Crusher
You can change this now in User CP.
- Reaction score
- 121
So, I basically need to add some sort of vision on these spells once they're casted.
First spells is a line target spell, something like shockwaye:
The second spell is point target spell, which deals damage in area (like Moonsoon).
First spells is a line target spell, something like shockwaye:
JASS:
scope EnchantedSpear initializer Init
//=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
// CONFIGURABLE GLOBALS
//=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
globals
private constant integer SPELL_ID = 039;A05Z039;
private constant real TIMER_INTERVAL = 0.04
private constant real SPEED = 900.
private constant real DISTANCE_TO_CASTER = 120.
private constant real ROTATE_SPEED = 10.
private constant real MODEL_HEIGHT = 105
private constant real AOE = 95.
private constant integer AMOUNT = 3
private constant attacktype ATK_TYPE = ATTACK_TYPE_NORMAL
private constant damagetype DMG_TYPE = DAMAGE_TYPE_MAGIC
private constant weapontype WPN_TYPE = null
private constant string TARGET_DEATH_SFX = "Objects\\Spawnmodels\\Critters\\Albatross\\CritterBloodAlbatross.mdx"
private constant string TARGET_DEATH_SFX_WHERE = "chest"
private constant string MODEL_PATH = "Abilities\\Weapons\\WyvernSpear\\WyvernSpearMissile.mdx"
private constant string MODEL_PATH_TWO = "Abilities\\Weapons\\IllidanMissile\\IllidanMissile.mdl"
//---------------------------------------
private real array RANGE
private group GROUP = CreateGroup()
private player TempPlayer = null
private unit TempUnit = null
private group TempGroup = null
private boolexpr G_UFilter = null
endglobals
private function SET_SPELL_RANGE takes nothing returns nothing
set RANGE[1] = 800
set RANGE[2] = 1000
set RANGE[3] = 1200
endfunction
private function SET_SPELL_DAMAGE takes integer level returns real
if level == 3 then
return 360.
else
return level * 120.
endif
endfunction
//=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
private struct xxData
unit Caster
player Owner
integer Level
real cx
real cy
real Angle
real Seconds = 0.00
real Speed
real Distance
real DistT = 0.00
group DamagedAlready = CreateGroup()
real Damage
real mx
real my
real Cosine
real Sine
xefx array myfx[3]
static method create takes nothing returns xxData
local xxData d = xxData.allocate()
local real tx = GetSpellTargetX()
local real ty = GetSpellTargetY()
set d.Caster = GetTriggerUnit()
set d.Owner = GetOwningPlayer( d.Caster )
set d.Level = GetUnitAbilityLevel( d.Caster, SPELL_ID )
set d.cx = GetUnitX( d.Caster )
set d.cy = GetUnitY( d.Caster )
set d.Angle = Atan2( ty - d.cy, tx - d.cx )
set d.Cosine = Cos( d.Angle )
set d.Sine = Sin( d.Angle )
set d.Damage = SET_SPELL_DAMAGE( d.Level )
set d.myfx[1] = xefx.create( d.cx, d.cy, d.Angle)
set d.myfx[1].z = 50
set d.myfx[1].fxpath = MODEL_PATH
set d.myfx[1].xyangle = d.Angle
set d.myfx[2] = xefx.create( d.cx, d.cy, d.Angle )
set d.myfx[2].z = 60
set d.myfx[2].fxpath = MODEL_PATH_TWO
set d.myfx[2].scale = 0.50
set d.myfx[2].xyangle = d.Angle
set d.Distance = RANGE[d.Level]
set d.Speed = SPEED / ( 1 / TIMER_INTERVAL )
set d.mx = d.cx
set d.my = d.cy
return d
endmethod
endstruct
private function UFilter takes nothing returns boolean
set TempUnit = GetFilterUnit()
