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[JASS] Undeclared Function

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Level 4
Joined
Aug 1, 2007
Messages
66
I'm trying to figure out what the undeclared function is here. It's in the if (UNIT_STATE_LIFE(target)>damage[level]) then line at the begining of the loop. Also, some explanation of what undelcared function is would be nice.

JASS:
function Trig_Quick_Blades_Actions takes nothing returns nothing
    local unit caster = GetSpellAbilityUnit()
    local unit target = GetSpellTargetUnit()
    local integer level = GetUnitAbilityLevel(caster,'A0AY')    
    local real array damage
    local effect effect1
    local effect effect2
    local location loc1
    local location loc2
    local integer hits = 4
    set damage[1] = 20
    set damage[2] = 25
    set damage[3] = 31.25
    set damage[4] = 39.06
    set damage[5] = 48.83
    set damage[6] = 61.04
    set damage[7] = 76.29
    set damage[8] = 95.37
    set damage[9] = 119.21
    set damage[10] = 149.01
    call PolledWait( 0.01 )
    call SetUnitTimeScalePercent( caster, 200.00 )
    call AddSpecialEffectTargetUnitBJ( "hand, right", caster, "Abilities\\Spells\\NightElf\\SpiritOfVengeance\\SpiritOfVengeanceBirthMissile.mdl" )
    set effect1 = GetLastCreatedEffectBJ()
    call AddSpecialEffectTargetUnitBJ( "hand, left", caster, "Abilities\\Spells\\NightElf\\SpiritOfVengeance\\SpiritOfVengeanceBirthMissile.mdl" )
    set effect2 = GetLastCreatedEffectBJ()
    loop
        exitwhen hits == 0
        if  (UNIT_STATE_LIFE(target)>damage[level]) then
            set hits = (hits-1)
            call SetUnitAnimation( caster, "attack" )
            set loc1 = GetUnitLoc(target)
            set loc2 = GetRandomLocInRect(RectFromCenterSizeBJ(loc1, 80.00, 80.00))
            call SetUnitFacingToFaceUnitTimed( caster, target, 0 )
            call SetUnitPositionLocFacingLocBJ( caster, loc2, loc1 )
            call UnitDamageTargetBJ( caster, target, damage[level], ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
            call AddSpecialEffectTargetUnitBJ( "chest", caster, "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl" )
            call DestroyEffectBJ( GetLastCreatedEffectBJ() )
            call AddSpecialEffectTargetUnitBJ( "chest", target, "Abilities\\Weapons\\ZigguratMissile\\ZigguratMissile.mdl" )
            call DestroyEffectBJ( GetLastCreatedEffectBJ() )
            call TriggerSleepAction( 0.15 )
        else
            call SetUnitAnimation( caster, "attack" )
            call SetUnitTimeScalePercent( caster, 25.00 )
            call SetUnitTimeScalePercent( target, 25.00 )
            call PolledWait( 1.85 )
            call AddSpecialEffectTargetUnitBJ( "head", target, "Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl" )
            call UnitDamageTargetBJ( caster, target, damage[level], ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
            call DestroyEffectBJ( GetLastCreatedEffectBJ() )
            set hits = 0
        endif
    endloop
    call SetUnitTimeScalePercent( caster, 100.00 )
    call SetUnitVertexColorBJ( caster, 100.00, 100.00, 100.00, 0.00 )
    call DestroyEffectBJ( effect1 )
    call DestroyEffectBJ( effect2 )
    call RemoveLocation (loc1)
    call RemoveLocation (loc2)
    set caster = null
    set target = null
    set effect1 = null
    set effect2 = null
    set loc1 = null
    set loc2 = null
endfunction
 
