Spell Ice Pillar

Azlier

Old World Ghost
Reaction score
461
Well, yeah, because KT and T32 are both faster than TT.
 

BRUTAL

I'm working
Reaction score
118
Fiiiiiiiinnnnnnnnnnnneeeeeeeeeeeeee.
I'll see what i can do, I've been using TT for everything in my map I guess I'll have to rework stuff.
Is KT easy to use? >_>
 

Azlier

Old World Ghost
Reaction score
461
Well, lets look at TT:

TT_Start(function, datA)
TT_GetData()

Now, let's look at KT:

KT_Add(function, data, period)
KT_GetData() <- Must be called once and only once in the timer callback.

Doesn't look too hard to change.

The return true = stop and return false = continue thing is the same between the systems.
 

Azlier

Old World Ghost
Reaction score
461
Now, here are four more changes that would be good to make:

First, this is bad:
JASS:
private function a takes nothing returns nothing
    local Data data = Data.create(GetTriggerUnit(), GetSpellTargetUnit()) 
    call KT_Add(function PeriodicFunc, data, PERIOD)
endfunction


This is good:
JASS:
private function a takes nothing returns nothing
    call KT_Add(function PeriodicFunc, Data.create(GetTriggerUnit(), GetSpellTargetUnit()) , PERIOD)
endfunction


Second, start using GTrigger.

Third, how can this possibly work? Sure, if Jasshelper inlines constants now, it would, but...
JASS:
private constant sound SOUND = gg_snd_FreezingBreathTarget1


Fourth,
JASS:
call TriggerRegisterUnitEvent(Trig, .target, EVENT_UNIT_DAMAGED)
call TriggerAddCondition(Trig, Condition(function Data.checkdamage))
call TriggerAddAction(Trig, function Data.damage)


That's kinda leaky. Using Damage (requires AIDS) would clean that up, but it sure does make your spell require a lotta systems!
 

BRUTAL

I'm working
Reaction score
118
First, this is bad:
JASS:
private function a takes nothing returns nothing
    local Data data = Data.create(GetTriggerUnit(), GetSpellTargetUnit()) 
    call KT_Add(function PeriodicFunc, data, PERIOD)
endfunction



This is good:
JASS:
private function a takes nothing returns nothing
    call KT_Add(function PeriodicFunc, Data.create(GetTriggerUnit(), GetSpellTargetUnit()) , PERIOD)
endfunction
Okay I'll get to that.

Third, how can this possibly work? Sure, if Jasshelper inlines constants now, it would, but...
JASS:
private constant sound SOUND = gg_snd_FreezingBreathTarget1
Yea I forgot to change that after you explained sound variables.

Second, start using GTrigger.
Fourth,
JASS:
call TriggerRegisterUnitEvent(Trig, .target, EVENT_UNIT_DAMAGED)
call TriggerAddCondition(Trig, Condition(function Data.checkdamage))
call TriggerAddAction(Trig, function Data.damage)

That's kinda leaky. Using Damage (requires AIDS) would clean that up, but it sure does make your spell require a lotta systems!
Ahhh T_T so many things to adapt to. Give me some time and I'll get used to those aswell.
 

BRUTAL

I'm working
Reaction score
118
Updated.
Edited code, hopefully is more efficient now.
Added configs for the number of pillars created and how far from the target they are created.
Now additionally requires AIDS, Damage, and Event.
Hopefully this can be taken out of GY. T_T
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
Use damage function provided by Damage. Update your Damage as well. There is new version.
 

BRUTAL

I'm working
Reaction score
118
Okay fine.
The newest version of Damage is being used.
Updated.
Made the ice and blizzard units scale's configurable.
 

BRUTAL

I'm working
Reaction score
118
What, you mean if a unit has had crow form added and removed once, why do it again?
Iunno, how is it supposed to be done. Should I store all those units in a group or something and check when it is a new unit being targeted?
 

Executor

I see you
Reaction score
57
Hm ignore it.. was late and didn't realise that you are using the timed fly height method.
 
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