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Fatal Error after renamed variable...

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Level 17
Joined
Nov 13, 2006
Messages
1,814
i just renamed variable (but variable was used in jass trigger) and after that everytime when i try launch the map its crash even the variable name is correct

i attached the map, since i got no ideea why error at ~33% loading


JASS:
function NewEffectIndex takes nothing returns integer
    local integer i = 0
    loop
        exitwhen udg_Buff_Effect[i] == null
        set i = i + 1
    endloop
    return i
endfunction

function NewUnitIndex takes nothing returns integer
    local integer i = 0
    loop
        exitwhen udg_Buff_Unit[i] == null
        set i = i + 1
    endloop
    return i
endfunction

function CountUnitBuff takes integer cv returns integer
    local integer i = 25 //max buff amount on unit
    local integer bv = udg_Buff_Value[cv]
    local integer r = 0
    loop
        exitwhen bv == 0
        if bv > R2I(Pow(2, i)) then
            set bv = bv - R2I(Pow(2, i))
            set r = r + 1
        endif
        set i = i - 1
    endloop
    return r
endfunction

function RemoveUnitBuff takes integer id, integer buffid returns nothing
    local integer cv = GetUnitUserData(udg_Buff_Unit[id])
    local integer e = LoadInteger(udg_Buff_EffectTable, cv, buffid)
    local integer v = LoadInteger(udg_Buff_Amount, cv, buffid)
    set udg_Buff_Value[cv] = udg_Buff_Value[cv] - R2I(Pow(2, buffid))
    call DestroyEffect (udg_Buff_Effect[e])
    call SaveInteger(udg_Buff_EffectTable, cv, buffid, 0)
    call SaveInteger(udg_Buff_Timer, cv, buffid, 0)
    call SaveInteger(udg_Buff_Amount, cv, buffid, 0)
    if udg_Buff_Value[cv] == 0 then
        set udg_Buff_Unit[id] = null
    endif
    if buffid==2 then
            set udg_Critical[cv] = udg_Critical[cv] - v
    endif
    if buffid==3 then
            set udg_Eva[cv] = udg_Eva[cv] - v
    endif
endfunction

function log takes integer n returns integer
    local integer i = 2
    local integer c = 1
    if n == 1 then
        set c = 0
    endif
    loop
        exitwhen i >= n
        set c = c + 1
        set i = i * 2
    endloop
    return c
endfunction

JASS:
function Trig_Melee_Initialization_Actions takes nothing returns nothing
local integer i = 0
local integer v = 1
set udg_Buff_Timer = InitHashtable()
set udg_Buff_EffectTable = InitHashtable()
set udg_Buff_Amount = InitHashtable()
set udg_Effect[0] = "Abilities\\Spells\\NightElf\\Barkskin\\BarkSkinTarget.mdl"
set udg_Effect[1] = "Abilities\\Spells\\Undead\\Cripple\\CrippleTarget.mdl"
set udg_Buff_Max = 29
//set bufftype(buffvalue) and buffid (bufftype=2^buffid)
    loop
        exitwhen i > udg_Buff_Max
        set udg_Buff_ID2V[i] = R2I(Pow(2,i))
        set i = i + 1
    endloop
endfunction

//===========================================================================
function InitTrig_Map_Initialization takes nothing returns nothing
    set gg_trg_Map_Initialization = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Map_Initialization, function Trig_Melee_Initialization_Actions )
endfunction

