JASS spell help ;/

B

botanic

Guest
Sorry i added this in the wrong area clicked wrong button ;/


Im trying to modify the Dash_Strike_Image_Damage and the Dash_Strike_Target_Damage from Level * a number to using the AGI of the hero... I tried doing

JASS:
constant function Dash_Strike_Target_Damage takes real Level returns real
    return Level * I2R(GetHeroStatBJ(bj_HEROSTAT_AGI, udg_Shapeshifter_Hero, true)) //Damage done to the target
endfunction


however it gives me an error ;/

I know the I2R(GetHeroStatBJ(bj_HEROSTAT_AGI, udg_Shapeshifter_Hero, true)) is fine because i used it in a spell earlier however it seems that im missing something ~.~ Works great without trying to base the damage off the AGI...

IF you want the spell script it is:

JASS:
constant function Dash_Strike_SpellId takes nothing returns integer
    return 'A01H' //Rawcode of the ability being cast
endfunction

function Dash_Strike_DummyID takes nothing returns integer
    return 'n00H' //Rawcode for the Dash Dummy unit
endfunction

function Dash_Strike_Distance takes nothing returns real
    return 1.3 //Distance out related to the total distance between the target and caster
endfunction

constant function Dash_Strike_Target_Damage takes real Level returns real
    return Level * 50 //Damage done to the target
endfunction

constant function Dash_Strike_Image_Damage takes real Level returns real
    return Level * 50 //Damage done by the image movement
endfunction

constant function Dash_Strike_Image_Damage_Area takes real Level returns real
    return 50 + Level * 0 //Area of damage done by the image movement
endfunction

function Dash_Strike_Attack_Effect takes nothing returns string
    return "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl" //Effect on the caster when they attack the target
endfunction

function Dash_Strike_Attack_Effect_Location takes nothing returns string
    return "weapon" //Location of effect on the caster when they attack the target
endfunction

function Dash_Strike_Slide_Effect takes nothing returns string
    return "Abilities\\Spells\\Human\\FlakCannons\\FlakTarget.mdl" //Effect at the feat of the dummys as the dash
endfunction

//***************************************************\\

function Dash_Strike_Bezier_Curve takes real a, real b, real A, real B, real C  returns real
    return A*a*a+2*B*a*b+C*b*b 
endfunction

function Dash_Strike_MoveUnitToPolarProjection takes unit tomove, real dist, real angle returns nothing
    call SetUnitPosition(tomove, GetUnitX(tomove) + dist * Cos(angle * bj_DEGTORAD) , GetUnitY(tomove) + dist * Sin(angle * bj_DEGTORAD))
endfunction

function Dash_Strike_Fade_In takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local unit u = GetHandleUnit(t,"u")
    local integer i = GetHandleInt(t,"i")
    
    if i < 255 then
        call SetUnitVertexColor(u,255,255,255,i)
        set i=i+6
        call SetHandleInt(t,"i",i)
    else
        call PauseTimer(t)
        call FlushHandleLocals(t)
        call DestroyTimer(t) 
    endif

    set t = null
    set u = null
endfunction

function Dash_Strike_Fade_Out takes nothing returns nothing
    local timer t4 = GetExpiredTimer()
    local timer t = CreateTimer()
    local unit u = GetHandleUnit(t4,"u")
    local integer i = GetHandleInt(t4,"i")
    
    if i>0 then
        call SetUnitVertexColor(u,255,255,255,i)
        set i=i-6
        call SetHandleInt(t4,"i",i)
    else
        call PauseTimer(t4)
        call FlushHandleLocals(t4)
        call DestroyTimer(t4)
        call SetHandleHandle(t,"u",u)
        call SetHandleInt(t,"i",i)   
        call TimerStart(t, 0.01, true, function Dash_Strike_Fade_In)
    endif
        
    set u = null 
    set t = null   
    set t4 = null
endfunction

function Dash_Strike_Group takes nothing returns boolean
    return IsUnitEnemy(GetFilterUnit(),bj_groupEnumOwningPlayer) and IsUnitType(GetFilterUnit(),UNIT_TYPE_GROUND)==true
endfunction

