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[Solved] SpellEffectEvent Compile Errors ://

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Level 20
Joined
Aug 13, 2013
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1,696
I'm new at vJASS and I'm now practicing using vJASS Systems like Tables,


I'm now trying to learn how to use SpellEffectEvent but it does shows me a compile errors.

Here is my following system used:
I'm using Table 1.3 by Vexorian.
I'm using AbilityPreload
I'm using RegisterPlayerUnitEvent by Magtheridon96
I'm using SpellEffectEvent by Bribe

Here is the screenshot of the error:

231860-albums6686-picture75322.png



Here is the code of the SpellEffectEvent:

JASS:
//============================================================================
// SpellEffectEvent
// - Version 1.1.0.0
//
// API
// ---
//     RegisterSpellEffectEvent(integer abil, code onCast)
// 
// Requires
// --------
//     RegisterPlayerUnitEvent: hiveworkshop.com/forums/showthread.php?t=203338
// 
// Optional
// --------
//     Table: hiveworkshop.com/forums/showthread.php?t=188084
//
library SpellEffectEvent requires RegisterPlayerUnitEvent, optional Table
 
//============================================================================
private module M
    
    static if LIBRARY_Table then
        static Table tb
    else
        static hashtable ht = InitHashtable()
    endif
    
    static method onCast takes nothing returns nothing
        static if LIBRARY_Table then
            call TriggerEvaluate(.tb.trigger[GetSpellAbilityId()])
        else
            call TriggerEvaluate(LoadTriggerHandle(.ht, 0, GetSpellAbilityId()))
        endif
    endmethod
 
    private static method onInit takes nothing returns nothing
        static if LIBRARY_Table then
            set .tb = Table.create()
        endif
        call RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_SPELL_EFFECT, function thistype.onCast)
    endmethod
endmodule
 
//============================================================================
private struct S extends array
    implement M
endstruct
 
//============================================================================
function RegisterSpellEffectEvent takes integer abil, code onCast returns nothing
    static if LIBRARY_Table then
        if not S.tb.handle.has(abil) then
            set S.tb.trigger[abil] = CreateTrigger()
        endif
        call TriggerAddCondition(S.tb.trigger[abil], Filter(onCast))
    else
        if not HaveSavedHandle(S.ht, 0, abil) then
            call SaveTriggerHandle(S.ht, 0, abil, CreateTrigger())
        endif
        call TriggerAddCondition(LoadTriggerHandle(S.ht, 0, abil), Filter(onCast))
    endif
endfunction
 
endlibrary


Here is the code of the RegisterPlayerUnitEvent:

JASS:
/**************************************************************
*
*   RegisterPlayerUnitEvent
*   v5.1.0.1
*   By Magtheridon96
*
*   I would like to give a special thanks to Bribe, azlier
*   and BBQ for improving this library. For modularity, it only 
*   supports player unit events.
*
*   Functions passed to RegisterPlayerUnitEvent must either
*   return a boolean (false) or nothing. (Which is a Pro)
*
*   Warning:
*   --------
*
*       - Don't use TriggerSleepAction inside registered code.
*       - Don't destroy a trigger unless you really know what you're doing.
*
*   API:
*   ----
*
*       - function RegisterPlayerUnitEvent takes playerunitevent whichEvent, code whichFunction returns nothing
*           - Registers code that will execute when an event fires.
*       - function RegisterPlayerUnitEventForPlayer takes playerunitevent whichEvent, code whichFunction, player whichPlayer returns nothing
*           - Registers code that will execute when an event fires for a certain player.
*       - function GetPlayerUnitEventTrigger takes playerunitevent whichEvent returns trigger
*           - Returns the trigger corresponding to ALL functions of a playerunitevent.
*
**************************************************************/
library RegisterPlayerUnitEvent // Special Thanks to Bribe and azlier
    globals
        private trigger array t
    endglobals
    
