I want a little spell in JASS or VJASS for learn about it. I am not learning with translating GUI to JASS. Because when i want to try some thing, I always have a mistake. Added (2008-12-01, 4:16 Am)
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I have a question what do that custom script ''Custom script: local location udg_SpecialPoint'' in that trigger
Cast Electric Cone
Evénements
Unité - A unit Initie l'effet d'une compétence
Conditions
(Ability being cast) Egal à Electric Cone
Actions
Custom script: local location udg_SpecialPoint
Set SpecialPoint = (Target point of ability being cast)
Set Ba_Interruption[(Player number of (Owner of (Casting unit)))] = FALSE
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si - Conditions
((Casting unit) is alive) Egal à TRUE
Alors - Actions
Animation - Play (Casting unit)'s Sa_AnimChannel[(Player number of (Owner of (Triggering unit)))] animation
Sinon - Actions
Do nothing
Wait 0.15 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si - Conditions
Ba_Interruption[(Player number of (Owner of (Casting unit)))] Egal à TRUE
Alors - Actions
Skip remaining actions
Sinon - Actions
Do nothing
Set TempPoint3 = SpecialPoint
Set TempPoint1 = (Position of (Casting unit))
For each (Integer A) from 1 to 6, do (Actions)
Boucle - Actions
Set TempPoint2 = (TempPoint1 offset by 40.00 towards ((Angle from TempPoint1 to TempPoint3) + (17.50 - ((Real((Integer A))) x 5.00))) degrees)
Unité - Create 1 Projectile Electric Cone for (Owner of (Casting unit)) at TempPoint2 facing ((Angle from TempPoint1 to TempPoint2) + (0.00 + (17.50 - ((Real((Integer A))) x 5.00)))) degrees
Unité - Turn collision for (Last created unit) Off
Unité - Move (Last created unit) instantly to TempPoint2
Custom script: call UnitAddAbility( GetLastCreatedUnit(), 'Amrf')
Animation - Change (Last created unit) flying height to (Real((Point-value of (Last created unit)))) at 1000.00
Groupe unité - Add (Last created unit) to UG_Projectiles
Custom script: call RemoveLocation( udg_TempPoint2 )
Custom script: call RemoveLocation( udg_TempPoint1 )
Custom script: call RemoveLocation( udg_TempPoint3 )
Custom script: set udg_SpecialPoint = null
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si - Conditions
((Casting unit) is alive) Egal à TRUE
Alors - Actions
Animation - Reset (Casting unit)'s animation
Sinon - Actions
Do nothing
Déclencheur - Turn on Main Spell Periodic <gen>
I took that trigger from the map Battle Mages