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[Trigger] Complicated Spell Help (Come on this will be fun)

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Apr 30, 2009
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I made a spell based on the Fireball Barrage spell in Warhammer Online. It is a channeled spell that launches three fireballs at the target - one when cast and one per second for two seconds.

So I made the spell with 4 triggers and it works just fine, except it continues to launch the last two fireballs even when I give the caster a new order.

Don't go telling me it's my use of "current_hashtable" and "current_group," because all my triggered spells use it and they work fine (even the channeled ones). This is just a trick I made so I don't have to go in and change every line when I make spells that are similar.

So here is the code and a short explanation:

Trigger 1 - When the spell is cast, this saves all the needed information and initializes the channel trigger. Turns on periodic trigger 2.
  • Fireball Barrage 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to BWZ.U - Fireball Barrage [R]
    • Actions
      • Set current_hashtable = H_FireballBarrage
      • Set current_group = FireballBarrageCasters
      • Set SpellDamage_Base = 100.00
      • Set SpellDamage_Level = 50.00
      • Set Spellpower_Coefficient = 0.50
      • Hashtable - Save ((SpellDamage_Base + (SpellDamage_Level x (Real((Level of (Ability being cast) for (Triggering unit)))))) + (Spellpower_Coefficient x (Load 100 of (Key (Triggering unit)) from H_Spellpower))) as (Key damage) of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save 2.00 as (Key duration) of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save 30.00 as (Key mana/sec) of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save Handle Of(Target unit of ability being cast) as (Key target) of (Key (Triggering unit)) in current_hashtable
      • Special Effect - Create a special effect attached to the hand, left of (Triggering unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
      • Hashtable - Save Handle Of(Last created special effect) as (Key left hand) of (Key (Triggering unit)) in current_hashtable
      • Special Effect - Create a special effect attached to the hand, right of (Triggering unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
      • Hashtable - Save Handle Of(Last created special effect) as (Key right hand) of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save 0 as (Key ticks) of (Key (Triggering unit)) in current_hashtable
      • Unit Group - Add (Triggering unit) to current_group
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Fireball Barrage 2 <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Fireball Barrage 2 <gen>
          • Trigger - Turn on Fireball Barrage 4 <gen>
        • Else - Actions
      • Custom script: set udg_current_hashtable = null
      • Custom script: set udg_current_group = null



