Help Trigger Overlap

spectre37

New Member
Reaction score
1
I have 2 spells - first one is chanelling heal.

JASS:
function Trig_Ritual_of_Souls_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A03G'
endfunction

function Trig_Ritual_of_Souls_Target takes nothing returns boolean
    if ( not ( IsUnitAlly(GetFilterUnit(), GetOwningPlayer(GetSpellAbilityUnit())) == true ) ) then
    return false
    elseif GetFilterUnit() == GetSpellAbilityUnit() then
    return false
    elseif (not ( IsUnitType(GetFilterUnit(), UNIT_TYPE_HERO) ) ) then 
    return false
    endif 
    return true 
endfunction

function Trig_Ritual_End takes nothing returns nothing
    local unit w
    call DestroyEffect(udg_Ritual)
    loop
        set w = FirstOfGroup(udg_SoulRitual)
        exitwhen w == null
        call GroupRemoveUnit(udg_SoulRitual,w)
        call KillUnit(w)
    endloop
endfunction

function Trig_Ritual_of_Souls_Actions takes nothing returns nothing
    local unit u = GetSpellAbilityUnit()
    local location l = GetUnitLoc(u)
    local trigger  t
    local unit w
    local unit n
    local group g = GetUnitsInRangeOfLocMatching(600 ,l ,Filter(function Trig_Ritual_of_Souls_Target) )
    loop
        set w = FirstOfGroup(g)
        exitwhen w == null
        call GroupRemoveUnit(g,w)
            set n = CreateUnit (Player(bj_PLAYER_NEUTRAL_VICTIM), 'h001', GetUnitX(u), GetUnitY(u), GetUnitFacing(w) )
            call GroupAddUnit(udg_SoulRitual, n)
            call UnitAddAbility(n, 'A03H')
            call SetUnitAbilityLevel( n, 'A03H', GetUnitAbilityLevel(u, 'A03G'))
            call IssueTargetOrder( n, "drain", w )
    endloop
    call AddSpecialEffectTargetUnitBJ( "overhead", u, "Abilities\\Spells\\Undead\\AntiMagicShell\\AntiMagicShell.mdl" )
    set udg_Ritual = GetLastCreatedEffectBJ()
    set t=CreateTrigger()
    call TriggerRegisterUnitEvent(t, u, EVENT_UNIT_SPELL_ENDCAST)
    call TriggerAddAction(t,function Trig_Ritual_End)
    call RemoveLocation(l)
    call DestroyGroup(g)
endfunction

//===========================================================================
function InitTrig_Ritual_of_Souls takes nothing returns nothing
    set gg_trg_Ritual_of_Souls = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Ritual_of_Souls, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Ritual_of_Souls, Condition( function Trig_Ritual_of_Souls_Conditions ) )
    call TriggerAddAction( gg_trg_Ritual_of_Souls, function Trig_Ritual_of_Souls_Actions )
endfunction


and second is spell that make all hero evade every attack. (not channeling)

JASS:

function Wraith_Touch_Conditions takes nothing returns boolean
	return GetSpellAbilityId() == 'A03N'
endfunction

function Wraith_Touch_Filter takes nothing returns boolean
	return IsUnitType(GetFilterUnit(),UNIT_TYPE_HERO) and IsUnitAlly(GetFilterUnit(),GetOwningPlayer(GetTriggerUnit()))
endfunction

function Wraith_Touch_Buff takes nothing returns boolean
	return UnitHasBuffBJ(GetFilterUnit(), 'B00K') == false
endfunction

function Wraith_Touch_Debuff takes nothing returns nothing
	    call UnitRemoveAbility( GetEnumUnit(), 'A03L' )
        call SetUnitVertexColorBJ( GetEnumUnit(), 255, 255, 255, .0 )
        call SetUnitPathing( GetEnumUnit(), true )
endfunction

function Wraith_Touch_End takes nothing returns nothing
    local rect l = GetPlayableMapRect()
    local group g = GetUnitsInRectMatching( l, Filter(function Wraith_Touch_Filter))
    call GroupEnumUnitsInRect(g, l, Filter(function Wraith_Touch_Buff))
    call ForGroup(g, function Wraith_Touch_Debuff)
endfunction

function Wraith_Touch_Actions takes nothing returns nothing
	local unit c = GetTriggerUnit()
	local group g = GetUnitsInRectMatching( GetPlayableMapRect(), Filter(function Wraith_Touch_Filter))
    local trigger t
    local unit u
    local unit n
    loop
        set u = FirstOfGroup(g)
        exitwhen u == null
        call GroupRemoveUnit(g,u)
            set n = CreateUnit(GetOwningPlayer(c),'h001',GetUnitX(u),GetUnitY(u),GetUnitFacing(u))
            call UnitAddAbility(n, 'A03O')
            call SetUnitAbilityLevel(n, 'A03O', GetUnitAbilityLevel(c ,'A03N'))
            call IssueTargetOrder(n, "bloodlust", u)
            call UnitApplyTimedLife(n, 'BTLF', 0.5)
            call SetUnitVertexColorBJ(u, 255, 255, 255, 40.0)
            call SetUnitPathing(u, false)
            call UnitAddAbility(u, 'A03L')
        endloop   
    call DestroyGroup(g)
    set t = CreateTrigger()
    call TriggerRegisterTimerEventPeriodic(t, 1.0)
    call TriggerAddAction(t,function Wraith_Touch_End)
endfunction

