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Adjust JASS code to make caster deal damage, not unit

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Level 12
Joined
May 16, 2020
Messages
660
Hi guys,

Can someone please help me change this JASS code so that the caster is the one to do the damage, not the projectile-unit? (at least I hope I read this correctly)

For my map I want to only show hero damage as floating damage numbers, and the current set-up prevents this. Here where the spell is from:
Frozen Orb v1.01

JASS:
//TESH.scrollpos=204
//TESH.alwaysfold=0
library FrozenOrb initializer Init requires xebasic
    //------------------------------------------------------<>
    // 'FROZEN ORB'
    //
    // Submitted by Eccho   2010-02-05 (1.0)
    //                      2010-02-15 (1.01)
    // Changelog can be found at the official submission post
    // at 
    // http://www.hiveworkshop.com/forums/spells-569/frozen-orb-v1-0-a-158026/
    //
    // Give credits if used!! 
    //------------------------------------------------------<>
   
    //------------------------------------------------------<>
    // 'Introduction'
    //
    // The reason why I did this spell is because I have not
    // seen yet any frozen orb spell which is properly
    // functional, or that I think does not look diablo 2'ish
    // enough (Vexorian made a frozen orb spell, I know, but
    // it isn't working at all anymore. This spell was indeed
    // an interpretation of the sorceress' spell Frozen Orb
    // in Diablo 2.
    //
    // A small note before I continue, due to some
    // complications with vJass I did not manage certain
    // things I had in mind in the beginning. The code may
    // indeed (the callback especially) be written in
    // another way, and I tried that, and failed.
    // Suggestions are welcome.
    //
    // A second note is that, frozen orb by default demands
    // some attention in the memory. Casting this multiply
    // times in a row without a cooldown, is going to have
    // some consequences. This is nothing I can change.
    // Adapt the XE_ANIMATION_PERIOD if needed.
    //
    // Third note is, you will not be able to control the
    // amount of bolts spawned while the orb is alive. These
    // are only depending on the animation period. This is
    // also how Diablo 2 handles Frozen Orb. Each bolt is
    // released each frame until the orb vanishes.
    //
    // 'Implementation instructions'
    //
    // First of all, you will need this library and the
    //  xebasic library. Copy these to your map.
    // 
    // Second, you need the Universal Dummy unit found in the
    //  unit editor. Don't forget to import the dummy.mdx and
    //  set the dummy to use it as a model.
    // 
    // Important: In order to apply the slow
    //  buff to the affected unit, make sure the universal
    //  dummy has:
    //   A cooldown time > 0
    //   Damage base != 0 (default -1)
    //   Damage die > 0 (default 1)
    //   A fast projectile speed
    //   A decent range
    //   Targets allowed - At least 'ground'
    //   Weapon type - missile
    //   Attack 1 enabled
    //   (if the unit does not have a movement speed, add it)
    //   And the usual stuff
    //
    // Next copy the ability which will cast the spell, and
    // the ability which will apply the buff, and modify the
    // rawcode id's in the constants below. Don't forget to
    // make sure the dummy unit id in the xebasic library is 
    // set right as well.
    //
    // 'Credits'
    //
    // Vexorian - JassHelper, xebasic
    // PitzerMike & MindWorX - JNGP
    // Blizzard - Once again for some tooltip inspiration.
    //
    // Give proper credits if used!!
    //------------------------------------------------------<>
   
    //------------------------------------------------------<>
    // 'Native including'
    //
    // If you have this in your code somewhere else,
    // make sure to not double define it.
    //------------------------------------------------------<>

    native UnitAlive takes unit id returns boolean
   
   
    //------------------------------------------------------<>
    // 'Configuration section'
    //
    // Change the spell to fit your needs.
    //------------------------------------------------------<>
   
    globals
        private constant integer    ABILITY_ID              = 'A000'        //The ability triggering the spell
        private constant integer    FROST_SLOW_ID           = 'A001'        //The ability containing the frost attack. It the duration isn't altered of the already existing one in wc3, use that id instead.
        private constant integer    FROST_SLOW_BUFF         = 'Bfro'        //The buff which is used in the slow attack ability
                                                                           
                                                                            //Art of the main orb unit
        private constant string     ORB_ART                 = "war3mapImported\\FrostOrb.mdx"
                                        //"Abilities\\Weapons\\FrostWyrmMissile\\FrostWyrmMissile.mdl"
        private constant integer    ORB_SPEED               = 400          //Max travel speed
        private constant integer    ORB_RANGE               = 1200           //Max travel distance
        private constant integer    ORB_RADIUS              = 128            //The radius the orb has. It is required as a polar projection offset when the orb explodes in the end
        private constant integer    ORB_HEIGHT              = 72            //The z-height from the ground the orb will travel (was 48)
        private constant real       ORB_SCALE               = 0.6           //The size/scaling of the orb (I believe the current model have some issues here, but it works with other models)
                                            // 2.0

