I can't make my spell work...

Ostrze

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I was trying to fix my chain healing spell, but i can't make it work...
Can any1 help? Here i the code:
JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local unit dummy
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets
    local integer noofdone
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true) 
    
    if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
        if IsUnitInGroup(targ , donetargets) == false then
            set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(cast) , 0.00 )
            call IssueTargetOrder( dummy , "ChainHeal" , targ )
            call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
            call TriggerSleepAction(3.00)
        endif
    endif
    set dummy = null
    set nexttarg = FirstOfGroup(postargets)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    call GroupAddUnit(donetargets, targ)
    set noofdone = noofdone + 1
    set prevtarg = targ
    set targ = nexttarg
    set heroint = heroint * ( 3 / 4 )     
        
    loop
        exitwhen noofdone == 16
        if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
            if IsUnitInGroup( targ , donetargets) == false then
                set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(prevtarg) , 0.00 )
                call IssueTargetOrder( dummy , "ChainHeal" , targ )
                call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
            endif
        endif
        set nexttarg = FirstOfGroup(postargets)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
        set dummy = null
        call GroupAddUnit(donetargets, targ)
        set noofdone = noofdone + 1
        set prevtarg = targ
        set targ = nexttarg
        set heroint = heroint * ( 3 / 4 )
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    local trigger t
    set t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( t, Condition(function Cond))
    call TriggerAddAction( t, function ChainHeal)
endfunction
 

Artificial

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JASS:
local group donetargets
You might want to change that to this:
JASS:
local group donetargets = CreateGroup()
Otherwise it doesn't exist before you try to use it, and the function stops executing.

For the same reason you want to give noofdone a value before you use it.
After you fix those something should start to happen, I believe (not necessarily the things you want it to do, but anyway).
 

Ostrze

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Now the spell works only partly (it is still gone a bit forward ;])
it heals only the first target...why doesn't it heal the other targets in chain?
 

Ostrze

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I want the spell to heal more targets than 1. For now it targets only 1 target, and it doesn't want to jump to other target...

Here is how the spell looks now:
JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local unit dummy
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true) 
    
    if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
        if IsUnitInGroup(targ , donetargets) == false then
            set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(cast) , 0.00 )
            call IssueTargetOrder( dummy , "ChainHeal" , targ )
            call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
    endif
    set dummy = null
    set nexttarg = FirstOfGroup(postargets)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    call GroupAddUnit(donetargets, targ)
    set noofdone = noofdone + 1
    set prevtarg = targ
    set targ = nexttarg
    set heroint = heroint * 3 / 4     
        
    loop
        exitwhen noofdone == 16
        if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
            if IsUnitInGroup( targ , donetargets) == false then
                set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(prevtarg) , 0.00 )
                call IssueTargetOrder( dummy , "ChainHeal" , targ )
                call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
            endif
        endif
        set nexttarg = FirstOfGroup(postargets)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
        set dummy = null
        call GroupAddUnit(donetargets, targ)
        set noofdone = noofdone + 1
        set prevtarg = targ
        set targ = nexttarg
        set heroint = heroint * 3 / 4
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    set gg_trg_ChainHeal = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_ChainHeal, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_ChainHeal, Condition(function Cond))
    call TriggerAddAction( gg_trg_ChainHeal, function ChainHeal)
endfunction


Can any1 fix the problem?
 

saw792

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JASS:
loop
        exitwhen noofdone == 16
        if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
                set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(prevtarg) , 0.00 )
                call IssueTargetOrder( dummy , "ChainHeal" , targ )
                call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
        set nexttarg = FirstOfGroup(postargets)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
        set dummy = null
        call GroupAddUnit(donetargets, targ)
        call GroupRemoveGroup(donetargets, postargets)//Add in this line to save the condition. I may have got the groups the wrong way around, so if that still doesn't work swap donetargets and postargets in the GroupRemoveGroup action.
        set noofdone = noofdone + 1
        set prevtarg = targ
        set targ = nexttarg
        set heroint = heroint * 3 / 4
    endloop


You were incrementing even when the if statement wasn't run.
 