function Dash_Strike_Damage takes unit u, real r, real x, real y, real r2, boolean attack, boolean ranged, attacktype at, damagetype dt, weapontype wt returns nothing
    local group g = CreateGroup()
    local boolexpr b = Condition(function Dash_Strike_Group)
    local unit v

    set bj_groupEnumOwningPlayer = GetOwningPlayer(u)
    call GroupEnumUnitsInRange(g, x, y, r, b)
    call DestroyBoolExpr(b)    
    loop
        set v = FirstOfGroup(g)
        exitwhen v == null
        call GroupRemoveUnit(g,v)
        call UnitDamageTarget(u,v,r2,attack,ranged,at,dt,wt)
    endloop    
    call DestroyGroup(g)

    set g = null
    set b = null
endfunction

function Dash_Strike_Move3 takes nothing returns nothing
    local timer t3 = GetExpiredTimer()
    local unit u = GetHandleUnit(t3,"u")
    local unit dum3 = GetHandleUnit(t3,"dum3")
    local real lvl = GetHandleReal(t3,"lvl")
    local real angle = GetHandleReal(t3,"angle")
    local real dist = GetHandleReal(t3,"dist")    
    local real x2 = GetHandleReal(t3,"x2")
    local real y2 = GetHandleReal(t3,"y2") 
     
    call Dash_Strike_MoveUnitToPolarProjection(dum3,dist,angle)    
    call SetUnitAnimation(dum3, "walk")
    call DestroyEffect( AddSpecialEffect(Dash_Strike_Slide_Effect(),GetUnitX(dum3),GetUnitY(dum3)))
    call Dash_Strike_Damage(u,Dash_Strike_Image_Damage_Area(lvl), GetUnitX(dum3), GetUnitY(dum3), Dash_Strike_Image_Damage(lvl), false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, null)
    if IsUnitInRangeXY(dum3,x2,y2, 50) then 
        call KillUnit(dum3)
        call RemoveUnit(dum3)        
        call PauseTimer(t3)
        call FlushHandleLocals(t3)        
        call DestroyTimer(t3)
    endif

    set t3 = null
    set u = null
    set dum3 = null
endfunction

function Dash_Strike_Move2 takes nothing returns nothing
    local timer t2 = GetExpiredTimer()
    local unit u = GetHandleUnit(t2,"u")
    local unit dum2 = GetHandleUnit(t2,"dum2")
    local real lvl = GetHandleReal(t2,"lvl")        
    local real x1 = GetHandleReal(t2,"x1")
    local real y1 = GetHandleReal(t2,"y1")
    local real x2 = GetHandleReal(t2,"x2")
    local real y2 = GetHandleReal(t2,"y2")
    local real x4 = GetHandleReal(t2,"x4")
    local real y4 = GetHandleReal(t2,"y4")    
    local real a = GetHandleReal(t2,"a") 
    local real b = 1-a 
    local real dum2x = Dash_Strike_Bezier_Curve(a,b,x1,x4,x2) 
    local real dum2y = Dash_Strike_Bezier_Curve(a,b,y1,y4,y2)           
    
    call SetUnitPosition(dum2,dum2x,dum2y)    
    call SetUnitAnimation(dum2, "walk")
    call DestroyEffect( AddSpecialEffect(Dash_Strike_Slide_Effect(),dum2x,dum2y))
    call Dash_Strike_Damage(u,Dash_Strike_Image_Damage_Area(lvl), dum2x, dum2y, Dash_Strike_Image_Damage(lvl), false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, null)
    if IsUnitInRangeXY(dum2,x2,y2, 50) then 
        call KillUnit(dum2)
        call RemoveUnit(dum2)        
        call PauseTimer(t2)
        call FlushHandleLocals(t2)        
        call DestroyTimer(t2)
    endif    
    call SetHandleReal(t2,"a",a - .04)    
                                      