                                                                            //Art of the released bolts. The bolts released when the orb explodes uses this art too.
        private constant string     MISSILE_ART             = "Abilities\\Weapons\\LichMissile\\LichMissile.mdl"
        private constant integer    MISSILE_SPEED           = 365           //...
                                        // 370
        private constant integer    MISSILE_RANGE           = 400           //...
        private constant integer    MISSILE_RADIUS          = 32            //Bolt radius. It is used to check the collision of which enemies the bolts will hit and damage.
        private constant integer    MISSILE_HEIGHT          = 72            //...
        private constant real       MISSILE_SCALE           = 0.5           //...
        private constant real       MISSILE_RAD_OFFSET      = 3*bj_PI/5     //Each bolt is released with a certain angle offset (in radians), and is defined by this constant. Each bolt is added this constant + the previous angle.
        private constant integer    MISSILE_AMOUNT_MAX      = 100           //Keep this constant at a secure amount. The spell could go very wrong if this value is less than the maximum amount of bolts released. 100 is used by default.
       
        private constant integer    ORB_EXPLODE_AMOUNT      = 32            //Amount of bolts released when the orb explodes
        private constant integer    ORB_EXPLODE_SPEED       = 900           //Special bolt travel speed
        private constant integer    ORB_EXPLODE_RANGE       = 900           //Special bolt travel distance
       
                                                                            //If a unit shatters, this effect will be created at it's position
        private constant string     IMPACT_SHATTER_ART      = "Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl"
        private constant integer    IMPACT_SHATTER_PER_BASE = 5             //Percental base chance to shatter a unit which dies from the spell
        private constant integer    IMPACT_SHATTER_PER_INC  = 5             //Percental increament chance per level to shatter a unit which dies from the spell (example, if base is 8 and incr is 4, each level adds 4 chance)
        private constant integer    IMPACT_DAMAGE_BASE      = 50            //Base damage
        private constant integer    IMPACT_DAMAGE_INC       = 50            //Increamental damage (works in the same way as the shatter base/incr fields)
                                                                           
                                                                            //Self-explanatory
        private constant attacktype ATTACK_TYPE             = ATTACK_TYPE_MAGIC   
        private constant damagetype DAMAGE_TYPE             = DAMAGE_TYPE_UNIVERSAL
        private constant weapontype WEAPON_TYPE             = WEAPON_TYPE_WHOKNOWS
    endglobals
   
    //------------------------------------------------------<>
    // 'Damage filter'
    //
    // Add more options as desired.
    // Some info: It is used as a condition not a boolexpr,
    // thus, not going to give any issue with IsUnitType.
    //------------------------------------------------------<>   
   
    private function TargetFilter takes unit enemy, player caster, real x, real y returns boolean
        return UnitAlive(enemy) and IsUnitEnemy(enemy, caster) and IsUnitType(enemy, UNIT_TYPE_GROUND) and IsUnitInRangeXY(enemy, x, y, MISSILE_RADIUS)
    endfunction
   
    //------------------------------------------------------<>
    // 'Shatter filter'
    //
    // Add more options as desired.
    // It determines the units which may shatter
    // The filter does not need to contain the same context
    // as the damage filter. It is only potentially ran after
    // the target filter have became true.
    //------------------------------------------------------<> 
   
    private function ShatterFilter takes unit enemy returns boolean
        return not IsUnitType(enemy, UNIT_TYPE_MECHANICAL) and not IsUnitType(enemy, UNIT_TYPE_HERO) and not IsUnitType(enemy, UNIT_TYPE_MAGIC_IMMUNE)
    endfunction
   
    //------------------------------------------------------<>
    // 'Other constants'
    //
    // These should not be altered by default, but if you
    // know what you are doing, or see a way to use other
    // constants instead, feel free.
    //------------------------------------------------------<>
   
    globals
        private constant real       ORB_TMAX                = 1.0*ORB_RANGE/ORB_SPEED
        private constant real       MISSILE_TMAX            = 1.0*MISSILE_RANGE/MISSILE_SPEED
        private constant real       EXPLODE_TMAX            = 1.0*ORB_EXPLODE_RANGE/ORB_EXPLODE_SPEED
        private constant real       RAD_BETWEEN_EXPL        = bj_PI*2/ORB_EXPLODE_AMOUNT
       
        private constant group      ENUM_GROUP              = CreateGroup()
        private constant timer      ANIM_TIMER              = CreateTimer()
    endglobals
   
