//TESH.scrollpos=0
//TESH.alwaysfold=0
//what?
Name | Type | is_array | initial_value |
//TESH.scrollpos=24
//TESH.alwaysfold=0
library_once TimerUtils initializer init
//*********************************************************************
//* TimerUtils (Blue flavor for 1.23b or later)
//* ----------
//*
//* 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.wc3campaigns.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.
//*
//* Blue Flavor: Slower than the red flavor, it got a 408000 handle id
//* limit, which means that if more than 408000 handle ids
//* are used in your map, TimerUtils might fail, this
//* value is quite big and it is much bigger than the
//* timer limit in Red flavor.
//*
//********************************************************************
//==================================================================================================
globals
private hashtable hasht //I <3 blizz
endglobals
//It is dependent on jasshelper's recent inlining optimization in order to perform correctly.
function SetTimerData takes timer t, integer value returns nothing
call SaveInteger(hasht,0, GetHandleId(t), value)
endfunction
function GetTimerData takes timer t returns integer
return LoadInteger(hasht, 0, GetHandleId(t))
endfunction
//==========================================================================================
globals
private timer array tT
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
set tT[0]=CreateTimer()
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==8191) 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
set hasht = InitHashtable()
endfunction
endlibrary
library BoundSentinel initializer init
//*************************************************
//* BoundSentinel
//* -------------
//* Don't leave your units unsupervised, naughty
//* them may try to get out of the map bounds and
//* crash your game.
//*
//* To implement, just get a vJass compiler and
//* copy this library/trigger to your map.
//*
//*************************************************
//==================================================
//=========================================================================================
globals
private constant boolean ALLOW_OUTSIDE_PLAYABLE_MAP_AREA = false
private real maxx
private real maxy
private real minx
private real miny
endglobals
//=======================================================================
private function dis takes nothing returns boolean
local unit u=GetTriggerUnit()
local real x=GetUnitX(u)
local real y=GetUnitY(u)
if(x>maxx) then
set x=maxx
elseif(x<minx) then
set x=minx
endif
if(y>maxy) then
set y=maxy
elseif(y<miny) then
set y=miny
endif
call SetUnitX(u,x)
call SetUnitY(u,y)
set u=null
return false
endfunction
private function init takes nothing returns nothing
local trigger t = CreateTrigger()
local region r = CreateRegion()
local rect map
local rect rc
if ALLOW_OUTSIDE_PLAYABLE_MAP_AREA then
set map = GetWorldBounds()
else
set map = bj_mapInitialPlayableArea
endif
set minx = GetRectMinX(map)
set miny = GetRectMinY(map)
set maxx = GetRectMaxX(map)
set maxy = GetRectMaxY(map)
set rc=Rect(minx,miny,maxx,maxy)
call RegionAddRect(r, rc)
call RemoveRect(rc)
if ALLOW_OUTSIDE_PLAYABLE_MAP_AREA then
call RemoveRect(map)
endif
call TriggerRegisterLeaveRegion(t,r, null)
call TriggerAddCondition(t, Condition(function dis))
set rc=null
set map = null
endfunction
endlibrary
//TESH.scrollpos=21
//TESH.alwaysfold=0
library xebasic
//**************************************************************************
//
// xebasic 0.4
// =======
// XE_DUMMY_UNITID : Rawcode of the dummy unit in your map. It should
// use the dummy.mdx model, so remember to import it as
// well, just use copy&paste to copy the dummy from the
// xe map to yours, then change the rawcode.
//
// XE_HEIGHT_ENABLER: Medivh's raven form ability, you may need to change
// this rawcode to another spell that morphs into a flier
// in case you modified medivh's spell in your map.
//
// XE_TREE_RECOGNITION: The ancients' Eat tree ability, same as with medivh
// raven form, you might have to change it.
//
// XE_ANIMATION_PERIOD: The global period of animation used by whatever
// timer that depends on it, if you put a low value
// the movement will look good but it may hurt your
// performance, if instead you use a high value it
// will not lag but will be fast.
//
// XE_MAX_COLLISION_SIZE: The maximum unit collision size in your map, if
// you got a unit bigger than 197.0 it would be
// a good idea to update this constant, since some
// enums will not find it. Likewise, if none of
// your units can go bellow X and X is much smaller
// than 197.0, it would be a good idea to update
// as well, since it will improve the performance
// those enums.
//
// Notice you probably don't have to update this library, unless I specify
// there are new constants which would be unlikely.
//
//**************************************************************************
//===========================================================================
globals
constant integer XE_DUMMY_UNITID = 'e000'
constant integer XE_HEIGHT_ENABLER = 'Amrf'
constant integer XE_TREE_RECOGNITION = 'Aeat'
constant real XE_ANIMATION_PERIOD = 0.025
constant real XE_MAX_COLLISION_SIZE = 197.0
endglobals
endlibrary
//TESH.scrollpos=167
//TESH.alwaysfold=0
library xefx initializer init requires xebasic
//**************************************************
// xefx 0.7
// --------
// Recommended: ARGB (adds ARGBrecolor method)
// For your movable fx needs
//
//**************************************************
//==================================================
globals
private constant integer MAX_INSTANCES = 8190 //change accordingly.
private constant real RECYCLE_DELAY = 4.0
//recycling, in order to show the effect correctly, must wait some time before
//removing the unit.
