Examples of channeling spells

Discussion in 'JASS Zone' started by shiFt, Jun 4, 2011.

  1. shiFt

    shiFt Member

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    Would you not have to check pderiodically if ENDCAST has occured?
     
  2. Weep

    Weep Godspeed to the sound of the pounding

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    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.
     
  3. emjlr3

    emjlr3 Change can be a good thing Staff Member

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

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

    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)
     
  4. WaterKnight

    WaterKnight Member

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    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.
     
  5. shiFt

    shiFt Member

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    This is what I wrote

    Fires "ok1"
    And "1"
    Then crashes game
     
  6. emjlr3

    emjlr3 Change can be a good thing Staff Member

    Ratings:
    +396 / 0 / -0
    ah, well that is good to know!, may let me use orderid detection now - did not quite get what you meant before ^^
     
  7. emjlr3

    emjlr3 Change can be a good thing Staff Member

    Ratings:
    +396 / 0 / -0
    why is your trigger action function a boolexpr?
     
  8. shiFt

    shiFt Member

    Ratings:
    +8 / 0 / -0
    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
     
  9. shiFt

    shiFt Member

    Ratings:
    +8 / 0 / -0
    bump
     
  10. shiFt

    shiFt Member

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    +8 / 0 / -0
    bump!
     
  11. emjlr3

    emjlr3 Change can be a good thing Staff Member

    Ratings:
    +396 / 0 / -0
    try thistype.create()

    instead
     
  12. shiFt

    shiFt Member

    Ratings:
    +8 / 0 / -0
    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?
     
  13. emjlr3

    emjlr3 Change can be a good thing Staff Member

    Ratings:
    +396 / 0 / -0
    onDestroy is called following a .destroy(), which I think automatically calls .deallocate()

    maybe that is a problem?
     
    • Like Like x 1
  14. shiFt

    shiFt Member

    Ratings:
    +8 / 0 / -0
    Your right emjlr! thanks so much for the help. + rep.

    U stuck with me to the end :D
     

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