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[JASS] Spell not working right

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[jass=]//********************************************************************************************
//*
//*
//* SUPERNOVA version 1.0
//*
//* made by RADAMANTUS a.k.a ALMIA
//*
//*
//********************************************************************************************
//*
//* TOOLTIP:
//*
//* Summons a red star on the targeted point,the red star then explodes after 2 seconds
//* releasing 12 meteorites per layer outward the star's point.Each meteorite deals 15/30/45
//* damage and the explosion has 5 layers.Each layer has a distance of 100 x the layer number
//* from the star.
//*
//********************************************************************************************
//*
//* HOW TO IMPORT?
//*
//* 1)Import the dummy and its model
//* 2)Import the ability
//* 3)If you want,import the sun model
//* 4)Copy the code
//* 5)Create this variables:
//* - udg_SN_Hash
//* - udg_SN_Group
//* - udg_SN_Loop
//* 6)Enjoy!
//*
//********************************************************************************************
//*
//* CREDITS
//*
//* - Vexorian for the dummy.mdx(also for Anitarf and Infrane)
//* - WILL THE ALMIGHTY for the sun model
//*
//********************************************************************************************
//* CONSTANT FUNCTIONS
//*
//* Configuration of the spell
//*
//********************************************************************************************

//Loop Value

constant function SN_Interval takes nothing returns real
return 0.03125
endfunction

// Rawcode of the ability

constant function SN_Abil takes nothing returns integer
return 'A000'
endfunction

//Rawcode of the dummy

constant function SN_Dummy takes nothing returns integer
return 'h000'
endfunction

//Model of the star
//Credits to WILL THE ALMIGHTY for the model

constant function SN_Starmdl takes nothing returns string
return "war3mapImported\\Sun.mdx"
endfunction

//Model of the meteorites

constant function SN_Meteormdl takes nothing returns string
return "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl"
endfunction

//Model of the ministars

constant function SN_Minimdl takes nothing returns string
return "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl"
endfunction

//Scale of the star

constant function SN_Starscale takes nothing returns real
return 100.
endfunction

//Scale of the meteorites a.k.a segments

constant function SN_Meteorscale takes nothing returns real
return 10.
endfunction

//Scale of the mini-stars

constant function SN_Miniscale takes nothing returns real
return 10.
endfunction

//Life Time of the Star

constant function SN_Duration takes nothing returns real
return 2.
endfunction

//Flyheight of the Star

constant function SN_StarZ takes nothing returns real
return 100.
endfunction

//FlyHeight of the mini-stars
constant function SN_MinistarZ takes nothing returns real
return 100.
endfunction

//Damage done by the explosion

constant function SN_ExpDam takes nothing returns real
return 15.
endfunction
//AoE of Damage

constant function SN_Radius takes nothing returns real
return 150.
endfunction

//Number of segments per layer

constant function SN_SegPerLayer takes nothing returns integer
return 12
endfunction

//Number of layers

constant function SN_Layer takes nothing returns integer
return 5
endfunction

//Distance per layer

constant function SN_LayerThick takes nothing returns real
return 100.
endfunction

//Height of the segment

constant function SN_ArcHeight takes nothing returns real
return 1.
endfunction

//Speed of the segment to reach their locations

constant function SN_Speed takes nothing returns real
return 250.
endfunction

//Number of mini-stars spinning the star

constant function SN_StarNo takes nothing returns integer
return 12
endfunction

//Speed of the mini-stars spinning

constant function SN_SpinSpeed takes nothing returns real
return 90.
endfunction

//Starting distance of the mini-stars

constant function SN_StartDist takes nothing returns real
return 500.
endfunction

//Time for the mini-stars to spin

constant function SN_SpinTime takes nothing returns real
return SN_Duration()
endfunction

//Explosion SFX of the Star

constant function SN_ExpSFX takes nothing returns string
return "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl"
endfunction

//Explosion SFX of the segments

constant function SN_SegSFX takes nothing returns string
return "Abilities\\Spells\\Other\\Incinerate\\FireLordDeathExplode.mdl"
endfunction

//Creation SFX of the mini-stars

constant function SN_SpawnSFX takes nothing returns string
return "Abilities\\Spells\\Other\\Incinerate\\FireLordDeathExplode.mdl"
endfunction
//********************************************************************************************
//*
//* END OF CONFIGURATION
//*
//********************************************************************************************
//*
//* FORMULAS AND OTHER FUNCTIONS
//*
//********************************************************************************************

//Get Speed of the Segments

function SN_GetSegmentSpeed takes integer lvl returns real
return SN_Speed() * SN_Interval()
endfunction

//Get Spin Speed of the mini-stars

function SN_GetSpinSpeed takes integer lvl returns real
return SN_SpinSpeed() * SN_Interval()
endfunction

