Spell Frozen Orb

Flare

Stops copies me!
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662
I can see myself learning jass in the time it would take to make that GUI trigger :nuts:

Anyways, good job d00d.

From what I remember, it only took me an hour or so to make that trigger (with the Custom Value of Unit references) and about 10 minutes to fix the damage trigger. Good luck learning JASS in an hour and ten minutes :p.

In the future, I -MIGHT- remake it in JASS once I can get trigger-struct attachment working correctly (it hasn't worked properly for me yet, and I'll need it to detect units in range)

Thanks for the comment though :)
 

tanchunhung

New Member
Reaction score
2
I cant play that thing

> i can alter the player settings so that 2 separate players can cast the ability, and check who receives bounty. Just send me a pm.

make an ai for a computer player? You can easily check his bounty and such.

Anyway, you moved to jass, right? Why not make a jass version, too? :)
i made my own for my map (u get credits) and i just wanted you to have a look. Uses abc and tt.

JASS:

scope frozenorb
//############ configuration menu #############
globals
// ability raw code
    private constant integer ability_raw = 'a000'
// raw code of the missile unit
    private constant integer missile_raw = 'h001'
// raw code of the shard units
    private constant integer bolt_raw = 'h002'
// raw code of the dummy unit
    private constant integer dummy = 'h000'
// raw code of the frost nova slow ability
    private constant integer frost_nova = 'a002'
// raw code for the buff checkup
// this prevents a lot of lag
    private constant integer buff_raw = 'bfro'
// maximum travel distance of the missile
    private constant real max_dist = 1600.
// speed of the missile
    private constant real speed = 750.
// radius of effect of the missile
    private constant real m_radius = 225.
// radius of effect of each shard
    private constant real s_radius = 100.
Endglobals
// missile damage
    private function m_damage takes integer level returns real
        return level * 20.
    Endfunction
// shard damage
    private function s_damage takes integer level returns real
        return level * 10.
    Endfunction
//######### end of configuration menu ##########

private struct data
    unit missile
    integer ticks
    real dx
    real dy
    trigger trig = createtrigger()
    
    method ondestroy takes nothing returns nothing
        call removeunit(.missile)
        call cleartriggerstructa(.trig)
        call destroytrigger(.trig)
    endmethod
endstruct

private struct shard
    unit shard
    trigger trig = createtrigger()
    
    method ondestroy takes nothing returns nothing
        call removeunit(.shard)
        call cleartriggerstructa(.trig)
        call destroytrigger(.trig)
    endmethod
endstruct

private function conditions takes nothing returns boolean
    return getspellabilityid() == ability_raw
endfunction

private function movemissile takes nothing returns boolean
    local data d = tt_getdata()
    local real x = getunitx(d.missile)
    local real y = getunity(d.missile)
    local real dx = x + d.dx
    local real dy = y + d.dy
    call setunitposition(d.missile, dx, dy) 
    set d.ticks = d.ticks - 1
    if d.ticks <= 0 then
        call d.destroy()
        return true
    endif
    return false
endfunction

private function missiledmg takes nothing returns boolean
    local data d = gettriggerstructa(gettriggeringtrigger())
    local unit pick = gettriggerunit()
    local unit dummy 
    if isunitenemy(pick, getowningplayer(d.missile)) and getwidgetlife(pick) > 0.405 and isunittype(pick, unit_type_structure) == false then
        if getunitabilitylevel(pick, buff_raw) > 0 then
        else
            set dummy = createunit(getowningplayer(d.missile), dummy, 0., 0., 0.)
            call unitaddability(dummy, frost_nova)
            call issuetargetorder(dummy, "frostnova", pick)
            call unitapplytimedlife(dummy, 'btlf', 2.)
        endif
        call unitdamagetarget(d.missile, pick, m_damage(1), false, false, attack_type_magic, damage_type_magic, null)
    endif
    set dummy = null
    set pick = null
    return false
endfunction