Ostrze

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the spell still doesn't work...
now it heals the caster and target, but it's supposed to target up to 16 units.
it also heals the target and caster for the same amount of damage, where as it should heal less every next target.
 

Ostrze

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I think it might have something to do with heroint variable, but i am not sure about it...
 

Ostrze

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Here it is:
JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local unit dummy
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true) 
    
    if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
        if IsUnitInGroup(targ , donetargets) == false then
            set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(cast) , 0.00 )
            call IssueTargetOrder( dummy , "ChainHeal" , targ )
            call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
    endif
    set dummy = null
    set nexttarg = FirstOfGroup(postargets)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    call GroupAddUnit(donetargets, targ)
    call GroupRemoveGroup(postargets, donetargets)
    set noofdone = noofdone + 1
    set prevtarg = targ
    set targ = nexttarg
    set heroint = heroint * 3 / 4     
        
    loop
        exitwhen noofdone == 16
        if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
            if IsUnitInGroup(targ , donetargets) == false then
                set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(prevtarg) , 0.00 )
                call IssueTargetOrder( dummy , "ChainHeal" , targ )
                call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
            endif
        endif
        set nexttarg = FirstOfGroup(postargets)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
        set dummy = null
        call GroupAddUnit(donetargets, targ)
        call GroupRemoveGroup(postargets, donetargets)
        set noofdone = noofdone + 1
        set prevtarg = targ
        set targ = nexttarg
        set heroint = heroint * 3 / 4
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    set gg_trg_ChainHeal = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_ChainHeal, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_ChainHeal, Condition(function Cond))
    call TriggerAddAction( gg_trg_ChainHeal, function ChainHeal)
endfunction


i also tried this one:
JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local unit dummy
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true) 
    
    if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
        if IsUnitInGroup(targ , donetargets) == false then
            set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(cast) , 0.00 )
            call IssueTargetOrder( dummy , "ChainHeal" , targ )
            call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
    endif
    set dummy = null
    set nexttarg = FirstOfGroup(postargets)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    call GroupAddUnit(donetargets, targ)
    call GroupRemoveGroup(donetargets, postargets)
    set noofdone = noofdone + 1
    set prevtarg = targ
    set targ = nexttarg
    set heroint = heroint * 3 / 4     
        
    loop
        exitwhen noofdone == 16
        if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
            if IsUnitInGroup(targ , donetargets) == false then
                set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(prevtarg) , 0.00 )
                call IssueTargetOrder( dummy , "ChainHeal" , targ )
                call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
            endif
        endif
        set nexttarg = FirstOfGroup(postargets)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
        set dummy = null
        call GroupAddUnit(donetargets, targ)
        call GroupRemoveGroup(donetargets , postargets)
        set noofdone = noofdone + 1
        set prevtarg = targ
        set targ = nexttarg
        set heroint = heroint * 3 / 4
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    set gg_trg_ChainHeal = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_ChainHeal, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_ChainHeal, Condition(function Cond))
    call TriggerAddAction( gg_trg_ChainHeal, function ChainHeal)
endfunction
 

Flare

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I can't really see what's wrong there (other than the ChainHeal order string, I've never seen that one before)... try adding some BJDebugMsg's at the start of the loop, inside the If part of the loop, and at the end of the loop, and add a wait at the very end so you don't end up with 16 sets of messages, one after the other i.e.

JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local unit dummy
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true) 
    
    if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
        if IsUnitInGroup(targ , donetargets) == false then
            set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(cast) , 0.00 )
            call IssueTargetOrder( dummy , "ChainHeal" , targ )
            call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
    endif
    set dummy = null
    set nexttarg = FirstOfGroup(postargets)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    call GroupAddUnit(donetargets, targ)
    call GroupRemoveGroup(postargets, donetargets)
    set noofdone = noofdone + 1
    set prevtarg = targ
    set targ = nexttarg
    set heroint = heroint * 3 / 4   //See the comment below, on the set heroint line  
        
    loop
        exitwhen noofdone == 16 //you may want to add 'or targ == null' here, incase you've run out of potential targets for healing and don't want to allow repeat bounces
call BJDebugMsg ("Loop started")
        if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
            if IsUnitInGroup(targ , donetargets) == false then
                set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(prevtarg) , 0.00 )
                call IssueTargetOrder( dummy , "ChainHeal" , targ )
                call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
call BJDebugMsg ("Dummy's name - " + GetUnitName (dummy) + ", target's name - " + GetUnitName (targ)) //Just to make sure that both the dummy and the target aren't null
            endif
        endif
        set nexttarg = FirstOfGroup(postargets)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
        set dummy = null
        call GroupAddUnit(donetargets, targ)
        call GroupRemoveGroup(postargets, donetargets)
        set noofdone = noofdone + 1
        set prevtarg = targ
        set targ = nexttarg
        set heroint = (heroint * 3) / 4 // Perhaps it's taking the calculation as heroint * (3/4) which would be heroint * 0 with integers, so altering the order might fix something
call BJDebugMsg ("heroint is now " + I2S (heroint))
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    set gg_trg_ChainHeal = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_ChainHeal, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_ChainHeal, Condition(function Cond))
    call TriggerAddAction( gg_trg_ChainHeal, function ChainHeal)
endfunction
 

Ostrze

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Now the code looks like this:
JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local unit dummy
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true) 
    
    if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
        if IsUnitInGroup(targ , donetargets) == false then
            set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(cast) , 0.00 )
            call IssueTargetOrder( dummy , "ChainHeal" , targ )
            call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
    endif
    set dummy = null
    set nexttarg = FirstOfGroup(postargets)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    call GroupAddUnit(donetargets, targ)
    call GroupRemoveGroup(postargets, donetargets)
    set noofdone = noofdone + 1
    set prevtarg = targ
    set targ = nexttarg
    set heroint = (heroint * 3) / 4     
        
    loop
        exitwhen noofdone == 16 or targ == null
        call BJDebugMsg ("Loop started")
        if IsUnitAlly(targ , GetOwningPlayer(cast)) == true then
            if IsUnitInGroup(targ , donetargets) == false then
                set dummy = CreateUnitAtLoc( GetOwningPlayer(cast) , 'h000' , GetUnitLoc(prevtarg) , 0.00 )
                call IssueTargetOrder( dummy , "ChainHeal" , targ )
                call UnitApplyTimedLife( dummy , 'BTLF' , 3.00)
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
                call BJDebugMsg ("Dummy's name - " + GetUnitName (dummy) + ", target's name - " + GetUnitName (targ))
            endif
        endif
        set nexttarg = FirstOfGroup(postargets)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
        set dummy = null
        call GroupAddUnit(donetargets, targ)
        call GroupRemoveGroup(postargets, donetargets)
        set noofdone = noofdone + 1
        set prevtarg = targ
        set targ = nexttarg
        set heroint = (heroint * 3) / 4
        call BJDebugMsg ("heroint is now " + I2S (heroint))
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    set gg_trg_ChainHeal = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_ChainHeal, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_ChainHeal, Condition(function Cond))
    call TriggerAddAction( gg_trg_ChainHeal, function ChainHeal)
endfunction


I don't have time to test it right now, but i will test it in next 30 min. to 2 hrs.
 

Ostrze

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It still doesn't work. The debug msg says that the heroint variable is 0 (even after the changes), maybe it's something when i am setting the base value of heroint? is that part right?
 

