library Fireblaze initializer init uses TimerUtils
//====================================================================================
/* FIREBLAZE by F1ashB0nd */
//
/* Credits to: Vexorian (dummy.mdx, TimerUtils)
Bribe (NewTable/Table) */
//
// How to implement:
//
// Step 1:
// Create a new trigger and name it whatever you want (preferably "Fireblaze")
// and then go to [Edit -> "Convert to Custom Text"]. Replace everything in the
// newly created trigger with this code.
//
// Step 2:
// Now you have to implement TimerUtils and Table into your map. If you already have
// them, just skip this step. If you don't have it, copy and paste both triggers
// from the test map into your map.
// (Note: TimerUtils is made by Vexorian and Table by Bribe. Give them credits if you
// use these systems.)
//
// Step 3:
// Import dummy.mdx into your map. You can export the dummy.mdx file and then
// import it into your map.
// (Again, dummy.mdx is also by Vexorian, so give credits when used.)
//
// Step 4:
// If you don't have any dummy units that uses Vexorian's dummy.mdx, you can copy
// and paste the dummy from the test map.
//
// Step 5:
// Create a new ability and configure the settings below (including the raw code of
// the dummy unit and the raw code of the ability.) Feel free to copy and paste
// the ability in the test map but you still have to configure the dummy raw code
// and ability raw code in the settings below.
//
// Note: The only ability you will need if you decide to copy it from my map, is the
// channel-based ability "Fireblaze". The other abilities classified under
// specials are part of the test map itself.
//====================================================================================
native UnitAlive takes unit id returns boolean
globals
//The rawcode of the ability that will trigger this spell (ability-type should be point-target or unit-target)
private constant integer ABILITY_ID = 'A000'
//The rawcode of the dummy unit
private constant integer DUMMY_ID = 'dumy'
//TOTAL VALUE = BASE + (INCREMENT x ABILITY LEVEL)
//-
//The damage of the explosion at the end.
private constant real EXPLOSION_DAMAGE_BASE = 130
private constant real EXPLOSION_DAMAGE_INCREMENT = 45
//The radius of the explosion at the end.
private constant real EXPLOSION_RADIUS_BASE = 325
private constant real EXPLOSION_RADIUS_INCREMENT = 0
//The damage of the projectile (or phoenix) as it touches units.
private constant real PROJECTILE_DAMAGE_BASE = 40
private constant real PROJECTILE_DAMAGE_INCREMENT = 25
//The radius of the projectile (or phoenix) where units around it will be detected.
private constant real PROJECTILE_RADIUS_BASE = 190
private constant real PROJECTILE_RADIUS_INCREMENT = 0
//The damage per second of the afterburn.
private constant real FIRE_DAMAGE_BASE = 20
private constant real FIRE_DAMAGE_INCREMENT = 5
//The radius of the fire's damaging zone.
private constant real FIRE_RADIUS_BASE = 150
private constant real FIRE_RADIUS_INCREMENT = 0
//The duration of the fire/afterburn.
private constant real FIRE_DURATION_BASE = 5
private constant real FIRE_DURATION_INCREMENT = 0
//The speed of the projectile (or phoenix) in units per second.
private constant real SPEED_BASE = 1500
private constant real SPEED_INCREMENT = 0
//The time elapsed before the afterburn starts.
private constant real FIRE_DELAY_BASE = 1.4
private constant real FIRE_DELAY_INCREMENT = 0
//------------------
//Additional Options
//------------------
//Choose to enable/disable the fire from taking place in water.
//However, while disabled, the radius of the fire on land may reach still reach the nearby plot of water.
private constant boolean FIRE_IN_WATER = false
//Choose whether to allow filtered units of the projectile and explosion to be able to take damage from both sources.
//If set to FALSE, the damage units take from the projectile and explosion will not go beyond the damage of the explosion.
private constant boolean PROJECTILE_EXPLOSION_DAMAGE = true
//The attack-type and damage-type of the damage done with this spell.
private constant attacktype ATK_TYPE = ATTACK_TYPE_NORMAL
private constant damagetype DMG_TYPE = DAMAGE_TYPE_UNIVERSAL
//The interval where the spell effects happen (excluding the fire's damage interval)
private constant real INTERVAL = 0.02
//The interval where units inside the fire gets damaged. Preset at a moderate value to avoid lag.
private constant real FIRE_DAMAGE_INTERVAL = 0.20
//The size of the fire model.
private constant real FIRE_SCALE = 2.10
//The height of the projectile (or phoenix) above ground.
private constant real PROJECTILE_HEIGHT = 85
//The size of the projectile (or phoenix).
private constant real PROJECTILE_SCALE = 1.80
//The model path for the projectile
private constant string PROJECTILE_MODEL = "units\\human\\phoenix\\phoenix.mdl"
//The model path for the afterburn
private constant string FIRE_MODEL = "Environment\\LargeBuildingFire\\LargeBuildingFire1.mdl"
//Additional on-target special effects can be edited below.
