A little spell help.

Larcenist

REP: Respect, Envy, Prosperity?
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Purpose of the spell:

It is supposed to create an illusion of a target unit, and if that illusion is damaged the target is supposed to lose the same percentual amount of health the illusion lost and vice versa, as long as it doesn't drop below 5% of it's max health.

What doesn't work?

The first attack deals no damage at all whatsoever on certain units. On other units the first attack deals tremendous amounts of damage, way more than it really should. Regular attacks also seem to damage one of the units more than the other one most of the times.

Code:

JASS:
scope Voodoo initializer Init

//! runtextmacro HAIL_CreateProperty("Data", "integer", "private")

globals
    private constant integer SpellAID = 'AL06'
    private constant real InitDuration = 3.0
    private constant real AdditionalDur = 2.0
endglobals

private function Duration takes integer level returns real
    return InitDuration + AdditionalDur * level
endfunction

private struct SpellData
    unit caster
    unit target
    unit illusion
    trigger vtrig
    trigger vtrig2
    timer vtimer
    method onDestroy takes nothing returns nothing
        call ResetData(.vtimer)
        call DestroyTimer(.vtimer)
        call ResetData(.vtrig2)
        call DestroyTrigger(.vtrig2)
        call ResetData(.target)
        if .vtrig != null then
            call ResetData(.vtrig)
            call DestroyTrigger(.vtrig)
        endif
    endmethod
endstruct

private function TakesDamage takes nothing returns boolean
    local SpellData data = GetData(GetTriggeringTrigger())
    local real HP
    local real maxHP
    local real HPPercent
    local unit Attacked = GetTriggerUnit()
    
    call DisableTrigger(data.vtrig2)
    if Attacked == data.target then
        set HP = GetUnitState(data.target, UNIT_STATE_LIFE)
        set maxHP = GetUnitState(data.target, UNIT_STATE_MAX_LIFE)
        if data.target == null or maxHP == null then
            call data.destroy()
        else
            set HPPercent = HP / maxHP
            if HPPercent >= 0.05 then
                call SetUnitState(data.illusion, UNIT_STATE_LIFE, HP * HPPercent)
            endif
        endif
    elseif Attacked == data.illusion then
        set HP = GetUnitState(data.illusion, UNIT_STATE_LIFE)
        set maxHP = GetUnitState(data.illusion, UNIT_STATE_MAX_LIFE)
        if data.illusion == null or maxHP == null then
            call data.destroy()
        else
            set HPPercent = HP / maxHP
            if HPPercent >= 0.05 then
                call SetUnitState(data.target, UNIT_STATE_LIFE, HP * HPPercent)
            endif
        endif
    endif
    call EnableTrigger(data.vtrig2)
    
    set Attacked = null
    return true
endfunction

private function TrigActions takes nothing returns boolean
    local SpellData data = GetData(GetTriggeringTrigger())
    if IsUnitIllusion(GetSummonedUnit()) == true then
        set data.illusion = GetSummonedUnit()
    endif
    
    set data.vtrig2 = CreateTrigger()
    
    call SetData(data.vtrig2, data)
    call TriggerRegisterUnitEvent(data.vtrig2, data.target, EVENT_UNIT_DAMAGED)
    call TriggerRegisterUnitEvent(data.vtrig2, data.illusion, EVENT_UNIT_DAMAGED)
    call TriggerAddCondition(data.vtrig2, Condition(function TakesDamage))
    call ResetData(data.vtrig)
    call DestroyTrigger(data.vtrig)
    set data.vtrig = null
    
    return true
endfunction

private function TimerActions takes nothing returns nothing
    local SpellData data
    
    if GetData(GetExpiredTimer()) != 0 then
        set data = GetData(GetExpiredTimer())
        
        call data.destroy()
    endif
endfunction

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

private function Actions takes nothing returns nothing
    local SpellData data
    
    if GetData(GetSpellTargetUnit()) == 0 then
        set data = SpellData.create()
        set data.caster = GetTriggerUnit()
        set data.target = GetSpellTargetUnit()
        set data.vtrig = CreateTrigger()
        set data.vtimer = CreateTimer()
    
        call SetData(data.target, data)
        call SetData(data.vtimer, data)
        call SetData(data.vtrig, data)
    
        call TimerStart(data.vtimer, Duration(GetUnitAbilityLevel(data.caster, SpellAID)), false, function TimerActions)
        call TriggerRegisterUnitEvent(data.vtrig, data.caster, EVENT_UNIT_SUMMON)
        call TriggerAddCondition(data.vtrig, Condition(function TrigActions))
    else
        call IssueImmediateOrder(GetTriggerUnit(), "stop")
        call DisplayTimedTextToForce(GetForceOfPlayer(GetOwningPlayer(GetTriggerUnit())), 2.0, "                                             |cffffcc00This target is already under the effect of Voodoo.|r")
    endif
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger trig = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_SPELL_CAST)
    call TriggerAddCondition(trig, Condition(function Conditions))
    call TriggerAddAction( trig, function Actions )
endfunction

endscope
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
1) Not sure.
2) If there is no unit to get the MaxHP from the value should remain null.

Also, I don't see why you are disabling vtrig2. I don't see any UnitDamageTarget functions :S

There were UnitDamageTarget functions once upon a time ^^. Guess I just forgot to remove them.
 
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