    set u = null
    set dum2 = null       
    set t2 = null
endfunction

function Dash_Strike_Move1 takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local unit u = GetHandleUnit(t,"u")
    local unit dum1 = GetHandleUnit(t,"dum1") 
    local real lvl = GetHandleReal(t,"lvl")       
    local real x1 = GetHandleReal(t,"x1")
    local real y1 = GetHandleReal(t,"y1")
    local real x2 = GetHandleReal(t,"x2")
    local real y2 = GetHandleReal(t,"y2")
    local real x3 = GetHandleReal(t,"x3")
    local real y3 = GetHandleReal(t,"y3")    
    local real a = GetHandleReal(t,"a") 
    local real b = 1-a 
    local real dum1x = Dash_Strike_Bezier_Curve(a,b,x1,x3,x2) 
    local real dum1y = Dash_Strike_Bezier_Curve(a,b,y1,y3,y2)           
    
    call SetUnitPosition(dum1,dum1x,dum1y)    
    call SetUnitAnimation(dum1, "walk")
    call DestroyEffect( AddSpecialEffect(Dash_Strike_Slide_Effect(),dum1x,dum1y))
    call Dash_Strike_Damage(u,Dash_Strike_Image_Damage_Area(lvl), dum1x, dum1y, Dash_Strike_Image_Damage(lvl), false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, null)
    if IsUnitInRangeXY(dum1,x2,y2, 50) then 
        call KillUnit(dum1)
        call RemoveUnit(dum1)        
        call PauseTimer(t)
        call FlushHandleLocals(t)        
        call DestroyTimer(t)
    endif    
    call SetHandleReal(t,"a",a - .04)    
                                      
    set u = null
    set dum1 = null       
    set t = null
endfunction

function Trig_Dash_Strike_Actions takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local unit u2 = GetSpellTargetUnit()
    local timer t = CreateTimer() 
    local timer t2 = CreateTimer() 
    local timer t3 = CreateTimer()
    local timer t4 = CreateTimer() 
    local real lvl = GetUnitAbilityLevel(u, Dash_Strike_SpellId())  
    local real x1 = GetUnitX(u) 
    local real y1 = GetUnitY(u)         
    local real x2 = GetUnitX(u2) 
    local real y2 = GetUnitY(u2)    
    local real a = bj_RADTODEG * Atan2(y2 - y1, x2 - x1)
    local unit dum1 = CreateUnit(GetOwningPlayer(u), Dash_Strike_DummyID(), x1, y1, a)
    local unit dum2 = CreateUnit(GetOwningPlayer(u), Dash_Strike_DummyID(), x1, y1, a)
    local unit dum3 = CreateUnit(GetOwningPlayer(u), Dash_Strike_DummyID(), x1, y1, a)         
    local real length = SquareRoot((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2))/Dash_Strike_Distance()  
    local real dist = SquareRoot((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2))/2 
    local real dist2 = SquareRoot((dist*dist)+(length*length))   
    local real x3 = x1 + dist2 * Cos((a+45) * bj_DEGTORAD)  
    local real y3 = y1 + dist2 * Sin((a+45) * bj_DEGTORAD)
    local real x4 = x1 + dist2 * Cos((a+315) * bj_DEGTORAD) 
    local real y4 = y1 + dist2 * Sin((a+315) * bj_DEGTORAD)
    
    call SetHandleReal(t,"lvl",lvl)
    call SetHandleReal(t2,"lvl",lvl)
    call SetHandleReal(t3,"lvl",lvl)
    call SetHandleReal(t,"x1",x1) 
    call SetHandleReal(t,"y1",y1)
    call SetHandleReal(t,"x2",x2)
    call SetHandleReal(t,"y2",y2)
    call SetHandleReal(t2,"x1",x1) 
    call SetHandleReal(t2,"y1",y1)
    call SetHandleReal(t2,"x2",x2)
    call SetHandleReal(t2,"y2",y2)
    call SetHandleReal(t3,"x2",x2)
    call SetHandleReal(t3,"y2",y2)
    call SetHandleReal(t,"x3",x3) 
    call SetHandleReal(t,"y3",y3)
    call SetHandleReal(t2,"x4",x4) 
    call SetHandleReal(t2,"y4",y4)    
    call SetHandleReal(t,"a",1)
    call SetHandleReal(t2,"a",1)
    call SetHandleReal(t3,"angle",bj_RADTODEG * Atan2(y2 - y1, x2 - x1))
    call SetHandleReal(t3,"dist",SquareRoot((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2))/25)
    call SetHandleInt(t4,"i",255)      
    call SetHandleHandle(t,"dum1",dum1) 
    call SetHandleHandle(t2,"dum2",dum2)
    call SetHandleHandle(t3,"dum3",dum3)
    call SetHandleHandle(t,"u",u)
    call SetHandleHandle(t2,"u",u)
    call SetHandleHandle(t3,"u",u)
    call SetHandleHandle(t4,"u",u)        
   
