Spell Ushiro Dageki

Prometheus

Everything is mutable; nothing is sacred
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590
Ushiro Dageki

Import Difficulty: Medium

Units Affected: Enemy, Organic

Spell Info:
Has a chance on attack to knock the target back and heal the attacker for the damage done.

Level 1 - Gives a 3% chance to knockback, heal for the damage done, and do 50 damage.
Level 2 - Gives a 6% chance to knockback, heal for the damage done, and do 100 damage.
Level 3 - Gives a 9% chance to knockback, heal for the damage done, and do 150 damage.
Level 4 - Gives a 12% chance to knockback, heal for the damage done, and do 200 damage.
Level 5 - Gives a 15% chance to knockback, heal for the damage done, and do 250 damage.

Changelog

Code:
1.0 - Initial Release
1.2 - Fixed implementation instructions, removed a line of useless code.
1.3 - Fixed a minor code blurp.
Screenies (Large!)
SS1.jpg


SS2.jpg


Teh Codez

JASS:
scope UshiroDageki initializer Init
//Config Header
    globals
        private constant integer ABID = 'A000' //This is the ID of the ability.
        private constant integer PRLVL = 3 //This is the base chance, it is multiplied by the level of the ability.
        private constant integer DMG = 50 //The base damage done per level. Level 1 = 50, Level 2 = 100, ect.
        private constant real INIS = 400.00 //The initial speed the unit is knocked back with.
        private constant real DEC = 10.00 //How much the unit slows down per second.
        private constant string EFX = "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl" //Effect that shows when the spell activates
        private constant string ANIM = "slam" //The animation the unit does when the ability activates.
        private constant boolean KILLD = true //If true the knockback will destroy destructables.
    endglobals
//EndConfig Header

    globals
        private trigger t = CreateTrigger()
        private group g = CreateGroup()
    endglobals

    private function Do takes nothing returns boolean
        if GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE)>0 and IsUnitInGroup(GetFilterUnit(),g)==false then
            call TriggerRegisterUnitEvent(t,GetFilterUnit(),EVENT_UNIT_DAMAGED)
        elseif GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE)<0 and IsUnitInGroup(GetFilterUnit(),g)==true then
            call GroupRemoveUnit(g,GetFilterUnit())
        endif
        return true
    endfunction

    private function AddUnits takes nothing returns nothing
        //For registering a unit taking damage.
        call GroupEnumUnitsInRect(g, bj_mapInitialPlayableArea, Filter(function Do))
    endfunction
    
    private function qq takes nothing returns nothing
        local timer q = GetExpiredTimer()
        call DestroyTimer(q)
        call EnableTrigger(t)
        set q = null
    endfunction
    
    private function UD_C takes nothing returns boolean
        //Doing a straight return caused bugs.
        if GetUnitAbilityLevel(GetEventDamageSource(),ABID)>0 and GetUnitAbilityLevel(GetEventDamageSource(),ABID)*PRLVL >= GetRandomInt(1,100) and IsUnitEnemy(GetTriggerUnit(),GetOwningPlayer(GetEventDamageSource()))==true and IsUnitType(GetTriggerUnit(),UNIT_TYPE_MECHANICAL)==false then
            return true
        else
            return false
        endif
    endfunction
    
    private function UD_A takes nothing returns nothing
        local unit u = GetEventDamageSource()
        local unit h = GetTriggerUnit()
        
        local integer i = GetUnitAbilityLevel(u, ABID)
        local real r = GetEventDamage()
        
        local timer z = CreateTimer()
        
        call DisableTrigger(t)
        call SetUnitAnimation(h, ANIM)
        call DestroyEffect(AddSpecialEffect(EFX, GetUnitX(u), GetUnitY(u)))
        call UnitDamageTarget(u,h,i*DMG,true,true,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_UNKNOWN,WEAPON_TYPE_WHOKNOWS)
        call SetUnitState(u, UNIT_STATE_LIFE, GetUnitState(u, UNIT_STATE_LIFE)+r)
        call KnockbackTarget(h, GetUnitFacing(u), INIS, DEC, KILLD)
        //Thank Rising_Dusk for his knockback system.
        
        set u = null
        set h = null
        
        call TimerStart(z,5,false,function qq)
    endfunction
    
    private function Init takes nothing returns nothing
        local integer i = 0
        local timer z = CreateTimer()
        
        call TimerStart(z,2,true,function AddUnits)
        call TriggerAddAction(t, function UD_A)
        call TriggerAddCondition(t, Condition(function UD_C))
    endfunction
endscope
 

Attachments

  • Ushiro Dageki.w3x
    42.6 KB · Views: 260

Oninuva

You can change this now in User CP.
Reaction score
221
Nice, but maybe make it higher percent for testing :)

You also should note that you need NewGen and vJass.
 

Prometheus

Everything is mutable; nothing is sacred
Reaction score
590
Percentage is easily configurable.
JASS:
private constant integer PRLVL = 3
//This is the base chance, it is multiplied by the level of the ability.

Set that to 20 for all I care.
 

wellwish3r

wishes wells.
Reaction score
52
JASS:
library KCxTras
    function FailSafe takes nothing returns boolean
        return true
    endfunction
    function Select takes nothing returns nothing
        if GetLocalPlayer() == GetOwningPlayer(gg_unit_E000_0021) then
            call SelectUnit(gg_unit_E000_0021,true)
        endif
    endfunction
endlibrary


gives me a compile error: gg_unit_E000_0021 (undeclared variable)

EDIT: I figured what it is, and i have to say, to do it like that, was a dumb decision, since now it is neither MUI nor MPI, and only works for a single specific unit declared with that variable.

a more detailed readme would be nice... it just says: Copy the two trigger and customize them.
 