    function RegisterPlayerUnitEvent takes playerunitevent p, code c returns nothing
        local integer i = GetHandleId(p)
        local integer k = 15
        if t[i] == null then
            set t[i] = CreateTrigger()
            loop
                call TriggerRegisterPlayerUnitEvent(t[i], Player(k), p, null)
                exitwhen k == 0
                set k = k - 1
            endloop
        endif
        call TriggerAddCondition(t[i], Filter(c))
    endfunction
    
    function RegisterPlayerUnitEventForPlayer takes playerunitevent p, code c, player pl returns nothing
        local integer i = 16 * GetHandleId(p) + GetPlayerId(pl)
        if t[i] == null then
            set t[i] = CreateTrigger()
            call TriggerRegisterPlayerUnitEvent(t[i], pl, p, null)
        endif
        call TriggerAddCondition(t[i], Filter(c))
    endfunction
    
    function GetPlayerUnitEventTrigger takes playerunitevent p returns trigger
        return t[GetHandleId(p)]
    endfunction
endlibrary


Here is the demo code of the spell:

JASS:
library FireBlow requires AbilityPreload, Table, SpellEffectEvent


globals
    private HandleTable tab
endglobals
    
globals
    
    private constant integer ABILITY_ID = 'A000'
    private constant integer MISSILE_ID = 'u000'
    private constant string  EXPLOSION_EFFECT = "Abilities\\Spells\\Human\\FlakCannons\\FlakTarget.mdl"
    private constant real MISSILE_DAMAGE = 100.
    private constant real MISSILE_BASE_SPEED = 10.
    private constant real MISSILE_PER_LEVEL_SPEED = 10.
    private constant real MISSILE_DETECTRANGE = 50
    private constant real INTERVAL = 0.03125000
    
endglobals


private function GetMissileDamage takes integer lvl returns real
    return MISSILE_DAMAGE * lvl
endfunction


private function GetMissileSpeed takes integer lvl returns real
    return MISSILE_BASE_SPEED + MISSILE_PER_LEVEL_SPEED * lvl
endfunction



private struct SpellData


    unit caster
    unit target
    unit missile
    real speed
    real detect
    real damage
    real castX
    real castY
    integer level
    
    // Spell Loop //
    
    private static method Loop takes nothing returns nothing
        
        local timer tmr = GetExpiredTimer ( )
        local thistype this = tab[tmr]
        
        local real missileX = GetWidgetX ( this.missile )
        local real missileY = GetWidgetY ( this.missile )
        
        local real targX = GetWidgetX ( this.target )
        local real targY = GetWidgetY ( this.target )
        
        local real angle = Atan2( targY - missileY, targX - missileX )         
        
        call SetUnitX ( this.missile, missileX + this.speed * Cos ( angle ) )
        call SetUnitY ( this.missile, missileY + this.speed * Sin ( angle ) )
        
        call SetUnitFacing ( this.missile, angle * bj_RADTODEG )
        
        if SquareRoot ( ( targX - missileX ) * ( targX - missileX ) + ( targY - missileY ) * ( targY - missileY ) ) <= this.detect then
            
            call KillUnit ( this.missile )
            call UnitDamageTarget ( this.caster, this.target, this.damage, true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, null )
            
            call tab.flush(tmr)
            
            call this.deallocate()
            
            call PauseTimer(tmr)
            call DestroyTimer(tmr)
        
        endif
        
        set tmr = null
    endmethod

    // Spell Execution //

    private static method onCast takes nothing returns boolean
        
        local timer    tmr           = CreateTimer()
        local thistype this
        
        
        local real     angle2
        local real     targX2
        local real     targY2
        
        if GetSpellAbilityId() == ABILITY_ID then
        
        set this = thistype.allocate()
        
        set            this.caster   =  u
        set            this.target   =  targ
        set            this.level    =  lvl
        set            this.castX    =  GetWidgetX ( this.caster )
        set            this.castY    =  GetWidgetY ( this.caster )
        
        set            this.speed    =  GetMissileSpeed(this.level)
        set            this.damage   =  GetMissileDamage(this.level)
        set            this.detect   =  MISSILE_DETECTRANGE
        
