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Name | Type | is_array | initial_value |
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scope AgroRoar initializer Init
////////////////////////////////////
// AGRO ROAR v 1.2.0 vJass //
// by tRu.Style //
// Fixed t = null //
// Remove function RoarGroupUnit //
// Add constant ARMORPERUNIT //
////////////////////////////////////
////////////////////
// SetUp //
////////////////////
globals
// Spell time = RoarTime + (RoarTimePerLevel * lvl) = time
private constant integer ROARID = 'A000' // Agro Ability ID
private constant real ROARAOE = 225. // Agro AoE
private constant string ROAREFFECT = "Abilities\\Spells\\NightElf\\BattleRoar\\RoarCaster.mdl" // Spell effect
private constant string ROARATTACH = "origin" // Attach point effect
private constant integer ROARTIME = 5 // Stand roar time duration
private constant integer ROARTIMEPL = 1 // Integer for time pluse per level
private constant integer ARMORID = 'A001' //Armor ability ID
private constant integer ARMORPU = 1 //Add X armor per unit
private constant integer ARMORMAX = 12 //Max add armor per level, max virable count = 33
endglobals
////////////////////
// End SetUp //
////////////////////
//Dont toch this////////////
/* */ private struct Roar //
/* */ unit caster //
/* */ integer lvl //
/* */ group g //
/* */ endstruct //
//Dont toch this////////////
private function RoarDuration takes integer lvl returns integer
return ROARTIME+(ROARTIMEPL*lvl)
endfunction
private function RoarEnd takes nothing returns nothing
local timer t = GetExpiredTimer()
local Roar data = GetTimerData(t)
call UnitRemoveAbility(data.caster,ARMORID)
call GroupClear(data.g)
call DestroyGroup(data.g)
call data.destroy()
call ReleaseTimer(t)
set t = null
endfunction
private function RoarBool takes unit u,unit e returns boolean
return IsUnitEnemy(e,GetOwningPlayer(u)) and GetWidgetLife(e) > .405
endfunction
private function RoarGroupIssue takes nothing returns nothing
local Roar data = GetTimerData(bj_lastStartedTimer)
local unit e = GetTriggerUnit()
if IsUnitInGroup(e,data.g) then
call IssueTargetOrderById(e,851983,data.caster)
endif
set e = null
endfunction
private function RoarCast takes nothing returns nothing
local Roar data=Roar.create()
local group eg = CreateGroup()
local timer t = NewTimer()
local trigger trg = CreateTrigger()
local unit e
//Loacals end,dont toch this
set bj_lastStartedTimer = t //This add for spell MUI O_o
set data.caster = GetTriggerUnit()
set data.g = CreateGroup()
set data.lvl = GetUnitAbilityLevel(data.caster,ROARID)
//Data end,dont toch this
call UnitAddAbility(data.caster,ARMORID) //Add hero armor ability
call GroupEnumUnitsInRange(eg, GetUnitX(data.caster), GetUnitY(data.caster),ROARAOE, null)
loop
set e = FirstOfGroup(eg)
if RoarBool(data.caster,e) then
call GroupAddUnit(data.g,e)
call TriggerRegisterUnitEvent(trg, e, EVENT_UNIT_ISSUED_POINT_ORDER )
call TriggerRegisterUnitEvent(trg, e, EVENT_UNIT_ISSUED_ORDER )
call IssueTargetOrderById(e,851983,data.caster)
if GetUnitAbilityLevel(data.caster,ARMORID) < ARMORMAX*data.lvl+1 then // +1 - level 1 = 0
call SetUnitAbilityLevel(data.caster,ARMORID,GetUnitAbilityLevel(data.caster,ARMORID)+ARMORPU)
else
call SetUnitAbilityLevel(data.caster,ARMORID,ARMORMAX*data.lvl)
endif
endif
exitwhen(e == null)
call TriggerAddAction(trg,function RoarGroupIssue)
call GroupRemoveUnit(eg,e)
endloop
call SetTimerData(t,data)
call TimerStart(t,RoarDuration(data.lvl),false,function RoarEnd)
call DestroyGroup(eg)
call DestroyEffect(AddSpecialEffectTarget(ROAREFFECT,data.caster,ROARATTACH))
set e = null
set eg = null
set t = null
set trg = null
endfunction
private function RoarInit takes nothing returns boolean
if GetSpellAbilityId() == ROARID then
call RoarCast()
endif
return false
endfunction
private function Init takes nothing returns nothing
local trigger trg = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(trg,EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(trg,Condition(function RoarInit))
set trg = null
endfunction
endscope
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library TimerUtils initializer init
//*********************************************************************
//* TimerUtils (red+blue+orange flavors for 1.24b+)
//* ----------
//*
//* To implement it , create a custom text trigger called TimerUtils
//* and paste the contents of this script there.