private timer recycler
private timer NOW
endglobals
private struct recyclebin extends array
unit u
real schedule
static recyclebin end=0
static recyclebin begin=0
static method Recycle takes nothing returns nothing
call RemoveUnit(.begin.u) //this unit is private, systems shouldn't mess with it.
set .begin.u=null
set .begin=recyclebin(integer(.begin)+1)
if(.begin==.end) then
set .begin=0
set .end=0
else
call TimerStart(recycler, .begin.schedule-TimerGetElapsed(NOW), false, function recyclebin.Recycle)
endif
endmethod
endstruct
private function init takes nothing returns nothing
set recycler=CreateTimer()
set NOW=CreateTimer()
call TimerStart(NOW,43200,true,null)
endfunction
struct xefx[MAX_INSTANCES]
public integer tag=0
private unit dummy
private effect fx=null
private real zang=0.0
private integer r=255
private integer g=255
private integer b=255
private integer a=255
private integer abil=0
static method create takes real x, real y, real facing returns xefx
local xefx this=xefx.allocate()
set this.dummy= CreateUnit(Player(15), XE_DUMMY_UNITID, x,y, facing*bj_RADTODEG)
call UnitAddAbility(this.dummy,XE_HEIGHT_ENABLER)
call UnitAddAbility(this.dummy,'Aloc')
call UnitRemoveAbility(this.dummy,XE_HEIGHT_ENABLER)
call SetUnitX(this.dummy,x)
call SetUnitY(this.dummy,y)
return this
endmethod
method operator owner takes nothing returns player
return GetOwningPlayer(this.dummy)
endmethod
method operator owner= takes player p returns nothing
call SetUnitOwner(this.dummy,p,false)
endmethod
method operator teamcolor= takes playercolor c returns nothing
call SetUnitColor(this.dummy,c)
endmethod
method operator scale= takes real value returns nothing
call SetUnitScale(this.dummy,value,value,value)
endmethod
//! textmacro XEFX_colorstuff takes colorname, colorvar
method operator $colorname$ takes nothing returns integer
return this.$colorvar$
endmethod
method operator $colorname$= takes integer value returns nothing
set this.$colorvar$=value
call SetUnitVertexColor(this.dummy,this.r,this.g,this.b,this.a)
endmethod
//! endtextmacro
//! runtextmacro XEFX_colorstuff("red","r")
//! runtextmacro XEFX_colorstuff("green","g")
//! runtextmacro XEFX_colorstuff("blue","b")
//! runtextmacro XEFX_colorstuff("alpha","a")
method recolor takes integer r, integer g , integer b, integer a returns nothing
set this.r=r
set this.g=g
set this.b=b
set this.a=a
call SetUnitVertexColor(this.dummy,this.r,this.g,this.b,this.a)
endmethod
implement optional ARGBrecolor
method operator abilityid takes nothing returns integer
return this.abil
endmethod
method operator abilityid= takes integer a returns nothing
if(this.abil!=0) then
call UnitRemoveAbility(this.dummy,this.abil)
endif
if(a!=0) then
call UnitAddAbility(this.dummy,a)
endif
set this.abil=a
endmethod
method operator abilityLevel takes nothing returns integer
return GetUnitAbilityLevel( this.dummy, this.abil)
endmethod
method operator abilityLevel= takes integer newLevel returns nothing
call SetUnitAbilityLevel(this.dummy, this.abil, newLevel)
endmethod
method flash takes string fx returns nothing
call DestroyEffect(AddSpecialEffectTarget(fx,this.dummy,"origin"))
endmethod
method operator xyangle takes nothing returns real
return GetUnitFacing(this.dummy)*bj_DEGTORAD
endmethod
method operator xyangle= takes real value returns nothing
call SetUnitFacing(this.dummy,value*bj_RADTODEG)
endmethod
method operator zangle takes nothing returns real
return this.zang
endmethod
method operator zangle= takes real value returns nothing
local integer i=R2I(value*bj_RADTODEG+90.5)
set this.zang=value
if(i>=180) then
set i=179
elseif(i<0) then
set i=0
endif
call SetUnitAnimationByIndex(this.dummy, i )
endmethod
method operator x takes nothing returns real
return GetUnitX(this.dummy)
endmethod
method operator y takes nothing returns real
return GetUnitY(this.dummy)
endmethod
method operator z takes nothing returns real
return GetUnitFlyHeight(this.dummy)
endmethod
method operator z= takes real value returns nothing
call SetUnitFlyHeight(this.dummy,value,0)
endmethod
method operator x= takes real value returns nothing
call SetUnitX(this.dummy,value)
endmethod
method operator y= takes real value returns nothing
call SetUnitY(this.dummy,value)
endmethod
method operator fxpath= takes string newpath returns nothing
if (this.fx!=null) then
call DestroyEffect(this.fx)
endif
if (newpath=="") then
set this.fx=null
else
set this.fx=AddSpecialEffectTarget(newpath,this.dummy,"origin")
endif
endmethod
method hiddenReset takes string newfxpath, real newfacing returns nothing
local real x = GetUnitX(this.dummy)
local real y = GetUnitY(this.dummy)
local real z = this.z
local real za = this.zangle
local integer level = this.abilityLevel
set fxpath=null
call RemoveUnit(this.dummy)
set this.dummy= CreateUnit(Player(15), XE_DUMMY_UNITID, x,y, newfacing*bj_RADTODEG)
if(level != 0) then
call UnitAddAbility(this.dummy, abilityid)
endif
call UnitAddAbility(this.dummy,XE_HEIGHT_ENABLER)
call UnitAddAbility(this.dummy,'Aloc')
call UnitRemoveAbility(this.dummy,XE_HEIGHT_ENABLER)
call SetUnitX(this.dummy,x)
call SetUnitY(this.dummy,y)
set this.z = z
set zangle = za
endmethod
private method onDestroy takes nothing returns nothing
if(this.abil!=0) then
call UnitRemoveAbility(this.dummy,this.abil)
endif
if(this.fx!=null) then
call DestroyEffect(this.fx)
set this.fx=null
endif
if (recyclebin.end==MAX_INSTANCES) then
//I'd like to see this happen...
