собираюсь очень сильно преобразить волны, добавить больше вариативности действий, убрать сджасс, а так же сделать более дружелюбным к гуи пользователям
library mylib
globals
private location LFZ = Location(0,0)
private constant hashtable H = InitHashtable()
private constant real UnitHeight = 80.
private constant integer AbilityWeight = 'A001' // прочность
private constant integer AbilityWeight1 = 'A003' // вес
private constant integer WeaponNumberNot = 0 // Неиспользуемый номер оружия
private group TempG = CreateGroup()
private group TempG1 = null
private real TempR = 0.
private real TempR1 = 0.
private real TempR2 = 0.
private real TempR3 = 0.
private real TempR4 = 0.
private integer TempI = 0
private integer TempI1 = 0
private integer TempI2 = 0
endglobals
private function GetLocZ takes real x, real y returns real
call MoveLocation(LFZ,x,y)
return GetLocationZ(LFZ)
endfunction
private function DBC takes real x, real y, real x1, real y1 returns real
return SquareRoot((x-x1)*(x-x1)+(y-y1)*(y-y1))
endfunction
private function SetUnitPositionEx takes unit u, real x, real y returns nothing
local item i = CreateItem('spsh',x,y)
local real x1 = GetItemX(i)
local real y1 = GetItemY(i)
if DBC(x,y,x1,y1) > 10 then
set x = x1
set y = y1
endif
call SetUnitX(u,x)
call SetUnitY(u,y)
call RemoveItem(i)
set i = null
endfunction
//==========================================
private struct Bullet
unit caster
unit bullet
real angle
real damage
integer AttackType
integer DamageType
integer bulletArmCount
integer WeaponNum
real speed
real speedz
real distance
real radius
real radiusZ
real discarding
real tmDiscarding
real dsPeriodic
effect Effect
group Group
endstruct
private struct BulletInfo
unit caster
real angle
real dist
real z
real mindamage
real maxdamage
integer AttackType
integer DamageType
integer bulletCount
integer bulletArmCount
integer WeaponNum
real speed
real distance
real tmPeriodic
real spreading
real spreadingZ
real radius
real radiusZ
real blsPeriodic
real atkOffset
real atkOffsetZ
real atkOffsetDist
real discarding
real tmDiscarding
real dsPeriodic
string Effect
endstruct
private function DmgCond takes nothing returns boolean
local real fly
local real fl
local boolean b
local boolean b1
set bj_lastReplacedUnit = GetFilterUnit()
set b1 = not IsUnitInGroup(bj_lastReplacedUnit,TempG1) and not (IsUnitType(bj_lastReplacedUnit,UNIT_TYPE_DEAD) or GetUnitTypeId(bj_lastReplacedUnit) < 1) and IsUnitEnemy(bj_lastReplacedUnit,GetOwningPlayer(bj_lastCreatedUnit)) and TempI2 > 0
if b1 then
set fly = GetUnitFlyHeight(bj_lastReplacedUnit)+UnitHeight
set fl = GetLocZ(GetUnitX(bj_lastReplacedUnit),GetUnitY(bj_lastReplacedUnit))
if fl < 0 and IsUnitType(bj_lastReplacedUnit,UNIT_TYPE_FLYING) then
set fly = fly-UnitHeight+(RAbsBJ(fl)*2)
endif
if IsUnitType(bj_lastReplacedUnit,UNIT_TYPE_FLYING) then
set fly = fly-UnitHeight
endif
//BJDebugMsg(R2S(fly))
//BJDebugMsg(R2S(TempR))
set b = TempR <= fly+TempR1 and TempR >= fly-TempR1
if b then
set TempI2 = TempI2-GetUnitAbilityLevel(bj_lastReplacedUnit,AbilityWeight)
endif
endif
return b1 and b
endfunction
private function Discarding takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer i = GetHandleId(t)
local unit u = LoadUnitHandle(H,i,0)
local real a = LoadReal(H,i,4)
local real sp = LoadReal(H,i,1)
local real tm = LoadReal(H,i,2)-LoadReal(H,i,3)
call SetUnitPositionEx(u,GetUnitX(u)+sp*Cos(a),GetUnitY(u)+sp*Sin(a))
if tm <= 0. then
call PauseTimer(t)
call DestroyTimer(t)
call FlushChildHashtable(H,i)
else
call SaveReal(H,i,2,tm)
endif
set t = null
set u = null
endfunction
private function Dmg takes nothing returns nothing
local timer t
local integer i
local unit u = GetEnumUnit()
call GroupAddUnit(TempG1,u)
call UnitDamageTarget(bj_lastCreatedUnit,u,TempR,false,false,ConvertAttackType(TempI),ConvertDamageType(TempI1),null)
if not IsUnitType(u,UNIT_TYPE_DEAD) and TempR1 > 0. and GetUnitAbilityLevel(u,AbilityWeight1) > 0 then
set t = CreateTimer()
set i = GetHandleId(t)
call SaveUnitHandle(H,i,0,u)
call SaveReal(H,i,1,TempR1*(GetUnitAbilityLevel(u,AbilityWeight1)*.1))
call SaveReal(H,i,2,TempR2)
call SaveReal(H,i,3,TempR3)
call SaveReal(H,i,4,TempR4)
call TimerStart(t,TempR3,true,function Discarding)
set t = null
endif
set u = null
endfunction
private function Move takes nothing returns nothing
local timer t = GetExpiredTimer()
local Bullet A = LoadInteger(H,GetHandleId(t),0)
local real x = GetUnitX(A.bullet)
local real y = GetUnitY(A.bullet)
local real z = GetUnitFlyHeight(A.bullet)+GetLocZ(x,y)
local real zun
local boolexpr b = Condition(function DmgCond)
set x = x+Cos(A.angle)*Cos(A.speedz)*A.speed
set y = y+Sin(A.angle)*Cos(A.speedz)*A.speed
set zun = (z+A.speed*Sin(A.speedz))-GetLocZ(x,y)
call SetUnitX(A.bullet,x)
call SetUnitY(A.bullet,y)
call SetUnitFlyHeight(A.bullet,zun,0.)