//*
//* To copy from a map to another, copy the trigger holding this
//* library to your map.
//*
//* (requires vJass) More scripts: htt://www.wc3c.net
//*
//* For your timer needs:
//* * Attaching
//* * Recycling (with double-free protection)
//*
//* set t=NewTimer() : Get a timer (alternative to CreateTimer)
//* ReleaseTimer(t) : Relese a timer (alt to DestroyTimer)
//* SetTimerData(t,2) : Attach value 2 to timer
//* GetTimerData(t) : Get the timer's value.
//* You can assume a timer's value is 0
//* after NewTimer.
//*
//* Multi-flavor:
//* Set USE_HASH_TABLE to true if you don't want to complicate your life.
//*
//* If you like speed and giberish try learning about the other flavors.
//*
//********************************************************************
//================================================================
globals
//How to tweak timer utils:
// USE_HASH_TABLE = true (new blue)
// * SAFEST
// * SLOWEST (though hash tables are kind of fast)
//
// USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = true (orange)
// * kinda safe (except there is a limit in the number of timers)
// * ALMOST FAST
//
// USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = false (red)
// * THE FASTEST (though is only faster than the previous method
// after using the optimizer on the map)
// * THE LEAST SAFE ( you may have to tweak OFSSET manually for it to
// work)
//
private constant boolean USE_HASH_TABLE = true
private constant boolean USE_FLEXIBLE_OFFSET = true
private constant integer OFFSET = 0x100000
private integer VOFFSET = OFFSET
//Timers to preload at map init:
private constant integer QUANTITY = 256
//Changing this to something big will allow you to keep recycling
// timers even when there are already AN INCREDIBLE AMOUNT of timers in
// the stack. But it will make things far slower so that's probably a bad idea...
private constant integer ARRAY_SIZE = 8190
endglobals
//==================================================================================================
globals
private integer array data[ARRAY_SIZE]
private hashtable ht
endglobals
//It is dependent on jasshelper's recent inlining optimization in order to perform correctly.
function SetTimerData takes timer t, integer value returns nothing
static if(USE_HASH_TABLE) then
// new blue
call SaveInteger(ht,0,GetHandleId(t), value)
elseif (USE_FLEXIBLE_OFFSET) then
// orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-VOFFSET]=value
else
// new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-OFFSET]=value
endif
endfunction
function GetTimerData takes timer t returns integer
static if(USE_HASH_TABLE) then
// new blue
return LoadInteger(ht,0,GetHandleId(t) )
elseif (USE_FLEXIBLE_OFFSET) then
// orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-VOFFSET]
else
// new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-OFFSET]
endif
endfunction
//==========================================================================================
globals
private timer array tT[ARRAY_SIZE]
private integer tN = 0
private constant integer HELD=0x28829022
//use a totally random number here, the more improbable someone uses it, the better.
endglobals
//==========================================================================================
function NewTimer takes nothing returns timer
if (tN==0) then
//If this happens then the QUANTITY rule has already been broken, try to fix the
// issue, else fail.
