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Old 08-26-2010, 04:18 PM   #1
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Default Trigger Descriptions


Okay, whoever is interested in trigger descriptions should check this awesome group.



I have (hopefully) updated all my descriptions, and have also posted a few more heroes, with even more to come.

You will notice that I have also changed the name of some variables (mainly the coordinate ones), but that's just the way I prefer it. And I think it's much better like that.

It should be a lot easier to read them from a group, although I am aware of the lack of a "Quote" button.

If you want to see any other hero covered, feel free to let me know about it. I'll also try to update Robzor's old descriptions.

AND PLEASE, IF YOU HAVE NOTHING SMART TO SAY, DON'T POST IN THERE.
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Last edited by SoletLuna; 01-08-2012 at 12:50 AM.
Old 08-26-2010, 04:48 PM   #2
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Default Re: Trigger Descriptions

I'd like to thank Robzor and ImmolatusBurn for the template and Tales for the original idea.

Also, just to let everyone know, Robzor has written quite some descriptions as well and will be hopefully porting them in the near future.
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Last edited by BBQ; 08-26-2010 at 05:01 PM.
Old 08-26-2010, 05:39 PM   #3
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Default Re: Trigger Descriptions

I want to be the first one to thank you o.O

Edit: Battle Hunger doesn't look so bad here
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Old 08-26-2010, 05:52 PM   #4
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Default Re: Trigger Descriptions

^^ I was just waiting to make sure I wouldn't mess up an amazing resource being constructed before my eyes (no idea how many place holders they'd need).

THANKS you guys! This is like Christmas in August, as far as serious Mech-heads are concerned!
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Old 08-26-2010, 05:56 PM   #5
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Default Re: Trigger Descriptions

Quote:
Originally Posted by Varuka View Post
^^ I was just waiting to make sure I wouldn't mess up an amazing resource being constructed before my eyes (no idea how many place holders they'd need).
This is only a temporary thread. I hope that a separate section will be made within Advanced Mechanics for trigger descriptions only. I may add a few more heroes in here (most likely Gyrocopter and Enchantress), but nothing more. School awaits me.
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Old 08-26-2010, 06:04 PM   #6
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Default Re: Trigger Descriptions

Awesome work
Btw, the link to the Void anchor links to '#Voic' instead of '#Void' :P
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Last edited by Cheaterhater; 08-26-2010 at 06:45 PM.
Old 08-27-2010, 09:26 AM   #7
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Default Re: Trigger Descriptions

Hey! That's awesome! I've been wating for this *bookmarks thread*.
I would also really appreciate this to be in a special section.
Thank you!

Edit: There's something I don't get:
[A1SA] Demonic Purge
Why does it have 5 1-second timers instead of 1 5-second timer?
And that formula is a bit weird too:
4(25+25*Level) = 100(1+Level), no?
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Last edited by MauranKilom; 08-27-2010 at 09:42 AM.
Old 08-29-2010, 09:35 AM   #8
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Default Re: Trigger Descriptions

I hope people will manage to read this and benefit from it :3

Quote:
Originally Posted by MauranKilom View Post
Why does it have 5 1-second timers instead of 1 5-second timer?
And that formula is a bit weird too:
4(25+25*Level) = 100(1+Level), no?
Because it's scripted that way ¯\(ó_ò)/¯

It's 4 seconds.
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Old 08-29-2010, 09:50 AM   #9
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Default Re: Trigger Descriptions

This is the coding, i do understand. However, somehow I feel like reading the old Triggered Skill's Explanation's wall of text more than this one. I admit this is one awesomesauce work, and thank you for that, but more reader friendly is appreciated
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Old 08-29-2010, 12:28 PM   #10
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Default Re: Trigger Descriptions

Quote:
Originally Posted by Phthalocyanine View Post
It's 4 seconds.
The damage is delayed 5 seconds (if that's what you're talking about). I do not know the original intention of IceFrog, seeing as there are some weird pieces of code there.

Jass:
function Func3149 takes nothing returns boolean
  local trigger loc_trigger01=GetTriggeringTrigger()
  local integer loc_integer01=GetHandleId(loc_trigger01)
  local unit loc_unit01=(LoadUnitHandle(hashtable001,(loc_integer01),(2)))
  local unit loc_unit02=(LoadUnitHandle(hashtable001,(loc_integer01),(17)))
  local integer loc_integer02=GetTriggerEvalCount(loc_trigger01)
  local integer loc_integer03=GetUnitAbilityLevel(loc_unit01,'A1SA')
  if loc_integer02==5 then
    call FlushChildHashtable(hashtable001,(loc_integer01))
    call Func0034(loc_trigger01)
    call Func0102(loc_unit01,loc_unit02,1,4*(25+25*loc_integer03))
  else
  endif
  set loc_trigger01=null
  set loc_unit01=null
  set loc_unit02=null
  return false
endfunction

