• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Solved] Spell does not go on cd after immediate order

Status
Not open for further replies.
Level 7
Joined
Feb 9, 2021
Messages
301
My spellbook does not go on cd after I issue my unit immediate order "immolation". How can I fix this or go around this? If I don't issue this order, everything works fine.

EDIT: Another question I have to how to make shared cooldown with the spells I add to the spellbook by triggers or maybe any other way to set the order of the spells? I currently add a new spellbook with the same ID that contains the required spell.

Edit2: I solved both problems. I still don't understand why the first one happened. I just issued the order at the timer start, and it started to work fine. On the second problem, it is possible to add all three spells in the spellbook and just set the min and max spells equal to the number of spells in the book. Then, the order will be the same as in OE. I am surprised no one said anything about it in guides.

JASS:
library Room /*


    [I]/uses /[/I]

    [I]/SpellFramework    /[/I]
    [I]/UnitIndexer           /[/I]
    */GetUnitCollision

    /*****************************************************************
    *                       SPELL CONFIGURATION                      *
    *****************************************************************/
    private module SpellConfiguration

        static constant integer SPELL_ABILITY_ID            = 'A01T'
        static constant integer ROOM_SPELL_BOOK_ID          = 'A01Q'
        static constant integer ROOM_MED_SPELL_BOOK_ID      = 'A01R'
        static constant integer ROOM_BIG_SPELL_BOOK_ID      = 'A01S'
        static constant integer SPELL_ROOM_MED_ID           = 'A01U'
        static constant integer SPELL_CLOSE_ROOM_ID         = 'A01X'
        static constant integer SPELL_ROOM_BIG_ID           = 'A01V'
        static constant integer SPELL_ROOM_STOP_ID          = 'A01W'
        static constant integer BUFF_ROOM_ACTIVE_ID         = 'B002'
        static constant integer SPELL_ROOM_STOP_ORDER_ID    = ORDER_immolation
        static constant string ROOM_MODEL_ID                = "effect_law_room.mdl"
        static constant integer SPELL_EVENT_TYPE            = EVENT_SPELL_EFFECT
        static constant real SPELL_PERIOD                   = 1.00/32.00
        static constant real SFX_DEATH_TIME                 = 1.50
 
        //Small Room
        static constant real SMALL_ROOM_AOE                 = 400
        static constant real SMALL_ROOM_MPS                 = 5 * SPELL_PERIOD
        static constant real SMALL_ROOM_SCALE               = 0.66
        //0.82
 
        //Medium Room
        static constant real MED_ROOM_AOE                   = 1000
        static constant real MED_ROOM_MPS                   = 10 * SPELL_PERIOD
        static constant real MED_ROOM_SCALE                 = 1.0
        static constant integer MED_ROOM_HERO_LEVEL         = 2
 
        //Big Room
        static constant real BIG_ROOM_AOE                   = 1500
        static constant real BIG_ROOM_MPS                   = 15 * SPELL_PERIOD
        static constant real BIG_ROOM_MAX_HEALTH            = 100
        static constant real BIG_ROOM_SCALE                 = 1.5
        static constant integer BIG_ROOM_HERO_LEVEL         = 3

    endmodule


    /*****************************************************************
    *                   END OF SPELL CONFIGURATION                   *
    *****************************************************************/

    /[I]========================= SPELL CODE =========================[/I]/

    globals
        private group tempG
        private group copyG
    endglobals

    private struct Room extends array

        implement SpellConfiguration
 
        private effect roomSfx
        private real aoe
        private real mps
        private unit caster
        private real spellX
        private real spellY
        private real roomDist
        private boolean IsRoomStopped
        static Table lawInRoom
        static Table roomG

        private method onSpellStart takes nothing returns thistype
            local integer spellid = GetSpellAbilityId()
            local real dist
            local real cX
            local real cY
            local real roomScale
     
            set this = GetUnitId(Spell.triggerUnit)
     