return IsUnitEnemy( TempUnit, TempPlayer ) and IsUnitType( TempUnit, UNIT_TYPE_DEAD ) == false /*
*/ and IsUnitType( TempUnit, UNIT_TYPE_STRUCTURE ) == false and IsUnitInGroup( TempUnit, TempGroup ) == false /*
*/ and GetUnitFlyHeight( TempUnit ) <= MODEL_HEIGHT
endfunction
private function Callback takes nothing returns boolean
local xxData d = KT_GetData()
local unit u = null
set d.Seconds = d.Seconds + TIMER_INTERVAL
set d.mx = d.mx + d.Speed * d.Cosine
set d.my = d.my + d.Speed * d.Sine
set d.myfx[1].x = d.mx
set d.myfx[1].y = d.my
set d.myfx[2].x = d.mx
set d.myfx[2].y = d.my
set TempPlayer = d.Owner
set TempGroup = d.DamagedAlready
call GroupEnumUnitsInRange( GROUP, d.mx, d.my, AOE, G_UFilter )
loop
set u = FirstOfGroup(GROUP)
exitwhen u == null
call GroupAddUnit( d.DamagedAlready, u )
call DestroyEffect( AddSpecialEffectTarget( TARGET_DEATH_SFX, u, TARGET_DEATH_SFX_WHERE ) )
call GroupRemoveUnit( GROUP, u )
call UnitDamageTarget( d.Caster, u, d.Damage, true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_MAGIC, null )
endloop
call GroupClear( GROUP )
set d.DistT = d.DistT + d.Speed
if d.DistT > d.Distance then
call GroupClear( d.DamagedAlready )
call d.myfx[1].destroy()
call d.myfx[2].destroy()
call DestroyEffect (AddSpecialEffect ("Abilities\\Weapons\\GryphonRiderMissile\\GryphonRiderMissileTarget.mdl", d.mx, d.my))
call d.destroy()
return true
endif
return false
endfunction
private function Cond takes nothing returns boolean
return GetSpellAbilityId() == SPELL_ID
endfunction
private function Action takes nothing returns nothing
call KT_Add( function Callback, xxData.create(), TIMER_INTERVAL )
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 Cond ) )
call TriggerAddAction( t, function Action )
set G_UFilter = Condition( function UFilter )
call SET_SPELL_RANGE()
endfunction
endscope
The second spell is point target spell, which deals damage in area (like Moonsoon).
JASS:
scope LightningStrike
//******************************************************************************************************
// How to Implement: Copy and Paste The Spell Lightning Strike *
// Copy and Paste this Trigger *
// You Probobly need to change the Rawcode, so go in Object Editor, and Press CTRL+D *
// Change "STRIKE_ID" to that Value *
// ABC IS REQUIRED *
//******************************************************************************************************
globals
constant real STRIKE_PERIODIC = 0.05 // This determines the speed of the Timer
constant integer STRIKE_ID = 039;A034039; // This is the Raw Code of the Ability
constant integer STRIKE_ANGLES = 8 // This is the Number of Angles the Lightning Creates
constant string STRIKE_LIGHTNING = "CLSB" // Change this to change the look of the lightning
constant string STRIKE_SFX_1 = "Abilities\\Spells\\Human\\ThunderClap\\ThunderClapCaster.mdl" //Special effect 1
constant string STRIKE_SFX_2 = "LightningsLong.mdx" //Special effect 2
constant string STRIKE_SFX_3 = "Abilities\\Weapons\\SpiritOfVengeanceMissile\\SpiritOfVengeanceMissile.mdl"//Special effect 3
constant string STRIKE_SFX_4 = "Abilities\\Weapons\\Bolt\\BoltImpact.mdl" //Special effect 4
constant integer STRIKE_RADIUS = 170 // Determines the Max.Radius of the Lightning
