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Old 04-10-2010, 03:01 PM   #1
antiweltteilchen
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Talking for the awesomeness



int1=0

func1
when [A1NI] goes into effect call func2 and preload the stormbolt ability

func2
save the gametime in time1
call func3 every 0.5 seconds, a spell from source went into effect or source died
set the availability of [A1NI] to false and true for [A1NH] which is the release spell and add this ability to source
make the [A1NH] ability permanent so it's not lost when source morphes

func3
set real1 to be the the max of gametime-time1 and 5
if the function was called because source died reverse the availabilities of release and UC ability, set the color of source to standard and destroy the trigger
else if the function was called because a spell from source went into effect and the spell is [A1NH] and the target doesn't have the linkens buff call func4, reverse the availabilities again, reset color of source and destroy the trigger
else
increase int1 by 1
if at max 5 seconds has passed from the begin of the spell
show the according texttag on top of source to all players which got vision on source
if int1 is a multiple of 2 change the color of source to (255,125,125,255) else to (255,175,175,255)
else change source's color to (255,0,0,255)
if gametime-time1 is more than 7 call func6 for 5 as duration and source as target, reverse ability availabilities reverse color to standard and destroy the trigger
func4
create a [h0BD] dummy unit at the position of source and call func5 every 0.02 seconds

func5
move the dummy 18 units in direction of target
if the distance from dummy to target is less than 18 units destroy the dummy call func6 for real1 as duration and destroy the trigger
else if gametime-time1>7 kill the dummy and call func6 for the dummy as target and real1 as duration and destroy the trigger

func6
set real2 to be (100+50*lvl)*duration/5 and real3to be (2+0.5*lvl)*duration/5
create an [e00E] dummy at the position of target add it an [A0X6] stormbolt ability and set it's lvl in dependancy of real3 (see below)
now if source and target are the same units call func7 for target
else if the target isn't [h0BD] call func7 for target
else group all enemy nondummy nonstructure alive nonancient except spiritbear units in 200 AoE around the target and pick the first out of this group and call func7 for this unit
show the special effect

func7
make source deal target real2 damage using attack type hero damage type normal
call the [e00E] dummy to use thunderbolt on target


to the lvl of the thunderbolt ability:
if real3>=4.00 -> lvl 19
else if real3>=3.75 -> lvl 18
else if real3>=3.5 -> lvl 17
else if real3>=3.25 -> lvl 16
else if real3>=3 -> lvl 15
else if real3>=2.75 -> lvl 14
else if real3>=2.5 -> lvl 13
else if real3>=2.25 -> lvl 12
else if real3>=>=2 -> lvl 11
else if real3>=1.8 -> lvl 10
else if real3>=1.75 -> lvl 9
else if real3>=1.65 -> lvl 8
else if real3>=1.5 -> lvl 7
else if real3>=1.25 -> lvl 6
else if real3>=1.2 -> lvl 5
else if real3>=1 -> lvl 4
else if real3>=0.75 -> lvl 3
else if real3>=0.5 -> lvl 2
else if real3>=0.25 -> lvl 1
else lvl 1

(these values represent the exact stun duration as well)

Acid Spray [A0IL]spam it based on blizzard

func1
when [A0IL] goes into effect call func2 and preload the devotion aura ability providing the negative armor

func2
create an [e01E] dummy at the spell target location
add it an [A0J4] devotion aura ability and set it's lvl to the same as [A0IL]
add the locust ability to the dummy
call func3 every 1 second

func3
if the function was called more than 17 times destroy the trigger
else group all enemy nonstructure nondummy non living dead units in 625 around the spell target position and call func4 for them

func4
make source deal 8*lvl damage to the target using attack type spells damage type normal

Goblin's Greed [A0O3]l2lasthit based on brilliance aura

int2=0

func1
if a unit died the killing unit has [A0O3] lvl more than 0 the dying unit is an enemy of the killing unit the dying unit isn't a building or illusion call func2
call func4 when a player types "-gg"

func2
set int1 to be the minimum of 2*int2+2*lvl and 18
increase an integer value at the playerID's position of an integer array ints1 by int1
call func3 after 20 seconds
increase int2 by 1
increase the gold of the player owning the killing unit by int1 and do some text tag stuff

func3
decrease int2 by 1 and destroy the trigger

func4
if the hero owned by the player using the command is alchemist in any of his forms show him "Goblins Greed:" and behind it the value at the according position of the integer array ints1.