call TimerStart(recycler,0,false,function recyclebin.Recycle)
call ExplodeUnitBJ(this.dummy)
else
set recyclebin.end.u=this.dummy
set recyclebin.end.schedule=TimerGetElapsed(NOW)+RECYCLE_DELAY
set recyclebin.end= recyclebin( integer(recyclebin.end)+1)
if( recyclebin.end==1) then
call TimerStart(recycler, RECYCLE_DELAY, false, function recyclebin.Recycle)
endif
call SetUnitOwner(this.dummy,Player(15),false)
endif
set this.dummy=null
endmethod
method hiddenDestroy takes nothing returns nothing
call ShowUnit(dummy,false)
call destroy()
endmethod
endstruct
endlibrary
//TESH.scrollpos=144
//TESH.alwaysfold=0
library xedamage initializer init requires xebasic
//************************************************************************
// xedamage 0.8
// --------
// For all your damage and targetting needs.
//
//************************************************************************
//===========================================================================================================
globals
private constant integer MAX_SUB_OPTIONS = 3
private constant real FACTOR_TEST_DAMAGE = 0.01
// a low damage to do on units to test their damage factors for specific
// attacktype/damagetype combos.
// You'll need something as high as 20.0 to make it work well with armor resistances.
// (Yes, you read it correctly, 20 ...
//
// If you use such a large value, there may be conflicts with some things relying on damage
// (ie they are not away of the isDummyDamage tag that xedamage posseses.) which may be quite bad if you think about it...
// then maybe it is better to change it to 0.01 ... then will work fine, just fine - but it will generally ignore armor -
// I am leaving it as 0.01 by default, because honestly, I'd rather make it ignore armor than have a lot of people sending me
// rants about how they detect 20.0 damage where none is visible...
private constant real MAX_DAMAGE_FACTOR = 3.00
// The maximum damage factor in the map. I think 3 is fine.
//=======================================================
private constant real EPSILON = 0.000000001
private unit dmger
private constant integer MAX_SPACE = 8190 // MAX_SPACE/MAX_SUB_OPTIONS is the instance limit for xedamage, usually big enough...
endglobals
private keyword structInit
struct xedamage[MAX_SPACE]
//----
// fields and methods for a xedamage object, they aid determining valid targets and special
// damage factor conditions.
//
// Notice the default values.
//
boolean damageSelf = false // the damage and factor methods usually have a source unit parameter
// xedamage would consider this unit as immune unless you set damageSelf to true
boolean damageAllies = false // Alliance dependent target options.
boolean damageEnemies = true // *
boolean damageNeutral = true // *
boolean ranged = true // Is the attack ranged? This has some effect on the AI of the affected units
// true by default, you may not really need to modify this.
boolean visibleOnly = false // Should only units that are visible for source unit's owner be affected?
boolean deadOnly = false // Should only corpses be affected by "the damage"? (useful when using xedamage as a target selector)
boolean alsoDead = false // Should even corpses and alive units be considered?
boolean damageTrees = false //Also damage destructables? Notice this is used only in certain methods.
//AOE for example targets a circle, so it can affect the destructables
//in that circle, a custom spell using xedamage for targetting configuration
//could also have an if-then-else implemented so it can verify if it is true
//then affect trees manually.
//
// Damage type stuff:
// .dtype : the "damagetype" , determines if the spell is physical, magical or ultimate.
// .atype : the "attacktype" , deals with armor.
// .wtype : the "weapontype" , determines the sound effect to be played when damage is done.
//
// Please use common.j/blizzard.j/ some guide to know what damage/attack/weapon types can be used
//
damagetype dtype = DAMAGE_TYPE_UNIVERSAL
attacktype atype = ATTACK_TYPE_NORMAL
weapontype wtype = WEAPON_TYPE_WHOKNOWS
//
// Damage type 'tag' people might use xedamage.isInUse() to detect xedamage usage, there are other static
// variables like xedamage.CurrentDamageType and xedamage.CurrentDamageTag. The tag allows you to specify
// a custom id for the damage type ** Notice the tag would aid you for some spell stuff, for example,
// you can use it in a way similar to Rising_Dusk's damage system.
//
integer tag = 0
//
// if true, forceDamage will make xedamage ignore dtype and atype and try as hard as possible to deal 100%
// damage.
boolean forceDamage = false
//
// Ally factor! Certain spells probably have double purposes and heal allies while harming enemies. This
// field allows you to do such thing.
//
real allyfactor = 1.0
//
// field: .exception = SOME_UNIT_TYPE
// This field adds an exception unittype (classification), if the unit belongs to this unittype it will
// be ignored.