constant integer STRIKE_RADIUS_ADD = 50 // Determines the increment Max.Radius of the lightning
constant integer STRIKE_DAMAGE_INIT = 75 // Determines the Damage dealt on cast
constant integer STRIKE_DAMAGE = 5 // Determines the Damage taken over Time
endglobals
//========= Don't Edit anything under this line unless you know what you are doing ===========================================
private struct Lightning
unit Caster
real Angle
location Target
real TargetX
real TargetY
real TargetLocationX
real TargetLocationY
real TargetX2
real TargetY2
real Alpha
integer Distance
integer Integer
group Group
lightning array Zap[100]
endstruct
//===============Spell RawCode Func======================================
private function Trig_Lightning_Strike_Conditions takes nothing returns boolean
return GetSpellAbilityId() == STRIKE_ID
endfunction
//===============Group Condition Func====================================
private function Trig_Lightning_Strike_Group takes nothing returns boolean
return IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false and IsUnitType(GetFilterUnit(),UNIT_TYPE_DEAD) == false and IsUnitType(GetFilterUnit(),UNIT_TYPE_MECHANICAL) == false and IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE) == false
endfunction
//================Timer Function=========================================
private function Trig_Lightning_Strike_Timer takes nothing returns nothing
local timer Timer = GetExpiredTimer()
local unit PickedUnit
local real PickedUnitX
local real PickedUnitY
local Lightning Data = GetTimerStructA(Timer)
call GroupEnumUnitsInRange(Data.Group,Data.TargetLocationX,Data.TargetLocationY,Data.Distance,Condition(function Trig_Lightning_Strike_Group))
loop
set PickedUnit = FirstOfGroup(Data.Group)
exitwhen PickedUnit == null
if IsUnitEnemy(PickedUnit,GetOwningPlayer(Data.Caster)) then
call UnitDamageTarget(Data.Caster,PickedUnit,STRIKE_DAMAGE,false,true,ATTACK_TYPE_MAGIC,DAMAGE_TYPE_LIGHTNING,WEAPON_TYPE_WHOKNOWS)
set PickedUnitX = GetUnitX(PickedUnit)
set PickedUnitY = GetUnitY(PickedUnit)
call DestroyEffect(AddSpecialEffectLoc(STRIKE_SFX_3,Location(PickedUnitX,PickedUnitY)))
endif
call GroupRemoveUnit(Data.Group, PickedUnit)
endloop
set PickedUnit = null
set Data.Angle = 360/STRIKE_ANGLES
set Data.Distance = Data.Distance + 14
set Data.Alpha = Data.Alpha - 0.03
loop
exitwhen Data.Integer >= STRIKE_ANGLES
set Data.TargetX = GetLocationX(Data.Target) + Data.Distance * Cos(Data.Angle * bj_DEGTORAD * Data.Integer)
set Data.TargetY = GetLocationY(Data.Target) + Data.Distance * Sin(Data.Angle * bj_DEGTORAD * Data.Integer)
set Data.TargetX2 = GetLocationX(Data.Target) + Data.Distance * Cos(Data.Angle * bj_DEGTORAD * (1 + Data.Integer))
set Data.TargetY2 = GetLocationY(Data.Target) + Data.Distance * Sin(Data.Angle * bj_DEGTORAD * (1 + Data.Integer))
call MoveLightning(Data.Zap[Data.Integer],false,Data.TargetX,Data.TargetY,Data.TargetX2,Data.TargetY2)
call SetLightningColor(Data.Zap[Data.Integer],1,1,1,Data.Alpha)
set Data.Integer = Data.Integer + 1
endloop
set Data.Integer = 0
if Data.Distance >= STRIKE_RADIUS + STRIKE_RADIUS_ADD * GetUnitAbilityLevel(Data.Caster,STRIKE_ID) then
loop
exitwhen Data.Integer >= STRIKE_ANGLES
call DestroyLightning(Data.Zap[Data.Integer])
