Spell Multicast

Laiev

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Okey will fix that. Will the "<= PERCENTAGE_CONS..." cause any errors or can I keep it there?

i just use it to make more configurable and don't will cause errors


the condition just check the level of the ability for the triggering unit and the random integer between 1 and 100 (which is the chance to cast again)
 

SwedishChef

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Was a time since I checked this thread have been kinda bussy. Saw that I have missed alot of posts. Good that I have some time now ;).
 

Komaqtion

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I really suggest you make two seperate abilities for the dummy and the spell itself... As the dummies many people make doesn't have mana, and dummy abilities shouldn't have it either.
And also, you might want to have a casting time on the first spell, but not the second.

So, I'd suggest you use this:
JASS:
scope Multicast initializer InitTrig

globals
	private constant integer ABILITY_ID 		  = &#039;A000&#039; //Raw code of the ability
	private constant integer DUMMY_ID 	          = &#039;dumy&#039; //Raw code of the dummy
    private constant integer DUMMY_SPELL_ID       = &#039;dmsp&#039; // The 
	
	private constant real    LIFE_TIME_DUMMY 	  = 2.     // How long the dummy will last, if you use spells like blizzard you would want to make this longer.
	private constant real    SPELL_DELAY 		  = .2 	   // Sets the delay between the casted spell and the multicasted spell
	private constant real	 LIFE_TIME_TEXT 	  = 3.     // Time util text disappear
	private constant real	 TEXT_FADE_POINT 	  = 2.     // Time it takes before the text start to fade out
    private constant integer TEXT_COLOR_RED       = 255    // The &quot;red&quot; color of the texttag
    private constant integer TEXT_COLOR_GREEN     = 0      // The &quot;greed&quot; color of the texttag
    private constant integer TEXT_COLOR_BLUE      = 0      // The &quot;blue&quot; color of the texttag
    private constant integer TEXT_COLOR_ALPHA     = 0      // The &quot;alpha&quot; color of the texttag (Transparency)
endglobals

private constant function Chance takes integer spellLvl returns real
    return 12. + (8. * spellLvl)
endfunction

//=========================================================\\
//========== Nothing to edit past this point ==============\\
//=========================================================\\

private function Conditions takes nothing returns boolean
    return GetUnitAbilityLevel(GetTriggerUnit(), ABILITY_ID) &gt; 0 and GetRandomInt(1, 100) &lt;= Chance(GetUnitAbilityLevel(GetTriggerUnit(), ABILITY_ID))
endfunction

private function Actions takes nothing returns nothing
    local unit   u  = GetTriggerUnit()
    local real   x  = GetUnitX (u)
    local real   y  = GetUnitY (u)
    local player p  = GetOwningPlayer(u)
    local unit   tu = CreateUnit(p, DUMMY_ID, x, y, 270)
    local unit   t  = GetSpellTargetUnit()
    local real   tx = GetSpellTargetX()
    local real   ty = GetSpellTargetY()
    local string s  = UnitId2String(GetUnitCurrentOrder(u))
	local texttag tt
    local integer spellid = GetSpellAbilityId()
    
    call UnitApplyTimedLife(tu, &#039;BTLF&#039;, LIFE_TIME_DUMMY)
    call UnitAddAbility(tu, GetSpellAbilityId())
    call SetUnitAbilityLevel(tu, spellid, GetUnitAbilityLevel(u, spellid))
	
  //============= This is for the Multicast text, don&#039;t edit ===================\\
        set tt = CreateTextTag()
        call SetTextTagText (tt, &quot;Multicast!&quot;, 0.023)
        call SetTextTagPos (tt, x, y, 15)
        call SetTextTagColor (tt, 10, 255, 0, 0)
        call SetTextTagVelocity (tt, 0.0355 * Cos(90. * bj_DEGTORAD), 0.0355 * Sin(90. * bj_DEGTORAD))
        call SetTextTagVisibility (tt, true)
        call SetTextTagFadepoint (tt, TEXT_FADE_POINT)
        call SetTextTagLifespan (tt, LIFE_TIME_TEXT)
        call SetTextTagPermanent (tt, false)
  //==========================================================================\\
	
    call TriggerSleepAction(SPELL_DELAY)
    