            if spellid == SPELL_ABILITY_ID then
                set this.aoe = SMALL_ROOM_AOE
                set this.mps = SMALL_ROOM_MPS
                set roomScale = SMALL_ROOM_SCALE
            elseif spellid == SPELL_ROOM_MED_ID then
                set this.aoe = MED_ROOM_AOE
                set this.mps = MED_ROOM_MPS
                set roomScale = MED_ROOM_SCALE
            elseif spellid == SPELL_ROOM_BIG_ID then
                set this.aoe = BIG_ROOM_AOE
                set this.mps = BIG_ROOM_MPS
                set roomScale = BIG_ROOM_SCALE
                call SetUnitState(Spell.triggerUnit, UNIT_STATE_MAX_LIFE, -BIG_ROOM_MAX_HEALTH)
            endif
     
            set this.caster = Spell.triggerUnit
            set this.spellX = Spell.targetX
            set this.spellY = Spell.targetY
            set this.roomDist = this.aoe
            set this.IsRoomStopped = false
     
            set this.roomSfx = AddSpecialEffect(ROOM_MODEL_ID, Spell.targetX, Spell.targetY)
            call SetEffectScale(this.roomSfx, roomScale)
     
            call UnitAddAbility(Spell.triggerUnit, SPELL_CLOSE_ROOM_ID )
            call UnitRemoveAbility(Spell.triggerUnit, SPELL_CLOSE_ROOM_ID )
            call ShowUnitAbility(Spell.triggerUnit, ROOM_SPELL_BOOK_ID, false )
            //call SetPlayerAbilityAvailable( Spell.triggerPlayer, ROOM_SPELL_BOOK_ID, false )
     
            call UnitAddAbility(Spell.triggerUnit, SPELL_ROOM_STOP_ID)
            call IssueImmediateOrderById(Spell.triggerUnit, SPELL_ROOM_STOP_ORDER_ID)
     
            set cX = GetUnitX(Spell.triggerUnit)
            set cY = GetUnitY(Spell.triggerUnit)
            set dist = GetDist3d(cX, cY, Spell.targetX, Spell.targetY)
     
             //debug call BJDebugMsg("[Law] Start Pereodic")
     
            if dist <= this.roomDist then
                set lawInRoom.boolean[this] = true
                debug call BJDebugMsg("[Room] Law Is Inside the Roomn")
            endif
     
     
            //debug call BJDebugMsg("[Law] Unit Id: " + I2S(GetUnitId(Spell.triggerUnit)))
            //debug call BJDebugMsg("[Law] This: " + I2S(this))
           // set roomG.group[this] = CreateGroup()
     
            //debug call BJDebugMsg("[Law] Start Pereodic")
     
            return this
        endmethod

        private method onSpellPeriodic takes nothing returns boolean
            local real cCurMana = GetUnitState(this.caster, UNIT_STATE_MANA)
            local unit u
            local real dist
            local real uX
            local real uY
            local boolean IsRoomStopped = GetUnitAbilityLevel(this.caster, BUFF_ROOM_ACTIVE_ID) < 1
            local boolean IsManaFinished = cCurMana < this.mps
     
            //debug call BJDebugMsg("[Law] Pereodic Is Going")

            if IsRoomStopped or IsManaFinished then
                return true
            endif
            call SetUnitState(this.caster, UNIT_STATE_MANA, cCurMana - this.mps)
     
            call GroupEnumUnitsInRange(tempG, this.spellX, this.spellY, this.aoe, null)
            loop
                set u = FirstOfGroup(tempG)
                exitwhen u == null
                if (BaseBool(u) and not IsUnitInGroup(u, roomG.group[this])) then
                    call GroupAddUnit(roomG.group[this], u)
                    debug call BJDebugMsg("[Room] " + GetUnitName(u) + " Got Added to The Group")
                endif
         
                call GroupRemoveUnit(tempG, u)
            endloop
     
            //debug call BJDebugMsg("[Law] Room Group Count: " + I2S(GetGroupUnitCount(roomG.group[this])))
     
            set copyG = CopyGroup(roomG.group[this])
     
            loop
                set u = FirstOfGroup(copyG)
                exitwhen u == null
         
                set uX = GetUnitX(u)
                set uY = GetUnitY(u)
                set dist = GetDist3d(this.spellX, this.spellY, uX, uY)
               // debug call BJDebugMsg("[Law] Distance Between " + GetUnitName(u) + " and Room Center is " + R2S(dist))
                if dist > (this.roomDist + GetUnitCollisionSize(u)) then
                    call GroupRemoveUnit(roomG.group[this], u)
                    debug call BJDebugMsg("[Room] " + GetUnitName(u) + " Got Deleted From The Room Group Because Its Dist(" + R2S(dist) + ") more than " + R2S(this.roomDist + GetUnitCollisionSize(u)))
                endif
         