set TempR = zun
set bj_lastCreatedUnit = A.caster
set TempR1 = A.radiusZ
set TempI2 = A.bulletArmCount
set TempG1 = A.Group
call GroupEnumUnitsInRange(TempG,x,y,A.radius,b)
if FirstOfGroup(TempG) != null then
set TempR = A.damage
set TempR1 = A.discarding
set TempR2 = A.tmDiscarding
set TempR3 = A.dsPeriodic
set TempR4 = A.angle
set TempI = A.AttackType
set TempI1 = A.DamageType
set udg_TF = A.WeaponNum
call ForGroup(TempG,function Dmg)
set udg_TF = WeaponNumberNot
call GroupClear(TempG)
endif
set A.distance = A.distance-A.speed
set A.bulletArmCount = TempI2
if zun <= 0.00 or A.distance <= 0. or A.bulletArmCount <= 0 or (x+A.speed >= GetRectMaxX(bj_mapInitialPlayableArea) or x-A.speed <= GetRectMinX(bj_mapInitialPlayableArea) or y+A.speed >= GetRectMaxY(bj_mapInitialPlayableArea) or y-A.speed <= GetRectMinY(bj_mapInitialPlayableArea)) then
call KillUnit(A.bullet)
call DestroyEffect(A.Effect)
call FlushChildHashtable(H,GetHandleId(t))
call PauseTimer(t)
call DestroyTimer(t)
call A.destroy()
set A.caster = null
set A.bullet = null
set A.angle = 0.
set A.damage = 0.
set A.AttackType = 0
set A.DamageType = 0
set A.bulletArmCount = 0
set A.WeaponNum = 0
set A.speed = 0.
set A.speedz = 0.
set A.distance = 0.
set A.radius = 0.
set A.radiusZ = 0.
set A.discarding = 0.
set A.tmDiscarding = 0.
set A.dsPeriodic = 0.
call GroupClear(A.Group)
call DestroyGroup(A.Group)
set A.Group = null
endif
set t = null
set TempG1 = null
endfunction
private function Create takes nothing returns nothing
local timer t = GetExpiredTimer()
local timer t1 = CreateTimer()
local integer i = GetHandleId(t1)
local BulletInfo A = LoadInteger(H,GetHandleId(t),0)
local Bullet A1 = Bullet.create()
local real xu = GetUnitX(A.caster)
local real yu = GetUnitY(A.caster)
local real zu = GetLocZ(xu,yu)+GetUnitFlyHeight(A.caster)
local real a = A.angle+(GetRandomReal(-(A.spreading/2),A.spreading/2)*bj_DEGTORAD)
local real xr = xu+A.atkOffsetDist*Cos(a+(A.atkOffset*bj_DEGTORAD))
local real yr = yu+A.atkOffsetDist*Sin(a+(A.atkOffset*bj_DEGTORAD))
local real zr = ((zu-GetLocZ(xr,yr))+A.atkOffsetZ)+GetLocZ(xr,yr)
local real zs = Atan2(A.z-zr,A.dist)+(GetRandomReal(-(A.spreadingZ/2),A.spreadingZ/2)*bj_DEGTORAD)
local unit r = CreateUnit(GetOwningPlayer(A.caster),'u000',xr,yr,a*bj_RADTODEG)
if zs*bj_RADTODEG > 90. then
set zs = 90.*bj_DEGTORAD
elseif zs*bj_RADTODEG < -90. then
set zs = -90.*bj_DEGTORAD
endif
call SetUnitX(r,xr)
call SetUnitY(r,yr)
call UnitAddAbility(r,'Arav')
call SetUnitFlyHeight(r,zr-GetLocZ(xr,yr),0.00)
call SetUnitAnimationByIndex(r,R2I(zs*bj_RADTODEG)+90)
set A1.caster = A.caster
set A1.bullet = r
set A1.angle = a
set A1.damage = GetRandomReal(A.mindamage,A.maxdamage)
set A1.AttackType = A.AttackType
set A1.DamageType = A.DamageType
set A1.bulletArmCount = A.bulletArmCount
set A1.WeaponNum = A.WeaponNum
set A1.speed = A.speed
set A1.speedz = zs
set A1.distance = A.distance
set A1.radius = A.radius
set A1.radiusZ = A.radiusZ
set A1.discarding = A.discarding
set A1.tmDiscarding = A.tmDiscarding
set A1.dsPeriodic = A.dsPeriodic
set A1.Effect = AddSpecialEffectTarget(A.Effect,r,"head")
set A1.Group = CreateGroup()
call SaveInteger(H,i,0,A1)
call TimerStart(t1,A.tmPeriodic,true,function Move)
//===================================
set A.bulletCount = A.bulletCount-1
if A.bulletCount <= 0 then
call FlushChildHashtable(H,GetHandleId(t))
call PauseTimer(t)
call DestroyTimer(t)
call A.destroy()
set A.caster = null
set A.angle = 0.
set A.dist = 0.
set A.z = 0.
set A.mindamage = 0.
set A.maxdamage = 0.
set A.AttackType = 0
set A.DamageType = 0
set A.bulletCount = 0
set A.bulletArmCount = 0
set A.WeaponNum = 0
set A.speed = 0.
set A.distance = 0.
set A.tmPeriodic = 0.
set A.spreading = 0.
set A.spreadingZ = 0.
set A.radius = 0.
set A.radiusZ = 0.
set A.blsPeriodic = 0.
set A.atkOffset = 0.
set A.atkOffsetZ = 0.
set A.atkOffsetDist = 0.
set A.discarding = 0.
set A.tmDiscarding = 0.
set A.dsPeriodic = 0.
