Skip to content
Home
Post Code
Jass (Warcraft III)
Wurst
GUI (Warcraft III)
Galaxy (StarCraft II)
GUI (StarCraft II)
C++
Java
Delphi
Text
Search Code
Compare Code
Uploads
Draw
Create New Drawing
View Drawings
Graph
Log in
<pre class="jasscode"><span class="style_keyword">function</span> pokemonreturn takes integer playerslot, integer pkcondition returns nothing <span class="style_comment">//if condition is 0 no one cares. If its 1, both players return pkmn.</span> <span class="style_comment">//Timer defeat for wild pokemon cannot happen here because endbattle deals with that.</span> <span class="style_comment">//Timer defeat for pokemontrainer fights however, is dealt with, here.</span> set udg_TempInt3=playernumberid<span class="style_symbol">(</span>udg_Playerhero<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span><span class="style_symbol">)</span> call DisplayTextToForce<span class="style_symbol">(</span> GetPlayersAll<span class="style_symbol">(</span><span class="style_symbol">)</span>, <span class="style_symbol">(</span><span class="style_string">"TempInt3 is "</span> + I2S<span class="style_symbol">(</span>udg_TempInt3<span class="style_symbol">)</span><span class="style_symbol">)</span> <span class="style_symbol">)</span> <span class="style_keyword">if</span> <span class="style_symbol">(</span><span class="style_symbol">(</span>udg_Playerhero<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span> == udg_PokemonTrainer<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span><span class="style_symbol">)</span> and <span class="style_symbol">(</span>pkcondition <span class="style_symbol">!</span>=<span class="style_int">1</span><span class="style_symbol">)</span><span class="style_symbol">)</span> then<span class="style_comment">//Should never get here, even by timer defeat.</span> call DisplayTextToForce<span class="style_symbol">(</span> GetPlayersAll<span class="style_symbol">(</span><span class="style_symbol">)</span>, <span class="style_string">"Map error 8"</span><span class="style_symbol">)</span> <span class="style_keyword">endif</span> <span class="style_keyword">if</span><span class="style_symbol">(</span><span class="style_symbol">(</span>udg_ReturnPreventerCondition<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span> == <span class="style_keyword">false</span><span class="style_symbol">)</span> or <span class="style_symbol">(</span>pkcondition ==<span class="style_int">1</span><span class="style_symbol">)</span> <span class="style_symbol">)</span> then<span class="style_comment">//this bool is to prevent retarded/abuse esc spams.</span> <span class="style_keyword">if</span><span class="style_symbol">(</span>udg_Playerhero<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span> == udg_PokemonTeam<span class="style_symbol">[</span>udg_Activepokemon<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span><span class="style_symbol">]</span><span class="style_symbol">)</span> then <span class="style_comment">//Timerdefeat for VersusPlayerslot[playerslot], but playerslot player may also have not an pokemon outside. This is done so it doesnt bug.</span> <span class="style_keyword">if</span> <span class="style_symbol">(</span>udg_HP<span class="style_symbol">[</span>AIslot<span class="style_symbol">(</span>playerslot<span class="style_symbol">)</span><span class="style_symbol">]</span> <span class="style_symbol">!</span>= <span class="style_int">0</span><span class="style_symbol">)</span> then <span class="style_comment">//detects wild pkmn fight</span> call UnitRemoveAbilityBJ<span class="style_symbol">(</span> <span class="style_string">'A01R'</span>, udg_Playerhero<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span><span class="style_symbol">)</span><span class="style_comment">//removes catch pokemon skill</span> <span class="style_keyword">endif</span> set udg_TempRect = playeritemrects<span class="style_symbol">(</span>playerslot<span class="style_symbol">)</span> set udg_TempX = GetRectCenterX<span class="style_symbol">(</span>udg_TempRect<span class="style_symbol">)</span> set udg_TempY = GetRectCenterY<span class="style_symbol">(</span>udg_TempRect<span class="style_symbol">)</span> call SetUnitX<span class="style_symbol">(</span>udg_Playerhero<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span>,udg_TempX<span class="style_symbol">)</span> call SetUnitY<span class="style_symbol">(</span>udg_Playerhero<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span>,udg_TempY<span class="style_symbol">)</span><span class="style_comment">//puts the pokemon "back