    //------------------------------------------------------<>
    // 'Spell code' 
    //
    // If you even think up of an optimize fully working 
    // version, tell me about it.
    //------------------------------------------------------<>
   
    private struct missile
        unit obj
        effect art
        real sx
        real sy
        real xvel
        real yvel
       
        static method create takes string art, player p, real x, real y, real z, real rad, integer speed, real scale returns thistype
            local thistype this = thistype.allocate()
           
            set this.obj = CreateUnit(p, XE_DUMMY_UNITID, x, y, rad*bj_RADTODEG)
            call UnitAddAbility(this.obj, XE_HEIGHT_ENABLER)
            call UnitRemoveAbility(this.obj, XE_HEIGHT_ENABLER)
            call SetUnitFlyHeight(this.obj, z, 0)
            call SetUnitScale(this.obj, scale, scale, scale)
            call SetUnitAnimationByIndex(this.obj, 90)
            call UnitRemoveAbility(this.obj, 'Aatk')
           
            set this.art = AddSpecialEffectTarget(art, this.obj, "origin")
            set this.sx = x
            set this.sy = y
            set this.xvel = speed*Cos(rad)
            set this.yvel = speed*Sin(rad)
           
            return this
        endmethod
       
        method clear takes nothing returns nothing
            call DestroyEffect(this.art)
            call KillUnit(this.obj)
            set this.art = null
            set this.obj = null
        endmethod
    endstruct
   
    private struct spell
        missile orb
        real otick
       
        missile array mis[MISSILE_AMOUNT_MAX]
        real array mtick[MISSILE_AMOUNT_MAX]
        integer mcount
        integer mtot
       
        missile array xpl[ORB_EXPLODE_AMOUNT]
        real xtick //All exploding missiles have the same tickoffset

        player owner
        integer damage
        integer chance
       
        static thistype array tta 
        static integer tot = 0
       
        static method callback takes nothing returns nothing
            local thistype this
            local missile m
            local integer i = 0
            local integer j
            local integer k
            local real x
            local real y
            local unit u
            local unit v 
           
            loop
                exitwhen (i >= thistype.tot)
                set this = thistype.tta[i]
               
               
                //Bolts goes here
                set j = 0
                loop
                    exitwhen (j >= this.mtot)
                   
                    if (this.mis[j].obj != null) then
                        set this.mtick[j] = this.mtick[j]+XE_ANIMATION_PERIOD
                        set x = this.mis[j].sx+this.mis[j].xvel*this.mtick[j]
                        set y = this.mis[j].sy+this.mis[j].yvel*this.mtick[j]
                       
                        call GroupEnumUnitsInRange(ENUM_GROUP, x, y, XE_MAX_COLLISION_SIZE+MISSILE_RADIUS, null)
                        loop
                            set u = FirstOfGroup(ENUM_GROUP)
                            exitwhen (u == null) 
                            call GroupRemoveUnit(ENUM_GROUP, u)
                            exitwhen (TargetFilter(u, this.owner, x, y))
                        endloop
                       
                                                                //A nice BJ, wrapped anyway
                        if (this.mtick[j] <= MISSILE_TMAX and RectContainsCoords(bj_mapInitialPlayableArea, x, y) and u == null) then
                            call SetUnitX(this.mis[j].obj, x)
                            call SetUnitY(this.mis[j].obj, y)
                       

                        else
                           
                           
                            if (u != null) then
                               
                                call UnitDamageTarget(this.mis[j].obj, u, this.damage, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
                                   
                                if (UnitAlive(u)) then
                                    if (GetUnitAbilityLevel(u, FROST_SLOW_BUFF) == 0) then
                                   
                                        set v = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), XE_DUMMY_UNITID, x, y, 0)
                                        call UnitAddAbility(v, FROST_SLOW_ID)
                                        call UnitApplyTimedLife(v, 'BTLF', 1.0)
                                        call IssueTargetOrder(v, "attackonce", u)
                                    endif
                                elseif (GetRandomInt(0, 100) <= this.chance and ShatterFilter(u)) then

                                    call DestroyEffect(AddSpecialEffect(IMPACT_SHATTER_ART, x, y))
                                    call RemoveUnit(u)
                                endif
                            endif
                           
                            //A note - instances are not destroyed until the end of the spell, when all instances are properly cleared.
                            call this.mis[j].clear()
                            set this.mcount = this.mcount-1

                        endif
                    endif
                   
                    set j = j+1
                endloop

               
                //Orb goes here
                if (this.orb.obj != null) then
                    set this.otick = this.otick+XE_ANIMATION_PERIOD
                    set x = this.orb.sx+this.orb.xvel*this.otick
                    set y = this.orb.sy+this.orb.yvel*this.otick
                   
                    if (this.otick < ORB_TMAX and RectContainsCoords(bj_mapInitialPlayableArea, x, y)) then
                        call SetUnitX(this.orb.obj, x)
                        call SetUnitY(this.orb.obj, y)
                       
                       
                        set this.mis[this.mtot] = missile.create(MISSILE_ART, this.owner, x, y, MISSILE_HEIGHT, this.mtot*MISSILE_RAD_OFFSET, MISSILE_SPEED, MISSILE_SCALE)
                        set this.mtick[this.mtot] = 0
                        set this.mcount = this.mcount+1
                        set this.mtot = this.mtot+1

                       
                    else
                        //Clears the orb
                        call this.orb.clear()
                       