        set            targX2        =  GetWidgetX ( this.target )
        set            targY2        =  GetWidgetY ( this.target )
        set            angle2        =  Atan2 ( targY2 - this.castY, targX2 - this.castX ) * bj_RADTODEG 
        
        set            this.missile  =  CreateUnit ( GetOwningPlayer ( this.caster ), MISSILE_ID, this.castX, this.castY, angle2 )
        
        set            tab[tmr]      =  this
        
        call TimerStart ( tmr, INTERVAL, true, function thistype.Loop )
        
        set            tmr = null
    
        endif
    
        return false
    endmethod



// Spell Initialization //
    private static method onInit takes nothing returns nothing
    
        call RegisterSpellEffectEvent( ABILITY_ID , Condition ( function thistype.onCast ) )
        set tab = HandleTable.create()
        call AbilityPreload ( ABILITY_ID )

    endmethod
    
endstruct


endlibrary


Links, Suggestions, Fixes are much appreciated.
 
Last edited:
Level 22
Joined
Sep 24, 2005
Messages
4,821
I honestly don't know how to use it either, so the best action here is to read the documentation on Bribe's table. Good luck!
 
TriggerEvaluate(.tb.trigger[GetSpellAbilityId()]) should be call TriggerEvaluate(tb.trigger[GetSpellAbilityId()])

and I think

library SpellEffectEvent requires RegisterPlayerUnitEvent, optional Table should be library SpellEffectEvent requires RegisterPlayerUnitEvent optional Table



That won't change anything...

edit
I met the same problem myself, you could just turn this line:
library SpellEffectEvent requires RegisterPlayerUnitEvent, optional Table
into this line:
library SpellEffectEvent requires RegisterPlayerUnitEvent//, optional Table

nor will that
 
Level 9
Joined
Dec 12, 2007
Messages
489
you're right, I looked on my edited version, this is what it looked like:
JASS:
//============================================================================
// SpellEffectEvent
// - Version 1.1.0.0
//
// API
// ---
//     RegisterSpellEffectEvent(integer abil, code onCast)
//
// Requires
// --------
//     RegisterPlayerUnitEvent: hiveworkshop.com/forums/showthread.php?t=203338
//
// Optional
// --------
//     Table: hiveworkshop.com/forums/showthread.php?t=188084
//
library SpellEffectEvent requires RegisterPlayerUnitEvent//, optional Table

//============================================================================
private module M
   
//    static if LIBRARY_Table then
//        static Table tb
//    else
        static hashtable ht = InitHashtable()
//    endif
   
    static method onCast takes nothing returns nothing
//        static if LIBRARY_Table then
//            call TriggerEvaluate(.tb.trigger[GetSpellAbilityId()])
//        else
            call TriggerEvaluate(LoadTriggerHandle(.ht, 0, GetSpellAbilityId()))
//        endif
    endmethod
 
    private static method onInit takes nothing returns nothing
//        static if LIBRARY_Table then
//            set .tb = Table.create()
//        endif
        call RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_SPELL_EFFECT, function thistype.onCast)
    endmethod
endmodule

//============================================================================
private struct S extends array
    implement M
endstruct

//============================================================================
function RegisterSpellEffectEvent takes integer abil, code onCast returns nothing
//    static if LIBRARY_Table then
//        if not S.tb.handle.has(abil) then
//            set S.tb.trigger[abil] = CreateTrigger()
 //       endif
 //       call TriggerAddCondition(S.tb.trigger[abil], Filter(onCast))
 //   else
        if not HaveSavedHandle(S.ht, 0, abil) then
            call SaveTriggerHandle(S.ht, 0, abil, CreateTrigger())
        endif
        call TriggerAddCondition(LoadTriggerHandle(S.ht, 0, abil), Filter(onCast))
//    endif
endfunction
 
endlibrary
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
Thanks dark-axl, nestharus, and triggerhappy. I'll try all of your suggestions later ^^ ( I am in mobile right now xD )
+rep


EDIT:
The problem is now solved, I'll only use Table in the SpellEffectEvent and I download the TimerUtils by Vexorian to attach the integer data. Thanks Everyone =). Solved
 
Last edited:
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