//Get Speed of the mini-stars

function SN_GetStarSpeed takes integer lvl returns real
return (SN_StartDist() / SN_SpinTime()) * SN_Interval()
endfunction

//Get Damage

function SN_GetDamage takes integer lvl returns real
return SN_ExpDam() * I2R(lvl)
endfunction

//Get Parabola

function SN_GetParabola takes real d , real t returns real
return ((( 4 * (SN_ArcHeight() * d) ) / d ) * (( d - t ) * ( t / d )))
endfunction

//Get Ability Level

function SN_GetLevel takes unit u returns integer
return GetUnitAbilityLevel(u,SN_Abil())
endfunction

//Get Angle

function SN_GetAngle takes integer i returns real
return (360 / I2R(SN_SegPerLayer())) * I2R(i)
endfunction

//Get Distance of Segment

function SN_GetDist takes integer i returns real
return SN_LayerThick() * I2R(i)
endfunction

//AttackType and DamageType

function SN_AtkTyp takes nothing returns attacktype
return ATTACK_TYPE_CHAOS
endfunction
function SN_DmgTyp takes nothing returns damagetype
return DAMAGE_TYPE_DIVINE
endfunction

//********************************************************************************************
//*
//* UTILITIES FUNCTIONS
//*
//********************************************************************************************

//Move Dummies

function SN_Move takes unit u , real x , real y returns nothing
call SetUnitX(u,x)
call SetUnitY(u,y)
endfunction

//Move Segment

function SN_MoveSegment takes unit u , real dist , real angle returns nothing
local real x = GetUnitX(u) + dist * Cos(angle * bj_DEGTORAD)
local real y = GetUnitY(u) + dist * Sin(angle * bj_DEGTORAD)
call SN_Move(u,x,y)
endfunction

//Move Stars

function SN_MoveStars takes unit u , unit c , real dist , real angle returns nothing
local real x = GetUnitX(c) + dist * Cos(angle * bj_DEGTORAD)
local real y = GetUnitY(c) + dist * Sin(angle * bj_DEGTORAD)
call SN_Move(u,x,y)
endfunction

//Create Star

function SN_CreateStar takes player p,real x,real y returns unit
set bj_lastCreatedUnit = CreateUnit(p,SN_Dummy(),x,y,0)
call SetUnitFlyHeight(bj_lastCreatedUnit,SN_StarZ(),0)
call SetUnitScale(bj_lastCreatedUnit,SN_Starscale(),0,0)
return bj_lastCreatedUnit
endfunction

//Create Segments

function SN_CreateSegment takes player p,real x,real y,real angle returns unit
set bj_lastCreatedUnit = CreateUnit(p,SN_Dummy(),x,y,angle)
call SetUnitScale(bj_lastCreatedUnit,SN_Meteorscale(),0,0)
return bj_lastCreatedUnit
endfunction

//Create mini-stars

function SN_CreateMinistar takes player p ,real x,real y,real angle returns unit
set bj_lastCreatedUnit = CreateUnit(p,SN_Dummy(),x,y,angle)
call SetUnitFlyHeight(bj_lastCreatedUnit,SN_MinistarZ(),0)
call SetUnitScale(bj_lastCreatedUnit,SN_Miniscale(),0,0)
return bj_lastCreatedUnit
endfunction

//Creation of Segments for Loop

function SN_CreateSegments takes player p ,real x,real y,integer lvl returns nothing
local integer i
local integer i2
local real angle
local real distance
local unit u
local integer ukey
loop
set i = i + 1
set angle = SN_GetAngle(i)
loop
set i2 = i2 + 1
set distance = SN_GetDist(i)
set u = SN_CreateSegment(p,x,y,angle)
set ukey = GetHandleId(u)
call UnitAddAbility(u,SN_Abil())
call SetUnitAbilityLevel(u,SN_Abil(),lvl)
call SaveReal(udg_SN_Hash,ukey,StringHash("angle"),angle)
call SaveReal(udg_SN_Hash,ukey,StringHash("dist"),distance)
call SaveInteger(udg_SN_Hash,ukey,StringHash("id"),3)
call SaveEffectHandle(udg_SN_Hash,ukey,StringHash("mdl"),AddSpecialEffectTarget(SN_Meteormdl(),u,"chest"))
call GroupAddUnit(udg_SN_Group,u)
exitwhen i2 == SN_Layer()
endloop
exitwhen i == SN_SegPerLayer()
endloop
set u = null
endfunction