                        //Proceeds with creating special bolts, aka bolts released when the orb vanishes.
                        set j = 0
                        loop
                            exitwhen (j >= ORB_EXPLODE_AMOUNT)
                            set this.xpl[j] = missile.create(MISSILE_ART, this.owner, x+ORB_RADIUS*Cos(j*RAD_BETWEEN_EXPL), y+ORB_RADIUS*Sin(j*RAD_BETWEEN_EXPL), MISSILE_HEIGHT, j*RAD_BETWEEN_EXPL+bj_PI*0.25, ORB_EXPLODE_SPEED, MISSILE_SCALE)
                            set j = j+1
                        endloop
                        set this.xtick = 0
                       
                    endif
                else
               
                    //Special bolt stuff goes here
                    set this.xtick = this.xtick+XE_ANIMATION_PERIOD
                   
                    set j = 0
                    loop
                        exitwhen (j >= ORB_EXPLODE_AMOUNT)
                           
                        if (this.xpl[j].obj != null) then
                            set x = this.xpl[j].sx+this.xpl[j].xvel*this.xtick
                            set y = this.xpl[j].sy+this.xpl[j].yvel*this.xtick
                           
                           
                            call GroupEnumUnitsInRange(ENUM_GROUP, x, y, XE_MAX_COLLISION_SIZE+MISSILE_RADIUS, null)
                            loop
                                set u = FirstOfGroup(ENUM_GROUP)
                                exitwhen (u == null) 
                                call GroupRemoveUnit(ENUM_GROUP, u)
                                exitwhen (TargetFilter(u, this.owner, x, y))
                            endloop
                           
                            if (this.xtick < EXPLODE_TMAX and RectContainsCoords(bj_mapInitialPlayableArea, x, y) and u == null) then
                                call SetUnitX(this.xpl[j].obj, x)
                                call SetUnitY(this.xpl[j].obj, y)
                                   
                            else
                               
                                if (u != null) then
                                   
                                    call UnitDamageTarget(this.xpl[j].obj, u, this.damage, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
                                       
                                    if (UnitAlive(u)) then
                                        if (GetUnitAbilityLevel(u, FROST_SLOW_BUFF) == 0) then

                                            set v = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), XE_DUMMY_UNITID, x, y, 0)
                                            call UnitAddAbility(v, FROST_SLOW_ID)
                                            call UnitApplyTimedLife(v, 'BTLF', 1.0)
                                            call IssueTargetOrder(v, "attackonce", u)
                                        endif
                                    elseif (GetRandomInt(0, 100) <= this.chance and ShatterFilter(u)) then

                                        call DestroyEffect(AddSpecialEffect(IMPACT_SHATTER_ART, x, y))
                                        call RemoveUnit(u)
                                    endif
                                endif
                               
                                //Clears a special bolt
                                call this.xpl[j].clear()
                            endif
                        endif
                        set j = j+1
                    endloop
                   
                endif
               
                //Completely destroys the spell and all instances
                if (this.mcount == 0 and this.orb.obj == null and this.xtick >= ORB_TMAX) then
                   
                    set j = 0
                    loop
                        exitwhen (j >= this.mcount)
                        call this.mis[j].destroy()
                        set j = j+1
                    endloop
                    set j = 0
                    loop
                        exitwhen (j >= ORB_EXPLODE_AMOUNT)
                        call this.xpl[j].destroy()
                        set j = j+1
                    endloop
                   
                    call this.orb.destroy()
                   
                    call this.destroy()
                    set thistype.tot = thistype.tot-1
                    set thistype.tta[i] = thistype.tta[thistype.tot]
                   
                   
       
                    if (thistype.tot == 0) then
                        call PauseTimer(ANIM_TIMER)
                    endif
                   
                else
                    set i = i+1
                endif
            endloop
            set v = null
        endmethod
       
        static method create takes unit su, real tx, real ty returns thistype
            local thistype this = thistype.allocate()
            local real x = GetUnitX(su)
            local real y = GetUnitY(su)
            local integer level = GetUnitAbilityLevel(su, ABILITY_ID)
           
            set this.owner = GetOwningPlayer(su)
            set this.orb = missile.create(ORB_ART, this.owner, x, y, ORB_HEIGHT, Atan2(ty-y, tx-x), ORB_SPEED, ORB_SCALE)
            set this.otick = 0
            set this.mcount = 0
            set this.mtot = 0
            set this.damage = IMPACT_DAMAGE_BASE+IMPACT_DAMAGE_INC*(level-1)
            set this.chance = IMPACT_SHATTER_PER_BASE+IMPACT_SHATTER_PER_INC*(level-1)
           
            set thistype.tta[thistype.tot] = this
           
            if (thistype.tot == 0) then
                call TimerStart(ANIM_TIMER, XE_ANIMATION_PERIOD, true, function thistype.callback)
            endif
           
            set thistype.tot = thistype.tot+1
           
            return this
        endmethod
       
    endstruct
   
    private function Evaluate takes nothing returns boolean
        if (GetSpellAbilityId() == ABILITY_ID) then
            call spell.create(GetTriggerUnit(), GetSpellTargetX(), GetSpellTargetY())
        endif
        return false
    endfunction
   