set A.Effect = ""
endif
set r = null
set t = null
set t1 = null
endfunction
function Shoot takes nothing returns nothing
local timer t = CreateTimer()
local BulletInfo A = BulletInfo.create()
local real x = GetSpellTargetX()
local real y = GetSpellTargetY()
local real z = GetLocZ(x,y)
local real zu = GetLocZ(GetUnitX(udg_Unit[0]),GetUnitY(udg_Unit[0]))+GetUnitFlyHeight(udg_Unit[0])
if udg_Unit[1] != null then
set x = GetUnitX(udg_Unit[1])
set y = GetUnitY(udg_Unit[1])
if IsUnitType(udg_Unit[1],UNIT_TYPE_FLYING) then
set z = GetLocZ(x,y)
if z < 0 then
set z = RAbsBJ(z)-UnitHeight
else
set z = z+UnitHeight
endif
else
if z+udg_Real[9] >= zu-udg_Real[9] then
set z = z+udg_Real[9]
endif
endif
set z = z+GetUnitFlyHeight(udg_Unit[1])
else
if z+udg_Real[9] >= zu-udg_Real[9] then
set z = z+udg_Real[9]
endif
endif
set A.caster = udg_Unit[0]
set A.angle = Atan2(y-GetUnitY(udg_Unit[0]),x-GetUnitX(udg_Unit[0]))
set A.dist = DBC(GetUnitX(udg_Unit[0]),GetUnitY(udg_Unit[0]),x,y)
set A.z = z
set A.mindamage = udg_Real[0]
set A.maxdamage = udg_Real[15]
set A.AttackType = GetHandleId(udg_AttackType)
set A.DamageType = GetHandleId(udg_DamageType)
set A.bulletCount = udg_Int
set A.bulletArmCount = udg_BulletArm
set A.WeaponNum = udg_TF
set A.speed = udg_Real[2]
set A.distance = udg_Real[1]
set A.tmPeriodic = udg_Real[5]
set A.spreading = udg_Real[3]
set A.spreadingZ = udg_Real[4]
set A.radius = udg_Real[6]
set A.radiusZ = udg_Real[7]
set A.blsPeriodic = udg_Real[8]
set A.atkOffset = udg_Real[11]
set A.atkOffsetZ = udg_Real[9]
set A.atkOffsetDist = udg_Real[10]
set A.discarding = udg_Real[12]
set A.tmDiscarding = udg_Real[13]
set A.dsPeriodic = udg_Real[14]
set A.Effect = udg_Effect
call SaveInteger(H,GetHandleId(t),0,A)
call TimerStart(t,udg_Real[8],true,function Create)
endfunction
endlibrary
library AINativesLib
native GetPlayerUnitTypeCount takes player p, integer unitid returns integer
native GetUnitGoldCost takes integer unitid returns integer
native GetUnitWoodCost takes integer unitid returns integer
native GetUnitBuildTime takes integer unitid returns integer
native UnitAlive takes unit id returns boolean
endlibrary
library NegateDamageLib
globals
private constant group Group = CreateGroup()
private constant timer Timer = CreateTimer()
// MUST BE SPECIFIED
public constant integer MaxLifeBonusAbility = 'A002'
public constant integer MaxLifeBonus = 1000000
endglobals
private function ProcessUnits takes nothing returns nothing
local unit u
local real life2set
loop
set u = FirstOfGroup(Group)
exitwhen u == null
call GroupRemoveUnit(Group, u)
if UnitAlive(u) then
set life2set = GetWidgetLife(u)
call UnitRemoveAbility(u, MaxLifeBonusAbility)
call SetWidgetLife(u, life2set)
else
call UnitRemoveAbility(u, MaxLifeBonusAbility)
endif
endloop
endfunction
function NegateDamage takes unit u, real negated returns nothing
local real life = GetWidgetLife(u)
call GroupAddUnit(Group, u)
call UnitAddAbility(u, MaxLifeBonusAbility)
call SetWidgetLife(u, life + negated)
call TimerStart(Timer, 0., false, function ProcessUnits)
endfunction
function GetUnitMaxHealth takes unit u returns real
return GetUnitState(u, UNIT_STATE_MAX_LIFE) - MaxLifeBonus * GetUnitAbilityLevel(u, MaxLifeBonusAbility)
endfunction
endlibrary
library HC initializer init
globals
private leaderboard HB
endglobals
private function HCU takes nothing returns nothing
local integer i = 0
local integer id
local location array P
local real result = 0
loop
exitwhen i >= 50
set i = i+1
set P[i] = Location(0,0)
set id = GetHandleId(P[i])
set result = result+(id-0x100000)
endloop
set result = result/i-i/2
loop
call RemoveLocation(P[i])
set P[i] = null
exitwhen i <= 1
set i = i-1
endloop
call LeaderboardSetItemValue(HB,0,R2I(result))
endfunction
private function HCA takes nothing returns nothing
set HB = CreateLeaderboard()
call LeaderboardSetLabel(HB,"Handle Counter")
call PlayerSetLeaderboard(GetLocalPlayer(),HB)
call LeaderboardDisplay(HB,true)
call LeaderboardAddItem(HB,"Handles",0,Player(0))
call LeaderboardSetSizeByItemCount(HB,1)
call HCU()
call TimerStart(GetExpiredTimer(),.05,true,function HCU)
endfunction
private function init takes nothing returns nothing
call TimerStart(CreateTimer(),0,false,function HCA)
endfunction
endlibrary
Эль_Кин, ахаха, спасибо))
На самом деле на этот прогресс ушло куда больше времени и недоскиллов, но я всё равно не доволен результатом. Типо всё что в этой карте - банальщина, видели миллион раз, так оно ещё и криво написано)
Думаю мне просто нужна конструктивная критика с предложениями как можно сделать лучше
Готово. Можно было бы ещё добавить деформацию ланда для ульты, но на больших картах оно лагает. Повторюсь, это не для импорта, ибо никаких настроек по использованию и разбора кода я не оставлял. Просто посмотреть на возможности джасса если кому интересно. Мотивация так сказать хотя кого это говнище мотивировать будет, лол) upd в видео музыка
library mylib initializer init
private hashtable H = InitHashtable()
private trigger trg = CreateTrigger()
private group TempG = CreateGroup()
private group TempG1 = CreateGroup()
private unit CUEX = null
private real TempR
private real TempR1
private real TempR2
private real TempR3
private real TempX
private real TempY
private integer TF = 0
private integer TF1 = 0
private boolean FireID
private damagetype DamageType
// Переменные быстрого доступа управления полётом апокалиптического дождя
private constant real RainFly = 600
private constant real RainFlyD = 100
// Воспомогательные функции
private function Kill takes nothing returns nothing
call KillUnit(GetEnumUnit())
endfunction
private function IsUnitDead takes unit u returns boolean