//
method operator exception= takes unittype ut returns nothing
set this.use_ex=true
set this.ex_ut=ut
endmethod
//
// field: .required = SOME_UNIT_TYPE
// This field adds a required unittype (classification), if the unit does not belong to this unittype
// it will be ignored.
//
method operator required= takes unittype ut returns nothing
set this.use_req=true
set this.req_ut=ut
endmethod
private boolean use_ex = false
private unittype ex_ut = null
private boolean use_req = false
private unittype req_ut = null
private unittype array fct[MAX_SUB_OPTIONS]
private real array fc[MAX_SUB_OPTIONS]
private integer fcn=0
//
// method .factor(SOME_UNIT_TYPE, factor)
// You might call factor() if you wish to specify a special damage factor for a certain classification,
// for example call d.factor(UNIT_TYPE_STRUCTURE, 0.5) makes xedamage do half damage to structures.
//
method factor takes unittype ut, real fc returns nothing
if(this.fcn==MAX_SUB_OPTIONS) then
debug call BJDebugMsg("In one instance of xedamage, you are doing too much calls to factor(), please increase MAX_SUB_OPTIONS to allow more, or cut the number of factor() calls")
return
endif
set this.fct[this.fcn] = ut
set this.fc[this.fcn] = fc
set this.fcn = this.fcn+1
endmethod
private integer array abifct[MAX_SUB_OPTIONS]
private real array abifc[MAX_SUB_OPTIONS]
private integer abifcn=0
//
// method .abilityFactor('abil', factor)
// You might call abilityFactor() if you wish to specify a special damage factor for units that have a
// certain ability/buff.
// for example call d.abilityFactor('A000', 1.5 ) makes units that have the A000 ability take 50% more
// damage than usual.
//
method abilityFactor takes integer abilityId, real fc returns nothing
if(this.abifcn==MAX_SUB_OPTIONS) then
debug call BJDebugMsg("In one instance of xedamage, you are doing too much calls to abilityFactor(), please increase MAX_SUB_OPTIONS to allow more, or cut the number of abilityFactor() calls")
return
endif
set this.abifct[this.abifcn] = abilityId
set this.abifc[this.abifcn] = fc
set this.abifcn = this.abifcn+1
endmethod
private boolean usefx = false
private string fxpath
private string fxattach
//
// method .useSpecialEffect("effect\\path.mdl", "origin")
// Makes it add (and destroy) an effect when damage is performed.
//
method useSpecialEffect takes string path, string attach returns nothing
set this.usefx = true
set this.fxpath=path
set this.fxattach=attach
endmethod
//********************************************************************
//* Now, the usage stuff:
//*
//================================================================================
// static method xedamage.isInUse() will return true during a unit damaged
// event in case this damage was caused by xedamage, in this case, you can
// read variables like CurrentDamageType, CurrentAttackType and CurrentDamageTag
// to be able to recognize what sort of damage was done.
//
readonly static damagetype CurrentDamageType=null
readonly static attacktype CurrentAttackType=null
readonly static integer CurrentDamageTag =0
private static integer inUse = 0
static method isInUse takes nothing returns boolean
return (inUse>0) //inline friendly.
endmethod
readonly static boolean isDummyDamage = false
//========================================================================================================
// This function calculates the damage factor caused by a certain attack and damage
// type, it is static : xedamage.getDamageTypeFactor(someunit, ATTAcK_TYPE_NORMAL, DAMAGE_TYPE_FIRE, 100)
//
static method getDamageTypeFactor takes unit u, attacktype a, damagetype d returns real
local real hp=GetWidgetLife(u)
local real mana=GetUnitState(u,UNIT_STATE_MANA)
local real r
local real fc = FACTOR_TEST_DAMAGE
//Since a unit is in that point, we don't need checks.
call SetUnitX(dmger,GetUnitX(u))
call SetUnitY(dmger,GetUnitY(u))
call SetUnitOwner(dmger,GetOwningPlayer(u),false)
set r=hp
if (hp< FACTOR_TEST_DAMAGE*MAX_DAMAGE_FACTOR) then
call SetWidgetLife(u, hp + FACTOR_TEST_DAMAGE*MAX_DAMAGE_FACTOR )
set r = hp + FACTOR_TEST_DAMAGE*MAX_DAMAGE_FACTOR
set fc = GetWidgetLife(u)-hp + EPSILON
endif
set isDummyDamage = true
call UnitDamageTarget(dmger,u, fc ,false,false,a,d,null)
static if DEBUG_MODE then
if IsUnitType(u, UNIT_TYPE_DEAD) and (hp>0.405) then
call BJDebugMsg("xedamage: For some reason, the unit being tested by getDamageTypeFactor has died. Verify MAX_DAMAGE_FACTOR is set to a correct value. ")
endif
endif
set isDummyDamage = false
call SetUnitOwner(dmger,Player(15),false)
if (mana>GetUnitState(u,UNIT_STATE_MANA)) then
//Unit had mana shield, return 1 and restore mana too.
call SetUnitState(u,UNIT_STATE_MANA,mana)
set r=1
else
set r= (r-GetWidgetLife(u)) / fc
endif
call SetWidgetLife(u,hp)
return r
endmethod
private method getTargetFactorCore takes unit source, unit target, boolean usetypes returns real
local player p=GetOwningPlayer(source)
local boolean allied=IsUnitAlly(target,p)
local boolean enemy =IsUnitEnemy(target,p)
local boolean neutral=allied
local real f
local real negf=1.0
local integer i
if(this.damageAllies != this.damageNeutral) then
set neutral= allied and not (GetPlayerAlliance(GetOwningPlayer(target),p, ALLIANCE_HELP_REQUEST ))
//I thought accuracy was not as important as speed , I think that REQUEST is false is enough to consider
// it neutral.