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(t, Filter(function Evaluate))
    endfunction

endlibrary
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
JASS:
library FrozenOrb initializer Init requires xebasic
    //------------------------------------------------------<>
    // 'FROZEN ORB'
    //
    // Submitted by Eccho   2010-02-05 (1.0)
    //                      2010-02-15 (1.01)
    // Changelog can be found at the official submission post
    // at
    // http://www.hiveworkshop.com/forums/spells-569/frozen-orb-v1-0-a-158026/
    //
    // Give credits if used!!
    //------------------------------------------------------<>
   
    //------------------------------------------------------<>
    // 'Introduction'
    //
    // The reason why I did this spell is because I have not
    // seen yet any frozen orb spell which is properly
    // functional, or that I think does not look diablo 2'ish
    // enough (Vexorian made a frozen orb spell, I know, but
    // it isn't working at all anymore. This spell was indeed
    // an interpretation of the sorceress' spell Frozen Orb
    // in Diablo 2.
    //
    // A small note before I continue, due to some
    // complications with vJass I did not manage certain
    // things I had in mind in the beginning. The code may
    // indeed (the callback especially) be written in
    // another way, and I tried that, and failed.
    // Suggestions are welcome.
    //
    // A second note is that, frozen orb by default demands
    // some attention in the memory. Casting this multiply
    // times in a row without a cooldown, is going to have
    // some consequences. This is nothing I can change.
    // Adapt the XE_ANIMATION_PERIOD if needed.
    //
    // Third note is, you will not be able to control the
    // amount of bolts spawned while the orb is alive. These
    // are only depending on the animation period. This is
    // also how Diablo 2 handles Frozen Orb. Each bolt is
    // released each frame until the orb vanishes.
    //
    // 'Implementation instructions'
    //
    // First of all, you will need this library and the
    //  xebasic library. Copy these to your map.
    //
    // Second, you need the Universal Dummy unit found in the
    //  unit editor. Don't forget to import the dummy.mdx and
    //  set the dummy to use it as a model.
    //
    // Important: In order to apply the slow
    //  buff to the affected unit, make sure the universal
    //  dummy has:
    //   A cooldown time > 0
    //   Damage base != 0 (default -1)
    //   Damage die > 0 (default 1)
    //   A fast projectile speed
    //   A decent range
    //   Targets allowed - At least 'ground'
    //   Weapon type - missile
    //   Attack 1 enabled
    //   (if the unit does not have a movement speed, add it)
    //   And the usual stuff
    //
    // Next copy the ability which will cast the spell, and
    // the ability which will apply the buff, and modify the
    // rawcode id's in the constants below. Don't forget to
    // make sure the dummy unit id in the xebasic library is
    // set right as well.
    //
    // 'Credits'
    //
    // Vexorian - JassHelper, xebasic
    // PitzerMike & MindWorX - JNGP
    // Blizzard - Once again for some tooltip inspiration.
    //
    // Give proper credits if used!!
    //------------------------------------------------------<>
   
    //------------------------------------------------------<>
    // 'Native including'
    //
    // If you have this in your code somewhere else,
    // make sure to not double define it.
    //------------------------------------------------------<>

    native UnitAlive takes unit id returns boolean
   
   
    //------------------------------------------------------<>
    // 'Configuration section'
    //
    // Change the spell to fit your needs.
    //------------------------------------------------------<>
   
    globals
        private constant integer   ABILITY_ID              = 'A000'       //The ability triggering the spell
        private constant integer   FROST_SLOW_ID           = 'A001'       //The ability containing the frost attack. It the duration isn't altered of the already existing one in wc3, use that id instead.
        private constant integer   FROST_SLOW_BUFF         = 'Bfro'       //The buff which is used in the slow attack ability
                                                                           
                                                                            //Art of the main orb unit
        private constant string    ORB_ART                 = "war3mapImported\\FrostOrb.mdx"
                                        //"Abilities\\Weapons\\FrostWyrmMissile\\FrostWyrmMissile.mdl"
        private constant integer   ORB_SPEED               = 400         //Max travel speed
        private constant integer   ORB_RANGE               = 1200          //Max travel distance
        private constant integer   ORB_RADIUS              = 128           //The radius the orb has. It is required as a polar projection offset when the orb explodes in the end
        private constant integer   ORB_HEIGHT              = 72           //The z-height from the ground the orb will travel (was 48)
        private constant real      ORB_SCALE               = 0.6          //The size/scaling of the orb (I believe the current model have some issues here, but it works with other models)
                                            // 2.0