return IsUnitType(u,UNIT_TYPE_DEAD) or GetUnitTypeId(u) < 1
endfunction
private function CreateUnitEx takes player id, integer unitid, real x, real y, real face returns unit
set CUEX = CreateUnit(id,unitid,x,y,face)
call SetUnitPathing(CUEX,false)
call SetUnitX(CUEX,x)
call SetUnitY(CUEX,y)
return CUEX
endfunction
private function li takes nothing returns boolean
return not IsUnitDead(GetFilterUnit()) and GetUnitTypeId(GetFilterUnit()) != 'u000'
endfunction
private function DBC takes real x, real y, real x1, real y1 returns real
return SquareRoot((x-x1)*(x-x1)+(y-y1)*(y-y1))
endfunction
private function IsPointInSector takes real x1, real y1, real x2, real y2, real orientation, real width, real radius returns boolean
local real lenght = DBC(x1,y1,x2,y2)
local real angle = Acos(Cos(orientation*bj_DEGTORAD)*(x1-x2)/lenght+Sin(orientation*bj_DEGTORAD)*(y1-y2)/lenght )*bj_RADTODEG
return angle<=width and lenght<=radius
endfunction
private function SetUnitPositionEx takes unit u, real x, real y returns nothing
local item i = CreateItem('spsh',x,y)
set TempX = GetItemX(i)
set TempY = GetItemY(i)
set TempR = DBC(x,y,TempX,TempY)
if TempR > 10 then
call SetUnitX(u,TempX)
call SetUnitY(u,TempY)
else
call SetUnitX(u,x)
call SetUnitY(u,y)
endif
call RemoveItem(i)
set i = null
endfunction
//===================================================
// Пламя преисподней
private function UnderworldFlamesDMG takes nothing returns nothing
local timer t=GetExpiredTimer()
local integer timerH=GetHandleId(t)
local unit caster=LoadUnitHandle(H,timerH,1)
local unit target=LoadUnitHandle(H,timerH,2)
local integer casterH=GetHandleId(caster)
local integer targetH=GetHandleId(target)
local integer level=LoadInteger(H,timerH,3)
local integer counter=LoadInteger(H,targetH,casterH)
local real dmg = LoadReal(H,timerH,0)
call SaveInteger(H,targetH,casterH,counter-1)
set TF = 1
call UnitDamageTarget(caster,target,dmg,false,false,ATTACK_TYPE_MAGIC,DAMAGE_TYPE_FIRE,null)
set TF = 0
if counter == 1 or IsUnitDead(target) or GetUnitAbilityLevel(target,'B000') < 1 then
call UnitRemoveAbility(target,'A000')
call UnitRemoveAbility(target,'B000')
call RemoveSavedInteger(H,targetH,casterH)
call FlushChildHashtable(H,timerH)
call PauseTimer(t)
call DestroyTimer(t)
endif
set t=null
set caster=null
set target=null
endfunction
private function UnderworldFlames takes unit u, unit u1 returns nothing
local integer casterH=GetHandleId(u)
local integer targetH=GetHandleId(u1)
local integer lvl=GetUnitAbilityLevel(u,'A005')
local integer timerH
local integer counter=LoadInteger(H,targetH,casterH)
local integer tm
local timer t
local real dmg
if lvl == 1 then
set dmg = 5.
set tm = 3
elseif lvl == 2 then
set dmg = 15.
set tm = 5
elseif lvl == 3 then
set dmg = 20.
set tm = 6
endif
set dmg = dmg+(GetHeroInt(u,true)*.1)
if counter == 0 then
call UnitAddAbility(u1,'A000')
set t = CreateTimer()
set timerH = GetHandleId(t)
call SaveReal(H,timerH,0,dmg)
call SaveUnitHandle(H,timerH,1,u)
call SaveUnitHandle(H,timerH,2,u1)
call SaveInteger(H,timerH,3,lvl)
call TimerStart(t,1.,true,function UnderworldFlamesDMG)
set t=null
endif
call SaveInteger(H,targetH,casterH,tm)
endfunction
// Планетарное разрушение
private function PlanetaryDestructionCond takes nothing returns boolean
set bj_lastReplacedUnit = GetFilterUnit()
return not IsUnitDead(bj_lastReplacedUnit) and not IsUnitType(bj_lastReplacedUnit,UNIT_TYPE_MAGIC_IMMUNE) and IsUnitEnemy(bj_lastReplacedUnit,GetOwningPlayer(bj_lastCreatedUnit)) and not IsUnitInGroup(bj_lastReplacedUnit,TempG1)
endfunction
private function PlanetaryDiscarding takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer i = GetHandleId(t)
local unit u = LoadUnitHandle(H,i,0)
local real a = LoadReal(H,i,2)
local real s = LoadReal(H,i,6)
local real tm = LoadReal(H,i,4)+.02
call SetUnitPositionEx(u,GetUnitX(u)+s*Cos(a),GetUnitY(u)+s*Sin(a))
if TempR > 10 and not IsUnitDead(u) then
call DestroyEffect(AddSpecialEffect("Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl",GetUnitX(u),GetUnitY(u)))
set TF = 1
call UnitDamageTarget(LoadUnitHandle(H,i,3),u,LoadReal(H,i,1),false,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_SONIC,null)
set TF = 0
if not IsUnitDead(u) then
call CreateUnitEx(Player(15),'u007',GetUnitX(u),GetUnitY(u),0)
call UnitAddAbility(CUEX,'A008')
call IssueTargetOrder(CUEX,"thunderbolt",u)
call UnitApplyTimedLife(CUEX,'BTLF',1)
endif
endif
if TempR > 10 or tm > LoadReal(H,i,5) or GetUnitTypeId(u) < 1 then
call PauseTimer(t)
call DestroyTimer(t)
call FlushChildHashtable(H,i)
else
call SaveReal(H,i,4,tm)
endif
set t = null
set u = null
endfunction
private function PlanetaryDestructionDmg takes nothing returns nothing
local unit u = GetEnumUnit()
local timer t
local integer i
local real x
local real y
local real dc
local real tm
call UnitDamageTarget(bj_lastCreatedUnit,u,TempR1,false,false,ATTACK_TYPE_MAGIC,DamageType,null)
if not IsUnitDead(u) then
set x = GetUnitX(u)
set y = GetUnitY(u)
call CreateUnitEx(Player(15),'u007',x,y,0)
if TF1 == 0 then
call UnitAddAbility(CUEX,'A008')
call IssueTargetOrder(CUEX,"thunderbolt",u)
call UnitApplyTimedLife(CUEX,'BTLF',1)
else
call UnitAddAbility(CUEX,'A009')
call IssueTargetOrder(CUEX,"slow",u)
call UnitApplyTimedLife(CUEX,'BTLF',1)
set t = CreateTimer()
set i = GetHandleId(t)
call SaveUnitHandle(H,i,0,u)
call SaveReal(H,i,1,TempR1*.5)
call SaveReal(H,i,2,Atan2(y-TempR3,x-TempR2))
call SaveUnitHandle(H,i,3,bj_lastCreatedUnit)
if GetUnitAbilityLevel(u,'A002') > 0 then
set tm = .1
set dc = 7.5
elseif GetUnitAbilityLevel(u,'A003') > 0 then
set tm = .5
set dc = 10.
else
set tm = .5
set dc = 15.
