Examples of channeling spells

Weep

Godspeed to the sound of the pounding
Reaction score
401
Nope, just do your destroy/cleanup on a trigger with that event and the condition that it is the correct ability.

You should save the data so that it's retrievable with only the information about the casting unit...after all, a unit can't be channeling the same spell more than once at a time, so it's OK to attach the spell data to the caster. That's one reason I like making channeled spells; it's so easy, especially if you're using a unit indexing system.

emjlr3's spell is a little different because he lets you re-target it by casting it again, while maintaining the same duration. Plain channeled spells like Aerial Shackles or Starfall just have a distinct start, end, and the spell effects that happen meanwhile.
 

emjlr3

Change can be a good thing
Reaction score
395
Nope, just do your destroy/cleanup on a trigger with that event and the condition that it is the correct ability.

You should save the data so that it's retrievable with only the information about the casting unit...after all, a unit can't be channeling the same spell more than once at a time, so it's OK to attach the spell data to the caster. That's one reason I like making channeled spells; it's so easy, especially if you're using a unit indexing system.

emjlr3's spell is a little different because he lets you re-target it by casting it again, while maintaining the same duration. Plain channeled spells like Aerial Shackles or Starfall just have a distinct start, end, and the spell effects that happen meanwhile.

that is the key here - as quoted from the spell script

it just so happens that successional casts trigger just about every PLAYER_UNIT_SPELL_XXXX there is

in order to circumvent that, I had to use a constant check of the current order, because, and again I quote

to my suprise learning an ability fires a unit event, and each ability has a unique learn id

I discovered that learning an ability produces a unique orderid, specific to that ability. since I don't want the ability canceled mid-channel if the hero learns an ability ( that would be silly), I had to scrap that method too

I have yet to find an instance where checking the current order did not work as expected (though again, I do remember something from the past about it bugging somehow)
 

WaterKnight

Member
Reaction score
7
I discovered that learning an ability produces a unique orderid, specific to that ability.

Yes and that order id is equal to the ability's id. Normal cast orders lie in the 852k area. The raw ids of objects from object editor (learning abilities, training/building/upgrading to units, researching, selling items) are much higher.
 

emjlr3

Change can be a good thing
Reaction score
395
Yes and that order id is equal to the ability's id. Normal cast orders lie in the 852k area. The raw ids of objects from object editor (learning abilities, training/building/upgrading to units, researching, selling items) are much higher.

ah, well that is good to know!, may let me use orderid detection now - did not quite get what you meant before ^^
 

emjlr3

Change can be a good thing
Reaction score
395
This is what I wrote
JASS:
 library CHANNEL requires T32

    globals
        private constant integer SPELL_ID = 'A09R'
        private integer i
    endglobals
    
    private struct Data
        unit cs
        real x
        real y
        integer tick
        
        private method onDestroy takes nothing returns nothing
            set .cs = null
            set i = 0
            call .deallocate()
        endmethod
        
        static method Conditions takes nothing returns boolean
            if GetTriggerEventId() == EVENT_PLAYER_UNIT_SPELL_EFFECT and GetSpellAbilityId()==SPELL_ID then
                set i = 1
                call BJDebugMsg( "ok0")
                return true
            elseif GetTriggerEventId() == EVENT_PLAYER_UNIT_SPELL_ENDCAST then
                set i = 2
                call BJDebugMsg( "ok1")
                return true
            endif
            return false
        endmethod  
        
        private method periodic takes nothing returns nothing
            if .tick >= T32_Tick and i == 1 then
                call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl", .x,.y))
                call BJDebugMsg( "ok3")
                if .tick == T32_Tick or i == 2 then
                    call .stopPeriodic()
                    call .destroy()
                endif
            endif
        endmethod
        implement T32x
        
        private static method act takes nothing returns boolean
            local thistype this = thistype.allocate()
            set .cs = GetTriggerUnit()
            set .x = GetUnitX(.cs)
            set .y = GetUnitY(.cs)
            set .tick = T32_Tick + R2I( 10. * T32_PERIOD)

            call BJDebugMsg( I2S(i))
            if i == 1 then
                call .startPeriodic()
            endif
            
            if i == 2 then
                call .stopPeriodic()
                call .destroy()
            endif

            return false
        endmethod
        
        private static method onInit takes nothing returns nothing
            local trigger t = CreateTrigger()
            local integer i = 0
            loop
                exitwhen i > 11
                call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
                call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_ENDCAST, null)
                set i = i + 1
            endloop
            call TriggerAddCondition( t, Condition( function thistype.Conditions ) )
            call TriggerAddAction(t, function thistype.act)
        endmethod
    endstruct
endlibrary

Fires "ok1"
And "1"
Then crashes game

why is your trigger action function a boolexpr?
 

shiFt

Member
Reaction score
8
Got it to work, but it seems the data is not being updated? As in effects are made in same x and y as previous casts .How do I fix this?

JASS:
library CHANNEL requires T32

    globals
        private constant integer SPELL_ID = 'A09R'
        private integer i
    endglobals
    
    private struct Data
        unit cs
        real x
        real y
        integer tick
        
        private method onDestroy takes nothing returns nothing
            set .cs = null
            set i = 0
            call .deallocate()
        endmethod
        
        private static method Conditions takes nothing returns boolean
            if GetSpellAbilityId()==SPELL_ID then
                if GetTriggerEventId() == EVENT_PLAYER_UNIT_SPELL_EFFECT  then
                    set i = 1
                    call BJDebugMsg( "ok0")
                    return true
                elseif GetTriggerEventId() == EVENT_PLAYER_UNIT_SPELL_ENDCAST then
                    set i = 2
                    call BJDebugMsg( "ok1")
                    return true
                endif
            endif
            return false
        endmethod  
        
        private method periodic takes nothing returns nothing
            if .tick >= T32_Tick and i == 1 then
                call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl", .x,.y))
                call BJDebugMsg( "ok3")
                if .tick == T32_Tick or i == 2 then
                    call .stopPeriodic()
                    call .destroy()
                endif
            endif
        endmethod
        implement T32x
        
        private static method act takes nothing returns nothing
            local thistype this = thistype.allocate()
            set .cs = GetTriggerUnit()
            set .x = GetUnitX(.cs)
            set .y = GetUnitY(.cs)
            set .tick = T32_Tick + R2I( 10. / T32_PERIOD)

            call BJDebugMsg( I2S(i))
            if i == 1 then
                call .startPeriodic()
            endif
            //if i == 2 then
               // call .stopPeriodic()
               // call .destroy()
            //endif
        endmethod
        
        private static method onInit takes nothing returns nothing
            local trigger t = CreateTrigger()
            local integer i = 0
            loop
                exitwhen i > 11
                call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
                call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_ENDCAST, null)
                set i = i + 1
            endloop
            call TriggerAddCondition( t, Condition( function thistype.Conditions ) )
            call TriggerAddAction(t, function thistype.act)
        endmethod
    endstruct
endlibrary
 

emjlr3

Change can be a good thing
Reaction score
395
try thistype.create()

instead
 

shiFt

Member
Reaction score
8
Still does not work.

Thanks for the help though :)

Can anyone else help fix this?

The data is not being updated? As in effects are made in same x and y as previous casts .How do I fix this?
 

emjlr3

Change can be a good thing
Reaction score
395
onDestroy is called following a .destroy(), which I think automatically calls .deallocate()

maybe that is a problem?
 

shiFt

Member
Reaction score
8
Your right emjlr! thanks so much for the help. + rep.

U stuck with me to the end :D
 
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