Spell [DotA]Time Lapse - JASS

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Somebody requested a JASS version of my GUI Time Lapse, so I decided to make it. I just want to ask when (if) this gets approved, can I move it to the other Time Lapse thread and attach it there so there won't be two different threads?

gui/jass/vjass? vjass
mui? yes
leakless? yes
lagless? yes
requires? JASS NewGen v1.5a, PUI v4.2 and ABCT v2.0

Screenshot not included because the spell is instant and you will only see a special effect. The screenshot cannot show the full effect of the spell so don't bother asking for one. Just dl and test it :p

Description:
Warps time on himself, transporting the Weaver 5 seconds back into the past. Does not affect cooldowns, gold or XP (nor items).


Code:
JASS:

scope TimeLapse

//###########################################################
// C O N F I G U R A T I O N     M E N U
//###########################################################
globals
// Raw code of the Time Lapse spell
    private constant integer AID_TIMELAPSE_RAW = 'A000'
// Special effect created on cast
    private constant string SFX_EFFECT = "Abilities\\Spells\\NightElf\\Blink\\BlinkTarget.mdl"
// How many seconds to return back in time
    private constant integer TIME_BACK = 5
endglobals
//###########################################################
// E N D     O F     C O N F I G U R A T I O N     M E N U
//###########################################################

globals
    private group GROUP = CreateGroup()
    private real array HP
    private real array MP
    private real array XX
    private real array YY
    private integer array COUNTER
endglobals

private struct Data
    unit weaver
endstruct
    
private function ConditionsCast takes nothing returns boolean
    return GetSpellAbilityId() == AID_TIMELAPSE_RAW
endfunction

private function ConditionsPeriodic takes nothing returns boolean
    return GetUnitAbilityLevel(GetTriggerUnit(), AID_TIMELAPSE_RAW) == 1 and IsUnitInGroup(GetTriggerUnit(), GROUP) == false
endfunction

private function Callback takes nothing returns boolean
    local Data d = ABCT_GetData()
    local integer pui = GetUnitIndex(d.weaver)
    local integer iii = 0
    set COUNTER[pui] = COUNTER[pui] + 1
    set HP[COUNTER[pui]] = GetWidgetLife(d.weaver)
    set MP[COUNTER[pui]] = GetUnitState(d.weaver, UNIT_STATE_MANA)
    set XX[COUNTER[pui]] = GetUnitX(d.weaver)
    set YY[COUNTER[pui]] = GetUnitY(d.weaver)
    if COUNTER[pui] > 8190 then
        set COUNTER[pui] = 0
        loop
            exitwhen iii > TIME_BACK + 1
            set HP[COUNTER[pui]] = GetWidgetLife(d.weaver)
            set MP[COUNTER[pui]] = GetUnitState(d.weaver, UNIT_STATE_MANA)
            set XX[COUNTER[pui]] = GetUnitX(d.weaver)
            set YY[COUNTER[pui]] = GetUnitY(d.weaver)
            set COUNTER[pui] = iii
            set iii = iii + 1
        endloop
    endif
    return false
endfunction

private function ActionsCast takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local integer pui = GetUnitIndex(cast)
    call SetWidgetLife(cast, HP[COUNTER[pui] - TIME_BACK])
    call SetUnitState(cast, UNIT_STATE_MANA, MP[COUNTER[pui] - TIME_BACK])
    call DestroyEffect(AddSpecialEffect(SFX_EFFECT, GetUnitX(cast), GetUnitY(cast)))
    call SetUnitPosition(cast, XX[COUNTER[pui] - TIME_BACK], YY[COUNTER[pui] - TIME_BACK])
    call DestroyEffect(AddSpecialEffect(SFX_EFFECT, GetUnitX(cast), GetUnitY(cast)))
    set cast = null
endfunction

private function ActionsPeriodic takes nothing returns nothing
    local Data d = Data.create()
    local integer pui
    local integer iii = 0
    set d.weaver = GetTriggerUnit()
    call GroupAddUnit(GROUP, d.weaver) 
    set pui = GetUnitIndex(d.weaver)
    loop
        exitwhen iii > TIME_BACK + 1
        set HP[COUNTER[pui]] = GetWidgetLife(d.weaver)
        set MP[COUNTER[pui]] = GetUnitState(d.weaver, UNIT_STATE_MANA)
        set XX[COUNTER[pui]] = GetUnitX(d.weaver)
        set YY[COUNTER[pui]] = GetUnitY(d.weaver)
        set iii = iii + 1
        set COUNTER[pui] = iii
    endloop
    call ABCT_Start(function Callback, d, 1.)
endfunction

function InitTrig_TimeLapse takes nothing returns nothing
    local trigger cast = CreateTrigger()
    local trigger periodic = CreateTrigger() 
    
    call TriggerRegisterAnyUnitEventBJ(cast, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerRegisterAnyUnitEventBJ(periodic, EVENT_PLAYER_HERO_SKILL)
    
    call TriggerAddCondition(cast, Condition(function ConditionsCast))
    call TriggerAddCondition(periodic, Condition(function ConditionsPeriodic))
    
    call TriggerAddAction(cast, function ActionsCast)
    call TriggerAddAction(periodic, function ActionsPeriodic)
endfunction

endscope


Sorry for the crappy test map... ^^
 

Attachments

  • [JASS]Time Lapse v1[1].0.w3x
    28.7 KB · Views: 299

emjlr3

Change can be a good thing
Reaction score
395
why are u using COUNTER?
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Then how else should I keep track of the values? I found no other way. I can't use just something like set HP[pui - TIME_BACK] = ... because it will take the values of another unit (maybe).
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
> requires? JASS NewGen v1.5a, PUI v4.2 and ABCT v2.0
Maybe you skipped this? :)
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
> You should inline these to prevent a leak from the nulling TriggerRegisterAnyUnitEventBJ(), and instead use a safe filter.
There is no leak.

So, more comments on the spell? :/
 

Cohadar

master of fugue
Reaction score
209
This spell is not MUI, at some point one waver can go backtrack with another wavers data (imagine the mess :D)

What you need to do is attach this struct to unit:
JASS:

private struct Data
    unit weaver
    private real array HP[TIME_BACK]
    private real array MP[TIME_BACK]
    private real array XX[TIME_BACK]
    private real array YY[TIME_BACK]
endstruct


and then do circling from 0 to TIME_BACK-1 in your callback.
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Ah, because of index recycling? I thought that couldn't mess with other unit's indexes. Can't seem to see why it isn't MUI.
But now when I see it, it's really better to use struct data. I'll fix it when I have time.
 
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