endif
call SaveReal(H,i,5,tm)
call SaveReal(H,i,6,dc)
call TimerStart(t,.02,true,function PlanetaryDiscarding)
set t = null
endif
if FireID then
call UnderworldFlames(bj_lastCreatedUnit,u)
endif
call GroupAddUnit(TempG1,u)
endif
set u = null
endfunction
private function PlanetaryDestructionAct takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer i = GetHandleId(t)
local unit u = LoadUnitHandle(H,i,1)
local real x = GetUnitX(u)
local real y = GetUnitY(u)
local real dmg = LoadReal(H,i,4)
set FireID = LoadBoolean(H,i,3)
if FireID then
call KillUnit(CreateUnitEx(Player(15),'u00A',x,y,GetRandomReal(0,360)))
endif
set TempR1 = dmg*2
set TempR2 = x
set TempR3 = y
set TF = 1
set DamageType = DAMAGE_TYPE_DEMOLITION
set bj_lastCreatedUnit = LoadUnitHandle(H,i,0)
call GroupEnumUnitsInRange(TempG,x,y,200,Condition(function PlanetaryDestructionCond))
call ForGroup(TempG,function PlanetaryDestructionDmg)
call GroupClear(TempG)
set TempR1 = dmg
set TF1 = 1
set DamageType = DAMAGE_TYPE_SONIC
call GroupEnumUnitsInRange(TempG,x,y,500,Condition(function PlanetaryDestructionCond))
call ForGroup(TempG,function PlanetaryDestructionDmg)
call GroupClear(TempG)
call GroupClear(TempG1)
set TF = 0
set TF1 = 0
call KillUnit(CreateUnitEx(Player(15),'u003',x,y,GetRandomReal(0,360)))
call KillUnit(CreateUnitEx(Player(15),'u00C',x,y,GetRandomReal(0,360)))
call KillUnit(CreateUnitEx(Player(15),'u00B',x,y,GetRandomReal(0,360)))
call KillUnit(CreateUnitEx(Player(15),'u009',x,y,GetRandomReal(0,360)))
call KillUnit(CreateUnitEx(Player(15),'u008',x,y,GetRandomReal(0,360)))
call KillUnit(u)
call KillUnit(LoadUnitHandle(H,i,2))
call DestroyFogModifier(LoadFogModifierHandle(H,i,5))
call DestroyTimer(t)
call FlushChildHashtable(H,i)
set bj_lastCreatedUnit = null
set t = null
set u = null
endfunction
private function PlanetaryDestruction takes nothing returns nothing
local timer t = CreateTimer()
local integer i = GetHandleId(t)
local unit u = GetTriggerUnit()
local real x = GetSpellTargetX()
local real y = GetSpellTargetY()
local real dmg = 300+(GetHeroInt(u,true))
set FireID = GetUnitAbilityLevel(u,'B001') > 0
if FireID then
set dmg = dmg+(dmg*(.05*GetUnitAbilityLevel(u,'A005')))
endif
set bj_groupEnumOwningPlayer = GetOwningPlayer(u)
set bj_lastCreatedFogModifier = CreateFogModifierRadius(bj_groupEnumOwningPlayer,FOG_OF_WAR_VISIBLE,x,y,1000, true, false)
call FogModifierStart(bj_lastCreatedFogModifier)
call SaveUnitHandle(H,i,0,u)
call SaveUnitHandle(H,i,1,CreateUnitEx(bj_groupEnumOwningPlayer,'u006',x,y,bj_RADTODEG*Atan2(y-GetUnitY(u),x-GetUnitX(u))))
call SaveUnitHandle(H,i,2,CreateUnitEx(bj_groupEnumOwningPlayer,'u006',x,y,bj_RADTODEG*Atan2(y-GetUnitY(u),x-GetUnitX(u))))
call SaveBoolean(H,i,3,FireID)
call SaveReal(H,i,4,dmg)
call SaveFogModifierHandle(H,i,5,bj_lastCreatedFogModifier)
call TimerStart(t,.9,false,function PlanetaryDestructionAct)
set u = null
set t = null
endfunction
// Огненный дождь
private function FieryRainDmgCond takes nothing returns boolean
set bj_lastReplacedUnit = GetFilterUnit()
return not IsUnitDead(bj_lastReplacedUnit) and not IsUnitType(bj_lastReplacedUnit,UNIT_TYPE_MAGIC_IMMUNE) and IsUnitEnemy(bj_lastReplacedUnit,GetOwningPlayer(bj_lastCreatedUnit))
endfunction
private function FieryRainDmg1 takes nothing returns nothing
call UnitDamageTarget(bj_lastCreatedUnit,GetEnumUnit(),TempR,false,false,ATTACK_TYPE_MAGIC,DAMAGE_TYPE_FIRE,null)
if FireID then
call UnderworldFlames(bj_lastCreatedUnit,GetEnumUnit())
endif
endfunction
private function FieryRainDmg takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer i = GetHandleId(t)
local unit u = LoadUnitHandle(H,i,0)
set bj_lastCreatedUnit = LoadUnitHandle(H,i,1)
if GetUnitTypeId(bj_lastCreatedUnit) > 0 then
call GroupEnumUnitsInRange(TempG,GetUnitX(u),GetUnitY(u),LoadReal(H,i,3),Condition(function FieryRainDmgCond))
set FireID = GetUnitTypeId(u) == 'u004'
set TempR = LoadReal(H,i,2)
set TF = 1
call ForGroup(TempG,function FieryRainDmg1)
set TF = 0
call GroupClear(TempG)
endif
call KillUnit(u)
call DestroyTimer(t)
call FlushChildHashtable(H,i)
set u = null
set t = null
endfunction
private function FieryRainAct takes nothing returns nothing
local timer t = GetExpiredTimer()
local timer t1
local integer i = GetHandleId(t)
local unit u = LoadUnitHandle(H,i,0)
local integer count = LoadInteger(H,i,4)
local integer count1 = LoadInteger(H,i,5)-1
local integer count2 = count
local integer id = LoadInteger(H,i,1)
local integer i1
local real a = GetRandomReal(0,360)
local real x = LoadReal(H,i,7)
local real y = LoadReal(H,i,8)
local real sc = LoadReal(H,i,9)
local real maxr = LoadReal(H,i,3)
local real minr
local real ranr
local real fly
local real dmg = LoadReal(H,i,2)
local real rad = LoadReal(H,i,10)
set bj_groupEnumOwningPlayer = GetOwningPlayer(u)
loop
exitwhen count <= 0
set minr = GetRandomReal(0,maxr*.2)
set ranr = GetRandomReal(minr,maxr)
call CreateUnitEx(bj_groupEnumOwningPlayer,id,x+ranr*Cos(a*bj_DEGTORAD),y+ranr*Sin(a*bj_DEGTORAD),GetRandomReal(0,360))
set fly = GetRandomReal(RainFly-RainFlyD,RainFly+RainFlyD)
call UnitAddAbility(CUEX,'Arav')
call SetUnitFlyHeight(CUEX,fly,0)
call SetUnitFlyHeight(CUEX,0,RainFly)
call SetUnitScale(CUEX,sc,sc,sc)
set t1 = CreateTimer()
set i1 = GetHandleId(t1)
call SaveUnitHandle(H,i1,0,CUEX)
call SaveUnitHandle(H,i1,1,u)
call SaveReal(H,i1,2,dmg)
call SaveReal(H,i1,3,rad)
call TimerStart(t1,fly/RainFly,false,function FieryRainDmg)
set a = a+(360/count2)
set count = count-1
endloop
set t1 = null
if count1 <= 0 or GetUnitTypeId(u) < 1 then
call PauseTimer(t)
call DestroyTimer(t)
call FlushChildHashtable(H,i)
else
call SaveInteger(H,i,5,count1)
call TimerStart(t,LoadReal(H,i,6),false,function FieryRainAct)
endif
set u = null
set t = null
endfunction
private function FieryRain takes nothing returns nothing
local timer t = CreateTimer()
local integer i = GetHandleId(t)
local unit u = GetTriggerUnit()
local integer lvl = GetUnitAbilityLevel(u,GetSpellAbilityId())
local integer id
local integer count
local integer count1
local real dmg
local real scale
local real radius
local real radius1
local real periodic
set FireID = GetUnitAbilityLevel(u,'B001') > 0
if FireID then
set id = 'u004'
else
set id = 'u005'
endif
if lvl == 1 then
set dmg = 25.