//Specify whether or not to preload the models of the projectile and fire.
private constant boolean PRELOAD = true
endglobals
globals //These are globals used throughout this spell that shouldn't be configurated/changed by external functions.
private group G = CreateGroup()
private integer fb_inst = 0
private constant integer PRIMARY_ID = 0 // ID for projectile
private constant integer SEC_ID = 1 // ID for fire
private constant integer FD_ID = 2 //FIRE_DUMMY_ID
private constant integer FD_SFX_ID = 3 //FIRE_DUMMY_EFFECT_ID
private constant integer FD_DUR_ID = 4 //FIRE_DUMMY_DURATION_ID
endglobals
public constant function GetInstances takes nothing returns integer //Returns the amount of instances of this spell.
return fb_inst
endfunction
//Unit damage filter for the fire's damage per second.
// unit u = the unit about to be damaged, player p = owner of the caster
private function fireFilter takes unit u, player p returns boolean
return not IsUnitType(u, UNIT_TYPE_STRUCTURE) and UnitAlive(u) and GetUnitTypeId(u) != DUMMY_ID and IsUnitEnemy(u, p) and not IsUnitType(u, UNIT_TYPE_MAGIC_IMMUNE)
endfunction
//Unit damage filter for the projectile (or phoenix).
// unit u = the unit about to be damaged, player p = owner of the caster
private function projectileFilter takes unit u, player p returns boolean
return not IsUnitType(u, UNIT_TYPE_STRUCTURE) and UnitAlive(u) and GetUnitTypeId(u) != DUMMY_ID and IsUnitEnemy(u, p) and not IsUnitType(u, UNIT_TYPE_MAGIC_IMMUNE)
endfunction
//Unit damage filter for the explosion.
// unit u = the unit about to be damaged, player p = owner of the caster
private function explosionFilter takes unit u, player p returns boolean
return not IsUnitType(u, UNIT_TYPE_STRUCTURE) and UnitAlive(u) and GetUnitTypeId(u) != DUMMY_ID and IsUnitEnemy(u, p)
endfunction
//Edit the special effect that appears on a unit that is about to be damaged by the projectile.
//unit u = unit about to be damaged, player p = owner of the caster.
private function projectileEffectsTarget takes unit u, player p returns nothing
//Insert custom special effects here.
endfunction
//Edit the explosion special effects here.
//unit dummy = the dummy unit at the center of the explosion.
private function explosionEffects takes unit caster, unit dummy returns nothing
call SetUnitScale(dummy, 1.4, 1.4, 1.4)
call DestroyEffect(AddSpecialEffectTarget("Objects\\Spawnmodels\\Human\\HCancelDeath\\HCancelDeath.mdl", dummy, "origin"))
call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl", dummy, "origin"))
endfunction
//Edit the explosion special effects.
//unit u = the unit about to be damaged, player p = owner of the caster.
private function explosionEffectsTarget takes unit u, player p returns nothing
//Insert custom special effects here.
endfunction
//--------------------------------------------------------------------------------
private struct Fireblaze
player owner
unit dummy
unit caster
effect projectile
integer level
integer fireDummyCount
real targetX
real targetY
real x
real x2
real y
real y2
real speed
real fireDuration
real burnDuration
real delay
real explosionDamage
real fireDamage
real burnDamage
real projectileDamage
real fireDistance
real angle
real explosionRadius
real fireRadius
real projectileRadius
real sinA
real cosA
TableArray tbArray
boolean isFireDone
boolean isExplosionDone
private method clear takes nothing returns nothing
call tbArray.flush()
set owner = null
set dummy = null
set caster = null
set projectile = null
set fb_inst = fb_inst - 1
call this.destroy()
endmethod
private static method fireDamageOverTime takes nothing returns nothing
local thistype this = GetTimerData(GetExpiredTimer())
local unit u
local integer i = 1
local integer deadDummies = 0
local real dur
loop //Here comes the dangerous UnitGroup loops
exitwhen i > fireDummyCount
set dur = tbArray[FD_DUR_ID].real[i] - FIRE_DAMAGE_INTERVAL
set tbArray[FD_DUR_ID].real[i] = dur
if dur > 0 then
//fire damage
call GroupEnumUnitsInRange(G, GetUnitX(tbArray[FD_ID].unit[i]), GetUnitY(tbArray[FD_ID].unit[i]), fireRadius, null)
loop //Another loop
set u = FirstOfGroup(G)
exitwhen u == null
call GroupRemoveUnit(G, u)
//the fires' area overlaps with each other so we need a table to determine which unit has already been damaged.