                                                                            //Art of the released bolts. The bolts released when the orb explodes uses this art too.
        private constant string    MISSILE_ART             = "Abilities\\Weapons\\LichMissile\\LichMissile.mdl"
        private constant integer   MISSILE_SPEED           = 365          //...
                                        // 370
        private constant integer   MISSILE_RANGE           = 400          //...
        private constant integer   MISSILE_RADIUS          = 32           //Bolt radius. It is used to check the collision of which enemies the bolts will hit and damage.
        private constant integer   MISSILE_HEIGHT          = 72           //...
        private constant real      MISSILE_SCALE           = 0.5          //...
        private constant real      MISSILE_RAD_OFFSET      = 3*bj_PI/5    //Each bolt is released with a certain angle offset (in radians), and is defined by this constant. Each bolt is added this constant + the previous angle.
        private constant integer   MISSILE_AMOUNT_MAX      = 100          //Keep this constant at a secure amount. The spell could go very wrong if this value is less than the maximum amount of bolts released. 100 is used by default.
       
        private constant integer   ORB_EXPLODE_AMOUNT      = 32           //Amount of bolts released when the orb explodes
        private constant integer   ORB_EXPLODE_SPEED       = 900          //Special bolt travel speed
        private constant integer   ORB_EXPLODE_RANGE       = 900          //Special bolt travel distance
       
                                                                            //If a unit shatters, this effect will be created at it's position
        private constant string    IMPACT_SHATTER_ART      = "Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl"
        private constant integer   IMPACT_SHATTER_PER_BASE = 5            //Percental base chance to shatter a unit which dies from the spell
        private constant integer   IMPACT_SHATTER_PER_INC  = 5            //Percental increament chance per level to shatter a unit which dies from the spell (example, if base is 8 and incr is 4, each level adds 4 chance)
        private constant integer   IMPACT_DAMAGE_BASE      = 50           //Base damage
        private constant integer   IMPACT_DAMAGE_INC       = 50           //Increamental damage (works in the same way as the shatter base/incr fields)
                                                                           
                                                                            //Self-explanatory
        private constant attacktype ATTACK_TYPE             = ATTACK_TYPE_MAGIC  
        private constant damagetype DAMAGE_TYPE             = DAMAGE_TYPE_UNIVERSAL
        private constant weapontype WEAPON_TYPE             = WEAPON_TYPE_WHOKNOWS
    endglobals
   
    //------------------------------------------------------<>
    // 'Damage filter'
    //
    // Add more options as desired.
    // Some info: It is used as a condition not a boolexpr,
    // thus, not going to give any issue with IsUnitType.
    //------------------------------------------------------<>  
   
    private function TargetFilter takes unit enemy, player caster, real x, real y returns boolean
        return UnitAlive(enemy) and IsUnitEnemy(enemy, caster) and IsUnitType(enemy, UNIT_TYPE_GROUND) and IsUnitInRangeXY(enemy, x, y, MISSILE_RADIUS)
    endfunction
   
    //------------------------------------------------------<>
    // 'Shatter filter'
    //
    // Add more options as desired.
    // It determines the units which may shatter
    // The filter does not need to contain the same context
    // as the damage filter. It is only potentially ran after
    // the target filter have became true.
    //------------------------------------------------------<>
   
    private function ShatterFilter takes unit enemy returns boolean
        return not IsUnitType(enemy, UNIT_TYPE_MECHANICAL) and not IsUnitType(enemy, UNIT_TYPE_HERO) and not IsUnitType(enemy, UNIT_TYPE_MAGIC_IMMUNE)
    endfunction
   
    //------------------------------------------------------<>
    // 'Other constants'
    //
    // These should not be altered by default, but if you
    // know what you are doing, or see a way to use other
    // constants instead, feel free.
    //------------------------------------------------------<>
   
    globals
        private constant real      ORB_TMAX                = 1.0*ORB_RANGE/ORB_SPEED
        private constant real      MISSILE_TMAX            = 1.0*MISSILE_RANGE/MISSILE_SPEED
        private constant real      EXPLODE_TMAX            = 1.0*ORB_EXPLODE_RANGE/ORB_EXPLODE_SPEED
        private constant real      RAD_BETWEEN_EXPL        = bj_PI*2/ORB_EXPLODE_AMOUNT
       
        private constant group     ENUM_GROUP              = CreateGroup()
        private constant timer     ANIM_TIMER              = CreateTimer()
    endglobals
   
    //------------------------------------------------------<>
    // 'Spell code'
    //
    // If you even think up of an optimize fully working
    // version, tell me about it.
    //------------------------------------------------------<>
   
    private struct missile
        unit obj
        effect art
        real sx
        real sy
        real xvel
        real yvel
       
        static method create takes string art, player p, real x, real y, real z, real rad, integer speed, real scale returns thistype
            local thistype this = thistype.allocate()
           
            set this.obj = CreateUnit(p, XE_DUMMY_UNITID, x, y, rad*bj_RADTODEG)
            call UnitAddAbility(this.obj, XE_HEIGHT_ENABLER)
            call UnitRemoveAbility(this.obj, XE_HEIGHT_ENABLER)
            call SetUnitFlyHeight(this.obj, z, 0)
            call SetUnitScale(this.obj, scale, scale, scale)
            call SetUnitAnimationByIndex(this.obj, 90)
            call UnitRemoveAbility(this.obj, 'Aatk')
           
