GUI temporary variables?

m4chines

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Hi, I have a spell that deals with the level of a hero, it does something at the beginning of the spell adds the a number equal to the level of the hero, than it takes the number away. So if the hero levels up during the duration of the spell it will take away more than it needs to.

I could solve this by setting a temp variable equal to the level of the hero than at the end of the spell i could just subtract the temp var instead of the level of the hero. If i use a global variable it will not work because if more than one person casts the spell it will mess things up.
 
Hi, I have a spell that deals with the level of a hero, it does something at the beginning of the spell adds the a number equal to the level of the hero, than it takes the number away. So if the hero levels up during the duration of the spell it will take away more than it needs to.

I could solve this by setting a temp variable equal to the level of the hero than at the end of the spell i could just subtract the temp var instead of the level of the hero. If i use a global variable it will not work because if more than one person casts the spell it will mess things up.

well then your obviously looking for the spell to be MUI, explain more in depth what the spell is so we can help you out
 
well then your obviously looking for the spell to be MUI, explain more in depth what the spell is so we can help you out

The spell increases a bounty (for killing enemies) equal to the level of the hero for a short duration. For instance if the bounty was 5 and the hero was level 10 than the bounty would go up to 15 for (lets say the spell was level 5) 50 seconds, than it would go back down to 5.
 
The spell increases a bounty (for killing enemies) equal to the level of the hero for a short duration. For instance if the bounty was 5 and the hero was level 10 than the bounty would go up to 15 for (lets say the spell was level 5) 50 seconds, than it would go back down to 5.

just so i know, whats cooldown of the spell? anyhow this looks pretty simple

if you don't mind me using unit user data then here (UNTESTED)

JASS:
scope Bounty initializer i

globals
    private constant integer CODE = 'A000' //Spell ability ID
    private constant integer STARTING_BOUNTY = 0
endglobals

private function ABILICODE takes nothing returns boolean
    return GetSpellAbilityId() == CODE
endfunction
private function t_run takes nothing returns nothing
    local unit u = GetSpellTargetUnit()
    local integer i
    if IsUnitType(u,UNIT_TYPE_HERO) then
        set i = GetUnitUserData(u)
        if (i==0) then
            set i = GetHeroLevel(u)
            call SetUnitUserData(u,STARTING_BOUNTY+i)
        endif
        call TriggerSleepAction(50.)
        call SetUnitUserData(u,GetUnitUserData(u)-i)
    endif
    set u = null
endfunction

private function i takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t,Condition(function ABILICODE))
    call TriggerAddAction(t,function t_run)
endfunction

endscope


what this does it whenever the unit casts the ability on a hero then his bounty goes up by his level, you can set starting bounty aswell

JASS version

JASS:
globals
    constant integer BOUNTY_CODE = 'A000' //Spell ability ID
    constant integer BOUNTY_STARTING_BOUNTY = 0
endglobals

function BOUNTY_ABILICODE takes nothing returns boolean
    return GetSpellAbilityId() == BOUNTY_CODE
endfunction

function BOUNTY_t_run takes nothing returns nothing
    local unit u = GetSpellTargetUnit()
    local integer i
    if IsUnitType(u,UNIT_TYPE_HERO) then
        set i = GetUnitUserData(u)
        if (i==0) then
            set i = GetHeroLevel(u)
            call SetUnitUserData(u,BOUNTY_STARTING_BOUNTY+i)
        endif
        call TriggerSleepAction(50.)
        call SetUnitUserData(u,GetUnitUserData(u)-i)
    endif
    set u = null
endfunction

function InitTrig_Bounty takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t,Condition(function BOUNTY_ABILICODE))
    call TriggerAddAction(t,function BOUNTY_t_run)
endfunction
 
The bounty is universal; everybody shares the bounty. I'm a bit confused, i don't really know how to use jass.

PS. TYVM for taking the time to do that.
 
The bounty is universal; everybody shares the bounty. I'm a bit confused, i don't really know how to use jass.

PS. TYVM for taking the time to do that.

what do you mean everybody shares the bounty? isn't it when he kills the unit the owner of the killing unit gets gold?
 
This is easy to fix if a few things are true.

Is each player only able to have one hero with this ability?

Is the cooldown on the ability greater than the duration of the spell?

If both of these are true then you can do the following to fix your problem.

Create an integer array variable (TempLevel). Set TempLevel[Player Number of owner of Triggering Unit] to your hero's level and recall it later when needed.
 
Custom script: local integer udg_HelloThere
Some GUI Action: Do something with (HelloThere)


You can use Custom script to declare locals (with global names), and then use GUI to refer to the global, but it actually uses the local.

I think.

Make sure to put all your locals at the top!
 
This is easy to fix if a few things are true.

Is each player only able to have one hero with this ability?

Is the cooldown on the ability greater than the duration of the spell?

If both of these are true then you can do the following to fix your problem.

Create an integer array variable (TempLevel). Set TempLevel[Player Number of owner of Triggering Unit] to your hero's level and recall it later when needed.

Thank you, that worked.
 
Custom script: local integer udg_HelloThere
Some GUI Action: Do something with (HelloThere)


You can use Custom script to declare locals (with global names), and then use GUI to refer to the global, but it actually uses the local.

I think.

Make sure to put all your locals at the top!

I tried this but i could not access the variable in the GUI.
 
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