//Creation of Ministars in Loop

function SN_CreateMinistars takes unit o,player p,real x,real y returns nothing
local integer i
local unit u
local real x2
local real y2
local integer ukey
local real angle
loop
set i = i + 1
set angle = SN_GetAngle(i)
set x2 = x + SN_StartDist() * Cos(angle * bj_DEGTORAD)
set y2 = y + SN_StartDist() * Sin(angle * bj_DEGTORAD)
set u = SN_CreateMinistar(p,x2,y2,angle)
set ukey = GetHandleId(u)
call SaveReal(udg_SN_Hash,ukey,StringHash("angle"),angle)
call SaveUnitHandle(udg_SN_Hash,ukey,StringHash("origin"),o)
call SaveInteger(udg_SN_Hash,ukey,StringHash("id"),3)
call SaveEffectHandle(udg_SN_Hash,ukey,StringHash("mdl"),AddSpecialEffectTarget(SN_Minimdl(),u,"chest"))
call GroupAddUnit(udg_SN_Group,u)
call DestroyEffect(AddSpecialEffect(SN_SpawnSFX(),x,y))
exitwhen i == SN_StarNo()
endloop
set u = null
endfunction

//Filters

//Filter Enemy

function SN_FilterUnit takes unit u ,player p returns boolean
return IsUnitEnemy(u,p) and not IsUnitType(u,UNIT_TYPE_DEAD) and IsUnitType(u,UNIT_TYPE_STRUCTURE) and not IsUnitType(u, UNIT_TYPE_MAGIC_IMMUNE)
endfunction


//********************************************************************************************
//*
//* SPELL FUNCTIONS
//*
//********************************************************************************************

//For Group function

function SN_ForGroup takes nothing returns nothing
local unit u = GetEnumUnit()
local integer ukey = GetHandleId(u)

local player p
local real angle
local real duration
local real travelled
local real dist
local unit o
local integer groupid
local integer lvl
local real damage
local effect model

local real x
local real y
local real x2
local real y2
local group g = CreateGroup()
local unit e
local real speed

//Set variables
set groupid = LoadInteger(udg_SN_Hash,ukey,StringHash("id"))
set dist = LoadReal(udg_SN_Hash,ukey,StringHash("dist"))
set angle = LoadReal(udg_SN_Hash,ukey,StringHash("angle"))
set duration = LoadReal(udg_SN_Hash,ukey,StringHash("duration"))
set travelled = LoadReal(udg_SN_Hash,ukey,StringHash("travelled"))
set model = LoadEffectHandle(udg_SN_Hash,ukey,StringHash("mdl"))

set p = GetOwningPlayer(u)
set x = GetUnitX(u)
set y = GetUnitY(u)

set lvl = SN_GetLevel(u)
//Filter group id

//For Star
if groupid == 1 then
if duration < SN_Duration() then
call SaveReal(udg_SN_Hash,ukey,StringHash("duration"),duration + SN_Interval())
else
call SN_CreateSegments(p,x,y,lvl)
call DestroyEffect(AddSpecialEffect(SN_ExpSFX(),x,y))
call FlushChildHashtable(udg_SN_Hash,ukey)
call GroupRemoveUnit(udg_SN_Group,u)
call DestroyEffect(model)
call RemoveUnit(u)
endif
//For Segment

elseif groupid == 2 then
set speed = SN_GetSegmentSpeed(lvl)
if travelled < dist then
call SN_MoveSegment(u,speed,angle)
call SetUnitFlyHeight(u,SN_GetParabola(dist,travelled),0)
call SaveReal(udg_SN_Hash,ukey,StringHash("travelled"),travelled + speed)
else
set damage = SN_GetDamage(lvl)
call GroupEnumUnitsInRange(g,x,y,SN_Radius(),null)
loop
set e =FirstOfGroup(g)
exitwhen e == null
if SN_FilterUnit(u,p) then
call UnitDamageTarget(u,e,damage,false,false,SN_AtkTyp(),SN_DmgTyp(),null)
endif
call GroupRemoveUnit(g,e)
endloop
call DestroyEffect(AddSpecialEffect(SN_SegSFX(),x,y))
call DestroyEffect(model)
call FlushChildHashtable(udg_SN_Hash,ukey)
call GroupRemoveUnit(udg_SN_Group,u)
call RemoveUnit(u)
endif

//For Ministar
elseif groupid == 3 then
set o = LoadUnitHandle(udg_SN_Hash,ukey,StringHash("origin"))
set x2 = GetUnitX(o)
set y2 = GetUnitY(o)
set dist = (x2 - x) * (x2 - x) + (y2 - y) * (y2 - y)
if dist > 625 then
set angle = angle + SN_GetSpinSpeed(lvl)
call SN_MoveStars(u,o,dist - (SN_GetStarSpeed(lvl) * SN_GetStarSpeed(lvl)),angle)
call SaveReal(udg_SN_Hash,ukey,StringHash("angle"),angle)
else
call DestroyEffect(model)
call FlushChildHashtable(udg_SN_Hash,ukey)
call GroupRemoveUnit(udg_SN_Group,u)
call RemoveUnit(u)
endif

endif

//Clean
set u = null
set g = null
set model = null
set p = null
set o = null

endfunction
//Periodic

function SN_Periodic takes nothing returns nothing
call ForGroup(udg_SN_Group,function SN_ForGroup)
endfunction

