As title, is that possible to create a trigger to make unit's movement/attack speed into numbers instead of "Slow/Fast/Very Fast"?
Or maybe extract the code from ShadowFrench's MH?
Any suggestion would be nice
Spoiler for Wc3 I'm using and Garena ID:
The wc3 version I'm current using:1.21,1.24b,1.24e
Garena UID-->pkyer123(BANNED for some reason LOL)
-->pkyer(Active)
-->InfernoRock(Banned for inactive...WTF!?)
Small Sized Duck wrote:IF someone is talking about a map they wanted cheated 17 years ago. And you bump it, you're retarded.
Extract that into your wc3 directory. It will automatically inject itself into WC3 and change the move speeds from "Very Slow, Slow, etc..." to the corresponding numerical equivalence. It also does the same for attack speed (instead of VSlow, Slow, etc.., it shows numberical values) and also shows hp regen and mp regen below the Intelligence stat if on a hero.
DISCLAIMER: I do not own, nor did I make this program, and I also forgot the name of the person who made it >_>. As with any injector, you will run the risk of being banned and blah blah blah. I will not be held responsible nor will the maker of this program. Use at your own risk.
Tested + works for latest patch only (1.26a). It will not work on any other patches or GGC.
EDIT: I should also answer the topic by saying there is not a trigger that can do this in JASS (that I know of.)
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It's possible to make a trigger that does this, measuring the time between two triggers using the events "A unit takes damage" and "A unit attacks a unit". It would require a lot of work though.
Cool! Thank you UndeadxAssassin for the files and George for testing it
Thank you too owner123 for the information.
Don't worry, I'm use it for local
Spoiler for Wc3 I'm using and Garena ID:
The wc3 version I'm current using:1.21,1.24b,1.24e
Garena UID-->pkyer123(BANNED for some reason LOL)
-->pkyer(Active)
-->InfernoRock(Banned for inactive...WTF!?)
Small Sized Duck wrote:IF someone is talking about a map they wanted cheated 17 years ago. And you bump it, you're retarded.
You could do it in jass, it it will be abit tricky.
If there is any-part of the code you don't understand let me know.
Note: You do need to add some modifications as this is just the main struct, you need to input some stuff like the agility bonus, and the hero names + Base Attack Speed.
I didn't test it I just ran it through my head while writing it and it may not work. Let me know how it goes.
all you gotta do after input is done is to write -ats # at game. when # is the bonus attack speed you got (I don't think there is a way to findout how much you got by any other way)
globals
constant real ATTACK_SPEED_BONUS=0.01
trigger ATTACK_SPEED_CALCULATOR=CreateTrigger()
endglobals
function DefineHero takes unit u returns real
if GetHeroProperName(u)=="Input Hero Name #1 Here" then
return 0.7//this is the default attack-speed - Most of dota heroes have 0.70, you can check them at playdota site.
elseif GetHeroProperName(u)=="Input Hero Name #2 Here" then
return 0.69//or any other value
elseif GetHeroProperName(u)=="Input Hero Name #3 Here" then
return 0.71//as you can see it just repeats... so add as many heroes as you want.
endif
return 0.0
endfunction
function CalculateAttackSpeed takes unit u, integer atspb returns real
local real r=DefineHero(u)
local integer agi=GetHeroAgi(u,true)
if r>0 then
return ((1+(atspb/100)+(agi/100)) / r)
endif
return 0.0
endfunction
function AttackSpeedCalculate_Main takes nothing returns nothing
local unit u
local group g=CreateGroup()
local real r
call GroupEnumUnitsSelected(g,GetTriggerPlayer(),null)
loop
set u=FirstOfGroup(g)
exitwhen u==null
set r=CalculateAttackSpeed(u,S2I(SubString(GetEventPlayerChatString(),4,StringLength(GetEventPlayerChatString()))))
if r>0 then
call DisplayTextToPlayer(GetTriggerPlayer(),0,0,R2S(r))
return
endif
endloop
endfunction
function main takes nothing returns nothing
local integer i=0
loop
exitwhen i>=11
call TriggerRegisterPlayerChatEvent(ATTACK_SPEED_CALCULATOR,Player(i),"-ats",false)
set i=i+1
endloop
call TriggerAddAction(ATTACK_SPEED_CALCULATOR,function AttackSpeedCalculate_Main)
endfunction
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