AoE "Astral Imprisonment" hides units, but doesn't unhide them >.<

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LearningCode

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I made a trigger where the spell goes like this:

1)Unit casts spell at point
2)All units within a certain AoE of the point are paused and hidden
3)Casting unit is healed based on some formula
4)After some time, enemy units are un-paused and un-hidden
5)Enemy units receive damage based on some formula


The problem is, when I target this spell at a point and it hides 12 Units..
Exactly 1 unit returns..

When I target a point and it hides 1 unit...
No units return ..

There's something screwy =/

BJDebugMsg(I2S(a.numberOfUnit)) shows the correct values =(

JASS:
scope Astral initializer AstralTrig

struct Astral

private static Astral data = 0
unit caster
timer t
integer INT
integer A029Level
group g = CreateGroup()
real damage
real x
real y
real range
group hidden
integer numberOfUnit = 0
effect AI 
real hp

static method AstralGroup2 takes nothing returns nothing
   local Astral a = Astral.data
   local unit u = GetEnumUnit()
   
   call PauseUnit(u, false)
   call ShowUnit(u, true)
   call UnitDamageTarget(a.caster, u, a.damage, false, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
   set u = null
endmethod

static method AstralShow takes nothing returns nothing
   local Astral a = Astral.data
   call ForGroup(a.hidden, function Astral.AstralGroup2)
   call TriggerSleepAction(0.5)
   call a.destroy()
endmethod

static method ActGroup takes nothing returns boolean
   local Astral a = Astral.data
   local unit u = GetFilterUnit()
   local real x = GetUnitX(u)
   local real y = GetUnitY(u)
   set a.hidden = CreateGroup()
   
   if IsUnitEnemy(u, GetOwningPlayer(a.caster)) == true and IsUnitInGroup(u, a.hidden) == false then
      call PauseUnit(u, true)
      call ShowUnit(u, false)
      set a.AI = AddSpecialEffect(&quot;Abilities\\Spells\\Undead\\ReplenishHealth\\ReplenishHealthCasterOverhead.mdl&quot;, x, y)
      set a.numberOfUnit = a.numberOfUnit+1
      call GroupAddUnit(a.hidden, u)
   endif
   set u = null
   return false
endmethod

static method AstralAct takes nothing returns nothing
   local Astral a = Astral.allocate()
   set a.caster = GetTriggerUnit()
   set a.INT = GetHeroInt(a.caster, true)
   set a.A029Level = GetUnitAbilityLevel(a.caster, &#039;A029&#039;)
   set a.g = CreateGroup()
   set a.x = GetSpellTargetX()
   set a.y = GetSpellTargetY()
   set a.range = a.A029Level * 100.00
   set a.t = CreateTimer()
   set a.hp = GetUnitState(a.caster, UNIT_STATE_LIFE)
   set Astral.data = a
   
   call GroupEnumUnitsInRange(a.g, a.x, a.y, a.range, function Astral.ActGroup)
   set a.damage = (a.A029Level * 0.1) * a.numberOfUnit
   call SetUnitState(a.caster, UNIT_STATE_LIFE, a.hp+a.damage)
   call TimerStart(a.t, 4.00, false, function Astral.AstralShow)
endmethod

method onDestroy takes nothing returns nothing
   set .caster = null
   call PauseTimer(.t)
   call DestroyTimer(.t)
   set .t = null
   call GroupClear(.hidden)
   set .numberOfUnit = 0
   call DestroyEffect(.AI)
   set .AI = null
endmethod

endstruct

private function AstralCond takes nothing returns boolean
   return GetSpellAbilityId() == &#039;A029&#039;
endfunction

//===========================================================================
private function AstralTrig takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    local integer i = 0
    loop
    exitwhen i == 8
    call TriggerRegisterPlayerUnitEvent( t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
    set i = i+1
    endloop
    call TriggerAddCondition( t, Condition(function AstralCond))
    call TriggerAddAction( t, function Astral.AstralAct )
endfunction

endscope
 

Ayanami

칼리
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I'm not good with JASS as I just started reading some tutorials today, but i believe this is what unhides the unit?

JASS:

static method AstralGroup2 takes nothing returns nothing
   local Astral a = Astral.data
   local unit u = GetEnumUnit()
   
   call PauseUnit(u, false)
   call ShowUnit(u, true)
   call UnitDamageTarget(a.caster, u, a.damage, false, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
   set u = null
endmethod


From what I know, EnumUnit() is picked unit correct? Isn't picked unit supposed to be under a group? I believe this will only unpause and unhide 1 unit?
 

Sickle

New Member
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13
That code that you posted is something that some more experienced (v)Jassers would call a broken mess.

Your spell is not MUI. Your spell leaks. Your spell does not work. It would be best to probably toss it out and try again.

Your problem is that you create a group and add a unit to it in the group callback. This leaks a plethora of groups and results in only one group with one unit in it at the end.
 

LearningCode

New Member
Reaction score
24
Yea, some times, only One unit is unhidden, some times, none =/
Umm..