Ostrze

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I have changed dummy, to a lightning effect. Now the spell looks like this:
JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true)
    local real x1 = GetUnitX(cast)
    local real y1 = GetUnitY(cast)
    local real x2 = GetUnitX(targ)
    local real y2 = GetUnitY(targ)
    
    if IsPlayerAlly(GetOwningPlayer(targ), GetOwningPlayer(cast)) == true and IsUnitInGroup( targ , donetargets ) == false then
            call AddLightning("HWPB" , true , x1, y1 , x2 , y2 )
            call DestroyLightning( GetLastCreatedLightningBJ() )
            call AddLightning("HWSB" , true , x1, y1 , x2 , y2 )
            call DestroyLightning( GetLastCreatedLightningBJ() )
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
    endif
    set nexttarg = GroupPickRandomUnit(postargets)
    call RemoveLocation(p)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll(500.00, p)
    call GroupAddUnitSimple( targ, donetargets )
    call GroupRemoveGroup( donetargets, postargets )
    set prevtarg = targ
    set targ = nexttarg
    set heroint = ( ( heroint * 3 ) / 4 )
    set x1 = GetUnitX(prevtarg)
    set y1 = GetUnitY(prevtarg)
    set x2 = GetUnitX(targ)
    set y2 = GetUnitY(targ)
    call TriggerSleepAction( 0.10 )    
        
    loop
        exitwhen noofdone == 16
        if IsPlayerAlly(GetOwningPlayer(targ), GetOwningPlayer(cast)) == true and IsUnitInGroup( targ , donetargets ) == false then
                call AddLightning("HWPB" , true , x1, y1 , x2 , y2 )
                call DestroyLightning( GetLastCreatedLightningBJ() )
                call AddLightning("HWSB" , true , x1, y1 , x2 , y2 )
                call DestroyLightning( GetLastCreatedLightningBJ() )
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
        set nexttarg = FirstOfGroup(postargets)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
        call GroupAddUnit(donetargets, targ)
        call GroupRemoveGroup(postargets, donetargets)
        set noofdone = noofdone + 1
        set prevtarg = targ
        set targ = nexttarg
        set heroint = ( heroint * 3 ) / 4
        set x1 = GetUnitX(prevtarg)
        set y1 = GetUnitY(prevtarg)
        set x2 = GetUnitX(targ)
        set y2 = GetUnitY(targ)
        call TriggerSleepAction( 0.10 )
    endloop
    
    set nexttarg = GroupPickRandomUnit(postargets)
    call RemoveLocation(p)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll(500.00, p)
    call GroupAddUnitSimple( targ, donetargets )
    call GroupRemoveGroup( donetargets, postargets )
    set prevtarg = targ
    set targ = nexttarg
    set heroint = ( ( heroint * 3 ) / 4 )
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    set gg_trg_ChainHeal = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_ChainHeal, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_ChainHeal, Condition(function Cond))
    call TriggerAddAction( gg_trg_ChainHeal, function ChainHeal)
endfunction


It targets a few units, but it doesn't want to remove the lightning. It removed the effect when instead of
JASS:

I used
JASS:


From what i know coordinates are better than locations, so i tried to chane it.

What should i do, so it destroys the effect?

And also can any1 check if there are any leaks or there is something wrong with code?

--------------Edit-------------

It still doesn't work as i wanted it to work...It targets a few targets, but it doesn't target up to 16 targets, but just a few of them (about 3 or 4)
 

Flare

Stops copies me!
Reaction score
662
Destroying a lightning immediately doesn't work since you don't get to see the lightning (even though the AddLightning(Ex) natives don't set bj_lastCreatedLightning, so GetLastCreatedLightning () doesn't actually get the last created lightning when used with the natives :p)

If you want it done quickly and easily, you can use this which will handle everything you need (hopefully :p)