//the reason for the overlap is simple: to improve the accuracy of the linear unit detection. (empty space between the circular areas reduced)
if fireFilter(u, owner) and not tbArray[SEC_ID].has(GetHandleId(u)) then
call UnitDamageTarget(caster, u, fireDamage * FIRE_DAMAGE_INTERVAL, true, false, ATK_TYPE, DMG_TYPE, null)
set tbArray[SEC_ID][GetHandleId(u)] = 1
endif
endloop
if dur - FIRE_DAMAGE_INTERVAL <= 0 then
call DestroyEffect(tbArray[FD_SFX_ID].effect[i])
//Add expiration timer so that the effect finishes playing its death animation instead of poofing just like that.
call UnitApplyTimedLife(tbArray[FD_ID].unit[i], 'BTLF', 0.1)
endif
else
set deadDummies = deadDummies + 1 //Mark the fire as 'dead'.
endif
set i = i + 1
endloop
if deadDummies == fireDummyCount and isFireDone and isExplosionDone then
call ReleaseTimer(GetExpiredTimer())
call this.clear()
return
endif
call tbArray[SEC_ID].flush()
endmethod
private static method fireCallback takes nothing returns nothing
local thistype this = GetTimerData(GetExpiredTimer())
local unit u
local integer i = 1
local real X
local real Y
if delay > 0. then
set delay = delay - INTERVAL
return
endif
set x2 = x2 + speed * cosA
set y2 = y2 + speed * sinA
set fireDistance = fireDistance + speed
if fireDistance >= fireRadius then
set fireDistance = fireDistance - fireRadius
if FIRE_IN_WATER or (not FIRE_IN_WATER and IsTerrainPathable(x2, y2, PATHING_TYPE_FLOATABILITY)) then
//offset the position back by the difference left by fireDistance, so that the fires will be uniformly distributed.
set u = CreateUnit(owner, DUMMY_ID, x2 - fireDistance * cosA, y2 - fireDistance * sinA, angle * bj_RADTODEG)
set fireDummyCount = fireDummyCount + 1
if fireDummyCount == 1 then
call TimerStart(NewTimerEx(this), FIRE_DAMAGE_INTERVAL, true, function thistype.fireDamageOverTime)
endif
call SetUnitScale(u, FIRE_SCALE, 0, 0)
set tbArray[FD_ID].unit[fireDummyCount] = u
set tbArray[FD_SFX_ID].effect[fireDummyCount] = AddSpecialEffectTarget(FIRE_MODEL, u, "origin")
set tbArray[FD_DUR_ID].real[fireDummyCount] = fireDuration
endif
endif
set X = targetX - x2
set Y = targetY - y2
if X*X + Y*Y < fireRadius*fireRadius then
call ReleaseTimer(GetExpiredTimer())
set isFireDone = true
endif
set u = null
endmethod
private static method projectileCallback takes nothing returns nothing
local thistype this = GetTimerData(GetExpiredTimer())
local unit u
set x = x + speed * cosA
set y = y + speed * sinA
//I had to do speed * 1.001 because the projectile would go on infinitely if the caster targeted himself.
//A 0.1% uncertainty won't really affect anything.