Trigger 2 - The spell is made of 20 ticks, saved as an integer. Each 0.10 seconds of channel adds 1 tick. This trigger shuts off itself and trigger 4 if the number of ticks exceeds 20, and creates a fireball missle at ticks 0, 10, and 20. Turns on triggers 3 and 4.
  • Fireball Barrage 2
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set current_hashtable = H_FireballBarrage
      • Set current_group = FireballBarrageCasters
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in current_group) Greater than 0
        • Then - Actions
          • Unit Group - Pick every unit in current_group and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Load (Key ticks) of (Key (Picked unit)) from current_hashtable) Greater than 20
                • Then - Actions
                  • Special Effect - Destroy (Load (Key left hand) of (Key (Picked unit)) in current_hashtable)
                  • Special Effect - Destroy (Load (Key right hand) of (Key (Picked unit)) in current_hashtable)
                  • Unit Group - Remove (Picked unit) from current_group
                  • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in current_hashtable
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Load (Key ticks) of (Key (Picked unit)) from current_hashtable) mod 10) Equal to 0
                    • Then - Actions
                      • Set temp_point[0] = (Position of (Picked unit))
                      • Set temp_point[1] = (temp_point[0] offset by 50.00 towards (Facing of (Picked unit)) degrees)
                      • Custom script: call RemoveLocation( udg_temp_point[0] )
                      • Unit - Create 1 fireball for (Owner of (Picked unit)) at temp_point[1] facing (Facing of (Picked unit)) degrees
                      • Custom script: call RemoveLocation( udg_temp_point[1] )
                      • Hashtable - Save (Load (Key damage) of (Key (Picked unit)) from current_hashtable) as (Key damage) of (Key (Last created unit)) in current_hashtable
                      • Hashtable - Save Handle Of(Picked unit) as (Key caster) of (Key (Last created unit)) in current_hashtable
                      • Hashtable - Save Handle Of(Load (Key target) of (Key (Picked unit)) in current_hashtable) as (Key target) of (Key (Last created unit)) in current_hashtable
                      • Hashtable - Save 200.00 as (Key radius) of (Key (Last created unit)) in current_hashtable
                      • Hashtable - Save 600.00 as (Key speed) of (Key (Last created unit)) in current_hashtable
                      • Hashtable - Save 30.00 as (Key speedmod) of (Key (Last created unit)) in current_hashtable
                      • Unit Group - Add (Last created unit) to FireballBarrageMissles
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Fireball Barrage 3 <gen> is on) Equal to False
                        • Then - Actions
                          • Trigger - Turn on Fireball Barrage 3 <gen>
                        • Else - Actions
                    • Else - Actions
                  • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - (FPS_DOTSpells x (Load (Key mana/sec) of (Key (Picked unit)) from current_hashtable)))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • ((Load (Key target) of (Key (Picked unit)) in current_hashtable) is dead) Equal to True
                          • (Mana of (Picked unit)) Less than (FPS_DOTSpells x (Load (Key mana/sec) of (Key (Picked unit)) from current_hashtable))
                    • Then - Actions
                      • Unit - Order (Picked unit) to Stop
                      • Hashtable - Save 21 as (Key ticks) of (Key (Picked unit)) in current_hashtable
                    • Else - Actions
                  • Hashtable - Save ((Load (Key duration) of (Key (Picked unit)) from current_hashtable) - FPS_DOTSpells) as (Key duration) of (Key (Picked unit)) in current_hashtable
                  • Hashtable - Save ((Load (Key ticks) of (Key (Picked unit)) from current_hashtable) + 1) as (Key ticks) of (Key (Picked unit)) in current_hashtable
        • Else - Actions
          • Trigger - Turn off Fireball Barrage 4 <gen>
          • Trigger - Turn off (This trigger)
      • Custom script: set udg_current_hashtable = null
      • Custom script: set udg_current_group = null

Trigger 3 - Selects all existing fireballs and guides them to their targets, causes the damage if the missle is close enough to the target. Turns off itself when no fireballs exist.
  • Fireball Barrage 3
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set current_hashtable = H_FireballBarrage
      • Set current_group = FireballBarrageMissles
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in current_group) Greater than 0
        • Then - Actions
          • Unit Group - Pick every unit in current_group and do (Actions)
            • Loop - Actions
              • Set temp_point[0] = (Position of (Picked unit))
              • Set temp_point[1] = (Position of (Load (Key target) of (Key (Picked unit)) in current_hashtable))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Distance between temp_point[0] and temp_point[1]) Less than or equal to (FPS_ProjectileSpells x ((Load (Key speed) of (Key (Picked unit)) from current_hashtable) / 2.00))
                • Then - Actions
                  • Custom script: call RemoveLocation( udg_temp_point[0] )
                  • Unit - Kill (Picked unit)
                  • Special Effect - Create a special effect at temp_point[1] using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set temp_unit[0] = (Load (Key caster) of (Key (Picked unit)) in current_hashtable)
                  • Set temp_real[0] = (Load (Key damage) of (Key (Picked unit)) from current_hashtable)
                  • Set temp_group = (Units within (Load (Key radius) of (Key (Picked unit)) from current_hashtable) of temp_point[1] matching ((((Matching unit) belongs to an ally of (Owner of (Picked unit))) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matching
                  • Custom script: call RemoveLocation( udg_temp_point[1] )
                  • Unit Group - Pick every unit in temp_group and do (Actions)
                    • Loop - Actions
                      • Unit - Cause temp_unit[0] to damage (Picked unit), dealing temp_real[0] damage of attack type Spells and damage type Fire
                      • Unit Group - Remove (Picked unit) from temp_group
                  • Custom script: call DestroyGroup( udg_temp_group )
                  • Custom script: set udg_temp_unit[0] = null
                  • Unit Group - Remove (Picked unit) from current_group
                  • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in current_hashtable
                • Else - Actions
                  • Set temp_point[2] = (temp_point[0] offset by (FPS_ProjectileSpells x (Load (Key speed) of (Key (Picked unit)) from current_hashtable)) towards (Angle from temp_point[0] to temp_point[1]) degrees)
                  • Custom script: call RemoveLocation( udg_temp_point[0] )
                  • Unit - Move (Picked unit) instantly to temp_point[2], facing temp_point[1]
                  • Custom script: call RemoveLocation( udg_temp_point[1] )
                  • Custom script: call RemoveLocation( udg_temp_point[2] )
                  • Hashtable - Save ((Load (Key speed) of (Key (Picked unit)) from current_hashtable) + (Load (Key speedmod) of (Key (Picked unit)) from current_hashtable)) as (Key speed) of (Key (Picked unit)) in current_hashtable
        • Else - Actions
          • Trigger - Turn off (This trigger)
      • Custom script: set udg_current_hashtable = null
      • Custom script: set udg_current_group = null