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Last edited by antiweltteilchen; 08-05-2010 at 12:57 PM.
Old 04-10-2010, 03:12 PM   #2
Cáno
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Default Re: for the awesomeness

Hi. o/
 
Old 04-10-2010, 03:36 PM   #4
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Default Re: for the awesomeness

Quote:
Originally Posted by antiweltteilchen View Post
Always thought this was base on Metamorphosis or something.
Anyway, nice read. Learn a lot of new things. Thank you.
 
Old 04-10-2010, 04:04 PM   #5
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Default Re: for the awesomeness

what the..
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Old 04-10-2010, 04:33 PM   #6
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Default Re: for the awesomeness

Damn that's one long trigger o.O
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Old 04-10-2010, 05:08 PM   #7
Cáno
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Default Re: for the awesomeness

Well, if there was trigger complexity ranking Alchemist would surely be ranked as easy.
 
Last edited by Cáno; 06-13-2010 at 09:03 PM.
Old 04-10-2010, 05:24 PM   #8
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Default Re: for the awesomeness

After reading this wall of text I just realised, I'm not a mech fag.
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[SIGPIC UNDER CONSTRUCTION /troll]
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Old 04-10-2010, 05:46 PM   #9
AntiAntiAnti
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Default Re: for the awesomeness

\o/
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[22:07:00] <dummy> wut is "aiulties"
[22:07:09] <Cáno> abiliries
[22:07:14] <Cáno> abilties
[22:07:19] <Cáno> i give uop

antiweltteilchen:
http://i45.tinypic.com/2cgoitg.jpg
http://i52.tinypic.com/214xlhs.png
 
Old 04-10-2010, 06:06 PM   #10
antiweltteilchen
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Default Re: for the awesomeness

the point of the thread is not to discuss complexity of triggers. it's a homage for alchemist so praise him.
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Old 04-10-2010, 06:25 PM   #11
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Default Re: for the awesomeness

Nice, anyone knows why Unstable Concoction doesn't hit or stun the enemies sometimes, for example in the cliffs or some random locations of the map, if you need a replay i'll provide it later
 
Old 04-10-2010, 06:48 PM   #12
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Default Re: for the awesomeness

most logical explanation is because of the timer which ran out. a replay would help nevertheless.
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Old 04-10-2010, 06:57 PM   #13
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Default Re: for the awesomeness

Holy ... Well done Anti, lol.
 
Old 04-10-2010, 07:04 PM   #14
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Default Re: for the awesomeness

when i look at mech like this always makes me wonder:

so icefrog did all these by himself??!!
 
Old 04-10-2010, 07:06 PM   #15
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Default Re: for the awesomeness

Unfortunately.
I also wonder why it's done so badly.
 
Old 04-10-2010, 07:07 PM   #16
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Default Re: for the awesomeness

Quote:
Originally Posted by Cáno View Post
Unfortunately.
I also wonder why it's done so badly.
Did you ever have a look at Guinsoo's triggers?
 
Old 04-10-2010, 07:13 PM   #17
Cáno
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Default Re: for the awesomeness

He worked in harder conditions thus is partially justified.
 
Old 04-10-2010, 07:23 PM   #18
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Default Re: for the awesomeness

Is this a spesific prog. language? If it is, can anyone tell me its name?
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sometimes you lose and sometimes the others win. shit happens at random

 
Old 04-10-2010, 07:26 PM   #19
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Default Re: for the awesomeness

JASS o.o
 
Old 04-10-2010, 07:29 PM   #20
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Default Re: for the awesomeness

thanks
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Quote:
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sometimes you lose and sometimes the others win. shit happens at random

 
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