So what do I do? xD
I have no idea what to do =x

[EDIT]
No, seriously, I won't know how to make it 'leakless' and less 'messy' unless someone tells me what's wrong.
This trigger now gives me all 12 units back, but as Sickle said, is not MUI, if I cast the AoE Astral Imprisonment again before the previous one's duration is over, I won't get any units back

JASS:
scope Astral initializer AstralTrig

struct Astral

private static Astral data = 0
unit caster
integer INT
integer A029Level
integer numberOfUnit = 0
real damage
real x
real y
real range
real hp
effect AI 
group g = CreateGroup()
group hidden
timer t

static method AstralGroup2 takes nothing returns nothing
   local Astral a = Astral.data
   local unit u = GetEnumUnit()
   
   call PauseUnit(u, false)
   call ShowUnit(u, true)
   call UnitDamageTarget(a.caster, u, a.damage, false, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
   set u = null
endmethod

static method AstralShow takes nothing returns nothing
   local Astral a = Astral.data
   call ForGroup(a.hidden, function Astral.AstralGroup2)
   call TriggerSleepAction(0.5)
   call a.destroy()
endmethod

static method ActGroup takes nothing returns nothing
   local Astral a = Astral.data
   local unit u = GetEnumUnit()
   local real x = GetUnitX(u)
   local real y = GetUnitY(u)
   
   if IsUnitEnemy(u, GetOwningPlayer(a.caster)) == true and IsUnitInGroup(u, a.hidden) == false then
      call PauseUnit(u, true)
      call ShowUnit(u, false)
      set a.AI = AddSpecialEffect(&quot;Abilities\\Spells\\Undead\\ReplenishHealth\\ReplenishHealthCasterOverhead.mdl&quot;, x, y)
      set a.numberOfUnit = a.numberOfUnit+1
      call GroupAddUnit(a.hidden, u)
   endif
   set u = null
endmethod

static method AstralAct takes nothing returns nothing
   local Astral a = Astral.allocate()
   set a.caster = GetTriggerUnit()
   set a.INT = GetHeroInt(a.caster, true)
   set a.A029Level = GetUnitAbilityLevel(a.caster, &#039;A029&#039;)
   set a.g = CreateGroup()
   set a.x = GetSpellTargetX()
   set a.y = GetSpellTargetY()
   set a.range = a.A029Level * 100.00
   set a.t = CreateTimer()
   set a.hp = GetUnitState(a.caster, UNIT_STATE_LIFE)
   set Astral.data = a
   set a.hidden = CreateGroup()
   
   call GroupEnumUnitsInRange(a.g, a.x, a.y, a.range, null)
   call ForGroup(a.g, function Astral.ActGroup)
   set a.damage = (a.A029Level * 0.1) * a.numberOfUnit
   call SetUnitState(a.caster, UNIT_STATE_LIFE, a.hp+a.damage)
   call TimerStart(a.t, 4.00, false, function Astral.AstralShow)
   
   call GroupClear(a.g)
   call DestroyGroup(a.g)
   set a.g = null
endmethod

method onDestroy takes nothing returns nothing
   set .caster = null
   call PauseTimer(.t)
   call DestroyTimer(.t)
   set .t = null
   call GroupClear(.hidden)
   call DestroyGroup(.hidden)
   set .hidden = null
   set .numberOfUnit = 0
   call DestroyEffect(.AI)
   set .AI = null
endmethod

endstruct

private function AstralCond takes nothing returns boolean
   return GetSpellAbilityId() == &#039;A029&#039;
endfunction

//===========================================================================
private function AstralTrig takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    local integer i = 0
    loop
    exitwhen i == 8
    call TriggerRegisterPlayerUnitEvent( t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
    set i = i+1
    endloop
    call TriggerAddCondition( t, Condition(function AstralCond))
    call TriggerAddAction( t, function Astral.AstralAct )
endfunction

endscope
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
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JASS:
scope ArstalImprisonment initializer Init
    
    private struct Data
        private static hashtable ht = InitHashtable()
        unit cs
        //members here:
        group pickedUnits
        
    endstruct
    
    private struct Data2
        effect eff
    endstruct 
    
    private function Effects2 takes nothing returns nothing
        //GetEnumUnit()
        //get data2 struct from hashtable - LoadInteger(Data.ht,GetHandleId(unit),0)
        //destroy the effect in data2 strutc.
        //other stuffs here
        //flush the hashtable after complete using it. FlushChildHashtable(Data.ht,GetHandleId(unit),0)
        //destroy data2 struct.
    endfunction
    
    private function Act2 takes nothing returns nothing
        //get struct from timer
        //ForGroup(group,function Effects2)
        //destroy this struct and clean leaks
    endfunction
    
    private function Effects takes nothing returns boolean
        //get struct(data)
        //if unit matches condition...
        //create a data2 struct, 
        //set &lt;vars&gt;.eff = create some effects.
        //somemore stuffs
        //add it into data&#039;s group.
        //call SaveInteger(Data.ht,GetHandleId(unit),0,&lt;vars&gt;) &lt;- attach it to units.
        //return false
    endfunction
    
    private function Act takes nothing returns nothing
        local Data d = Data.create()
        set d.cs = GetTriggerUnit()
        //some stuffs here.
        //pass struct here
        call GroupEnumUnitsInRange(--parameters--,Condition(function Effects))
        
        //attach struct to timer
        //timer start
    endfunction
    
    private function Cond takes nothing returns boolean
        return GetSpellAbilityId() == //spell&#039;s id
    endfunction
    
    private function Init takes nothing returns nothing
        local trigger trig = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(trig,EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(trig,Condition(function Cond))
        call TriggerAddAction(trig,function Act)
    endfunction
    
endscope

It is something like this.
 

Zwiebelchen

You can change this now in User CP.
Reaction score
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Can you please stop opening a new thread for that spell every second? You can recycle your old thread if you have a question about the same spell.
 
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