set Data.Integer = Data.Integer + 1
endloop
call RemoveLocation(Data.Target)
set Data.Integer = 0
call ClearTimerStructA(Timer)
call Data.destroy()
call PauseTimer(Timer)
call DestroyTimer(Timer)
endif
set Timer = null
endfunction
//================Main Function==========================================
private function Trig_Lightning_Strike_Actions takes nothing returns nothing
local Lightning Data = Lightning.create()
local timer Timer = CreateTimer()
local unit PickedUnit
set Data.Caster = GetTriggerUnit()
set Data.Angle = 360/STRIKE_ANGLES
set Data.Distance = 0
set Data.Alpha = 1
set Data.Group = CreateGroup()
set Data.Target = GetSpellTargetLoc()
set Data.TargetLocationX = GetLocationX(Data.Target)
set Data.TargetLocationY = GetLocationY(Data.Target)
call DestroyEffect(AddSpecialEffectLoc(STRIKE_SFX_1,Location(Data.TargetLocationX,Data.TargetLocationY)))
call DestroyEffect(AddSpecialEffectLoc(STRIKE_SFX_2,Location(Data.TargetLocationX,Data.TargetLocationY)))
call GroupEnumUnitsInRange(Data.Group,Data.TargetLocationX,Data.TargetLocationY,STRIKE_RADIUS + STRIKE_RADIUS_ADD,Condition(function Trig_Lightning_Strike_Group))
loop
set PickedUnit = FirstOfGroup(Data.Group)
exitwhen PickedUnit == null
if IsUnitEnemy(PickedUnit,GetOwningPlayer(Data.Caster)) then
call UnitDamageTarget(Data.Caster,PickedUnit,STRIKE_DAMAGE_INIT * GetUnitAbilityLevel(Data.Caster,STRIKE_ID),false,true,ATTACK_TYPE_MAGIC,DAMAGE_TYPE_LIGHTNING,WEAPON_TYPE_WHOKNOWS)
call DestroyEffect(AddSpecialEffectTarget(STRIKE_SFX_4,PickedUnit,"chest"))
endif
call GroupRemoveUnit(Data.Group, PickedUnit)
endloop
set PickedUnit = null
loop
exitwhen Data.Integer >= STRIKE_ANGLES
set Data.TargetX = GetLocationX(Data.Target) + Data.Distance * Cos(Data.Angle * bj_DEGTORAD * Data.Integer)
set Data.TargetY = GetLocationY(Data.Target) + Data.Distance * Sin(Data.Angle * bj_DEGTORAD * Data.Integer)
set Data.TargetX2 = GetLocationX(Data.Target) + Data.Distance * Cos(Data.Angle * bj_DEGTORAD * (1 + Data.Integer))
set Data.TargetY2 = GetLocationY(Data.Target) + Data.Distance * Sin(Data.Angle * bj_DEGTORAD * (1 + Data.Integer))
set Data.Zap[Data.Integer] = AddLightning(STRIKE_LIGHTNING,false,Data.TargetX,Data.TargetY,Data.TargetX2,Data.TargetY2)
call SetLightningColor(Data.Zap[Data.Integer],1,1,1,Data.Alpha)
set Data.Integer = Data.Integer + 1
endloop
set Data.Integer = 0
call SetTimerStructA(Timer, Data)
call TimerStart(Timer,STRIKE_PERIODIC,true,function Trig_Lightning_Strike_Timer)
endfunction
//===========================================================================
function InitTrig_Lightning_Strike takes nothing returns nothing
local trigger Lightning_Strike = CreateTrigger( )
call Preload("Abilities\\Weapons\\Bolt\\BoltImpact.mdl")
call Preload("Abilities\\Spells\\Human\\ThunderClap\\ThunderClapCaster.mdl")
call Preload("LightningsLong.mdx")
call Preload("Abilities\\Weapons\\SpiritOfVengeanceMissile\\SpiritOfVengeanceMissile.mdl")
call TriggerRegisterAnyUnitEventBJ( Lightning_Strike, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( Lightning_Strike, Condition( function Trig_Lightning_Strike_Conditions ) )
call TriggerAddAction( Lightning_Strike, function Trig_Lightning_Strike_Actions )
endfunction
endscope