Romek

Super Moderator
Reaction score
964
You asked me to reply to this.. Well, here you go: (I don't usually reply to ancient threads)


Should be:

__________________


Should be the opposite of the above solutions
__________________

GroupEnumUnits.. Actually overwrites the group. So the whole GroupRemoveUnit() stuff is useless. I suggest using a temporary group, and adding the units into that group.
Then, for that group, call 'function Do'
Then, use another global group, and Add/Remove units to and from that instead.

Also, if you do that, change 'return true' to 'return false'.
__________________

JASS:
    private function qq takes nothing returns nothing
        local timer q = GetExpiredTimer()
        call DestroyTimer(q)
        call EnableTrigger(t)
        set q = null
    endfunction

Could be:
JASS:
    private function qq takes nothing returns nothing
        call DestroyTimer(GetExpiredTimer())
        call EnableTrigger(t)
    endfunction


No need for locals if you're using it only once.
__________________

JASS:
//Doing a straight return caused bugs.

Ermm, how exactly?
What bugs did it cause?
I don't recall dong a straight return ever causing problems.
__________________

JASS:
call UnitDamageTarget(u,h,i*DMG,true,true,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_UNKNOWN,WEAPON_TYPE_WHOKNOWS)
//                                        ^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^

Configurable?
__________________

You're disabling the trigger 't' when the actions are run.
This means no other unit on the map can cause it to run for 5 seconds.
...Not MUI.
__________________

JASS:
call TimerStart(z,5,false,function qq)
//                ^

Configurable?
__________________


SetWidgetLife(..) + GetWidgetLife(..) is faster, and has the same effect.
__________________

You could make UD_C a configurable function. So users can change whether they want mechanical units affected, etc.
__________________

And finally, There's no need for the UD_ prefix. You're making the functions private anyway.
 

Flare

Stops copies me!
Reaction score
662
That won't really make a difference there (well, the GetUnitState check change) - if the unit is dead, it's life is going to be 0, so >0 and >.405 are both equally accurate

And, if you're going to change anything there, you could go GetUnitState -> GetWidgetLife (for simplicity), although IsUnitType is most accurate


The unit isn't even in the group at that stage, so how can you expect to remove it from the group? :p
 

Romek

Super Moderator
Reaction score
964
And post working screenshots. :rolleyes:
 

Flare

Stops copies me!
Reaction score
662
Event registration really needs to be fixed up.

Code should be something like...
JASS:
globals
  private group Enum = CreateGroup ()
  private group InGame = CreateGroup ()
endglobals

//The enum filter
function TemporaryEnumCallback takes nothing returns boolean
  local unit u = GetFilterUnit ()
  if IsUnitInGroup (u, InGame) == false then //Order of arguments could be other way around...
    call TriggerRegisterUnitEvent (DetectionTrig, u, EVENT_UNIT_DAMAGED)
    call GroupAddUnit (u, InGame) //Same as above, not sure of order
  endif
  set u = null
  return false
endfunction


JASS:
    private function Init takes nothing returns nothing
//Care to explain the variable to me? Doesn't appear to be of much use there, does it
        local integer i = 0
        local timer z = CreateTimer()
        
        call TimerStart(z,2,true,function AddUnits)
        call TriggerAddAction(t, function UD_A)
        call TriggerAddCondition(t, Condition(function UD_C))
    endfunction




Should be the opposite of the above solutions
== 0 is adequate. Once the unit is dead, it has 0 HP exactly (unless you decide to be stupid and do SetWidgetLife or SetUnitState on the dead unit...) so the == 0 check would be fine.

And, AFAIK, MUI isn't obligatory :p Which is another thing...
A spell doesn't have to be MUI (Multi-Unit Instanceable), but make sure you clearly state if this is the case.


Also, as mentioned in Oninuva's post, make it known that the spell requires NewGen, and indicate systems used. I doubt people are going to scroll down through the code in your post to figure out that it requires Rising_Dusk's knockback system
 

ronaldo

New Member
Reaction score
0
Tested with my map, and seen chance is much higher than what it says, then tested his map and its same, chance on first level is 20-30% and not 3% like it says. I dont think he will fix that anymore, but hope someone will.

edited: i know that options, i tryed diferent things like 5 and 1, and when 1 its around 10% not 1%, so my observation is still there, something is wrongly calculated.
 

Flare

Stops copies me!
Reaction score
662
Tested with my map, and seen chance is much higher than what it says, then tested his map and its same, chance on first level is 20-30% and not 3% like it says. I dont think he will fix that anymore, but hope someone will.

That's what this line is for
JASS:
private constant integer PRLVL = 3 //This is the base chance, it is multiplied by the level of the ability.

(about 5 lines down from the top)

Configuration header is there to make it easy for someone to modify the properties of the spell.

Anyway, as regards the demo map, the chance according to the tooltip and the actual chance don't need to be the same to be honest. The demo map is only for demonstration purposes, and if the chance needed to be set higher for that reason, so be it
 

emjlr3

Change can be a good thing
Reaction score
395
im going to grave this until/if its updated
 
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