Level 16
Joined
Feb 22, 2006
Messages
960
simple: u can't use only UNIT_STATE_LIFE u have to use GetUnitState(target,UNIT_STATE_LIFE)
JASS:
function Trig_Quick_Blades_Actions takes nothing returns nothing
    local unit caster = GetSpellAbilityUnit()
    local unit target = GetSpellTargetUnit()
    local integer level = GetUnitAbilityLevel(caster,'A0AY')
    local real array damage
    local effect effect1
    local effect effect2
    local location loc1
    local location loc2
    local integer hits = 4
    set damage[1] = 20
    set damage[2] = 25
    set damage[3] = 31.25
    set damage[4] = 39.06
    set damage[5] = 48.83
    set damage[6] = 61.04
    set damage[7] = 76.29
    set damage[8] = 95.37
    set damage[9] = 119.21
    set damage[10] = 149.01
    call PolledWait( 0.01 )
    call SetUnitTimeScalePercent( caster, 200.00 )
    call AddSpecialEffectTargetUnitBJ( "hand, right", caster, "Abilities\\Spells\\NightElf\\SpiritOfVengeance\\SpiritOfVengeanceBirthMissile.mdl" )
    set effect1 = GetLastCreatedEffectBJ()
    call AddSpecialEffectTargetUnitBJ( "hand, left", caster, "Abilities\\Spells\\NightElf\\SpiritOfVengeance\\SpiritOfVengeanceBirthMissile.mdl" )
    set effect2 = GetLastCreatedEffectBJ()
    loop
        exitwhen hits == 0
        if GetUnitState(target,UNIT_STATE_LIFE) > damage[level]) then
            set hits = (hits-1)
            call SetUnitAnimation( caster, "attack" )
            set loc1 = GetUnitLoc(target)
            set loc2 = GetRandomLocInRect(RectFromCenterSizeBJ(loc1, 80.00, 80.00))
            call SetUnitFacingToFaceUnitTimed( caster, target, 0 )
            call SetUnitPositionLocFacingLocBJ( caster, loc2, loc1 )
            call UnitDamageTargetBJ( caster, target, damage[level], ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
            call AddSpecialEffectTargetUnitBJ( "chest", caster, "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl" )
            call DestroyEffectBJ( GetLastCreatedEffectBJ() )
            call AddSpecialEffectTargetUnitBJ( "chest", target, "Abilities\\Weapons\\ZigguratMissile\\ZigguratMissile.mdl" )
            call DestroyEffectBJ( GetLastCreatedEffectBJ() )
            call TriggerSleepAction( 0.15 )
        else
            call SetUnitAnimation( caster, "attack" )
            call SetUnitTimeScalePercent( caster, 25.00 )
            call SetUnitTimeScalePercent( target, 25.00 )
            call PolledWait( 1.85 )
            call AddSpecialEffectTargetUnitBJ( "head", target, "Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl" )
            call UnitDamageTargetBJ( caster, target, damage[level], ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
            call DestroyEffectBJ( GetLastCreatedEffectBJ() )
            set hits = 0
        endif
    endloop
    call SetUnitTimeScalePercent( caster, 100.00 )
    call SetUnitVertexColorBJ( caster, 100.00, 100.00, 100.00, 0.00 )
    call DestroyEffectBJ( effect1 )
    call DestroyEffectBJ( effect2 )
    call RemoveLocation (loc1)
    call RemoveLocation (loc2)
    set caster = null
    set target = null
    set effect1 = null
    set effect2 = null
    set loc1 = null
    set loc2 = null
endfunction
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
An undeclared function is obviously a function that isn't declared.

In Jass you declared functions by "function NAME takes PARAMETERS returns RETURN VALUE".

You can't just call any function name you want.

JASS:
function bla takes nothing returns nothing
    // do something
endfunction

function blo takes nothing returns nothing
    // do something
endfunction

function bli takes nothing returns nothing
    call bla() // ok, we declared bla
    call blo() // ok, we delcared blo too
    call blablo() // huh? were exactly did we say (declare) this function exists?
endfunction

Now specifically to your question, UNIT_STATE_LIFE can't take the parameter target because UNIT_STATE_LIFE is a constant integer which simply tells the game what state to return when you give functions that return states that integer.

And, as zandose said, use the GetWidgetLife native.
 
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