    if GetRectMaxX( bj_mapInitialPlayableArea ) &gt; tx and GetRectMinX( bj_mapInitialPlayableArea ) &lt; tx and GetRectMaxY( bj_mapInitialPlayableArea ) &gt; ty and GetRectMinY( bj_mapInitialPlayableArea ) &lt; tx then
        call IssuePointOrder (tu, s, tx, ty)
    elseif GetSpellTargetUnit() != null then
        call IssueTargetOrder(tu, s, t)
        call IssueImmediateOrder(tu, s)
    endif
	
    set p  = null
    set u  = null
    set tu = null
    set t  = null
    set s  = null
endfunction

private function InitTrig takes nothing returns nothing
    local trigger t = CreateTrigger()
    
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t, Condition(function Conditions))
    call TriggerAddAction(t, function Actions)
endfunction
endscope
 

SwedishChef

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Thanks! But I can't make a second ability for all abilities since this multicast shall just be copied over and then work with all spells. Thats why I tell people to use my dummy for the spell.
 

SwedishChef

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"
What is this?
*Whenever a spell is cast, by a hero with the multicast ability, there is a percent chance that it will cast again a second time.
*Works with all spells without having to add a condition for every spell
*Trigger both in GUI and Jass (but this needs to be fixed some)"

First thing I write :p.
 

SanKakU

Member
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well i hope you notice that it's not working with chain lightning...as i mentioned in an above post.
 

Komaqtion

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What is this?
*Whenever a spell is cast, by a hero with the multicast ability, there is a percent chance that it will cast again a second time.
*Works with all spells without having to add a condition for every spell
*Trigger both in GUI and Jass (but this needs to be fixed some)"

Where here do you tell them to use your own dummy for the spell ?! :S
 

SwedishChef

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Oh not there, in the map. There I just say that it should work with all abilities without you have to do anything extra.

Chain ligthning not working? Are you sure? I will look into it now!

Komaqtion what did you change in the trigger? Or what did the changes mean? Just optimization?

E: It actually does cast twice but it's a bit hard to see. But check the damage and you will see that it is casted twice.
 

SwedishChef

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Another Global:

JASS:
private constant string TTTEXT = &quot;Multicast!&quot;


Makes the TexTags text changeable easily. :thup:

Thanks will add that.

Komaqtion I had some problems with your trigger but I will VM you later since I have to go now.

E: Added. Working with Komaqtions trigger now. All is soon fixed ;).
 

Komaqtion

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Try this:
JASS:
scope Multicast initializer InitTrig

    globals
        private constant integer ABILITY_ID 		  = &#039;A000&#039; //Raw code of the ability
        private constant integer DUMMY_ID 	          = &#039;dumy&#039; //Raw code of the dummy
	
        private constant string  TEXTTAG_TEXT         = &quot;Multicast !&quot;
        private constant real    TEXTTAG_HEIGHT       = 15.
        private constant real    TEXT_SIZE            = 0.023
        private constant real    LIFE_TIME_DUMMY 	  = 2.     // How long the dummy will last, if you use spells like blizzard you would want to make this longer.
        private constant real    SPELL_DELAY 		  = .2 	   // Sets the delay between the casted spell and the multicasted spell
        private constant real	 LIFE_TIME_TEXT 	  = 3.     // Time util text disappear
        private constant real	 TEXT_FADE_POINT 	  = 2.     // Time it takes before the text start to fade out
        private constant integer TEXT_COLOR_RED       = 255    // The &quot;red&quot; color of the texttag
        private constant integer TEXT_COLOR_GREEN     = 0      // The &quot;greed&quot; color of the texttag
        private constant integer TEXT_COLOR_BLUE      = 0      // The &quot;blue&quot; color of the texttag
        private constant integer TEXT_COLOR_ALPHA     = 0      // The &quot;alpha&quot; color of the texttag (Transparency)
    endglobals

    private constant function Chance takes integer spellLvl returns real
        return 12. + (8. * spellLvl)
    endfunction