            set this.art = AddSpecialEffectTarget(art, this.obj, "origin")
            set this.sx = x
            set this.sy = y
            set this.xvel = speed*Cos(rad)
            set this.yvel = speed*Sin(rad)
           
            return this
        endmethod
       
        method clear takes nothing returns nothing
            call DestroyEffect(this.art)
            call KillUnit(this.obj)
            set this.art = null
            set this.obj = null
        endmethod
    endstruct
   
    private struct spell
        missile orb
        real otick
       
        missile array mis[MISSILE_AMOUNT_MAX]
        real array mtick[MISSILE_AMOUNT_MAX]
        integer mcount
        integer mtot
       
        missile array xpl[ORB_EXPLODE_AMOUNT]
        real xtick //All exploding missiles have the same tickoffset

        unit caster
        player owner
        integer damage
        integer chance
       
        static thistype array tta
        static integer tot = 0
       
        static method callback takes nothing returns nothing
            local thistype this
            local missile m
            local integer i = 0
            local integer j
            local integer k
            local real x
            local real y
            local unit u
            local unit v
           
            loop
                exitwhen (i >= thistype.tot)
                set this = thistype.tta[i]
               
               
                //Bolts goes here
                set j = 0
                loop
                    exitwhen (j >= this.mtot)
                   
                    if (this.mis[j].obj != null) then
                        set this.mtick[j] = this.mtick[j]+XE_ANIMATION_PERIOD
                        set x = this.mis[j].sx+this.mis[j].xvel*this.mtick[j]
                        set y = this.mis[j].sy+this.mis[j].yvel*this.mtick[j]
                       
                        call GroupEnumUnitsInRange(ENUM_GROUP, x, y, XE_MAX_COLLISION_SIZE+MISSILE_RADIUS, null)
                        loop
                            set u = FirstOfGroup(ENUM_GROUP)
                            exitwhen (u == null)
                            call GroupRemoveUnit(ENUM_GROUP, u)
                            exitwhen (TargetFilter(u, this.owner, x, y))
                        endloop
                       
                                                                //A nice BJ, wrapped anyway
                        if (this.mtick[j] <= MISSILE_TMAX and RectContainsCoords(bj_mapInitialPlayableArea, x, y) and u == null) then
                            call SetUnitX(this.mis[j].obj, x)
                            call SetUnitY(this.mis[j].obj, y)
                       

                        else
                           
                           
                            if (u != null) then
                               
                                call UnitDamageTarget(this.caster, u, this.damage, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
                                   
                                if (UnitAlive(u)) then
                                    if (GetUnitAbilityLevel(u, FROST_SLOW_BUFF) == 0) then
                                   
                                        set v = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), XE_DUMMY_UNITID, x, y, 0)
                                        call UnitAddAbility(v, FROST_SLOW_ID)
                                        call UnitApplyTimedLife(v, 'BTLF', 1.0)
                                        call IssueTargetOrder(v, "attackonce", u)
                                    endif
                                elseif (GetRandomInt(0, 100) <= this.chance and ShatterFilter(u)) then

                                    call DestroyEffect(AddSpecialEffect(IMPACT_SHATTER_ART, x, y))
                                    call RemoveUnit(u)
                                endif
                            endif
                           
                            //A note - instances are not destroyed until the end of the spell, when all instances are properly cleared.
                            call this.mis[j].clear()
                            set this.mcount = this.mcount-1

                        endif
                    endif
                   
                    set j = j+1
                endloop

               
                //Orb goes here
                if (this.orb.obj != null) then
                    set this.otick = this.otick+XE_ANIMATION_PERIOD
                    set x = this.orb.sx+this.orb.xvel*this.otick
                    set y = this.orb.sy+this.orb.yvel*this.otick
                   
                    if (this.otick < ORB_TMAX and RectContainsCoords(bj_mapInitialPlayableArea, x, y)) then
                        call SetUnitX(this.orb.obj, x)
                        call SetUnitY(this.orb.obj, y)
                       
                       
                        set this.mis[this.mtot] = missile.create(MISSILE_ART, this.owner, x, y, MISSILE_HEIGHT, this.mtot*MISSILE_RAD_OFFSET, MISSILE_SPEED, MISSILE_SCALE)
                        set this.mtick[this.mtot] = 0
                        set this.mcount = this.mcount+1
                        set this.mtot = this.mtot+1

                       
                    else
                        //Clears the orb
                        call this.orb.clear()
                       