Alternatively, set a lightning variable (either arrayed, or two separate variables) to a particular lightning effect during the loop, and destroy it the next time the loop runs e.g.
JASS:
local lightning lightA = null
local lightning lightB = null
//other local declarations, rest of trigger up until ze loop

loop
exitwhen Cond
 if lightA != null then
  call DestroyLightning (lightA)
 endif
 if lightB != null then
  call DestroyLightning (lightB)
 endif
 set lightA = AddLightning (...)
 set lightB = AddLightning (...)
//etc
 call TriggerSleepAction (delay)
endloop
//And to destroy the last lightning effects outside the loop, since they can't be removed by the loop
if lightA != null
 call DestroyLightning (lightA)
endif

if lightB != null
 call DestroyLightning (lightB)
endif


If you don't want a delay between each bounce (i.e. getting rid of the TriggerSleepAction), you're gonna have some bother >_<

It still doesn't work as i wanted it to work...It targets a few targets, but it doesn't target up to 16 targets, but just a few of them (about 3 or 4)
Are there 16+ units available to be healed? From my understanding, the spell doesn't affect previously-hit units, so if there isn't enough units, the spell will end prematurely
 

Ostrze

New Member
Reaction score
0
I meant it has to target maximum of 16 targets (on my test map there are 11 of them available).

----------Edit--------------
I've editted my code and now i have something like this:
JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == &#039;A002&#039;
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true)
    local real x1 = GetUnitX(cast)
    local real y1 = GetUnitY(cast)
    local real x2 = GetUnitX(targ)
    local real y2 = GetUnitY(targ)
    local lightning lightA
    local lightning lightB
    
    if IsPlayerAlly(GetOwningPlayer(targ), GetOwningPlayer(cast)) == true and IsUnitInGroup( targ , donetargets ) == false then
            set lightA = AddLightning(&quot;HWPB&quot; , true , x1, y1 , x2 , y2 )
            set lightB = AddLightning(&quot;HWSB&quot; , true , x1, y1 , x2 , y2 )
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
    endif
    set nexttarg = GroupPickRandomUnit(postargets)
    call RemoveLocation(p)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll(500.00, p)
    call GroupAddUnitSimple( targ, donetargets )
    call GroupRemoveGroup( donetargets, postargets )
    set prevtarg = targ
    set targ = nexttarg
    set heroint = ( ( heroint * 3 ) / 4 )
    set x1 = GetUnitX(prevtarg)
    set y1 = GetUnitY(prevtarg)
    set x2 = GetUnitX(targ)
    set y2 = GetUnitY(targ)
    call TriggerSleepAction(0.01) 
    if lightA != null then
        call DestroyLightning ( lightA )
    endif
    if lightB != null then
        call DestroyLightning ( lightB )
    endif
    set lightA = null 
    set lightB = null  
        
    loop
        exitwhen noofdone == 16
        if IsPlayerAlly(GetOwningPlayer(targ), GetOwningPlayer(cast)) == true and IsUnitInGroup( targ , donetargets ) == false then
                set lightA = AddLightning(&quot;HWPB&quot; , true , x1, y1 , x2 , y2 )
                set lightB = AddLightning(&quot;HWSB&quot; , true , x1, y1 , x2 , y2 )
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
        set nexttarg = GroupPickRandomUnit(postargets)
        call RemoveLocation(p)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll(500.00, p)
        call GroupAddUnitSimple( targ, donetargets )
        call GroupRemoveGroup( donetargets, postargets )
        set prevtarg = targ
        set targ = nexttarg
        set heroint = ( ( heroint * 3 ) / 4 )
        call TriggerSleepAction(0.01)
        if lightA != null then
            call DestroyLightning ( lightA )
        endif
        if lightB != null then
            call DestroyLightning ( lightB )
        endif
        set lightA = null 
        set lightB = null 
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    set gg_trg_ChainHeal = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_ChainHeal, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_ChainHeal, Condition(function Cond))
    call TriggerAddAction( gg_trg_ChainHeal, function ChainHeal)
endfunction


The problem i that it targets 2 - 3 units now. Althought there are 12 units on the map altogether.

I don't have problems with effects anymore.
 
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