//set neutral= allied and not (GetPlayerAlliance(GetOwningPlayer(target),p, ALLIANCE_HELP_RESPONSE ))
//set neutral= allied and not (GetPlayerAlliance(GetOwningPlayer(target),p, ALLIANCE_SHARED_XP ))
//set neutral= allied and not (GetPlayerAlliance(GetOwningPlayer(target),p, ALLIANCE_SHARED_SPELLS ))
set allied= allied and not(neutral)
endif
if (not this.damageAllies) and allied then
return 0.0
elseif (not this.damageEnemies) and enemy then
return 0.0
elseif( (not this.damageSelf) and (source==target) ) then
return 0.0
elseif (not this.damageNeutral) and neutral then
return 0.0
elseif( this.use_ex and IsUnitType(target, this.ex_ut) ) then
return 0.0
elseif( this.visibleOnly and not IsUnitVisible(target,p) ) then
return 0.0
elseif ( this.deadOnly and not IsUnitType(target,UNIT_TYPE_DEAD) ) then
return 0.0
elseif ( not(this.alsoDead) and IsUnitType(target,UNIT_TYPE_DEAD) ) then
return 0.0
endif
set f=1.0
if ( IsUnitAlly(target,p) ) then
set f=f*this.allyfactor
if(f<=-EPSILON) then
set f=-f
set negf=-1.0
endif
endif
if (this.use_req and not IsUnitType(target,this.req_ut)) then
return 0.0
endif
set i=.fcn-1
loop
exitwhen (i<0)
if( IsUnitType(target, this.fct[i] ) ) then
set f=f*this.fc[i]
if(f<=-EPSILON) then
set f=-f
set negf=-1.0
endif
endif
set i=i-1
endloop
set i=.abifcn-1
loop
exitwhen (i<0)
if( GetUnitAbilityLevel(target,this.abifct[i] )>0 ) then
set f=f*this.abifc[i]
if(f<=-EPSILON) then
set f=-f
set negf=-1.0
endif
endif
set i=i-1
endloop
set f=f*negf
if ( f<EPSILON) and (f>-EPSILON) then
return 0.0
endif
if( this.forceDamage or not usetypes ) then
return f
endif
set f=f*xedamage.getDamageTypeFactor(target,this.atype,this.dtype)
if ( f<EPSILON) and (f>-EPSILON) then
return 0.0
endif
return f
endmethod
//====================================================================
// With this you might decide if a unit is a valid target for a spell.
//
method getTargetFactor takes unit source, unit target returns real
return this.getTargetFactorCore(source,target,true)
endmethod
//======================================================================
// a little better, I guess
//
method allowedTarget takes unit source, unit target returns boolean
return (this.getTargetFactorCore(source,target,false)!=0.0)
endmethod
//=======================================================================
// performs damage to the target unit, for unit 'source'.
//
method damageTarget takes unit source, unit target, real damage returns boolean
local damagetype dt=.CurrentDamageType
local attacktype at=.CurrentAttackType
local integer tg=.CurrentDamageTag
local real f = this.getTargetFactorCore(source,target,false)
local real pl
if(f!=0.0) then
set .CurrentDamageType = .dtype
set .CurrentAttackType = .atype
set .CurrentDamageTag = .tag
set .inUse = .inUse +1
set pl=GetWidgetLife(target)
call UnitDamageTarget(source,target, f*damage, true, .ranged, .atype, .dtype, .wtype )
set .inUse = .inUse -1
set .CurrentDamageTag = tg
set .CurrentDamageType = dt
set .CurrentAttackType = at
if(pl != GetWidgetLife(target) ) then
if(usefx) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
return true
endif
endif
return false
endmethod
//=======================================================================================
// The same as damageTarget, but it forces a specific damage value, good if you already
// know the target.
//
method damageTargetForceValue takes unit source, unit target, real damage returns nothing
local damagetype dt=.CurrentDamageType
local attacktype at=.CurrentAttackType
local integer tg=.CurrentDamageTag
set .CurrentDamageType = .dtype
set .CurrentAttackType = .atype
set .CurrentDamageTag = .tag
if( usefx) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
set .inUse = .inUse +1
call UnitDamageTarget(source,target, damage, true, .ranged, null, null, .wtype )
set .inUse = .inUse -1
set .CurrentDamageTag = tg
set .CurrentDamageType = dt
set .CurrentAttackType = at
endmethod
//=====================================================================================
// Notice: this will not Destroy the group, but it will certainly empty the group.
