Spell Burning Hell

BlackRose

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Errr.... I wanted to test it, but 1.23b :( I can't access Battle.net to patch.
JASS:
call TT_StartEx(function Move_Dummy,a,.05)

JASS:
set a.e<i> = AddSpecialEffectTarget(DUMMY_EFFECT,a.du<i>,&quot;origin&quot;)</i></i>

In function Effects, .05 and "origin" configurable?

JASS:
call UnitDamageTarget(a.cs, temp, Damage_High(a.lvl), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)

In function Move_Dummy, null will be configurable? weapontype.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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Errr.... I wanted to test it, but 1.23b :( I can't access Battle.net to patch.
JASS:
call TT_StartEx(function Move_Dummy,a,.05)

JASS:
set a.e<i> = AddSpecialEffectTarget(DUMMY_EFFECT,a.du<i>,&quot;origin&quot;)</i></i>

In function Effects, .05 and "origin" configurable?

JASS:
call UnitDamageTarget(a.cs, temp, Damage_High(a.lvl), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)

In function Move_Dummy, null will be configurable? weapontype.


Use my simulated hashtable.
http://www.thehelper.net/forums/showthread.php?t=129880

Edit TT to :
JASS:

library TT initializer Init requires HASHTABLE
 

Komaqtion

You can change this now in User CP.
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Errr.... I wanted to test it, but 1.23b :( I can't access Battle.net to patch.
JASS:
call TT_StartEx(function Move_Dummy,a,.05)

JASS:
set a.e<i> = AddSpecialEffectTarget(DUMMY_EFFECT,a.du<i>,&quot;origin&quot;)</i></i>

In function Effects, .05 and "origin" configurable?

JASS:
call UnitDamageTarget(a.cs, temp, Damage_High(a.lvl), true, false, ATTACK_TYPE, DAMAGE_TYPE, null)

In function Move_Dummy, null will be configurable? weapontype.


Made all those configurables :D Thanks ;)
 

Komaqtion

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BTW... What does this need to get approved ?? :S
Or maybe it can't, since it isn't too complex :( XD
 

Andrewgosu

The Silent Pandaren Helper
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716
Struct "Data":

"real array pointx [ANGLES]"
"real array pointy [ANGLES]"

I don't know why you are using arrays for these, as a matter of a fact, you don't need to store them at all.

Instead, you should store the sin and cos angle values so you don't have to get them every loop.

"set a.b = false"

You can initially set the member's value "boolean b = false".

Function "Effects":

"set a.ticks = R2I( 2.5 / .05)"

Shouldn't this line be a configurable as the distance of the spell depends on it?
 

Komaqtion

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Struct "Data":

"real array pointx [ANGLES]"
"real array pointy [ANGLES]"

I don't know why you are using arrays for these, as a matter of a fact, you don't need to store them at all.

Instead, you should store the sin and cos angle values so you don't have to get them every loop.

I understand i might be able to use that here:
JASS:
            set a.pointx<i> = xd+SLIDE_SPEED*Cos(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
            set a.pointy<i> = yd+SLIDE_SPEED*Sin(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)</i></i>


But i also use them here:
JASS:
            set a.pointx<i> = GetUnitX(a.du<i>)
            set a.pointy<i> = GetUnitY(a.du<i>)
</i></i></i></i>

So, how can i go around that ?


"set a.b = false"

You can initially set the member's value "boolean b = false".

Changed :D... This is what you meant right ? :S

JASS:
private struct Data
    unit array du [ANGLES]
    unit cs
    real array pointx [ANGLES]
    real array pointy [ANGLES]
    boolean b = false
    player p
    group g = CreateGroup()
    integer lvl
    effect array e [ANGLES]
    integer ticks
    
    static method create takes unit u returns Data
        local Data a = Data.allocate()
        set a.cs = u
        set a.p = GetOwningPlayer(u)
        set a.lvl = GetUnitAbilityLevel(a.cs,SPELL_ID)
        return a
    endmethod
    
endstruct


Function "Effects":

"set a.ticks = R2I( 2.5 / .05)"

Shouldn't this line be a configurable as the distance of the spell depends on it?