                call GroupRemoveUnit(copyG, u)
            endloop
     
            if (IsUnitInGroup(this.caster, roomG.group[this]) and not lawInRoom.boolean[this]) then
                set lawInRoom.boolean[this] = true
                debug call BJDebugMsg("[Room] Law Is Inside the Room")
            elseif (not IsUnitInGroup(this.caster, roomG.group[this]) and lawInRoom.boolean[this]) then
                set lawInRoom.boolean[this] = false
                debug call BJDebugMsg("[Room] Law Is Outside of the Room")
            endif
     
            set u = null
       
            return false
        endmethod

        private method onSpellEnd takes nothing returns nothing
            //local real curCd = GetUnitAbilityCurrentCooldown(this.caster, SPELL_ROOM_STOP_ID)
            debug call BJDebugMsg("[Room] Spell Finished")
     
            if lawInRoom.boolean[this] then
                set lawInRoom.boolean[this] = false
            endif
     
            call GroupClear(roomG.group[this])
     
            //debug call BJDebugMsg("[Room] Cd left: " + R2S(curCd))
            call UnitRemoveAbility(this.caster, SPELL_ROOM_STOP_ID)
            call ShowUnitAbility(this.caster, ROOM_SPELL_BOOK_ID, true)
            //call StartUnitAbilityCooldown(this.caster, ROOM_SPELL_BOOK_ID, curCd)
     
     
            call DestroyEffect(this.roomSfx)
            //

            set this.roomSfx = null
            set this.caster = null

        endmethod
 
        private static method run takes nothing returns nothing
            local unit caster = GetTriggerUnit()
            local integer abilityLevel = GetUnitAbilityLevel(caster, ROOM_SPELL_BOOK_ID)
            local thistype this = GetUnitId(caster)
            //debug call BJDebugMsg("[Law] Prep Finished")
            //
            if (GetLearnedSkill() == ROOM_SPELL_BOOK_ID and abilityLevel == 1) then
         
                set lawInRoom.boolean[this] = false
                set roomG.group[this] = CreateGroup()
                //debug call BJDebugMsg("[Law] This: " + I2S(this))
                debug call BJDebugMsg("[Law] Prep Finished")
            endif
     
            set caster = null
        endmethod
 
        private static method levelUp takes nothing returns nothing
            local unit caster = GetTriggerUnit()
            local integer abilityLevel = GetUnitAbilityLevel(caster, ROOM_SPELL_BOOK_ID)
     
            if (GetUnitLevel(caster) == MED_ROOM_HERO_LEVEL and abilityLevel > 0) then
                call UnitAddAbility(caster, ROOM_MED_SPELL_BOOK_ID)
                call ShowUnitAbility(caster, ROOM_MED_SPELL_BOOK_ID, false )
            elseif (GetUnitLevel(caster) == BIG_ROOM_HERO_LEVEL and abilityLevel > 0) then
                call UnitAddAbility(caster, ROOM_BIG_SPELL_BOOK_ID)
                call ShowUnitAbility(caster, ROOM_BIG_SPELL_BOOK_ID, false )
            endif
     
            set caster = null
        endmethod

        private static method onInit takes nothing returns nothing
            call registerSpellEvent(SPELL_ROOM_MED_ID ,EVENT_SPELL_EFFECT)
            call registerSpellEvent(SPELL_ROOM_BIG_ID ,EVENT_SPELL_EFFECT)
            call RegisterAnyPlayerUnitEvent(EVENT_PLAYER_HERO_SKILL, function thistype.run)
            call RegisterAnyPlayerUnitEvent(EVENT_PLAYER_HERO_LEVEL , function thistype.levelUp)
     
            set lawInRoom = Table.create()
            set roomG = Table.create()
            set tempG = CreateGroup()
            set copyG = CreateGroup()
        endmethod

        implement SpellEvent
    endstruct


endlibrary
 
Last edited:
Status
Not open for further replies.
Top