Trigger 4 - Turns off trigger 2 (by setting ticks to 21) if the caster stops channeling - this one is not working.
  • Fireball Barrage 4
    • Events
      • Unit - A unit Is issued an order with no target
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • ((Triggering unit) is in FireballBarrageCasters) Equal to True
    • Actions
      • Hashtable - Save 21 as (Key ticks) of (Key (Triggering unit)) in H_FireballBarrage



For reference, here is a similar spell based on the same class from Warhammer; Withering Heat. This spell works a lot like Mindflay in World of Warcraft. This spell works and exits properly when the caster is ordered to do something else. The same idea here, except it only needs 3 triggers since no missles are created.

  • Withering Heat 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to BWZ.A1 - Withering Heat [W]
    • Actions
      • Set current_hashtable = H_WitheringHeat
      • Set current_group = WitheringHeatCasters
      • Set SpellDamage_Base = 60.00
      • Set SpellDamage_Level = 60.00
      • Set Spellpower_Coefficient = 1.00
      • Hashtable - Save ((SpellDamage_Base + (SpellDamage_Level x (Real((Level of (Ability being cast) for (Triggering unit)))))) + (Spellpower_Coefficient x (Load 100 of (Key (Triggering unit)) from H_Spellpower))) as (Key damage) of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save 6.00 as (Key duration) of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save 13.00 as (Key mana/sec) of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save Handle Of(Target unit of ability being cast) as (Key target) of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save overhead as 1 of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save hand, left as 2 of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save hand, right as 3 of (Key (Triggering unit)) in current_hashtable
      • Hashtable - Save chest as 4 of (Key (Triggering unit)) in current_hashtable
      • Set temp_point[0] = (Position of (Triggering unit))
      • Set temp_point[1] = (temp_point[0] offset by 50.00 towards (Facing of (Triggering unit)) degrees)
      • Custom script: call RemoveLocation( udg_temp_point[0] )
      • Set temp_point[2] = (Position of (Target unit of ability being cast))
      • Lightning - Create a Spirit Link lightning effect from source temp_point[1] to target temp_point[2]
      • Custom script: call RemoveLocation( udg_temp_point[1] )
      • Custom script: call RemoveLocation( udg_temp_point[2] )
      • Hashtable - Save Handle Of(Last created lightning effect) as (Key light) of (Key (Triggering unit)) in current_hashtable
      • Lightning - Change color of (Last created lightning effect) to (1.00 0.50 0.00) with 0.25 alpha
      • Special Effect - Create a special effect attached to the hand, left of (Triggering unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
      • Hashtable - Save Handle Of(Last created special effect) as (Key left hand) of (Key (Triggering unit)) in current_hashtable
      • Special Effect - Create a special effect attached to the hand, right of (Triggering unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
      • Hashtable - Save Handle Of(Last created special effect) as (Key right hand) of (Key (Triggering unit)) in current_hashtable
      • Unit Group - Add (Triggering unit) to current_group
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Withering Heat 2 <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Withering Heat 2 <gen>
          • Trigger - Turn on Withering Heat 3 <gen>
        • Else - Actions
      • Custom script: set udg_current_hashtable = null
      • Custom script: set udg_current_group = null
  • Withering Heat 2
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set current_hashtable = H_WitheringHeat
      • Set current_group = WitheringHeatCasters
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in current_group) Greater than 0
        • Then - Actions