Added :D And also added a configurable for the time of the spell ! Thanks :thup:
 

Jesus4Lyf

Good Idea™
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I was confused to see a spell switched from KT2 to TT! But yeah, I see why.
when i change this value:
JASS:
        // Tazo&#039;s Instance Maximum is the number of periods you can have
        // which is greater or equal to the Period Threshold. This may be
        // removed completely in later versions.
        private constant integer TAZO_INSTANCEMAX=64

to a higher value it happens less often, and to a low it happens more often :( so Jesus4Lyf might need to get rid of this value as he said in the comments
Should have posted this in the KT2 thread, I'd see it and update it immediately. I didn't realise any users had run into problems with this constant. I'll get that fixed up ASAP so you can switch back.

Err. And then this also shouldn't need 1.23b, right? :p
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
I understand i might be able to use that here:
JASS:
            set a.pointx<i> = xd+SLIDE_SPEED*Cos(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)
            set a.pointy<i> = yd+SLIDE_SPEED*Sin(I2R(i*(360/(ANGLES-1)))*bj_DEGTORAD)</i></i>


But i also use them here:
JASS:
            set a.pointx<i> = GetUnitX(a.du<i>)
            set a.pointy<i> = GetUnitY(a.du<i>)
</i></i></i></i>

So, how can i go around that ?


You set the value for each of the array member in the "Effects" function, store them but never use them in the other function.

What's the point of that?


Just use normal locals:

function "Effects":

- local real dx
- local real dy
...
...
- loop
- - set dx = xu + 200 * Cos...
- - set dy = yu + 200 * Sin...
...
- endloop

And use "dx"&"dy" everywhere instead of the array.

function "Move_Dummy":

...
- loop
- - set xd = GetUnitX(a.du) + SLIDE_SPEED * Cos...
- - set yd = GetUnitY(a.du) + SLIDE_SPEED * Sin...
...
- endloop

Same deal here, use "xd"&"yd" instead of the array.

Changed :D... This is what you meant right ? :S

Yes, that's correct.
 

Komaqtion

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Ok :D Changed ;)

And:

I was confused to see a spell switched from KT2 to TT! But yeah, I see why.

Should have posted this in the KT2 thread, I'd see it and update it immediately. I didn't realise any users had run into problems with this constant. I'll get that fixed up ASAP so you can switch back.

Err. And then this also shouldn't need 1.23b, right? :p

So you think KT2 would work better ? Are you sure ??? :S

And for the 1.23b part... I don't know XD
 

Jesus4Lyf

Good Idea™
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KT2 will run this spell faster than TT. I guarantee it. You can switch it back now, but won't be able to spam it more than ~50 times at once until after I update it. Which I will do soon anyway. :thup:

Also, you shouldn't have EAE there... It's broken, unapproved, and irrelevant to the spell. EAE_Effect does nothing but leak, for example.

Edit: What the hell? This shouldn't even USE Tazo. There should be no limit at all to this with KT2! Even now!
 

Komaqtion

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KT2 will run this spell faster than TT. I guarantee it. You can switch it back now, but won't be able to spam it more than ~50 times at once until after I update it. Which I will do soon anyway. :thup:
But then there's still a limit there ! TT has none, right ??? :S
Might switch when you update it "correctly" :(

Also, you shouldn't have EAE there... It's broken, unapproved, and irrelevant to the spell. EAE_Effect does nothing but leak, for example.

Ok... Why is it that bad ??? Might be useful for people who don't know anything about delayed effects :eek: And where does it leak ?

Edit: What the hell? This shouldn't even USE Tazo. There should be no limit at all to this with KT2! Even now!

How do you disable TAZO then ?? :S Or what do you mean ?
 

Jesus4Lyf

Good Idea™
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But then there's still a limit there !
This shouldn't even USE Tazo. There should be no limit at all to this with KT2! Even now!
Shouldn't as in, doesn't. This has no limits with KT2. Before or after the next update makes no difference. I just tested it for you also with KT2, just changing TT_GetData to KT_GetData and TT_StartEx to KT_Add, and it works 100% fine, spamming it as hard as I can on my crappy laptop.

>Ok... Why is it that bad ???
pointless-500x400.jpg


It attaches 0 as the data? Uhhh... :p

Anyway, it's not really your responsibility to decide what is and isn't useful. This is the thread for your spell, not kingking's broken system, and if kingking wants it submitted, he should give it its own thread... <_<?
 

