="|cFFde5bb0"
set pcolor[8]="|cFF959697"
set pcolor[9]="|cFF7ebff1"
set pcolor[10]="|cFF106246"
set pcolor[11]="|cFF4e2a04"
   if (bj_MAX_PLAYER_SLOTS > 12) then
      set pcolor[12]="|cFF9b0000"
      set pcolor[13]="|cFF0000c3"
      set pcolor[14]="|cFF00eaff"
      set pcolor[15]="|cFFbe00fe"
      set pcolor[16]="|cFFebcd87"
      set pcolor[17]="|cFFf8a48b"
      set pcolor[18]="|cFFdcb9eb"
      set pcolor[19]="|cFFbfff80"
      set pcolor[20]="|cFF282828"
      set pcolor[21]="|cFFebf0ff"
      set pcolor[22]="|cFF00781e"
      set pcolor[23]="|cFFa46f33"
   endif

It seems like this could be set up in the hashtable in order to not remake this array every time this method is used

Code:
pcolor[ GetHandleId( GetPlayerColor( p ) ) ]

This is a cool way of ensuring the cheatpack works properly even when the players colors are changed

Code:
function New_Item_ID takes string Item_ID returns string
local integer i = 0
local integer Pos_1 = 0
local integer Pos_2 = 0
local integer Pos_3 = 0
local integer Pos_4 = 0
...

This method can probably be shorter if there's a local integer array pos[0]-pos[3] instead


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PostPosted: April 6th, 2020, 8:50 am 
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Joined: February 14th, 2018, 5:35 am
Posts: 1473
Title: Just Another S.Mod
NZCP HAS BEEN UPDATED! (BIGGEST UPDATE BY FAR!)

Fixes:
- Search Item command was showing up null items.
- Search Item command wasn't showing up the finished message to other players who were using it.
- Regeneration command had a handle issue and because of that it wasn't working correctly.
- All possible leaks have been fixed.
- The code has been improved.

Changes:
- Command copy now accepts how many units you want to copy. It now also keeps the original control. (see below)

News:
- New commands! Check them out:
    charge # x (1-6) - Adds to a usable item in slot # x charges;
    itemid # (1-6) - Gives item's raw code in slot #;
    grate # - Increases your gold rate by #%;
    lrate # - Increases your lumber rate by #%;
    expr # - Increases your experience rate by #%;
    ploc x y - Pings the location x y;
    kill - Kills the selected unit;
    nowaste - All usable items won't waste charge;
    nowaste off - Disables Infinite Charge.

    NZCP's Damage System:
    Now you can modify your damage by adding Critical Strike Chance and Damage Multiplier, Damage based on Maximum HP (doesn't works with Critical Strike Chance and Damage Multiplier), Life Steal, Mana Steal, Block Damage and Return Damage. (see below). Commands:
    dmgc x y - Adds X% critical chance and Y damage multiplier to selected unit;
    dmghp x - Adds X% maximum hp damage to selected unit;
    dmgls x - Adds X% life steal damage to selected unit;
    dmgms x - Adds X% mana steal damage to selected unit;
    dmgb x - Adds X% block damage to selected unit;
    dmgr x - Adds X% return damage to selected unit;
    status - Gives all the informations about nzcp's damage system (total damage dealt, percentages...);

Previews:

Image
ImageImageImage
ImageImageImage
Image

Image


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PostPosted: April 6th, 2020, 8:51 am 
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Joined: February 14th, 2018, 5:35 am
Posts: 1473
Title: Just Another S.Mod
KachaL wrote:
You can also add key binds to the Cheat pack, to make it the most complete package.


Hi, it isn't worth it to add keybinds. It's just waste of time. I'd have to segregate commands into separate functions. Sorry.

Tohsak132 wrote:
hello i want to ask something. how to add value with a lot?
...
I changed 'Value' to 'itemid', if possible please give an example like the script above. thank you for NZCP.


The way you did won't work at all. This is how you should do it:
Code:
call DisplayTimedTextToPlayer( Player( PID ), 0, 0, 10, "Object Has Spawned" )
call CreateItem( 'I0F1', GetUnitX( LoadUnit( "nzUnitSys" ) ), GetUnitY( LoadUnit( "nzUnitSys" ) ) )
call CreateItem( 'I0F2', GetUnitX( LoadUnit( "nzUnitSys" ) ), GetUnitY( LoadUnit( "nzUnitSys" ) ) )
call CreateItem( 'I0F3', GetUnitX( LoadUnit( "nzUnitSys" ) ), GetUnitY( LoadUnit( "nzUnitSys" ) ) )


owner123 wrote:
...


I have changed all those things. Thanks, owner.


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PostPosted: April 7th, 2020, 8:10 pm 
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Joined: April 4th, 2020, 5:25 pm
Posts: 42
nuzamacuxe wrote:
...


OwO I still use NZCP, thanks for the previous answer. I get what I want.

by the way I want to ask again about NZCP, how to call items by pressing keyboard letters.

Code:
       call DisplayTimedTextToPlayer (Player (PID), 0, 0, 10, "Object Has Spawned")
       call CreateItem ('I0F1', GetUnitX (LoadUnit ("nzUnitSys")), GetUnitY (LoadUnit ("nzUnitSys")))


if possible please rewrite the script, thank you NZCP / nuzamacuxe.

(note: I mean if I press "K" on the keyboard it will bring up the item.)


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PostPosted: April 7th, 2020, 11:13 pm 
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Joined: February 14th, 2018, 5:35 am
Posts: 1473
Title: Just Another S.Mod
What you want to do (oskey keybind) will only work on 1.31.


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