set scale = 1.
set radius = 400.
set radius1 = 80.
set count = 15
set count1 = 5
set periodic = 1.
elseif lvl == 2 then
set dmg = 40.
set scale = 1.25
set radius = 600.
set radius1 = 100.
set count = 20
set count1 = 7
set periodic = 1.
elseif lvl == 3 then
set dmg = 70.
set scale = 1.5
set radius = 1000.
set radius1 = 120.
set count = 30
set count1 = 10
set periodic = 1.
endif
set dmg = dmg+(GetHeroInt(u,true)*.4)
if FireID then
set dmg = dmg+(dmg*(.05*GetUnitAbilityLevel(u,'A005')))
endif
call SaveUnitHandle(H,i,0,u)
call SaveInteger(H,i,1,id)
call SaveReal(H,i,2,dmg)
call SaveReal(H,i,3,radius)
call SaveInteger(H,i,4,count)
call SaveInteger(H,i,5,count1)
call SaveReal(H,i,6,periodic)
call SaveReal(H,i,7,GetSpellTargetX())
call SaveReal(H,i,8,GetSpellTargetY())
call SaveReal(H,i,9,scale)
call SaveReal(H,i,10,radius1)
call TimerStart(t,0.,false,function FieryRainAct)
set u = null
set t = null
endfunction
// Огненная стена
private function FireWallCond takes nothing returns boolean
set bj_lastReplacedUnit = GetFilterUnit()
return not IsUnitDead(bj_lastReplacedUnit) and not IsUnitType(bj_lastReplacedUnit,UNIT_TYPE_MAGIC_IMMUNE) and not IsUnitInGroup(bj_lastReplacedUnit,TempG1) and IsUnitEnemy(bj_lastReplacedUnit,GetOwningPlayer(bj_lastCreatedUnit))
endfunction
private function FireWallDamageEx takes nothing returns nothing
local unit u = GetEnumUnit()
call UnitDamageTarget(bj_lastCreatedUnit,u,TempR,false,false,ATTACK_TYPE_MAGIC,DAMAGE_TYPE_FIRE,null)
if not IsUnitDead(u) and FireID then
call UnderworldFlames(bj_lastCreatedUnit,u)
endif
call GroupAddUnit(TempG1,u)
set u = null
endfunction
private function FireWallDamage takes nothing returns nothing
local unit u = GetEnumUnit()
call GroupEnumUnitsInRange(TempG,GetUnitX(u),GetUnitY(u),TempR1,Condition(function FireWallCond))
call ForGroup(TempG,function FireWallDamageEx)
call GroupClear(TempG)
set u = null
endfunction
private function FireWallDmg takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer i = GetHandleId(t)
local group g = LoadGroupHandle(H,i,1)
local real tm = LoadReal(H,i,2)-.25
set bj_lastCreatedUnit = LoadUnitHandle(H,i,0)
set TempR = LoadReal(H,i,3)
set FireID = LoadBoolean(H,i,4)
set TempR1 = 100.
set TF = 1
call ForGroup(g,function FireWallDamage)
call GroupClear(TempG1)
set TF = 0
if tm <= 0. then
call ForGroup(g,function Kill)
call GroupClear(g)
call DestroyGroup(g)
call PauseTimer(t)
call DestroyTimer(t)
call FlushChildHashtable(H,i)
else
call SaveReal(H,i,2,tm)
endif
set bj_lastCreatedUnit = null
set g = null
set t = null
endfunction
private function FireWall takes nothing returns nothing
local timer t = CreateTimer()
local integer i = GetHandleId(t)
local unit u = GetTriggerUnit()
local integer lvl = GetUnitAbilityLevel(u,GetSpellAbilityId())
local integer id
local boolean b = GetUnitAbilityLevel(u,'B001') > 0
local group g = CreateGroup()
local real x = GetSpellTargetX()
local real y = GetSpellTargetY()
local real a = bj_RADTODEG*Atan2(y-GetUnitY(u),x-GetUnitX(u))
local real d
local real d1
local real dmg
local real dmg1
local real sc
local real tm
if lvl == 1 then
set dmg1 = 80.
set dmg = 25.
set d = 300.
set tm = 5.
set sc = .5
elseif lvl == 2 then
set dmg1 = 150.
set dmg = 40.
set d = 400.
set tm = 7.
set sc = .75
elseif lvl == 3 then
set dmg1 = 225.
set dmg = 70.
set d = 500.
set tm = 10.
set sc = 1.