Komaqtion

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Ok then ... But I shouldn't change anything in the constants then, and it should work ???
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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Also, you shouldn't have EAE there... It's broken, unapproved, and irrelevant to the spell. EAE_Effect does nothing but leak, for example.

Huh? I modified the spell's script. No more crap EAE....
 

Jesus4Lyf

Good Idea™
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Like a charm.

Just change "Tormwntal Wrath" to "Tormental Wrath" in the top line in the large text on the front of this thread, please. :D

And next time, should you ever have a problem with any of my systems, please don't hesitate to tell me/ask for help for two reasons... 1. If it needs fixing, I can do it. 2. I actually like to help, and to make it a pleasant experience for people using my systems as much as feasible... :)
 

Komaqtion

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Just change "Tormwntal Wrath" to "Tormental Wrath" in the top line in the large text on the front of this thread, please. :D

Yeah... I will! XD Thanks ;)

And next time, should you ever have a problem with any of my systems, please don't hesitate to tell me/ask for help for two reasons... 1. If it needs fixing, I can do it. 2. I actually like to help, and to make it a pleasant experience for people using my systems as much as feasible... :)

Ok, sound good :D Thanks :thup: Will do ;)

EDIT: But still, why do you think the EAE script is bad ????!!!! I believe it worked great :D

EDIT2: Updated the first post with all the changes :D

Changelog:
Code:
V 1.00 - Initial release!

V 1.10
¤ Changed "Range functions" to return real values instead of using I2R.
¤ Added a new constant, ANGLES, which configures how many angles the effects will show at.
¤ Added some new comments on the constants.
¤ Removed nulling triggers.

v 1.15
¤ Split the global block into two.
¤ Added constants for attack-type and damage-type.
¤ Added a constant to decide how many angles the effects will be created at.

V 1.20 - Major Update!
¤ New library replaces "Timed Handles".(Named "EAE" by kingkingyyk3, Thanks ALOT !!!)
¤ Now destroys dummy and special effect together, instead of the dummy had timed life.
¤ Using the new "EAE" library, now creates the last special effect at the right point.
¤ Fixed the spell not doing any damage, because the constants "LEVEL" didn't get set before the function for the damage and range. XD
¤ Instead of creating 16 groups inside the loop, it now creates 1 group each outside the loop in the 3 functions using them.
¤ Added/Changed some comments.

V 1.20b
¤ Fixed it to use the constant ANGLES correctly.

V 1.21
¤ DAMAGE_FACTOR is now a real.
¤ Uses global group instead of many local ones.
¤ Added another constant, "SLIDE_SPEED". Determines how much the moving effect is moved each 0.05 seconds.

V 1.22
¤ Updated Key Timers 2 to the latest version.
¤ Changed a typo in credits. Sorry, Jesus4Lyf XD

V 1.23
¤ Updated Key Timers to 1.7.0. :D
¤ Reduced the map size to half, lol.

V 1.23b
¤ Updated Key Timer 2 again. XD

V 1.24
¤ Fixed a bug where the dummies didn't get destroyed and stopped by using Timer Ticker instead of Key Timers 2.
¤ Changed some comments a bit.

V 1.25
¤ Added levels to the actual ability, as it didn't have it before.
¤ Changed name to "Tormental Wrath"!
¤ Changed a commonly used local unit variable to a global instead.
¤ Kingkingyyk3 updated the EAE library to be more efficient!

V 1.30
¤ Big rewrite of the spell's script! (Thanks to Kingkingyyk3!!!!)
¤ Now only needs the system Timer Ticker. (No more EAE that is :D)
¤ Fixed a bug where the dummy projectiles went further with higher speed than the others!
¤ Now completely MUI!!
¤ Made some adjustments to the comments.
¤ Balanced the damage slightly, reduced the damage by 40%!

V 1.31
¤ Added a couple of constants: Weapontype, attach point, slide interval!
¤ Changed weapontype to WEAPON_TYPE_WHOKNOWS :D

V 1.4
¤ Added 2 configurables. DISTANCE and TIME.
¤ Added "some" more comments on some configurables.
¤ Removed a struct member, now uses locals instead.
¤ Switched from using TT (Timer Ticker) to using KT2 (Key Timers 2) ... Again!
¤ Some minor tweaks.
 

Komaqtion

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Bump, again XD

And I just need to ask, yet another time, why won't this get approved ??? :S
If there's something that needs to be done, then tell me :D
 
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