Convert to TimerUtils

roaaaarrrr

New Member
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Used to use some ABC and TimerTicker but I'm switchin over to TimerUtils since it seems to be the most used and updated. I saw a spell that used ABC that looked cool and I'm trying to edit it over to TimerUtils...

Anyone have some spare time to look at it. Or does anyone have a good guide on TimerUtils. Still tryin to figure all of this out =p.

+rep for help.

JASS:
scope FrostArrow

    globals
        constant integer FA_ArrowUnitRaw = 'n005' 
        constant integer FA_Raw = 'A00Q'
        constant integer FA_FNRaw = 'A00S'
        constant integer FA_DummyRaw = 'e003'
        constant real FA_Delay = 0.25
        constant real FA_DmgConst = 25.
        constant real FA_DmgLvl = 75.
    endglobals
        
        struct Arrow
            unit arr
            unit t
            unit u
        endstruct

function FA_Arrow takes nothing returns nothing
    local timer tim = GetExpiredTimer()
    local unit d
    local real dist
    local Arrow Data = GetTimerStructA(tim)
    set dist = SquareRoot((GetUnitX(Data.t) - GetUnitX(Data.arr)) * (GetUnitX(Data.t) - GetUnitX(Data.arr)) + (GetUnitY(Data.t) - GetUnitY(Data.arr)) * (GetUnitY(Data.t) - GetUnitY(Data.arr)))
    if dist >= 125 and (GetUnitState(Data.t, UNIT_STATE_LIFE) > .405) then
        set d = CreateUnit(GetOwningPlayer(Data.arr), FA_DummyRaw, GetUnitX(Data.arr), GetUnitY(Data.arr), 270)
        call UnitApplyTimedLife(d, 'BTLF', 0.5)
        call UnitAddAbility(d, FA_FNRaw)
        call SetUnitAbilityLevel(d, FA_FNRaw, GetUnitAbilityLevel(Data.u, FA_Raw))
        call IssueTargetOrder(d, "frostnova", d)
    else
        call UnitDamageTarget(Data.arr, Data.t, (FA_DmgLvl + FA_DmgConst * GetUnitAbilityLevel(Data.u, FA_Raw)), true, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_COLD, WEAPON_TYPE_WHOKNOWS)
        call RemoveUnit(Data.arr)
        call ClearTimerStructA(tim)
        call PauseTimer(GetExpiredTimer())
        call DestroyTimer(GetExpiredTimer())
    endif
    set d = null 
    set tim = null
endfunction

function FA_Conds takes nothing returns boolean
    return GetSpellAbilityId() == FA_Raw
endfunction

function FA_Acts takes nothing returns nothing
    local Arrow Data = Arrow.create()
    local location p
    local location tp
    local timer tim
    set Data.t = GetSpellTargetUnit()
    set Data.u = GetTriggerUnit()
    set p = GetUnitLoc(Data.u)
    set tp = GetUnitLoc(Data.t)
    set Data.arr = CreateUnit(GetOwningPlayer(Data.u), FA_ArrowUnitRaw, GetLocationX(p), GetLocationY(p), AngleBetweenPoints( p, tp))
    set tim = CreateTimer()
    
    call IssueTargetOrder(Data.arr, "attack", Data.t)
    
    call SetTimerStructA(tim, Data)
    
    call TimerStart(tim, 0.25, true, function FA_Arrow)
    
    call RemoveLocation(p)
    call RemoveLocation(tp)
endfunction
endscope

function InitTrig_FrostArrow takes nothing returns nothing
    set gg_trg_FrostArrow = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_FrostArrow, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition(gg_trg_FrostArrow, Condition(function FA_Conds))
    call TriggerAddAction(gg_trg_FrostArrow, function FA_Acts)
endfunction


It's basically just frost arrow but does exploding frost damage between the caster and the target.
 

INCINERATE

New Member
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12
abc and timerutils should be compatible with each other , so whats the problem? looks like a very basic spell that wont request much performance. you should be fine , timer ticker could do with a change though possibly
 

Komaqtion

You can change this now in User CP.
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469
Just replace all "GetTimerStructA" with "GetTimerData", and all "SetTimerStructA" with "SetTimerData" and you're good to go ;)

Also, remove the "ClearTimerStructA" line, and replace the [ljass]call PauseTimer(GetExpiredTimer())[/ljass] and [ljass]call DestroyTimer(GetExpiredTimer())[/ljass] with the onelined [ljass]call ReleaseTimer( GetExpiredTimer() )[/ljass] ;)

Also, replace "CreateTimer()" with "NewTimer()" ;)
 

the Immortal

I know, I know...
Reaction score
51
What Komaqtion said.

But, hey, that's my spell! And it's like 3+ years old! ;o
Ynow, gonna update it for 1.24 these days.
 

roaaaarrrr

New Member
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33
cool thanks komaqtion. someone should write a guide about snytax changes between these systems.

And +rep to you too immortal for the spell!
 
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