//===========================================================================

function InitTrig_Wraith_Touch takes nothing returns nothing
	set gg_trg_Wraith_Touch = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(gg_trg_Wraith_Touch,EVENT_PLAYER_UNIT_SPELL_EFFECT)
	call TriggerAddCondition(gg_trg_Wraith_Touch, Condition(function Wraith_Touch_Conditions))
	call TriggerAddAction(gg_trg_Wraith_Touch,function Wraith_Touch_Actions)
endfunction


If I cast first spell while second spell is already active, it will cause the effect of second spell again. How can I fixed it?
 

RaiJin

New Member
Reaction score
40
you can always use vjass

if your using Newgen editor put a scope. and endscope so it wont interfere with others.



JASS:
scope Ritualofsouls initializer InitTrig_Ritual_of_Souls

function Trig_Ritual_of_Souls_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A03G'
endfunction

function Trig_Ritual_of_Souls_Target takes nothing returns boolean
    if ( not ( IsUnitAlly(GetFilterUnit(), GetOwningPlayer(GetSpellAbilityUnit())) == true ) ) then
    return false
    elseif GetFilterUnit() == GetSpellAbilityUnit() then
    return false
    elseif (not ( IsUnitType(GetFilterUnit(), UNIT_TYPE_HERO) ) ) then 
    return false
    endif 
    return true 
endfunction

function Trig_Ritual_End takes nothing returns nothing
    local unit w
    call DestroyEffect(udg_Ritual)
    loop
        set w = FirstOfGroup(udg_SoulRitual)
        exitwhen w == null
        call GroupRemoveUnit(udg_SoulRitual,w)
        call KillUnit(w)
    endloop
endfunction

function Trig_Ritual_of_Souls_Actions takes nothing returns nothing
    local unit u = GetSpellAbilityUnit()
    local location l = GetUnitLoc(u)
    local trigger  t
    local unit w
    local unit n
    local group g = GetUnitsInRangeOfLocMatching(600 ,l ,Filter(function Trig_Ritual_of_Souls_Target) )
    loop
        set w = FirstOfGroup(g)
        exitwhen w == null
        call GroupRemoveUnit(g,w)
            set n = CreateUnit (Player(bj_PLAYER_NEUTRAL_VICTIM), 'h001', GetUnitX(u), GetUnitY(u), GetUnitFacing(w) )
            call GroupAddUnit(udg_SoulRitual, n)
            call UnitAddAbility(n, 'A03H')
            call SetUnitAbilityLevel( n, 'A03H', GetUnitAbilityLevel(u, 'A03G'))
            call IssueTargetOrder( n, "drain", w )
    endloop
    call AddSpecialEffectTargetUnitBJ( "overhead", u, "Abilities\\Spells\\Undead\\AntiMagicShell\\AntiMagicShell.mdl" )
    set udg_Ritual = GetLastCreatedEffectBJ()
    set t=CreateTrigger()
    call TriggerRegisterUnitEvent(t, u, EVENT_UNIT_SPELL_ENDCAST)
    call TriggerAddAction(t,function Trig_Ritual_End)
    call RemoveLocation(l)
    call DestroyGroup(g)
endfunction

//===========================================================================
function InitTrig_Ritual_of_Souls takes nothing returns nothing
    set gg_trg_Ritual_of_Souls = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Ritual_of_Souls, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Ritual_of_Souls, Condition( function Trig_Ritual_of_Souls_Conditions ) )
    call TriggerAddAction( gg_trg_Ritual_of_Souls, function Trig_Ritual_of_Souls_Actions )
endfunction

endscope
 

spectre37

New Member
Reaction score
1
Still doesn't work :(

I Have other problem

1.) How can I destroy effect on Ritual of Soul (Spell 1) without using variables udg.

2.) Wraith's Touch (Spell 2) causing lag on first cast, and doesn't work sometime.
 

Azlier

Old World Ghost
Reaction score
461
Well, then you must attach the effect to... what? You are creating a trigger with a periodic event to fuel the spell? What?! Use something like TimerUtils... Just, please, don't make new triggers just to act as timers. Anyway, you must attach the effect to the timer.
 
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