endif
set dmg = dmg+(GetHeroInt(u,true)*.5)
set dmg1 = dmg1+(GetHeroInt(u,true)*.65)
if b then
set id = 'u002'
set dmg = dmg+(dmg*(.05*GetUnitAbilityLevel(u,'A005')))
set dmg1 = dmg1+(dmg1*(.05*GetUnitAbilityLevel(u,'A005')))
else
set id = 'u001'
endif
set d1 = d/2
set bj_groupEnumOwningPlayer = GetOwningPlayer(u)
call GroupAddUnit(g,CreateUnitEx(bj_groupEnumOwningPlayer,id,x,y,GetRandomReal(0,360)))
call KillUnit(CreateUnitEx(bj_groupEnumOwningPlayer,'u000',x,y,GetRandomReal(0,360)))
call SetUnitScale(CUEX,sc,sc,sc)
if b then
call SetUnitVertexColor(CUEX,0,255,255,100)
endif
call KillUnit(CreateUnitEx(bj_groupEnumOwningPlayer,'u000',x+d1*Cos((a-90)*bj_DEGTORAD),y+d1*Sin((a-90)*bj_DEGTORAD),GetRandomReal(0,360)))
call SetUnitScale(CUEX,sc,sc,sc)
if b then
call SetUnitVertexColor(CUEX,0,255,255,100)
endif
call KillUnit(CreateUnitEx(bj_groupEnumOwningPlayer,'u000',x+d1*Cos((a+90)*bj_DEGTORAD),y+d1*Sin((a+90)*bj_DEGTORAD),GetRandomReal(0,360)))
call SetUnitScale(CUEX,sc,sc,sc)
if b then
call SetUnitVertexColor(CUEX,0,255,255,100)
endif
loop
exitwhen d1 <= 0.
call GroupAddUnit(g,CreateUnitEx(bj_groupEnumOwningPlayer,id,x+d1*Cos((a-90)*bj_DEGTORAD),y+d1*Sin((a-90)*bj_DEGTORAD),GetRandomReal(0,360)))
set d1 = d1-20.
endloop
set d1 = d/2
loop
exitwhen d1 <= 0.
call GroupAddUnit(g,CreateUnitEx(bj_groupEnumOwningPlayer,id,x+d1*Cos((a+90)*bj_DEGTORAD),y+d1*Sin((a+90)*bj_DEGTORAD),GetRandomReal(0,360)))
set d1 = d1-20.
endloop
set bj_lastCreatedUnit = u
set TempR = dmg1
set FireID = b
set TempR1 = 200.
set TF = 1
call ForGroup(g,function FireWallDamage)
call GroupClear(TempG1)
set TF = 0
call SaveUnitHandle(H,i,0,u)
call SaveGroupHandle(H,i,1,g)
call SaveReal(H,i,2,tm)
call SaveReal(H,i,3,dmg)
call SaveBoolean(H,i,4,b)
call TimerStart(t,.25,true,function FireWallDmg)
set g = null
set t = null
set u = null
endfunction
// Отталкивание юнитов с руки
private function PassiveCond takes nothing returns boolean
set bj_lastReplacedUnit = GetFilterUnit()
return IsUnitEnemy(bj_lastReplacedUnit,GetOwningPlayer(bj_lastCreatedUnit)) and not IsUnitDead(bj_lastReplacedUnit) and IsPointInSector(GetUnitX(bj_lastReplacedUnit),GetUnitY(bj_lastReplacedUnit),GetUnitX(bj_lastCreatedUnit),GetUnitY(bj_lastCreatedUnit),TempR3,80,300.)
endfunction
private function PassiveMove takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer i = GetHandleId(t)
local unit u = LoadUnitHandle(H,i,0)
local real tm = LoadReal(H,i,4)+.02
local real dc = LoadReal(H,i,1)
local real a = LoadReal(H,i,2)
call SetUnitPositionEx(u,GetUnitX(u)+dc*Cos(a),GetUnitY(u)+dc*Sin(a))
call IssueImmediateOrder(u,"stop")
if GetUnitTypeId(u) < 1 or tm >= LoadReal(H,i,3) or TempR > 10 then
call PauseTimer(t)
call DestroyTimer(t)
call FlushChildHashtable(H,i)
else
call SaveReal(H,i,4,tm)
endif
set t = null
set u = null
endfunction
private function PassiveAct takes nothing returns nothing
local unit u = GetEnumUnit()
local timer t
local integer i
local real tm1
local real dc
if u != bj_lastLoadedUnit then
call UnitDamageTarget(bj_lastCreatedUnit,u,TempR2,false,false,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_UNIVERSAL,null)
endif
if not IsUnitDead(u) then
set t = CreateTimer()
if GetUnitAbilityLevel(bj_lastCreatedUnit,'B001') > 0 and not IsUnitType(u,UNIT_TYPE_MAGIC_IMMUNE)then
call UnderworldFlames(bj_lastCreatedUnit,u)
endif
if GetUnitAbilityLevel(u,'A002') > 0 then
call DestroyTimer(t)
set t = null
elseif GetUnitAbilityLevel(u,'A003') > 0 then
set tm1 = .05
set dc = 5.
else
set tm1 = .1
set dc = 10.
endif
if t != null then
set i = GetHandleId(t)
call SaveUnitHandle(H,i,0,u)
call SaveReal(H,i,1,dc)
call SaveReal(H,i,2,Atan2(GetUnitY(u)-TempR1,GetUnitX(u)-TempR))
call SaveReal(H,i,3,tm1)
call TimerStart(t,.02,true,function PassiveMove)
set t = null
endif
endif
set u = null
endfunction
private function Passive takes nothing returns nothing
set bj_lastLoadedUnit = GetTriggerUnit()
set bj_lastCreatedUnit = GetEventDamageSource()
set TempR = GetUnitX(bj_lastCreatedUnit)
set TempR1 = GetUnitY(bj_lastCreatedUnit)
set TempR2 = GetEventDamage()
set TempR3 = Atan2(GetUnitY(bj_lastLoadedUnit)-TempR1,GetUnitX(bj_lastLoadedUnit)-TempR)*bj_RADTODEG
call GroupEnumUnitsInRange(TempG,TempR,TempR1,300.,Condition(function PassiveCond))
set TF = 1
call ForGroup(TempG,function PassiveAct)
set TF = 0
call GroupClear(TempG)
set bj_lastReplacedUnit = null
set bj_lastLoadedUnit = null
endfunction
//=== Каст спеллов ===
private function SpellsCond takes nothing returns boolean
local integer i = GetSpellAbilityId()
if i == 'A001' then
call ExecuteFunc(SCOPE_PRIVATE+"FireWall")
elseif i == 'A006' then
call ExecuteFunc(SCOPE_PRIVATE+"FieryRain")
elseif i == 'A007' then
call ExecuteFunc(SCOPE_PRIVATE+"PlanetaryDestruction")
endif
return false
endfunction
//Показ урона + взаимодействие с уроном
private function trgact takes nothing returns nothing
local unit u = GetEventDamageSource()
local unit u1 = GetTriggerUnit()
local texttag tt = CreateTextTag()
call SetTextTagText(tt,I2S(R2I(GetEventDamage())),.0276)
call SetTextTagPosUnit(tt,GetTriggerUnit(),0)
call SetTextTagColor(tt,255,0,255,0)
call SetTextTagVelocity(tt,.05325*Cos(1.570788),.05325*Sin(1.570788))
call SetTextTagPermanent(tt,false)
call SetTextTagLifespan(tt,.5)
call SetTextTagFadepoint(tt,.0)
set tt = null
if TF == 0 and GetUnitAbilityLevel(u,'A004') > 0 then
call ExecuteFunc(SCOPE_PRIVATE+"Passive")
endif
set u = null
set u1 = null
endfunction
//===================================================
//---Регистрация события получения урона---
private function trgcond takes nothing returns boolean
return GetEventDamage() > 1.
