Spell Blink Throw

Prometheus

Everything is mutable; nothing is sacred
Reaction score
589
Includes~
MUI
Non Laggy
Fun
and if placed on a large map, screwing over your enemies!
endIncludes~

BTNBlinkThrow.jpg


A spell I made for a spell contest, this spell simply throws units to any point in the map.
Throws 4/8/12 units and has 3 levels.

Code:
Changelog:
1.00 > Released
1.10 > Loop Return Leak Removed
1.50 > Couple of constants added, globals used, BJs removed, reals used

JASS:
globals
    real rx
    real ry
    unit move
endglobals

constant function Spell_Raw_Code takes nothing returns integer
    return 'A000' //This is the spell ID, change 'A000' to your spell ID, keep the ' and '.
endfunction

constant function damage takes nothing returns real //This is the damage done, when it is used it is multiplied by the level of the ability.
	return 50.00 //Change this to modify the damage.
endfunction

function isally takes nothing returns boolean
	return IsUnitAlly(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == false and GetWidgetLife(GetFilterUnit()) > 0.405 == true //This tells the spell not to throw around dead or allied units.
endfunction

function IsPointNotPathable takes nothing returns boolean
    return IsTerrainPathable(rx, ry, PATHING_TYPE_WALKABILITY)
endfunction

function move takes nothing returns nothing
    local integer looz = 1
    loop
    exitwhen looz >= 15
	if IsPointNotPathable() then
           call SetUnitPosition(move, rx, ry)
           set looz = 15
    	else
    	    set rx = GetRandomReal(GetRectMinX(GetPlayableMapRect()), GetRectMaxX(GetPlayableMapRect()))
    	    set ry = GetRandomReal(GetRectMinY(GetPlayableMapRect()), GetRectMaxY(GetPlayableMapRect()))
            set looz = looz + 1
    	endif
    endloop
endfunction

function Trig_Blink_Throw_Actions takes nothing returns nothing
	local unit caster = GetTriggerUnit()
	local location caspos = GetUnitLoc(caster)
	local real cx = GetUnitX(caster)
	local real cy = GetUnitY(caster)
	local integer level = GetUnitAbilityLevel(GetTriggerUnit(), 'A000')
	local boolexpr isall = Condition(function isally)
	local group g = GetUnitsInRangeOfLocMatching((level * 100) + 400, caspos, isall)
	local group randus = GetRandomSubGroup(level * 4, g)
	local integer loopa = 1
	local location rand
	local integer num = CountUnitsInGroup(randus)
	call GroupClear(g)
	call DestroyGroup(g)
	loop
	exitwhen loopa > level * 4
		set move = GroupPickRandomUnit(randus)
		set rx = GetRandomReal(GetRectMinX(GetPlayableMapRect()), GetRectMaxX(bj_mapInitialPlayableArea))
		set ry = GetRandomReal(GetRectMinY(GetPlayableMapRect()), GetRectMaxY(bj_mapInitialPlayableArea))
		call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl", move, "origin")) //This and the below line create that cool blink effect.
		call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl", rx, ry))
		call move()
		call GroupRemoveUnit(randus, move)
		call RemoveLocation(rand)
		set loopa = loopa + 1
		call UnitDamageTarget(caster, move, damage() * level, true, true, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS) //This does the damage.
		set num = CountUnitsInGroup(randus)
		if num == 0 then //This if/endif checks if there are no more units and if there are, it stops.
			set caster = null
			set move = null
			call RemoveLocation(caspos)
			set caspos = null
		        call GroupClear(randus)
			call DestroyGroup(randus)
		        set randus = null
			call DestroyBoolExpr(isall)
			return
		endif
	endloop
	set caster = null
	set move = null
	call RemoveLocation(caspos)
	set caspos = null
	call DestroyGroup(randus)
        set randus = null
	set rand = null
	call DestroyBoolExpr(isall)
endfunction

//===========================================================================

function Trig_Blink_Throw_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == Spell_Raw_Code()
endfunction

function InitTrig_Blink_Throw takes nothing returns nothing
    set gg_trg_Blink_Throw = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(gg_trg_Blink_Throw, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(gg_trg_Blink_Throw, Condition( function Trig_Blink_Throw_Conditions))
    call TriggerAddAction(gg_trg_Blink_Throw, function Trig_Blink_Throw_Actions)
endfunction
 

Attachments

  • Blink Throw.w3x
    41.2 KB · Views: 264

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
You know, the leaks are not getting removed, because you end the function before these actions...
 

Pyrogasm

There are some who would use any excuse to ban me.
Reaction score
134
In these lines:
JASS:
if num == 0 then //This if/endif checks if there are no more units and if there are, it stops.
    return
endif

When the "return" is called, all those above leaks that are destroyed/fixed at the end of the trigger are still present.
 

Pyrogasm

There are some who would use any excuse to ban me.
Reaction score
134
You didn't change most of anything else I said, either.
 

Prometheus

Everything is mutable; nothing is sacred
Reaction score
589
I didn't change most of the BJs or use reals.
I just got it uploaded.
 

PurgeandFire

zxcvmkgdfg
Reaction score
509
Looks good, but instead use UnitDamageTarget and don't Destroy the boolexpr because it doesn't leak and it may be dangerous to delete as Vex said. :)
 

Prometheus

Everything is mutable; nothing is sacred
Reaction score
589
If you use UnitDamageTarget then you have to enter in 3 more fields, I don't think using a BJ there or not is an issue.
Never heard Vex say that but I'll change ASAP.
 

Hero

─║╣ero─
Reaction score
250
Heh Question..


What if there is water on the map..can they blink in that too?

I haven't looked at the script yet..but did you include a CheckPathing script?

Cause if there is water....WC3 can crash if blinked into water and the person in water tries to do a skill
 

Omni

Ultra Cool Member
Reaction score
37
some things:

1. i kept pressing the button of the ability for 10 minutes :D
2. why did you use the import? (i mean, detonate? orb of frost?)
3. could you add a condition so it checks buildings too(i put in some cannon towers, was fun)

well that's it; cool spell although i guess its a bit lame ability to use :p
 

Prometheus

Everything is mutable; nothing is sacred
Reaction score
589
1. Fun stuff ^^
2. I imported an icon I did.
3. I'll do that

I've run into an issue with this, I try to check the terrain but if its wrong the 2nd time, it won't change.
Should I use a loop?

Edit: I've got the code and I'm using free form locals, what do I enable for the New Gen Editor not to bug me or crash?
 

Sim

Forum Administrator
Staff member
Reaction score
534
You need to use a constant function for the ability id too.

spell said:
//This is the spell ID, change 'A000' to your spell ID, keep the ' and '.

Which "and"?

> 400.00 + (100 * (level * 4))

At 3rd level it is 1600 AoE. Too big in my opinion.

Interesting spell, but it seriously is... too random. Every unit is teleported somewhere near the caster, without any real reason ^^
 

Sim

Forum Administrator
Staff member
Reaction score
534
Oh, well ok. Though you could simply state:

"Keep the apostrophes" :p
 
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