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Trigger Viewer

Simple Temporary Ability System v0.0.2.w3x
STAS Config
Simple Temporary Ability System

Name Type Is Array Initial Value
    Map initialization
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Game - Display to (All players) the text: |cffffff00Credits to|r: ALLKNOWLEDGE AKA IAM20842|cffffff00Also|r: HateSimple Temporary Ability System |cffffff00V.0.0.2|r
    hashtable STASSkills = InitHashtable()
    hashtable STASIndexer = InitHashtable()

    integer BASE_SPELL      = 'A000'
    integer UP_SPELL        = 'A001'
    integer UP_FOR_UP_SPELL = 'A002'

    real UP_SPELL_ET = 3.00
    real UP_FOR_UP_SPELL_ET = 1.00


function STASConfigActions takes nothing returns nothing

    // Configuring the spell, in this example you have BASE_SPELL (Q) -> UP_SPELL (Q) -> UP_FOR_UP_SPELL (Q)

    // Save the spell ID in integer vars, better in order like base -> next -> next -> n..., base --> next --> next

    // SAMPLE FOR base -> next -> next

    // 1. Save the spell ID for BASE_SPELL -> NEXT_SPELL
    call SaveInteger(STASSkills, BASE_SPELL, StringHash("NEXT_SPELL"), UP_SPELL)

    // 2. Save the spell EXPIRATION TIME for BASE_SPELL -> NEXT_SPELL
    call SaveReal(STASSkills, BASE_SPELL, StringHash("EXPIRATION_TIME"), UP_SPELL_ET)
    // 3. Save the spell ID for UP_SPELL -> UP_FOR_UP_SPELL
    call SaveInteger(STASSkills, UP_SPELL, StringHash("NEXT_SPELL"), UP_FOR_UP_SPELL)
    call SaveReal(STASSkills, UP_SPELL, StringHash("EXPIRATION_TIME"), UP_FOR_UP_SPELL_ET)


function InitTrig_STAS_Config takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterTimerEventSingle(t, 0.00)
    call TriggerAddAction(t, function STASConfigActions)

function STASHandler takes nothing returns nothing
    // USE: On timer expiration, remove the next_spell

    // Get the expired timer
    local timer t = GetExpiredTimer()

    // Get the caster unit through timer ID

    local unit caster = LoadUnitHandle(STASIndexer, GetHandleId(t), StringHash("CASTER"))

    // Get the next_spell spell ID

    local integer NEXT_SPELL = LoadInteger(STASIndexer, GetHandleId(t), StringHash("NEXT_SPELL"))

    // Remove the spell
    call UnitRemoveAbility(caster, NEXT_SPELL)

    // For avoid bugs of timer, pause it

    call PauseTimer(t)

    // Destroy the timer

    call DestroyTimer(t)

    // Remove leak

    set t = null

    set caster = null


function STASActions takes nothing returns nothing
    // USE: create a timer to every unit that cast a spell that have next_spell

    // Get the caster unit
    local unit caster = GetSpellAbilityUnit()

    // Get the casted spell
    local integer CASTED_SPELL = GetSpellAbilityId()

    // Later will save the expiration time of the combo / wombo spell

    local real expirationTime

    // Create a timer
    local timer t

    // Get the next_spell spell that correspond to the cast spell

    local integer NEXT_SPELL = LoadInteger(STASSkills, CASTED_SPELL, StringHash("NEXT_SPELL"))
    // Check if next_spell spell ID is greather than zero (have combo spell)
    if (NEXT_SPELL != 0) then

        // Initialize the timer
        set t = CreateTimer()

        // Save expiration time
        set expirationTime = LoadReal(STASSkills, CASTED_SPELL, StringHash("EXPIRATION_TIME"))
        // Save to hashtable the unit that cast the spell
        call SaveUnitHandle(STASIndexer, GetHandleId(t), StringHash("CASTER"), caster)

        // Save the next_spell spell ID
        call SaveInteger(STASIndexer, GetHandleId(t), StringHash("NEXT_SPELL"), NEXT_SPELL)

        // Add new spell to caster
        call UnitAddAbility(caster, NEXT_SPELL)

        // Start the timer
        call TimerStart(t, expirationTime, false, function STASHandler)
    // Avoid leaks
    set caster = null
    set t = null


function InitTrig_STAS_Cast takes nothing returns nothing
    local trigger t = CreateTrigger()
    local integer i = 0

    call TriggerAddAction(t, function STASActions)

    // Set all players
        call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
        set i = i + 1
    exitwhen i == bj_MAX_PLAYERS