endfunction
private function eve takes nothing returns nothing
call TriggerRegisterUnitEvent(trg,GetEnumUnit(),EVENT_UNIT_DAMAGED)
endfunction
private function initcond takes nothing returns boolean
local integer i = GetUnitTypeId(GetTriggerUnit())
if i != 'u000' and i != 'u001' and i != 'u002' and i != 'u004' and i != 'u005' and i != 'u00C'/*
*/ and i != 'u003' and i != 'u00B' and i != 'u009' and i != 'u008' and i != 'u00A' and i != 'u006' and i != 'u007' then
call TriggerRegisterUnitEvent(trg,GetTriggerUnit(),EVENT_UNIT_DAMAGED)
endif
return false
endfunction
//Пересборка триггера
private function reset takes nothing returns nothing
call DestroyTrigger(trg)
set trg = CreateTrigger()
call TriggerAddCondition(trg,Condition(function trgcond))
call TriggerAddAction(trg,function trgact)
call GroupEnumUnitsInRect(TempG,bj_mapInitialPlayableArea,Condition(function li))
call ForGroup(TempG,function eve)
call GroupClear(TempG)
endfunction
private function init takes nothing returns nothing
local trigger t = CreateTrigger()
local region r = CreateRegion()
local integer i = 0
//Preload
call RemoveUnit(CreateUnit(Player(15),'u00C',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u003',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u00B',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u009',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u008',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u00A',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u006',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u000',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u001',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u002',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u004',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u005',0,0,0))
call RemoveUnit(CreateUnit(Player(15),'u007',0,0,0))
call RegionAddRect(r,bj_mapInitialPlayableArea)
call TriggerRegisterEnterRegion(t,r,null)
call TriggerAddCondition(t,Condition(function initcond))
set t = null
set r = null
call reset()
set t = CreateTrigger()
loop
call TriggerRegisterPlayerUnitEvent(t,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,null)
set i = i+1
exitwhen i == bj_MAX_PLAYER_SLOTS
endloop
call TriggerAddCondition(t,Condition(function SpellsCond))
set t = null
call TimerStart(CreateTimer(),600.,true,function reset)
endfunction
endlibrary
//Счётчик
library HC initializer init
private leaderboard HB
private function HCU takes nothing returns nothing
local integer i = 0
local integer id
local location array P
local real result = 0
loop
exitwhen i >= 50
set i = i+1
set P[i] = Location(0,0)
set id = GetHandleId(P[i])
set result = result+(id-0x100000)
endloop
set result = result/i-i/2
loop
call RemoveLocation(P[i])
set P[i] = null
exitwhen i <= 1
set i = i-1
endloop
call LeaderboardSetItemValue(HB,0,R2I(result))
endfunction
private function HCA takes nothing returns nothing
set HB = CreateLeaderboard()
call LeaderboardSetLabel(HB,"Handle Counter")
call PlayerSetLeaderboard(GetLocalPlayer(),HB)
call LeaderboardDisplay(HB,true)
call LeaderboardAddItem(HB,"Handles",0,Player(0))
call LeaderboardSetSizeByItemCount(HB,1)
call HCU()
call TimerStart(GetExpiredTimer(),.05,true,function HCU)
endfunction
private function init takes nothing returns nothing
call TimerStart(CreateTimer(),0,false,function HCA)
endfunction
endlibrary
library HC initializer init
private leaderboard HB
private function HCU takes nothing returns nothing
local integer i = 0
local integer id
local location array P
local real result = 0
loop
exitwhen i >= 50
set i = i+1
set P[i] = Location(0,0)
set id = GetHandleId(P[i])
set result = result+(id-0x100000)
endloop
set result = result/i-i/2
loop
call RemoveLocation(P[i])
set P[i] = null
exitwhen i <= 1
set i = i-1
endloop
call LeaderboardSetItemValue(HB,0,R2I(result))
endfunction
private function HCA takes nothing returns nothing
set HB = CreateLeaderboard()
call LeaderboardSetLabel(HB,"Handle Counter")
call PlayerSetLeaderboard(GetLocalPlayer(),HB)
call LeaderboardDisplay(HB,true)
call LeaderboardAddItem(HB,"Handles",0,Player(0))
call LeaderboardSetSizeByItemCount(HB,1)
call HCU()
call TimerStart(GetExpiredTimer(),.05,true,function HCU)
endfunction
private function init takes nothing returns nothing
call TimerStart(CreateTimer(),0,false,function HCA)
endfunction
endlibrary
Jass New Gen Pack - Rebuild 1.4
Дисклеймер
Сам я очень фигово знаю джасс и в принципе этот ресурс создан для тех, кто читал статьи Осваиваем jass (0-1), но ничего не понял
Обновил пример с сджассом
Добавил шестой пример, с вджассом где почти ничего не реализовано из его возможностей)) Хотел бы сделать через вектор, но я его пока не понимаю
Добавил седьмой пример, с зинком, тоже практически ничего не используется из его возможностей
Комментарии проекта Блог им. rsfghd
Обычная фиговина
да и сам впервые юзал хэш-таблицу на гуи
Волны помойных волн
Стрельба
Спеллпак Приватника Ада
На самом деле на этот прогресс ушло куда больше времени и недоскиллов, но я всё равно не доволен результатом. Типо всё что в этой карте - банальщина, видели миллион раз, так оно ещё и криво написано)
Думаю мне просто нужна конструктивная критика с предложениями как можно сделать лучше
Ред. rsfghd
хотя кого это говнище мотивировать будет, лол)
upd в видео музыка
HandleCounter
Брух
Помогу с основами джасса
Дисклеймер
Сам я очень фигово знаю джасс и в принципе этот ресурс создан для тех, кто читал статьи Осваиваем jass (0-1), но ничего не понял
Добавил шестой пример, с вджассом где почти ничего не реализовано из его возможностей))
Хотел бы сделать через вектор, но я его пока не понимаю
Добавил седьмой пример, с зинком, тоже практически ничего не используется из его возможностей
Прыгающий вурдалак или же снорк
Ред. rsfghd
видео со старой версии