Bug Fixes

Naga'sShadow

Ultra Cool Member
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I've made a custom starfall spell. Damage area over time with some extra effects. I've got the spell working for the most part, except for one grantedly large issue. It targets friendlies. The way I've set the spell up I'm not sure how to filter out friendly units. Here's the code.

JASS:
scope RoC initializer init

globals
    private constant integer SpellID = 'A009'
    private constant integer Silence = 'A00A'
    private constant integer Slow = 'S000'
    private constant integer Curse = 'Acrs'
    private constant integer Hex = 'AChx'
    private constant integer Kill = 'A00B'
    private constant real Damage = 15
    private constant real Period = 1
    private constant real Duration = 25
    private constant string CasterSFX = "Abilities\\Spells\\Undead\\Unsummon\\UnsummonTarget.mdl"
    private constant string TargetSFX = "Abilities\\Spells\\Items\\TomeOfRetraining\\TomeOfRetrainingCaster.mdl"
    private constant string AttackSFX = "Abilities\\Spells\\Undead\\DeathandDecay\\DeathandDecayTarget.mdl"
endglobals

struct chaos
    unit caster
    group targets = CreateGroup()
    effect Casterart
    location casterpoint
    real tick
    
    static method create takes nothing returns chaos
        local chaos r = chaos.allocate()
        set r.caster = GetTriggerUnit()
        set r.casterpoint = GetUnitLoc(r.caster)
        set r.Casterart = AddSpecialEffectLoc(CasterSFX, r.casterpoint)
        set r.tick = 0
        return r 
    endmethod
    
    method onDestory takes nothing returns nothing
        call DestroyGroup(.targets)
        call RemoveLocation(.casterpoint)
    endmethod
        
endstruct

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == SpellID
endfunction

private function BoolfilterMain takes nothing returns boolean
    if IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == true and IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) != true and GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) >= .045 and IsUnitInvisible(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == false then
        return true
    else 
        return false
    endif
endfunction

private function Effects takes nothing returns nothing
    local integer Chance = GetRandomInt(1, 400)
    local location tp = GetUnitLoc(GetEnumUnit())
    local unit caster = GetTriggerUnit()
    
    call DestroyEffect(AddSpecialEffectLoc(AttackSFX, tp))
    if IsUnitType(GetEnumUnit(), UNIT_TYPE_HERO) == true then
            if Chance >= 1 and Chance <= 27 then
                call CasterCastAbility(GetOwningPlayer(caster), Silence, "soulburn", GetEnumUnit(), true)
            elseif Chance >= 28 and Chance <= 54 then
                call CasterCastAbility(GetOwningPlayer(caster), Slow, "cripple", GetEnumUnit(), false)
            elseif Chance >= 55 and Chance <= 81 then
                call CasterCastAbility(GetOwningPlayer(caster), Curse, "curse", GetEnumUnit(), false)
            endif
    elseif IsUnitType(GetEnumUnit(), UNIT_TYPE_MAGIC_IMMUNE) == true then
            if Chance >= 90 and Chance <= 95 then
                call SetUnitState(GetEnumUnit(), UNIT_STATE_LIFE, (GetUnitState(GetEnumUnit(), UNIT_STATE_LIFE) * .5))
                call DestroyEffect(AddSpecialEffectLoc(TargetSFX, tp))
            endif
    else
            if Chance >= 1 and Chance <= 27 then
               call CasterCastAbility(GetOwningPlayer(caster), Silence, "soulburn", GetEnumUnit(), true)
            elseif Chance >= 28 and Chance <= 54 then
                call CasterCastAbility(GetOwningPlayer(caster), Slow, "cripple", GetEnumUnit(), false)
            elseif Chance >= 55 and Chance <= 81 then
                call CasterCastAbility(GetOwningPlayer(caster), Curse, "curse", GetEnumUnit(), false)
            elseif Chance >= 82 and Chance <=89 then
                call CasterCastAbility(GetOwningPlayer(caster), Hex, "hex", GetEnumUnit(), false)
            elseif Chance >= 90 and Chance <= 95 then
                call SetUnitState(GetEnumUnit(), UNIT_STATE_LIFE, (GetUnitState(GetEnumUnit(), UNIT_STATE_LIFE) * .5))
                call DestroyEffect(AddSpecialEffectLoc(TargetSFX, tp))
            elseif Chance >= 96 and Chance <= 100 then
                call CasterCastAbility(GetOwningPlayer(caster), Kill, "frostnova", GetEnumUnit(), false)
            endif
    endif
    call RemoveLocation(tp)
    set caster = null
endfunction

private function TimerDamage takes nothing returns nothing
    local timer time = GetExpiredTimer()
    local chaos r = GetCSData(time)
    local boolexpr TargetingInfo = Condition( function BoolfilterMain)
    
    if GetUnitState(r.caster, UNIT_STATE_LIFE) <= 0 or GetUnitCurrentOrder(r.caster) != String2OrderIdBJ("starfall") or r.tick >= Duration then
        call r.destroy()
        call PauseTimer(time)
        call DestroyTimer(time)
        call DestroyEffect(r.Casterart)
        set r.caster = null
    endif
    
    call GroupEnumUnitsInRangeOfLoc(r.targets, r.casterpoint, 900, TargetingInfo)
    call GroupRemoveUnit(r.targets, r.caster)
    call DamageUnitGroupEx(r.caster, Damage, r.targets, 0)
    call ForGroup(r.targets, function Effects)
    call GroupClear(r.targets)
    call TriggerSleepAction(Period)
    set r.tick = r.tick + Period

endfunction

private function Actions takes nothing returns nothing
    local timer time = CreateTimer()
    local chaos r = chaos.create()
    call SetCSData(time, r)
    call TimerStart(time, Period, true, function TimerDamage)
    set time = null
endfunction

//===========================================================================
private function init 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 )
    set t = null
endfunction

endscope
It filters out dead units and structures fine enough but obviously I can't use GetTriggerUnit() in the function BoolFilterMain like I want to. How would I go about referencing the struct in the filter function?
 
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