debug call BJDebugMsg("NewTimer: Warning, Exceeding TimerUtils_QUANTITY, make sure all timers are getting recycled correctly")
static if( not USE_HASH_TABLE) then
debug call BJDebugMsg("In case of errors, please increase it accordingly, or set TimerUtils_USE_HASH_TABLE to true")
set tT[0]=CreateTimer()
static if( USE_FLEXIBLE_OFFSET) then
if (GetHandleId(tT[0])-VOFFSET<0) or (GetHandleId(tT[0])-VOFFSET>=ARRAY_SIZE) then
//all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
else
if (GetHandleId(tT[0])-OFFSET<0) or (GetHandleId(tT[0])-OFFSET>=ARRAY_SIZE) then
//all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
endif
endif
else
set tN=tN-1
endif
call SetTimerData(tT[tN],0)
return tT[tN]
endfunction
//==========================================================================================
function ReleaseTimer takes timer t returns nothing
if(t==null) then
debug call BJDebugMsg("Warning: attempt to release a null timer")
return
endif
if (tN==ARRAY_SIZE) then
debug call BJDebugMsg("Warning: Timer stack is full, destroying timer!!")
//stack is full, the map already has much more troubles than the chance of bug
call DestroyTimer(t)
else
call PauseTimer(t)
if(GetTimerData(t)==HELD) then
debug call BJDebugMsg("Warning: ReleaseTimer: Double free!")
return
endif
call SetTimerData(t,HELD)
set tT[tN]=t
set tN=tN+1
endif
endfunction
private function init takes nothing returns nothing
local integer i=0
local integer o=-1
local boolean oops = false
static if( USE_HASH_TABLE ) then
set ht = InitHashtable()
loop
exitwhen(i==QUANTITY)
set tT[i]=CreateTimer()
call SetTimerData(tT[i], HELD)
set i=i+1
endloop
set tN = QUANTITY
else
loop
set i=0
loop
exitwhen (i==QUANTITY)
set tT[i] = CreateTimer()
if(i==0) then
set VOFFSET = GetHandleId(tT[i])
static if(USE_FLEXIBLE_OFFSET) then
set o=VOFFSET
else
set o=OFFSET
endif
endif
if (GetHandleId(tT[i])-o>=ARRAY_SIZE) then
exitwhen true
endif
if (GetHandleId(tT[i])-o>=0) then
set i=i+1
endif
endloop
set tN = i
exitwhen(tN == QUANTITY)
set oops = true
exitwhen not USE_FLEXIBLE_OFFSET
debug call BJDebugMsg("TimerUtils_init: Failed a initialization attempt, will try again")
endloop
if(oops) then
static if ( USE_FLEXIBLE_OFFSET) then
debug call BJDebugMsg("The problem has been fixed.")
//If this message doesn't appear then there is so much
//handle id fragmentation that it was impossible to preload
//so many timers and the thread crashed! Therefore this
//debug message is useful.
elseif(DEBUG_MODE) then
call BJDebugMsg("There were problems and the new timer limit is "+I2S(i))
call BJDebugMsg("This is a rare ocurrence, if the timer limit is too low:")
call BJDebugMsg("a) Change USE_FLEXIBLE_OFFSET to true (reduces performance a little)")
call BJDebugMsg("b) or try changing OFFSET to "+I2S(VOFFSET) )
endif
endif
endif
endfunction
endlibrary
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function Trig_preload_Actions takes nothing returns nothing
local unit u = CreateUnit(Player(15),'hfoo',0,0,0) //Create unit for preload
call UnitAddAbility(u,'A001') //Add unit ability, this dont call lags for first use
call RemoveUnit(u) //Lol
set u = null//lol
endfunction
//===========================================================================
function InitTrig_preload takes nothing returns nothing
set gg_trg_preload = CreateTrigger( )
call TriggerAddAction( gg_trg_preload, function Trig_preload_Actions )
endfunction
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How to import?
Copy all ability to you map
Copy all trigger to you map
Set variables,and play!