function Func3150 takes nothing returns nothing
  local trigger loc_trigger01=CreateTrigger()
  local integer loc_integer01=GetHandleId(loc_trigger01)
  local unit loc_unit01=GetTriggerUnit()
  local unit loc_unit02=GetSpellTargetUnit()
  call TriggerRegisterTimerEvent(loc_trigger01,1,true)
  call TriggerAddCondition(loc_trigger01,Condition(function Func3149))
  call SaveUnitHandle(hashtable001,(loc_integer01),(2),(loc_unit01))
  call SaveUnitHandle(hashtable001,(loc_integer01),(17),(loc_unit02))
  call TriggerEvaluate(loc_trigger01)
  set loc_trigger01=null
  set loc_unit01=null
  set loc_unit02=null
endfunction

function Func3151 takes nothing returns boolean
  if GetSpellAbilityId()=='A1SA' and IsUnitEnemy(GetSpellTargetUnit(),GetOwningPlayer(GetTriggerUnit()))==true and(GetUnitAbilityLevel((GetSpellTargetUnit()),'B0BI')>0)==false then
    call Func3150()
  endif
  return false
endfunction

function Func3152 takes nothing returns nothing
  local trigger loc_trigger01=CreateTrigger()
  call Func0159(loc_trigger01,EVENT_PLAYER_UNIT_SPELL_EFFECT)
  call TriggerAddCondition(loc_trigger01,Condition(function Func3151))
  set loc_trigger01=null
endfunction


I know that Func3149 is called when Demonic Purge goes into effect as well, and not only by the periodic event. However, that serves absolutely no purpose, which is why I omitted it in the description. The reason for that is that it's called by TriggerEvaluate() and GetTriggerEvalCount() does not account for TriggerEvaluate() calls, but returns 0 instead.
So, the count goes like this :
0 (Demonic Purge goes into effect)
1 (1 second after)
...
5 (5 seconds after) -> the damage is dealt.

If a variable with an initial value of 0 which is then increased by 1 each time Func3149 is called, the delay would be indeed 4 seconds, as stated in the changelog.

But at least the duration of Demonic Purge is 5 seconds as well.
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Old 08-29-2010, 02:32 PM   #11
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Default Re: Trigger Descriptions

Neither you, nor Phthalo and not even IceFrog seem to know what TriggerEvaluate() does. It runs condition function and returns boolean (false by default). Calling the function alone does exactly nothing here.

Edit: Bah, the condition is used as action here.
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Old 08-29-2010, 02:35 PM   #12
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Default Re: Trigger Descriptions

Quote:
Originally Posted by Cáno View Post
Neither you, nor Phthalo and not even IceFrog seem to know what TriggerEvaluate() does. It runs 'condition function and returns boolean (false by default). Calling the function alone does exactly nothing here.
I lol'd.
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Old 08-31-2010, 07:38 AM   #13
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Default Re: Trigger Descriptions

Big ups, bro.Awesome work.
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Old 08-31-2010, 08:33 AM   #14
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Default Re: Trigger Descriptions

One of the way to learn about jass <3
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Old 08-31-2010, 08:48 PM   #15
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Default Re: Trigger Descriptions

lol @ icefrog coding^^
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Old 09-13-2010, 03:32 PM   #16
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Default Re: Trigger Descriptions

Bump...

And I think I realised what this weird timer thing is. Ingame, you see some weird aura-like thing gliding down the hero every second. This might be why it was coded that way.
But either way, I just ask these question because there might be some intention behind it I don't realise.
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Old 09-13-2010, 03:45 PM   #17
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Default Re: Trigger Descriptions

why is dark ritual not based on dark ritual?
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Old 09-13-2010, 03:50 PM   #18
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Default Re: Trigger Descriptions

Quote:
Originally Posted by MauranKilom View Post
Bump...

And I think I realised what this weird timer thing is. Ingame, you see some weird aura-like thing gliding down the hero every second. This might be why it was coded that way.
But either way, I just ask these question because there might be some intention behind it I don't realise.
No, you have not realized. As a matter of fact, you never will, unless you ask IceFrog. The special effect is completely provided by the buff of the Purge the skill is based on.
Perhaps the slow was triggered (something like Open Wounds), perhaps the damage was dealt periodically or whatever it could be.

Also, note that it's not a timer, but a timer event (TriggerRegisterTimerEvent()). Only a few spells use timers, but all have been done in the same way for the sake of consistency and readability.

EDIT: I'll probably add Enchantress tonight. Gyrocopter will have to wait a few days.
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Old 11-13-2010, 11:03 AM   #19
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Default Re: Trigger Descriptions

Minor format issue:
Quote:
Display the Abilities\\Weapons\\WingedSerpentMissile\\WingedSe rpentMissile.mdlspecial effect on the "left hand" of Source
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Last edited by MauranKilom; 02-10-2011 at 05:05 PM.
Old 11-18-2010, 01:50 PM   #20
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Default Re: Trigger Descriptions

holyshit , gr8 work!!
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