Need help whit a spell

Kling[o]

New Member
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7
I made a spell called Arcane Storm , I posted it at THW and Someone said Hashtable Is better so, I tried to make my spell whit hashtable but i have questions and Problem(s) about my spell's trigger.
Problem(s)
1.I want the special effects I've created in trigger is destroy when the spell is finish but, if the caster cast twice in a row only the last created one is destroyed. how can i change that?
Questions.
1.It is MUI? if it's not , why?
2.It is Leakless?

Just an off-topic question.
What happen if you divide by zero in Wc3?

Here my code:

Trigger:
  • ASHashtable(Initally On)
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set ASHashtable = (Last created hashtable)

Trigger:
  • ASInit(Initially On)
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Arcane Storm
    • Actions
      • Trigger - Turn on ASPeriodic <gen>
      • Set ASCaster = (Triggering unit)
      • Set ASCasterPoint = (Position of ASCaster)
      • Set ASPlayer = (Owner of ASCaster)
      • Set ASAOE = (250.00 + (50.00 x (Real((Level of Arcane Storm for ASCaster)))))
      • Set ASDamage = (15.00 + (5.00 x (Real((Level of Arcane Storm for ASCaster)))))
      • Set ASTime = 5.00
      • Special Effect - Create a special effect attached to the head of ASCaster using Abilities\Spells\Undead\OrbOfDeath\AnnihilationMissile.mdl
      • Set ASSFX = (Last created special effect)
      • Unit Group - Add ASCaster to ASCasterGroup
      • Hashtable - Save Handle OfASSFX as (Key Sfx) of (Key (Triggering unit)) in ASHashtable
      • Hashtable - Save ASTime as (Key Time) of (Key (Triggering unit)) in ASHashtable
      • Hashtable - Save Handle OfASCaster as 0 of (Key (Triggering unit)) in ASHashtable
      • Hashtable - Save Handle OfASCasterPoint as 1 of (Key (Triggering unit)) in ASHashtable
      • Hashtable - Save Handle OfASPlayer as 2 of (Key (Triggering unit)) in ASHashtable
      • Hashtable - Save ASAOE as (Key Aoe) of (Key (Triggering unit)) in ASHashtable
      • Hashtable - Save ASDamage as (Key Damage) of (Key (Triggering unit)) in ASHashtable

Trigger:
  • ASPeriodic(Initially Off)
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
      • (ASCasterGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in ASCasterGroup and do (Actions)
        • Loop - Actions
          • Set ASSFX = (Load (Key Sfx) of (Key (Picked unit)) in ASHashtable)
          • Set ASCaster = (Load 0 of (Key (Picked unit)) in ASHashtable)
          • Set ASCasterPoint = (Load 1 of (Key (Picked unit)) in ASHashtable)
          • Set ASPlayer = (Load 2 of (Key (Picked unit)) in ASHashtable)
          • Set ASDamageGroup = (Units within ASAOE of ASCasterPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of ASPlayer) Equal to True))))
          • Set ASRandomGroup = (Random 1 units from ASDamageGroup)
          • Set ASTime = (Load (Key Time) of (Key (Picked unit)) from ASHashtable)
          • Set ASDamage = (Load (Key Damage) of (Key (Picked unit)) from ASHashtable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ASTime Greater than 0.00
            • Then - Actions
              • Hashtable - Save (ASTime - 0.25) as (Key Time) of (Key (Picked unit)) in ASHashtable
              • Unit Group - Pick every unit in ASRandomGroup and do (Actions)
                • Loop - Actions
                  • Set ASTarget = (Picked unit)
                  • Set ASTargetPoint = (Position of ASTarget)
                  • Unit - Cause ASCaster to damage ASTarget, dealing ASDamage damage of attack type Spells and damage type Normal
                  • Unit - Create 1 Arcane Storm[Explosion] for ASPlayer at ASTargetPoint facing ASTargetPoint
                  • Set ASExplosion = (Last created unit)
                  • Unit - Add a 1.00 second Generic expiration timer to ASExplosion
                  • For each (Integer A) from 1 to 20, do (Actions)
                    • Loop - Actions
                      • Set ASRayFly = (60.00 x (Real((Integer A))))
                      • Unit - Create 1 Arcane Storm[Ray] for ASPlayer at ASTargetPoint facing ASTargetPoint
                      • Set ASRay = (Last created unit)
                      • Unit - Add a 1.00 second Generic expiration timer to ASRay
                      • Animation - Change ASRay flying height to ASRayFly at 0.00
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (ASCasterGroup is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off ASPeriodic <gen>
                • Else - Actions
              • Unit Group - Remove ASCaster from ASCasterGroup
              • Special Effect - Destroy ASSFX
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in ASHashtable
              • Custom script: call RemoveLocation(udg_ASTargetPoint)
              • Custom script: call DestroyGroup(udg_ASDamageGroup)
              • Custom script: call DestroyGroup(udg_ASRandomGroup)
              • Custom script: call RemoveLocation(udg_ASCasterPoint)
 

Tru_Power22

You can change this now in User CP.
Reaction score
144
When you cast it twice before they effect it destroyed it overrides the last effect in the hash table.

You need to keep track of how many times the spell is cast per unit then offset the special effect key by the number of casts.

Then it should work.

Dividing by zero give you an error just like every other language.
 

Kling[o]

New Member
Reaction score
7
When you cast it twice before they effect it destroyed it overrides the last effect in the hash table.

You need to keep track of how many times the spell is cast per unit then offset the special effect key by the number of casts.

Then it should work.

Dividing by zero give you an error just like every other language.

So Instead of storing the Special effects into the hashtable, i should use Index system for it?

and what about my other question?
 
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