                        //Proceeds with creating special bolts, aka bolts released when the orb vanishes.
                        set j = 0
                        loop
                            exitwhen (j >= ORB_EXPLODE_AMOUNT)
                            set this.xpl[j] = missile.create(MISSILE_ART, this.owner, x+ORB_RADIUS*Cos(j*RAD_BETWEEN_EXPL), y+ORB_RADIUS*Sin(j*RAD_BETWEEN_EXPL), MISSILE_HEIGHT, j*RAD_BETWEEN_EXPL+bj_PI*0.25, ORB_EXPLODE_SPEED, MISSILE_SCALE)
                            set j = j+1
                        endloop
                        set this.xtick = 0
                       
                    endif
                else
               
                    //Special bolt stuff goes here
                    set this.xtick = this.xtick+XE_ANIMATION_PERIOD
                   
                    set j = 0
                    loop
                        exitwhen (j >= ORB_EXPLODE_AMOUNT)
                           
                        if (this.xpl[j].obj != null) then
                            set x = this.xpl[j].sx+this.xpl[j].xvel*this.xtick
                            set y = this.xpl[j].sy+this.xpl[j].yvel*this.xtick
                           
                           
                            call GroupEnumUnitsInRange(ENUM_GROUP, x, y, XE_MAX_COLLISION_SIZE+MISSILE_RADIUS, null)
                            loop
                                set u = FirstOfGroup(ENUM_GROUP)
                                exitwhen (u == null)
                                call GroupRemoveUnit(ENUM_GROUP, u)
                                exitwhen (TargetFilter(u, this.owner, x, y))
                            endloop
                           
                            if (this.xtick < EXPLODE_TMAX and RectContainsCoords(bj_mapInitialPlayableArea, x, y) and u == null) then
                                call SetUnitX(this.xpl[j].obj, x)
                                call SetUnitY(this.xpl[j].obj, y)
                                   
                            else
                               
                                if (u != null) then
                                   
                                    call UnitDamageTarget(this.caster, u, this.damage, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
                                       
                                    if (UnitAlive(u)) then
                                        if (GetUnitAbilityLevel(u, FROST_SLOW_BUFF) == 0) then

                                            set v = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), XE_DUMMY_UNITID, x, y, 0)
                                            call UnitAddAbility(v, FROST_SLOW_ID)
                                            call UnitApplyTimedLife(v, 'BTLF', 1.0)
                                            call IssueTargetOrder(v, "attackonce", u)
                                        endif
                                    elseif (GetRandomInt(0, 100) <= this.chance and ShatterFilter(u)) then

                                        call DestroyEffect(AddSpecialEffect(IMPACT_SHATTER_ART, x, y))
                                        call RemoveUnit(u)
                                    endif
                                endif
                               
                                //Clears a special bolt
                                call this.xpl[j].clear()
                            endif
                        endif
                        set j = j+1
                    endloop
                   
                endif
               
                //Completely destroys the spell and all instances
                if (this.mcount == 0 and this.orb.obj == null and this.xtick >= ORB_TMAX) then
                   
                    set j = 0
                    loop
                        exitwhen (j >= this.mcount)
                        call this.mis[j].destroy()
                        set j = j+1
                    endloop
                    set j = 0
                    loop
                        exitwhen (j >= ORB_EXPLODE_AMOUNT)
                        call this.xpl[j].destroy()
                        set j = j+1
                    endloop
                   
                    call this.orb.destroy()
                    call this.destroy()
                    set this.caster = null
                    set thistype.tot = thistype.tot-1
                    set thistype.tta[i] = thistype.tta[thistype.tot]
                   
                   
       
                    if (thistype.tot == 0) then
                        call PauseTimer(ANIM_TIMER)
                    endif
                   
                else
                    set i = i+1
                endif
            endloop
            set v = null
        endmethod
       
        static method create takes unit su, real tx, real ty returns thistype
            local thistype this = thistype.allocate()
            local real x = GetUnitX(su)
            local real y = GetUnitY(su)
            local integer level = GetUnitAbilityLevel(su, ABILITY_ID)
           
            set this.caster = su
            set this.owner = GetOwningPlayer(su)
            set this.orb = missile.create(ORB_ART, this.owner, x, y, ORB_HEIGHT, Atan2(ty-y, tx-x), ORB_SPEED, ORB_SCALE)
            set this.otick = 0
            set this.mcount = 0
            set this.mtot = 0
            set this.damage = IMPACT_DAMAGE_BASE+IMPACT_DAMAGE_INC*(level-1)
            set this.chance = IMPACT_SHATTER_PER_BASE+IMPACT_SHATTER_PER_INC*(level-1)
           
            set thistype.tta[thistype.tot] = this
           
            if (thistype.tot == 0) then
                call TimerStart(ANIM_TIMER, XE_ANIMATION_PERIOD, true, function thistype.callback)
            endif
           
            set thistype.tot = thistype.tot+1
           
            return this
        endmethod
       
    endstruct
   
    private function Evaluate takes nothing returns boolean
        if (GetSpellAbilityId() == ABILITY_ID) then
            call spell.create(GetTriggerUnit(), GetSpellTargetX(), GetSpellTargetY())
        endif
        return false
    endfunction
   
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(t, Filter(function Evaluate))
    endfunction

endlibrary
 
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