//
method damageGroup takes unit source, group targetGroup, real damage returns integer
local damagetype dt=.CurrentDamageType
local attacktype at=.CurrentAttackType
local integer tg=.CurrentDamageTag
local unit target
local real f
local integer count=0
local real hp
set .CurrentDamageType = .dtype
set .CurrentAttackType = .atype
set .CurrentDamageTag = .tag
set .inUse = .inUse +1
loop
set target=FirstOfGroup(targetGroup)
exitwhen (target==null)
call GroupRemoveUnit(targetGroup,target)
set f= this.getTargetFactorCore(source,target,false)
if (f!=0.0) then
set count=count+1
if(usefx) then
set hp = GetWidgetLife(target)
endif
call UnitDamageTarget(source,target, f*damage, true, .ranged, .atype, .dtype, .wtype )
if(usefx and (hp > GetWidgetLife(target)) ) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
endif
endloop
set .inUse = .inUse -1
set .CurrentDamageTag=tg
set .CurrentDamageType = dt
set .CurrentAttackType = at
return count
endmethod
private static xedamage instance
private integer countAOE
private unit sourceAOE
private real AOEx
private real AOEy
private real AOEradius
private real AOEdamage
private static boolexpr filterAOE
private static boolexpr filterDestAOE
private static group enumgroup
private static rect AOERect
private static method damageAOE_Enum takes nothing returns boolean
local unit target=GetFilterUnit()
local xedamage this=.instance //adopting a instance.
local real f
local real hp
if( not IsUnitInRangeXY(target,.AOEx, .AOEy, .AOEradius) ) then
set target=null
return false
endif
set f=.getTargetFactorCore(.sourceAOE, target, false)
if(f!=0.0) then
set .countAOE=.countAOE+1
if(this.usefx) then
set hp =GetWidgetLife(target)
endif
call UnitDamageTarget(.sourceAOE,target, f*this.AOEdamage, true, .ranged, .atype, .dtype, .wtype )
if(this.usefx and (hp > GetWidgetLife(target) ) ) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
endif
set .instance= this //better restore, nesting IS possible!
set target=null
return false
endmethod
private static method damageAOE_DestructablesEnum takes nothing returns boolean
local destructable target=GetFilterDestructable()
local xedamage this=.instance //adopting a instance.
local real dx=.AOEx-GetDestructableX(target)
local real dy=.AOEy-GetDestructableY(target)
if( dx*dx + dy*dy >= .AOEradius+EPSILON ) then
set target=null
return false
endif
set .countAOE=.countAOE+1
if(.usefx) then
call DestroyEffect( AddSpecialEffectTarget(this.fxpath, target, this.fxattach) )
endif
call UnitDamageTarget(.sourceAOE,target, this.AOEdamage, true, .ranged, .atype, .dtype, .wtype )
set .instance= this //better restore, nesting IS possible!
set target=null
return false
endmethod
//==========================================================================================
// will affect trees if damageTrees is true!
//
method damageAOE takes unit source, real x, real y, real radius, real damage returns integer
local damagetype dt=.CurrentDamageType
local attacktype at=.CurrentAttackType
local integer tg=.CurrentDamageTag
set .CurrentDamageType = .dtype
set .CurrentAttackType = .atype
set .CurrentDamageTag = .tag
set .inUse = .inUse +1
set .instance=this
set .countAOE=0
set .sourceAOE=source
set .AOEx=x
set .AOEradius=radius
set .AOEy=y
set .AOEdamage=damage
call GroupEnumUnitsInRange(.enumgroup,x,y,radius+XE_MAX_COLLISION_SIZE, .filterAOE)
if(.damageTrees) then
call SetRect(.AOERect, x-radius, y-radius, x+radius, y+radius)
set .AOEradius=.AOEradius*.AOEradius
call EnumDestructablesInRect(.AOERect, .filterDestAOE, null)
endif
set .inUse = .inUse -1
set .CurrentDamageTag = tg
set .CurrentDamageType = dt
set .CurrentAttackType = at
return .countAOE
endmethod
method damageAOELoc takes unit source, location loc, real radius, real damage returns integer
return .damageAOE(source, GetLocationX(loc), GetLocationY(loc), radius, damage)
endmethod
//==========================================================================================
// only affects trees, ignores damageTrees
//
method damageDestructablesAOE takes unit source, real x, real y, real radius, real damage returns integer
set .instance=this
set .countAOE=0
set .sourceAOE=source
set .AOEx=x
set .AOEradius=radius*radius
set .AOEy=y
set .AOEdamage=damage
//if(.damageTrees) then
call SetRect(.AOERect, x-radius, y-radius, x+radius, y+radius)
call EnumDestructablesInRect(.AOERect, .filterDestAOE, null)
//endif
return .countAOE
endmethod
method damageDestructablesAOELoc takes unit source, location loc, real radius, real damage returns integer
return .damageDestructablesAOE(source,GetLocationX(loc), GetLocationY(loc), radius, damage)
endmethod
//'friend' with the library init
static method structInit takes nothing returns nothing
set .AOERect= Rect(0,0,0,0)
set .filterAOE= Condition(function xedamage.damageAOE_Enum)
set .filterDestAOE = Condition( function xedamage.damageAOE_DestructablesEnum)
set .enumgroup = CreateGroup()
endmethod
endstruct
private function init takes nothing returns nothing
set dmger=CreateUnit(Player(15), XE_DUMMY_UNITID , 0.,0.,0.)
call UnitAddAbility(dmger,'Aloc')
call xedamage.structInit()
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
// By Moyack and Spec:
// This function takes as a parameters the distance that the parabolic movement
// should move (d) and the maximum height the projectile will flight (h).
// So x is a value between 0 and d, and the function will return the height for
// that value.