//=========================================================\\
//========== Nothing to edit past this point ==============\\
//=========================================================\\

    private function Conditions takes nothing returns boolean
        return GetUnitAbilityLevel(GetTriggerUnit(), ABILITY_ID) &gt; 0 and GetRandomInt(1, 100) &lt;= Chance(GetUnitAbilityLevel(GetTriggerUnit(), ABILITY_ID))
    endfunction

    private function Actions takes nothing returns nothing
        local unit   u  = GetTriggerUnit()
        local real   x  = GetUnitX (u)
        local real   y  = GetUnitY (u)
        local player p  = GetOwningPlayer(u)
        local unit   tu = CreateUnit(p, DUMMY_ID, x, y, 270)
        local unit   t  = GetSpellTargetUnit()
        local real   tx = GetSpellTargetX()
        local real   ty = GetSpellTargetY()
        local string s  = UnitId2String(GetUnitCurrentOrder(u))
        local texttag tt
        local integer spellid = GetSpellAbilityId()
        
        call UnitApplyTimedLife( tu, &#039;BTLF&#039;, LIFE_TIME_DUMMY )
        call UnitAddAbility( tu, GetSpellAbilityId() )
        call SetUnitAbilityLevel (tu, ABILITY_ID, GetUnitAbilityLevel(u, ABILITY_ID ) )
        
      //============= This is for the Multicast text, don&#039;t edit ===================\\
            set tt = CreateTextTag()
            call SetTextTagText ( tt, TEXTTAG_TEXT, TEXT_SIZE )
            call SetTextTagPos ( tt, x, y, TEXTTAG_HEIGHT )
            call SetTextTagColor (tt, TEXT_COLOR_RED, TEXT_COLOR_GREEN, TEXT_COLOR_BLUE, TEXT_COLOR_ALPHA )
            call SetTextTagVelocity ( tt, 0.0355 * Cos(90. * bj_DEGTORAD), 0.0355 * Sin( 90. * bj_DEGTORAD ) )
            call SetTextTagVisibility ( tt, true )
            call SetTextTagFadepoint ( tt, TEXT_FADE_POINT )
            call SetTextTagLifespan ( tt, LIFE_TIME_TEXT )
            call SetTextTagPermanent ( tt, false )
      //==========================================================================\\
        
        call TriggerSleepAction( SPELL_DELAY )
        
        if GetRectMaxX( bj_mapInitialPlayableArea ) &gt; tx and GetRectMinX( bj_mapInitialPlayableArea ) &lt; tx and GetRectMaxY( bj_mapInitialPlayableArea ) &gt; ty and GetRectMinY( bj_mapInitialPlayableArea ) &lt; tx then
            call IssuePointOrder ( tu, s, tx, ty )
        elseif GetSpellTargetUnit() != null then
            call IssueTargetOrder( tu, s, t )
            call IssueImmediateOrder( tu, s )
        endif
        
        set p  = null
        set u  = null
        set tu = null
        set t  = null
        set s  = null
        set tt = null
    endfunction

    private function InitTrig takes nothing returns nothing
        local trigger t = CreateTrigger()
        
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(t, Condition(function Conditions))
        call TriggerAddAction(t, function Actions)
    endfunction

endscope
 

SanKakU

Member
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21
Oh not there, in the map. There I just say that it should work with all abilities without you have to do anything extra.

Chain ligthning not working? Are you sure? I will look into it now!

Komaqtion what did you change in the trigger? Or what did the changes mean? Just optimization?

E: It actually does cast twice but it's a bit hard to see. But check the damage and you will see that it is casted twice.

I AM checking the damage and that's how i know it's not casting twice, silly.
 

Komaqtion

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Use this as the test map instead...

I changed the code a bit (Not too much actually) but I think the problem laid in the dummy :S

So I changed it a bit too, and some abilities works now ;)

Breath of Fire works, and I think Chain Lightning works if you change the delay to a bit more :D
 

Attachments

  • Multicast GUI & Jass - SwedishChef.w3x
    45.6 KB · Views: 323

SwedishChef

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Thanks for helping me out. Will check the map now.

E: Thanks again Komaqtion. You had some errors in your triggers but I fixed them. All things commented have been fixed now so:

Updated!


SanKaku the error with Chain Lightning depended on the range you were from the unit. If you cast it at maximum range it would almost never work. I have added that as a known error.
 
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