to its ball"up to here</span> set udg_NoPokemon<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span>=<span class="style_keyword">true</span> set udg_NoPokemonInt<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span> = <span class="style_int">10</span> call SetTextTagPosUnitBJ<span class="style_symbol">(</span> udg_NoPokemonText<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span>, udg_Playerhero<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span>, <span class="style_int">0</span> <span class="style_symbol">)</span><span class="style_comment">//moves dat floating text</span> call SetTextTagTextBJ<span class="style_symbol">(</span> udg_NoPokemonText<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span>, I2S<span class="style_symbol">(</span>udg_NoPokemonInt<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span><span class="style_symbol">)</span>, <span class="style_int">10</span> <span class="style_symbol">)</span><span class="style_comment">//gives text: nopokemonint, converted from into to string</span> call ShowTextTagForceBJ<span class="style_symbol">(</span> <span class="style_keyword">true</span>, udg_NoPokemonText<span class="style_symbol">[</span>playerslot<span class="style_symbol">]</span>, GetPlayersAll<span class="style_symbol">(</span><span class="style_symbol">)</span> <span class="style_symbol">)</span><span class="style_comment">//show floating text, cuz hidden</span> <span class="style_comment">// BELOW LIES THE THORN, DESTROYER OF IMAGINARY BEATIFUL WORLDS!(It is safe to put /* here and right after local multiboard.</span> <span class="style_comment">//If I display tempint3 here, it returns 24. Then it goes to assign player 24. ggwp</span> call DisplayTextToForce<span class="style_symbol">(</span> GetPlayersAll<span class="style_symbol">(</span><span class="style_symbol">)</span>, <span class="style_symbol">(</span><span class="style_string">"But after it becomes "</span> + I2S<span class="style_symbol">(</span>udg_TempInt3<span class="style_symbol">)</span><span class="style_symbol">)</span> <span class="style_symbol">)</span> </pre>
select language
jass
java
delphi
C++
> php
GSL
galaxy
visualBasic
wurst
Text
Markdown
select style
default
bbcode - default
Jasscraft
> jasscraft html
visual
lightweight
lightweightNr
goto line:
Compare with:
text copy window
edit this code
post new code
function pokemonreturn takes integer playerslot, integer pkcondition returns nothing //if condition is 0 no one cares. If its 1, both players return pkmn. //Timer defeat for wild pokemon cannot happen here because endbattle deals with that. //Timer defeat for pokemontrainer fights however, is dealt with, here. set udg_TempInt3=playernumberid(udg_Playerhero[playerslot]) call DisplayTextToForce( GetPlayersAll(), ("TempInt3 is " + I2S(udg_TempInt3)) ) if ((udg_Playerhero[playerslot] == udg_PokemonTrainer[playerslot]) and (pkcondition !=1)) then//Should never get here, even by timer defeat. call DisplayTextToForce( GetPlayersAll(), "Map error 8") endif if((udg_ReturnPreventerCondition[playerslot] == false) or (pkcondition ==1) ) then//this bool is to prevent retarded/abuse esc spams. if(udg_Playerhero[playerslot] == udg_PokemonTeam[udg_Activepokemon[playerslot]]) then //Timerdefeat for VersusPlayerslot[playerslot], but playerslot player may also have not an pokemon outside. This is done so it doesnt bug. if (udg_HP[AIslot(playerslot)] != 0) then //detects wild pkmn fight call UnitRemoveAbilityBJ( 'A01R', udg_Playerhero[playerslot])//removes catch pokemon skill endif set udg_TempRect = playeritemrects(playerslot) set udg_TempX = GetRectCenterX(udg_TempRect) set udg_TempY = GetRectCenterY(udg_TempRect) call SetUnitX(udg_Playerhero[playerslot],udg_TempX) call SetUnitY(udg_Playerhero[playerslot],udg_TempY)//puts the pokemon "back to its ball"up to here set udg_NoPokemon[playerslot]=true set udg_NoPokemonInt[playerslot] = 10 call SetTextTagPosUnitBJ( udg_NoPokemonText[playerslot], udg_Playerhero[playerslot], 0 )//moves dat floating text call SetTextTagTextBJ( udg_NoPokemonText[playerslot], I2S(udg_NoPokemonInt[playerslot]), 10 )//gives text: nopokemonint, converted from into to string call ShowTextTagForceBJ( true, udg_NoPokemonText[playerslot], GetPlayersAll() )//show floating text, cuz hidden // BELOW LIES THE THORN, DESTROYER OF IMAGINARY BEATIFUL WORLDS!(It is safe to put /* here and right after local multiboard. //If I display tempint3 here, it returns 24. Then it goes to assign player 24. ggwp call DisplayTextToForce( GetPlayersAll(), ("But after it becomes " + I2S(udg_TempInt3)) )