// For more info visit: http://www.wc3campaigns.net/showthread.php?t=102077
library ParabolicMovement
function ParabolaZ takes real h, real d, real x returns real
return (4 * h / d) * (d - x) * (x / d)
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library SimError initializer init
//**************************************************************************************************
//*
//* SimError
//*
//* Mimic an interface error message
//* call SimError(ForPlayer, msg)
//* ForPlayer : The player to show the error
//* msg : The error
//*
//* To implement this function, copy this trigger and paste it in your map.
//* Unless of course you are actually reading the library from wc3c's scripts section, then just
//* paste the contents into some custom text trigger in your map.
//*
//**************************************************************************************************
//==================================================================================================
globals
private sound error
endglobals
//====================================================================================================
function SimError takes player ForPlayer, string msg returns nothing
set msg="\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n|cffffcc00"+msg+"|r"
if (GetLocalPlayer() == ForPlayer) then
call ClearTextMessages()
call DisplayTimedTextToPlayer( ForPlayer, 0.52, 0.96, 2.00, msg )
call StartSound( error )
endif
endfunction
private function init takes nothing returns nothing
set error=CreateSoundFromLabel("InterfaceError",false,false,false,10,10)
//call StartSound( error ) //apparently the bug in which you play a sound for the first time
//and it doesn't work is not there anymore in patch 1.22
endfunction
endlibrary
//TESH.scrollpos=274
//TESH.alwaysfold=0
//! zinc
/*
-------------------------------------------------------------------------------------------
Rain of Arrows v1.01 by scorpion182
requires:
[-X-] TimerUtils, SimError, BoundSentinel, xe by vexorian
[-X-] ParabolicMovement by Moyack & Spec
-------------------------------------------------------------------------------------------
*/
library RainofArrows requires TimerUtils, ParabolicMovement, SimError, xefx, xedamage, optional BoundSentinel
{
/*
-------------------------------------------------------------------------------------------
CALIBRATION SECTION
-------------------------------------------------------------------------------------------
*/
constant integer SPELL_ID = 'A000'; /*spell id*/
constant string ARROW_PATH = "Abilities\\Weapons\\SearingArrow\\SearingArrowMissile.mdl"; /*the arrow effect path*/
constant string FLASH_PATH = "Abilities\\Weapons\\FragDriller\\FragDriller.mdl"; /*the arrow flash effect path*/
constant string DAMAGE_FX = "Abilities\\Weapons\\Rifle\\RifleImpact.mdl"; /*on-damage effect*/
constant string DAMAGE_ATCH = "origin"; /*on-damage effect attachment point*/
constant integer ARROW_SCALE = 1; /*arrow scale*/
constant real MAX_H = 500.; /*maximum parabola height*/
constant real SPEED = 800. * XE_ANIMATION_PERIOD; /*missile speed*/
constant real MIN_DIST = 300.; /*minimum casting distance, the parabolic movement looks weird if the distance is too short*/
constant real MIN_H = 80.; /*minimum distance for the rain arrows, must higher than 80., otherwise it won't work*/
constant string ERROR_MSG = "Inside Minimum Range." ; /*display error message*/
constant boolean PRELOAD_FX = true; /*preload effect?*/
function GetAoE(integer lvl)->real
{
return 400. + lvl * 0; /*spell aoe, must match the object editor field*/
}
function GetDamage(integer lvl)->real
{
return 25. * lvl; /*deals damage each arrow*/
}
function GetCollisionSize(integer lvl)->real
{
return 125. + lvl * 0; /*collision size each arrow*/
}
function GetArrowCount(integer lvl)->integer
{
return 12 + lvl * 0; /*how many arrows*/
}
/* damage filter */
function DamageOptions(xedamage spellDamage)
{
spellDamage.dtype = DAMAGE_TYPE_UNIVERSAL;
spellDamage.atype = ATTACK_TYPE_NORMAL;
spellDamage.exception=UNIT_TYPE_STRUCTURE; /*doesn't damage building*/
spellDamage.visibleOnly = true;
spellDamage.damageAllies = false; /* damage allies if true */
spellDamage.damageTrees = true; /* damage destructables? */
spellDamage.useSpecialEffect(DAMAGE_FX, DAMAGE_ATCH);
}
/*
-------------------------------------------------------------------------------------------
END OF CALIBRATION SECTION
-------------------------------------------------------------------------------------------
*/
constant real A = 2 * bj_PI;
location l = Location(0, 0);
xedamage xed;
function GetPointZ(real x, real y)->real
{
MoveLocation(l, x, y);
return GetLocationZ(l);
}
/*rain of arrows*/
struct rain
{
unit caster; /*the caster*/
timer t;
real tx; /*spell target x*/