//Cast
function SN_Cast takes nothing returns boolean
local real x
local real y
local player p
local unit u
local integer ukey
local integer lvl
local unit c

if GetSpellAbilityId() == SN_Abil() then
set c = GetTriggerUnit()
set p = GetTriggerPlayer()
set lvl = SN_GetLevel(c)
set x = GetSpellTargetX()
set y = GetSpellTargetY()
set u = SN_CreateStar(p,x,y)
set ukey = GetHandleId(u)
call SaveInteger(udg_SN_Hash,ukey,StringHash("id"),1)
call SaveEffectHandle(udg_SN_Hash,ukey,StringHash("mdl"),AddSpecialEffectTarget(SN_Starmdl(),u,"chest"))
call UnitAddAbility(u,SN_Abil())
call SetUnitAbilityLevel(u,SN_Abil(),lvl)
call GroupAddUnit(udg_SN_Group,u)
call SN_CreateMinistars(u,p,x,y)
call BJDebugMsg("Cast")
endif
return false
endfunction

//Initialization
function InitTrig_SuperNova takes nothing returns nothing
call BJDebugMsg("Init")
set gg_trg_SuperNova = CreateTrigger()
set udg_SN_Loop = CreateTrigger()
set udg_SN_Hash = InitHashtable()
set udg_SN_Group = CreateGroup()
call TriggerAddCondition(gg_trg_SuperNova,Filter(function SN_Cast))
call TriggerRegisterAnyUnitEventBJ(gg_trg_SuperNova,EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerRegisterTimerEventPeriodic(udg_SN_Loop,SN_Interval())
call TriggerAddAction(udg_SN_Loop,function SN_Periodic)
endfunction[/code]

This is my first time coding pure JASS.So im asking for help.
First,im using dummy.mdx but when i attach the sun model,it doesnt show.
Second, the mini-stars are not spawning
3rd,the loop is not working correctly
 
Level 4
Joined
Jan 27, 2010
Messages
133
JASS:
function SN_CreateMinistars takes unit o,player p,real x,real y returns nothing
    local integer i
//....
    loop
        set i = i + 1

Well, this will cause your script to terminate. You are trying to read i's value without setting it initially...

JASS:
local integer i = 1

I see you have used some BJDebugMsg, which is a great way to find out where code goes wrong. When debugging: make a bunch of them and scatter them cross your code. That way you can easily tell where code execution stopped.
 
Level 25
Joined
Jul 10, 2006
Messages
3,315
JASS:
set bj_lastCreatedUnit = CreateUnit(p,SN_Dummy(),x,y,0)

Isn't there some chance of this conflicting? Logically it shouldn't, but try doing this rather:
JASS:
    local unit u
    set u = CreateUnit(p,SN_Dummy(),x,y,0)
    call SetUnitFlyHeight(u,SN_StarZ(),0)
    call SetUnitScale(u,SN_Starscale(),0,0)
    return u

For the effect, try attaching it to "origin", I'm not sure Dummy.mdx has a chest. All models have origin.

Add some debug text for the rest to see where it's failing.
 
Level 4
Joined
Jan 27, 2010
Messages
133
Isn't there some chance of this conflicting? Logically it shouldn't, but try doing this rather:

That would not null the unit pointer... I really doubt the global would conflict with anything (tested with create unit+region event, and the create unit thread finishes before region event executes).

If you still want to use a local as far as possible, then go for:

JASS:
local unit u = CreateUnit(p,SN_Dummy(),x,y,0)
    call SetUnitFlyHeight(u,SN_StarZ(),0)
    call SetUnitScale(u,SN_Starscale(),0,0)
    set bj_lastCreatedUnit = u
    set u=null
    return bj_lastCreatedUnit
 
Level 23
Joined
Apr 16, 2012
Messages
4,041
run this on test map:
JASS:
scope test initializer onInit

private function onInit takes nothing returns nothing
    local integer i
    call BJDebugMsg(I2S(i))
endfunction

endscope

it will never print anything because it crashes the thread, the variabe is poped from system with "undefined value" which means it can be anything and you are not guaranteed to get a value 0 out of it so to protect the user the thread crashes, in C/C++ whole program would crash
 
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