if not IsUnitInRangeXY(dummy, targetX, targetY, speed * 1.001) then
call SetUnitX(dummy, x)
call SetUnitY(dummy, y)
//projectile damage
call GroupEnumUnitsInRange(G, x, y, projectileRadius, null)
loop
set u = FirstOfGroup(G)
exitwhen u == null
call GroupRemoveUnit(G, u)
if projectileFilter(u, owner) and not tbArray[PRIMARY_ID].has(GetHandleId(u)) then
call UnitDamageTarget(caster, u, projectileDamage, true, false, ATK_TYPE, DMG_TYPE, null)
set tbArray[PRIMARY_ID][GetHandleId(u)] = 1
call projectileEffectsTarget(u, owner)
endif
endloop
else
call SetUnitX(dummy, targetX)
call SetUnitY(dummy, targetY)
//explode
call DestroyEffect(projectile)
call UnitApplyTimedLife(dummy, 'BTLF', 0.5)
call ReleaseTimer(GetExpiredTimer())
call explosionEffects(caster, dummy)
call GroupEnumUnitsInRange(G, targetX, targetY, explosionRadius, null)
loop
set u = FirstOfGroup(G)
exitwhen u == null
call GroupRemoveUnit(G, u)
if explosionFilter(u, owner) then
static if PROJECTILE_EXPLOSION_DAMAGE then
call UnitDamageTarget(caster, u, explosionDamage, true, false, ATK_TYPE, DMG_TYPE, null)
else
if tbArray[PRIMARY_ID].has(GetHandleId(u)) then
call UnitDamageTarget(caster, u, explosionDamage - projectileDamage, true, false, ATK_TYPE, DMG_TYPE, null)
else
call UnitDamageTarget(caster, u, explosionDamage, true, false, ATK_TYPE, DMG_TYPE, null)
endif
endif
call explosionEffectsTarget(u, owner)
endif
endloop
set isExplosionDone = true
endif
endmethod
method startEffect takes nothing returns nothing
set tbArray = TableArray[5]
set angle = Atan2(targetY - y, targetX - x)
set sinA = Sin(angle)
set cosA = Cos(angle)
set dummy = CreateUnit(owner, DUMMY_ID, x, y, angle * bj_RADTODEG)
set fireDummyCount = 0
set isFireDone = false
set isExplosionDone = false
//Move the unit to the position of the caster again because the dummy was created with collision taken into account
call SetUnitX(dummy, x)
call SetUnitY(dummy, y)
set projectile = AddSpecialEffectTarget(PROJECTILE_MODEL, dummy, "origin")
//Add crow form so that the dummy's height can be adjusted
if UnitAddAbility(dummy, 'Arav') then
call UnitRemoveAbility(dummy, 'Arav')
endif
call SetUnitFlyHeight(dummy, PROJECTILE_HEIGHT, 0)
call SetUnitScale(dummy, PROJECTILE_SCALE, 0, 0)
call TimerStart(NewTimerEx(this), INTERVAL, true, function thistype.projectileCallback)
call TimerStart(NewTimerEx(this), INTERVAL, true, function thistype.fireCallback)
endmethod
endstruct
//------------------------------------------------------------------------------------------
private function Actions takes nothing returns boolean //The Action part of the trigger. Sets up the nesessary configurations for the spell.
local Fireblaze fb
if GetSpellAbilityId() == ABILITY_ID then
set fb = Fireblaze.create()
set fb.owner = GetTriggerPlayer()
set fb.caster = GetTriggerUnit()
set fb.targetX = GetSpellTargetX()
set fb.targetY = GetSpellTargetY()
set fb.x = GetUnitX(fb.caster)
set fb.y = GetUnitY(fb.caster)
set fb.x2 = fb.x
set fb.y2 = fb.y
set fb.level = GetUnitAbilityLevel(fb.caster, ABILITY_ID)
//A minimum speed of 100. With 0 or negative speed, the spell will go on forever!
set fb.speed = (SPEED_BASE + (SPEED_INCREMENT * fb.level) ) * INTERVAL
if fb.speed < (100 * INTERVAL) then
set fb.speed = (100 * INTERVAL)
endif
set fb.fireDuration = FIRE_DURATION_BASE + (FIRE_DURATION_INCREMENT * fb.level)
if fb.fireDuration < 0 then
set fb.fireDuration = 0
endif
set fb.delay = FIRE_DELAY_BASE + (FIRE_DELAY_INCREMENT * fb.level)
if fb.delay < 0 then
set fb.delay = 0
endif
set fb.explosionDamage = EXPLOSION_DAMAGE_BASE + (EXPLOSION_DAMAGE_INCREMENT * fb.level)
set fb.fireDamage = FIRE_DAMAGE_BASE + (FIRE_DAMAGE_INCREMENT * fb.level)
set fb.projectileDamage = PROJECTILE_DAMAGE_BASE + (PROJECTILE_DAMAGE_INCREMENT * fb.level)
set fb.explosionRadius = EXPLOSION_RADIUS_BASE + (EXPLOSION_RADIUS_INCREMENT * fb.level)
set fb.fireRadius = FIRE_RADIUS_BASE + (FIRE_RADIUS_INCREMENT * fb.level)
set fb.projectileRadius = PROJECTILE_RADIUS_BASE + (PROJECTILE_RADIUS_INCREMENT * fb.level)
set fb_inst = fb_inst + 1
call fb.startEffect()
endif
return false
endfunction
private function init takes nothing returns nothing //The initializing function for the library. Creates a trigger that detects the spell effect event.
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(t, function Actions)
static if PRELOAD then
call Preload( PROJECTILE_MODEL )
call Preload( FIRE_MODEL )
endif
endfunction
endlibrary