Spellpack Blood Loss + Untouchable

Moe94

New Member
Reaction score
9
two simple and easy leakless spells, one is GUI one is Jass, Import Difficulty: Medium, Made them for my map, please leave comments and if u like it feel free to use in your map..

Blood Loss: Afflicts an enemy unit with blood loss dealing damage to it, and if the enemy unit tries to move the wound opens and he starts loosing blood and taking damage equal to a percentage of distance traveled

Untouchable: Turns your collision size off , and makes you invulnerable granting a quick escape from enemies :)
Code:
function Trig_BloodLoss_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A001'        
  endfunction
     
function BloodLoss_Effects takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local unit u = GetHandleUnit(t, "u")
    local unit v = GetHandleUnit(t, "v")
    local location l = GetHandleLocation(t,"l")
    local integer i = GetHandleInt(t, "i")
    call UnitDamageTargetBJ( u, v, ( ( 0.20 * i ) * DistanceBetweenPoints(GetUnitLoc(v), l) ), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
    if UnitHasBuffBJ(v, 'B000') == true then
        if GetBooleanOr(GetLocationX(GetUnitLoc(v)) != GetLocationX(l),GetLocationY(GetUnitLoc(v)) != GetLocationY(l)) then
            call DestroyEffect(AddSpecialEffectTarget("Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl",v,"chest"))    
        endif
    endif         
    set l = GetUnitLoc(v)
    call SetHandleHandle(t, "l", l) 
    set t = null
    set u = null
    set v = null                  
endfunction

function Trig_BloodLoss_Actions takes nothing returns nothing
    local timer t = CreateTimer()
    local unit u = GetTriggerUnit()
    local unit v = GetSpellTargetUnit()
    local integer i = GetUnitAbilityLevelSwapped('A003', u)
    local location l = GetUnitLoc(v)
    call SetHandleHandle(t, "u", u)
    call SetHandleHandle(t, "v", v)
    call SetHandleInt(t, "i", i)
    call SetHandleHandle(t, "l", l)
    call TimerStart(t, 0.04, true, function BloodLoss_Effects)
    call UnitDamageTarget( u, v, ( 150.00 + ( 100.00 * ( I2R(i) - 1 ) ) ),false, true, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL,WEAPON_TYPE_AXE_MEDIUM_CHOP )
    call TriggerSleepAction( ( 3.00 + ( 2.00 * I2R(i) ) ) )
    call FlushHandleLocals(t)
    call PauseTimer(t)
    call DestroyTimer(t)
    set t = null
    set u = null
    set v = null
    call RemoveLocation(l)
    set l = null
endfunction

//===========================================================================
function InitTrig_Blood_Loss takes nothing returns nothing
    set gg_trg_Blood_Loss = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Blood_Loss, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Blood_Loss, Condition( function Trig_BloodLoss_Conditions ) )
    call TriggerAddAction( gg_trg_Blood_Loss, function Trig_BloodLoss_Actions )
endfunction
Code:
function Trig_Untouchable_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A000' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Untouchable_Actions takes nothing returns nothing
    call SetUnitPathing( GetTriggerUnit(), false )
    call SetUnitInvulnerable( GetTriggerUnit(), true )
    call SetUnitVertexColorBJ( GetTriggerUnit(), 100, 0.00, 100, 35.00 )
    call TriggerSleepAction( ( 10.00 + ( 4.00 * I2R(GetUnitAbilityLevelSwapped('A000', GetTriggerUnit())) ) ) )
    call SetUnitInvulnerable( GetTriggerUnit(), false )
    call SetUnitVertexColorBJ( GetTriggerUnit(), 100, 100.00, 100, 0.00 )
    call SetUnitPathing( GetTriggerUnit(), true )
endfunction

//===========================================================================
function InitTrig_Untouchable takes nothing returns nothing
    set gg_trg_Untouchable = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Untouchable, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Untouchable, Condition( function Trig_Untouchable_Conditions ) )
    call TriggerAddAction( gg_trg_Untouchable, function Trig_Untouchable_Actions )
endfunction

hope u like it, give credit + rep plz
 

Attachments

  • Spell Test Map Template - GRASSY.w3x
    55.4 KB · Views: 214

Flare

Stops copies me!
Reaction score
662
Where's the demo map?

Code:
GetUnitAbilityLevel[B]Swapped[/B]('A003', u)

Why not just use the native?
Code:
GetUnitAbilityLevel (u, 'A003')

Also, some configuration would be nice (since you don't appear to be using vJASS, add some constant functions for rawcode, calculating damage, duration, all that stuff) e.g.
JASS:
constant function Rawcode takes nothing returns integer
return 'A003'
endfunction
 

Moe94

New Member
Reaction score
9
Ooops

i attached it now, lol and ur suggestion is fine but i dont really have the time im working on a map, so...
 

Trollvottel

never aging title
Reaction score
262
not until you fix it, add screenshots and post the trigger code for untouchable. If you do that, you will get 4 rep points from me :)
 

Moe94

New Member
Reaction score
9
Actually it is leakless!

troll votel i reviewed the code and if u see i removed the loc quite clearly using a variable, i knew it was leakless :) you just didnt see it no prob, and i posted the code for untouchable and im sorry i cant add anyscreen shots, since my keyboard doesnt have that key...
 

Flare

Stops copies me!
Reaction score
662
troll votel i reviewed the code and if u see i removed the loc quite clearly using a variable, i knew it was leakless :) you just didnt see it no prob, and i posted the code for untouchable and im sorry i cant add anyscreen shots, since my keyboard doesnt have that key...

You're not very good at reviewing your own code in that case.

(Both found in the BloodLoss_Effects function)
1)
Code:
GetBooleanOr(GetLocationX([B]GetUnitLoc(v)[/B]) != GetLocationX(l),GetLocationY([B]GetUnitLoc(v)[/B]) != GetLocationY(l)
(leaks are bolded, this is probably what Trollvottel pointed out)
GetUnitLoc returns a location which, unless assigned to a variable -AND- cleaned correctly, leaks.

2)
Code:
    local location l = GetHandleLocation(t,"l")
    [B]set l = GetUnitLoc(v)[/B]
    call SetHandleHandle(t, "l", l)

Overwriting a previous location - you've just lost the reference to the previous location, so you've got yourself another leak.

Also, aren't you supposed to flush the value from cache before assigning a new value that uses the same keys? I've never used Handle Vars, so I'm not fully sure

And you could do with getting rid of those BJ's
JASS:
if UnitHasBuffBJ(v, 'B000') == true then
//becomes
if GetUnitAbilityLevel (u, 'B000') > 0 then




JASS:
call UnitDamageTargetBJ( u, v, ( ( 0.20 * i ) * DistanceBetweenPoints(GetUnitLoc(v), l) ), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
//becomes
call UnitDamageTarget( u, v, ( ( 0.20 * i ) * DistanceBetweenPoints(GetUnitLoc(v), l) ), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL, null )
//(and clean that leak)
 
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