    call SetUnitTimeScalePercent(dum1, 10000)
    call SetUnitAnimation(dum1, "walk")
    call SetUnitTimeScalePercent(dum2, 10000)
    call SetUnitAnimation(dum2, "walk")
    call SetUnitTimeScalePercent(dum3, 10000)
    call SetUnitAnimation(dum3, "walk")
    call ClearSelectionForPlayer(GetOwningPlayer(u))    
    call TimerStart(t, .025, true, function Dash_Strike_Move1) 
    call TimerStart(t2, .025, true, function Dash_Strike_Move2)
    call TimerStart(t3, .025, true, function Dash_Strike_Move3)
    call TimerStart(t4, .01, true, function Dash_Strike_Fade_Out)    
    call TriggerSleepAction(.4) 
    call SetUnitPosition(u,GetUnitX(u2),GetUnitY(u2))
    call SelectUnitAddForPlayer(u,GetOwningPlayer(u))
    if IsUnitAlly(u2,GetOwningPlayer(u))==false then   
        call IssueTargetOrder(u,"attack",u2)
        call UnitDamageTarget(u,u2,Dash_Strike_Target_Damage(lvl),false,false,ATTACK_TYPE_HERO,DAMAGE_TYPE_NORMAL,null)
        call DestroyEffect(AddSpecialEffectTarget( Dash_Strike_Attack_Effect(), u , Dash_Strike_Attack_Effect_Location()))
    endif
    call TriggerSleepAction(2)  
    
    set t = null
    set t2 = null
    set t3 = null
    set t4 = null
    set u = null
    set u2 = null
    set dum1 = null
    set dum2 = null
    set dum3 = null    
endfunction

//===========================================================================
function Trig_Dash_Strike_Conditions takes nothing returns boolean  
    return GetSpellAbilityId() == Dash_Strike_SpellId()
endfunction

function InitTrig_Dash_Strike takes nothing returns nothing
    set gg_trg_Dash_Strike = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Dash_Strike, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Dash_Strike, Condition( function Trig_Dash_Strike_Conditions ) )
    call TriggerAddAction( gg_trg_Dash_Strike, function Trig_Dash_Strike_Actions )
endfunction
 
Holy handle-vars that's alot of H2I!

Anyway, try
JASS:
return I2R(Level * GetHeroAgi(udg_Shapeshifter_Hero,true))


If you use the jass newgen pack it will be more descriptive in the errors that you get. It'll also allow you to use structs instead of all those slow, bug-prone handle vars calls.
 
Nope still get an error ;/

I attached a pict of the error box

I think it MIGHT be because the variable Shapeshifter_Hero is a global that I want to get the AGI from... (sometimes I get the constant being called from non-constant funcion error...)

PS: So SHOULD I fix the H2I? / How do i fix it?
 

Attachments

  • Picture 49.png
    Picture 49.png
    50 KB · Views: 217
YES. Fix the H2I stuff. It burns. I remember, though, that I used to be an H2I junkie, back in the good old days...

Structs mah man. Use structs. It's really too in depth for me to write a tutorial on now, but there are a few around that you should search for.
 
NE ways beyone cleaning the spell up anyone have any ideas on how/why I am having that problem? I also am having problems with another spell in the same way
 
General chit-chat
Help Users
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:
  • The Helper The Helper:
    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
  • tom_mai78101 tom_mai78101:
    The latest news feed looks good

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top