private function removeshard takes nothing returns boolean
    local shard i = tt_getdata()
    if getwidgetlife(i.shard) < 0.405 then
        call i.destroy()
        return true 
    endif
    return false
endfunction

private function sharddmg takes nothing returns boolean
    local shard i = gettriggerstructa(gettriggeringtrigger())
    local unit pick = gettriggerunit()
    local unit dummy 
    if isunitenemy(pick, getowningplayer(i.shard)) and getwidgetlife(pick) > 0.405 and isunittype(pick, unit_type_structure) == false then
        if getunitabilitylevel(pick, buff_raw) > 0 then
        else
            set dummy = createunit(getowningplayer(i.shard), dummy, 0., 0., 0.)
            call unitaddability(dummy, frost_nova)
            call issuetargetorder(dummy, "frostnova", pick)
            call unitapplytimedlife(dummy, 'btlf', 2.)
        endif
        call unitdamagetarget(i.shard, pick, s_damage(1), false, false, attack_type_magic, damage_type_magic, null)
    endif
    set dummy = null
    set pick = null
    return false
endfunction

private function createshards takes nothing returns boolean
    local data d = tt_getdata()
    local shard i = shard.create()
    local real x 
    local real y 
    local unit shard
    local location loc
    local location move 
    if getwidgetlife(d.missile) > 0.405 then
        set x = getunitx(d.missile)
        set y = getunity(d.missile)
        set i.shard = createunit(getowningplayer(d.missile), bolt_raw, x, y, getrandomreal(1, 360))
        set loc = getunitloc(i.shard)
        set x = getlocationx(loc) + 850. * cos(getunitfacing(i.shard) * bj_degtorad)
        set y = getlocationy(loc) + 850. * sin(getunitfacing(i.shard) * bj_degtorad)
        set move = location(x, y)
        call issuepointorderloc(i.shard, "move", move)
        call removelocation(move)
        call removelocation(loc)
        
        call triggerregisterunitinrange(i.trig, i.shard, s_radius, null)
        call triggeraddcondition(i.trig, condition(function sharddmg))
        call settriggerstructa(i.trig, i)
        call tt_start(function removeshard, i)
        call unitapplytimedlife(i.shard, 'btlf', getrandomreal(0.4, 1.2))
    else
        return true
    endif
    set shard = null
    set loc = null
    set move = null
    return false
endfunction

private function actions takes nothing returns nothing
    local unit cast = gettriggerunit()
    local location targ = getspelltargetloc()
    local real x = getunitx(cast)
    local real y = getunity(cast)
    local real dx = getlocationx(targ) - x
    local real dy = getlocationy(targ) - y
    local real distance = rminbj(max_dist, squareroot(dx * dx + dy * dy))
    local real angle = atan2(dy, dx)
    
    local data d = data.create()
    set d.missile = createunit(getowningplayer(cast), missile_raw, x, y, getunitfacing(cast))
    set d.ticks = r2i(distance / (speed * tt_period))
    set d.dx = (speed * tt_period) * cos(angle)
    set d.dy = (speed * tt_period) * sin(angle)
    call removelocation(targ)
    
    call tt_start(function movemissile, d)
    call tt_start(function createshards, d)

    call triggerregisterunitinrange(d.trig, d.missile, m_radius, null)
    call triggeraddcondition(d.trig, condition(function missiledmg))
    call settriggerstructa(d.trig, d)
    set cast = null
    set targ = null
endfunction

function inittrig_frozenorb takes nothing returns nothing
    local trigger t = createtrigger()
    call triggerregisteranyuniteventbj(t, event_player_unit_spell_effect)
    call triggeraddcondition(t, condition(function conditions))
    call triggeraddaction(t, function actions)
endfunction

endscope

note that it creates a lot of shards (32 per second) so it might lag a lot o_o

give me download that thing also i cant play because the trigger functions are wrong....how leh!
 
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