real ty; /*spell target y*/
xefx fx;
integer lvl; /*ability level*/
real zpoint; /*spell target z*/
static method create(unit c, real x, real y, real tx, real ty, integer lvl)->thistype
{
thistype this = thistype.allocate();
real dx = tx - x;
real dy = ty - y;
real angle = Atan2(dy, dx);
this.caster = c;
this.t = NewTimer();
this.tx = tx;
this.ty = ty;
this.lvl = lvl;
this.fx = xefx.create(x, y, angle);
this.fx.fxpath = ARROW_PATH;
this.fx.scale = ARROW_SCALE;
this.fx.z = MAX_H;
this.zpoint = GetPointZ(tx, ty);
SetTimerData(this.t, this);
TimerStart(this.t, XE_ANIMATION_PERIOD, true, function thistype.onMove);
return this;
}
static method onMove()
{
thistype this = thistype(GetTimerData(GetExpiredTimer()));
real x = this.tx - this.fx.x;
real y = this.ty - this.fx.y;
real z = -this.fx.z + SPEED;
real distance = SquareRoot(x*x + y*y + z*z);
real angle1 = Atan2(y, x);
real angle2 = Acos(z / distance);
real angle3 = Atan2(z, SquareRoot(x*x + y*y));
if (distance > MIN_H && this.fx.z + this.zpoint > this.zpoint + MIN_H)
{
this.fx.xyangle = angle1;
this.fx.x += SPEED * Cos(angle1) * Sin(angle2);
this.fx.y += SPEED * Sin(angle1) * Sin(angle2);
this.fx.z += SPEED * Cos(angle2);
this.fx.zangle = angle3;
}
else
{
this.destroy();
}
}
method onDestroy()
{
xed.damageAOE(this.caster,this.fx.x, this.fx.y, GetCollisionSize(this.lvl), GetDamage(this.lvl));
this.fx.flash(FLASH_PATH);
ReleaseTimer(this.t);
this.fx.destroy();
}
}
constant real factor = 2.;
/*parabolic arrow*/
struct data
{
unit caster; /*the caster*/
timer t;
real pos; /*current pos*/
real dist; /*total distance*/
integer lvl; /*ability level*/
xefx fx;
real tx; /*spell target x*/
real ty; /*spell target y*/
static method create(unit c, real tx, real ty)->thistype
{
thistype this = thistype.allocate();
real x = GetUnitX(c);
real y = GetUnitY(c);
real dx = tx - x;
real dy = ty - y;
real angle = Atan2(dy, dx);
this.caster = c;
this.t = NewTimer();
this.lvl = GetUnitAbilityLevel(c, SPELL_ID);
this.tx = tx;
this.ty = ty;
this.pos = SquareRoot(dx * dx + dy * dy)*factor;
this.dist = this.pos;
this.fx = xefx.create(x, y, angle);
this.fx.fxpath = ARROW_PATH;
this.fx.scale = ARROW_SCALE;
return this;
}
method onDestroy()
{
integer i = 0;
real x = this.fx.x;
real y = this.fx.y;
real angle;
real dis;
real tx;
real ty;
rain s;
this.fx.flash(FLASH_PATH);
ReleaseTimer(this.t);
this.fx.destroy();
/*create rain arrows*/
for(i = 0; i<GetArrowCount(this.lvl); i += 1)
{
angle = GetRandomReal(0, A);
dis = GetRandomReal(1, GetAoE(this.lvl));
tx = x + dis * Cos (angle);
ty = y + dis * Sin (angle);
s = s.create(this.caster, x, y, tx, ty, this.lvl);
}
}
/*move the parabolic arrow*/
static method onLoop()
{
thistype this = thistype (GetTimerData(GetExpiredTimer()));
real x = this.fx.x;
real y = this.fx.y;
real z = this.fx.z;
real dx;
real dy;
real dz;
if (this.pos>this.dist/factor)
{
this.fx.x += SPEED * Cos(this.fx.xyangle);
this.fx.y += SPEED * Sin(this.fx.xyangle);
this.fx.z = ParabolaZ(MAX_H, this.dist, this.pos);
dx = this.fx.x - x;
dy = this.fx.y - y;
dz = this.fx.z - z;
this.fx.zangle = Atan(dz * dz / (dx * dx + dy * dy) );
this.pos -= SPEED;
}
else
{
this.destroy();
}
}
static method SpellEffect()->boolean
{
thistype this;
if (GetSpellAbilityId() == SPELL_ID)
{
this = thistype.create(GetTriggerUnit(), GetSpellTargetX(), GetSpellTargetY());
SetTimerData(this.t, this);
TimerStart(this.t, XE_ANIMATION_PERIOD, true, function thistype.onLoop);
}
return false;
}
/*check minimum casting distance*/
static method CheckMinDistance()->boolean
{
unit u = GetTriggerUnit();
real x = GetUnitX(u);
real y = GetUnitY(u);
real dx = x - GetSpellTargetX();
real dy = y - GetSpellTargetY();
if (GetSpellAbilityId() == SPELL_ID && dx * dx + dy * dy<MIN_DIST * MIN_DIST)
{
SimError(GetOwningPlayer(u), ERROR_MSG);
PauseUnit(u, true);
IssueImmediateOrder(u, "stop");
PauseUnit(u, false);
}
u = null;
return false;
}
static method onInit()
{
trigger t = CreateTrigger();
TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT);
TriggerAddCondition(t, Condition(function thistype.SpellEffect));
t = CreateTrigger();
TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_CHANNEL);
TriggerAddCondition(t, Condition(function thistype.CheckMinDistance));
/* init xedamage */
xed = xedamage.create();
DamageOptions(xed);
/*preload effect*/
static if (PRELOAD)
{
Preload(ARROW_PATH);
Preload(FLASH_PATH);
Preload(DAMAGE_FX);
}
}
}
}
//! endzinc
//TESH.scrollpos=0
//TESH.alwaysfold=0
library MapTesting initializer init
private function init takes nothing returns nothing
call FogEnable(false)
call FogMaskEnable(false)
call DisplayTimedTextToPlayer(Player(0),0,0,20.," |cffcdbe70R A I N O F A R R O W S")
call DisplayTimedTextToPlayer(Player(0),0,0,20.," |cffcdbe70 By: scorpion182")
endfunction
endlibrary