          • Unit Group - Pick every unit in current_group and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Load (Key duration) of (Key (Picked unit)) from current_hashtable) Less than or equal to 0.00
                • Then - Actions
                  • Unit - Remove 0~Withering Heat Slow (Bright Wizard) buff from (Load (Key target) of (Key (Picked unit)) in current_hashtable)
                  • Special Effect - Destroy (Load (Key left hand) of (Key (Picked unit)) in current_hashtable)
                  • Special Effect - Destroy (Load (Key right hand) of (Key (Picked unit)) in current_hashtable)
                  • Lightning - Destroy (Load (Key light) of (Key (Picked unit)) in current_hashtable)
                  • Unit Group - Remove (Picked unit) from current_group
                  • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in current_hashtable
                • Else - Actions
                  • Unit - Cause (Picked unit) to damage (Load (Key target) of (Key (Picked unit)) in current_hashtable), dealing (((Load (Key damage) of (Key (Picked unit)) from current_hashtable) / 6.00) x FPS_DOTSpells) damage of attack type Spells and damage type Fire
                  • Set temp_point[0] = (Position of (Load (Key target) of (Key (Picked unit)) in current_hashtable))
                  • Unit - Create 1 dummy (Bright Wizard) for (Owner of (Picked unit)) at temp_point[0] facing Default building facing degrees
                  • Custom script: call RemoveLocation( udg_temp_point[0] )
                  • Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
                  • Unit - Order (Last created unit) to Human Sorceress - Slow (Load (Key target) of (Key (Picked unit)) in current_hashtable)
                  • Set temp_point[0] = (Position of (Picked unit))
                  • Set temp_point[1] = (temp_point[0] offset by 50.00 towards (Facing of (Picked unit)) degrees)
                  • Custom script: call RemoveLocation( udg_temp_point[0] )
                  • Set temp_point[2] = (Position of (Load (Key target) of (Key (Picked unit)) in current_hashtable))
                  • Lightning - Move (Load (Key light) of (Key (Picked unit)) in current_hashtable) to source temp_point[1] and target temp_point[2]
                  • Custom script: call RemoveLocation( udg_temp_point[1] )
                  • Custom script: call RemoveLocation( udg_temp_point[2] )
                  • Special Effect - Create a special effect attached to the (Load (Random integer number between 1 and 4) of (Key (Picked unit)) from current_hashtable) of (Load (Key target) of (Key (Picked unit)) in current_hashtable) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Hashtable - Save ((Load (Key duration) of (Key (Picked unit)) from current_hashtable) - FPS_DOTSpells) as (Key duration) of (Key (Picked unit)) in current_hashtable
                  • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - (FPS_DOTSpells x (Load (Key mana/sec) of (Key (Picked unit)) from current_hashtable)))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • ((Load (Key target) of (Key (Picked unit)) in current_hashtable) is dead) Equal to True
                          • (Mana of (Picked unit)) Less than (FPS_DOTSpells x (Load (Key mana/sec) of (Key (Picked unit)) from current_hashtable))
                    • Then - Actions
                      • Unit - Order (Picked unit) to Stop
                      • Hashtable - Save 0.00 as (Key duration) of (Key (Picked unit)) in current_hashtable
                    • Else - Actions
        • Else - Actions
          • Trigger - Turn off Withering Heat 3 <gen>
          • Trigger - Turn off (This trigger)
      • Custom script: set udg_current_hashtable = null
      • Custom script: set udg_current_group = null
  • Withering Heat 3
    • Events
      • Unit - A unit Is issued an order with no target
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • ((Triggering unit) is in WitheringHeatCasters) Equal to True
    • Actions
      • Hashtable - Save 0.00 as (Key duration) of (Key (Triggering unit)) in H_WitheringHeat
 
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