JASS:
function Trig_Cast_buff_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function Trig_Cast_buff_Actions takes nothing returns nothing
    local integer buffid = 2 //buff id
    local integer buffvalue = R2I(Pow(2, buffid)) //buffvalue what i add to unit buff value
    local integer dur = 10 //duration in sec
    local unit u = GetTriggerUnit()
    local integer alv = GetUnitAbilityLevel(u, 'A002')
    local unit pu
    local player p = GetTriggerPlayer()
    local integer cv
    local integer nuIndex //new unit array index
    local integer neIndex //new effect array index
    local real x = GetUnitX(u)
    local real y = GetUnitY(u)
    local integer times
    call GroupEnumUnitsInRange(udg_UG, x, y, 350.00, null)
    loop
        set pu = FirstOfGroup(udg_UG)
        exitwhen (pu==null)
        set cv = GetUnitUserData(pu)
        set times = LoadInteger(udg_Buff_Timer, cv, buffid)
        if not IsUnitEnemy(pu, p) and times == 0 then //if unit dont have timer, and unit is not enemy
            set nuIndex = NewUnitIndex()
            set neIndex = NewEffectIndex()
    if udg_Buff_Value[cv] == 0 then            
            set udg_Buff_Unit[nuIndex] = pu
     endif
            set udg_Critical[cv] = udg_Critical[cv] + alv * 15
            set udg_Buff_Value[cv] = udg_Buff_Value[cv] + buffvalue
            set udg_Buff_Effect[neIndex] = AddSpecialEffectTarget( udg_Effect[0], pu, "overhead" )
            call SaveInteger(udg_Buff_EffectTable, cv, buffid, neIndex)
            call SaveInteger(udg_Buff_Amount, cv, buffid, alv * 15)
            call SaveInteger(udg_Buff_Timer, cv, buffid, dur)
            call DisplayTextToForce( GetPlayersAll(), "Buffed unit name:" + GetUnitName(udg_Buff_Unit[nuIndex]) + "  duration:" + I2S(dur) + "  buff id:" + I2S(buffid) + "  effect id:" + I2S(neIndex) + "   buff value:" + I2S(udg_Buff_Value[cv]))
            if nuIndex > udg_index then
                set udg_index = nuIndex
            endif
            
        endif
        call GroupRemoveUnit(udg_UG, pu)
    endloop

    set u = null
    set p = null
    set pu = null
endfunction

//===========================================================================
function InitTrig_Cast_buff takes nothing returns nothing
    set gg_trg_Cast_buff = CreateTrigger( )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Cast_buff, EVENT_PLAYER_UNIT_SPELL_CHANNEL )
    call TriggerAddCondition( gg_trg_Cast_buff, Condition( function Trig_Cast_buff_Conditions ) )
    call TriggerAddAction( gg_trg_Cast_buff, function Trig_Cast_buff_Actions )
endfunction

JASS:
function Trig_Timer_Actions takes nothing returns nothing
    local integer buffvalue // R2I(Pow(buffid, 2)) buffvalue what i add to unit buff value
    local integer bv //buff value
    local integer i = 0
    local integer po = 0
    local integer cv
    local integer count = 0
    local integer buffid = 0
    local integer maxbuff = udg_Buff_Max
    local integer times = 0
    loop
        exitwhen i > udg_index
        if udg_Buff_Unit[i] != null then
            set cv = GetUnitUserData(udg_Buff_Unit[i])
            set bv = udg_Buff_Value[cv]
            if bv > 0 then
                loop
                    exitwhen bv == 0
                    set po = R2I(Pow(2, maxbuff - count))
                    if bv >= po then
                        set bv = bv - po
                        set buffid = log(po)//maxbuff - count
                        set times = LoadInteger(udg_Buff_Timer, cv, buffid)
                        if IsUnitType(udg_Buff_Unit[i], UNIT_TYPE_DEAD) or udg_Buff_Purge[cv] then
                             set times = 0
                          endif
                    call DisplayTextToForce( GetPlayersAll(), "Unit[" + I2S(i) + "] = " + GetUnitName(udg_Buff_Unit[i]) + ": buff value:" + I2S(bv) + " | Buff id:" + I2S(buffid) + " | Unit custom value:" + I2S(cv) +" | time left:"+I2S(times)  )
                        if times < 1 then
                            call RemoveUnitBuff (i, buffid)
                        else
                            call SaveInteger(udg_Buff_Timer, cv, buffid, times - 1)
                        endif
                    endif
                    set count = count + 1
                endloop
            endif
            set count = 0
            set udg_Buff_Purge[cv] = false
        endif
        set i = i + 1
    endloop

endfunction

//===========================================================================
function InitTrig_Timer takes nothing returns nothing
    set gg_trg_Timer = CreateTrigger( )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Timer, 1.00 )
    call TriggerAddAction( gg_trg_Timer, function Trig_Timer_Actions )
endfunction
 

Attachments

  • buff test.w3x
    63.4 KB · Views: 83
Level 17
Joined
Nov 13, 2006
Messages
1,814
i dont imported any model there, i opened more map and somehow tranfered from another and no backup :/

i deleted all model what was somehow added (still i dont understand how coz it wasjust a test map) and saved but same crash at loading


overall somebody can tell me why somehow transfered things from 1 map to another without i import them?

see all item somehow transfered , buffs and upgrades but ability and units no, also imported file list was transfered but i dont imported nothing to that map, and not 1st time when happen this :/

its occured suddenly when i switch between maps (open1 then open another etc)
 

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