Is anything wrong with this code?

shiFt

Member
Reaction score
8
This ability really makes my game lag, im wondering if its just sfx, or the floating text that shows when a unit is damaged, as this period is tiny so it could be that too, But for now is this code causing any problems?
 

Sevion

The DIY Ninja
Reaction score
413
Nothing looks like it should lag to me unless you've got like a lot of units around the caster.

Try commenting out things until you find the offending line.
 

shiFt

Member
Reaction score
8
I figured out the problem and it wasnt this spell, it was the unit that was getting damaged that was the problem, i wrote this spell that it uses a while ago so I need to make the 2 spells compatible with each other, it basically levels up an Agility bonus spell the lower the heros hp goes, and levels down the ability when the heros health goes up. I need to make this into T32 any guidance, i have no idea how to do this.
Code:
scope AGI initializer Init 

globals 
    private constant integer SPELL_ID = 'A036'
    private constant integer BONUS = 'A03S'
    private unit WhateverUnit = null
endglobals

private function Conditions takes nothing returns boolean
    if WhateverUnit != null then
        return (GetUnitAbilityLevel(WhateverUnit, SPELL_ID) > 0)
    endif
    return false
endfunction

private function Actions takes nothing returns nothing
    local real LifePercentage
    local integer lvl
    local integer TimesBonus
    if WhateverUnit != null then
      
        set LifePercentage = (GetUnitState(WhateverUnit,UNIT_STATE_LIFE) / GetUnitState(WhateverUnit,UNIT_STATE_MAX_LIFE)) * 100
        set lvl = GetUnitAbilityLevel(WhateverUnit, SPELL_ID)
        set TimesBonus = (((lvl*10) - 9) + R2I((100 - LifePercentage) / 10))
        //call BJDebugMsg(I2S(TimesBonus))
        call SetUnitAbilityLevel(WhateverUnit,BONUS,TimesBonus)
    endif
endfunction

function Trig_LearnUlti_Conditions takes nothing returns boolean
    return GetLearnedSkill() == 'A036'
endfunction

function Trig_LearnUlti_Actions takes nothing returns nothing
    set WhateverUnit = GetLearningUnit()
    call UnitAddAbility(WhateverUnit , 'A03S')
endfunction

private function Init takes nothing returns nothing
    local trigger t = CreateTrigger(  )
	local integer i = 0	
        
    call TriggerRegisterTimerEvent(t, 0.50 , true)
    call TriggerAddCondition( t, Condition( function Conditions ) )
    call TriggerAddAction( t, function Actions )
		
    set t = null
set t = CreateTrigger(  )
		
		loop
			exitwhen i > 11
			call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_HERO_SKILL, null)
			set i = i + 1
		endloop

		call TriggerAddCondition( t, Condition( function Trig_LearnUlti_Conditions ) )
		call TriggerAddAction( t, function Trig_LearnUlti_Actions )
		
		set t = null
	endfunction
    
endscope
 

Sevion

The DIY Ninja
Reaction score
413
Instead of me doing it for you, let me instead walk you through this.

First you need to have a list of all of the units that have learned that skill.

On learn, you can have a hashtable with a counter.

Code:
call SaveUnitHandle(myHashtable, counter, 0, GetTriggerUnit())
set counter = counter + 1

That allows you to have a simple list in a hashtable.

Then, for the increasing stat, just loop through and increase it.
 

shiFt

Member
Reaction score
8
I will do this then post, How do I make this work with T32? the mui sui isnt the issue as much as the lag or compatibility of the two spells.
 

Sevion

The DIY Ninja
Reaction score
413
You do it the same as you did in the first. A struct with a periodic method.
 

shiFt

Member
Reaction score
8
but how do I make both event response in 1 struct.
This is what Ive come up with : it obv doesnt compile but I still am not really sure what im doing so its ok :)
 

Sevion

The DIY Ninja
Reaction score
413
Make a static method as the action and do:

Code:
call TriggerAddAction(myTrig, myStruct.ActionFunc)

ActionFunc is a static method in the struct of type myStruct.
 

shiFt

Member
Reaction score
8
Ok ive listened to you and this is what ive produced, doesn't compile, many errors but you will point me in right direction :)?
 

shiFt

Member
Reaction score
8
as Data.

Cannot convert integer to boolexpr
Cannot convert integer to code
Cannot convert integer to boolexpr
Cannot convert integer to code

as d.
Undeclared variable AGI_Data
syntax error
syntax error
syntax error
syntax error
 

Sevion

The DIY Ninja
Reaction score
413
Why are you using d.? Use Data.

The errors regarding Data.,

Code:
        private static method onInit takes nothing returns nothing
            local trigger t = CreateTrigger(  )
            call TriggerAddCondition( t, Condition(function Data.Conditions))
            call TriggerAddAction( t, function Data.act)
            set t = null
            set t = CreateTrigger(  )
            call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_HERO_SKILL)
            call TriggerAddCondition( t, Condition(function Data.Trig_LearnUlti_Conditions ))
            call TriggerAddAction( t, function Data.Trig_LearnUlti_Actions )
		
            set t = null
        endmethod
 

shiFt

Member
Reaction score
8
but arnt all those methods not functions?

It compiles now :) but it does not work :( , im finally getting to understand the structs
 

Sevion

The DIY Ninja
Reaction score
413
Methods are functions.

You still haven't implemented the Hashtable. You're using whichUnit as a global. Thus, you only have one instance of whichUnit. Make it multiple instances.
 

shiFt

Member
Reaction score
8
I only need one unit to have this ability, making it mui would be great but I think its wasted as I will never have two of the same Heros against each other.

Trigger as of now:
 

tooltiperror

Super Moderator
Reaction score
231
call TriggerAddCondition( t, d.Conditions) -> call TriggerAddCondition(t,Condition(function thistype.Conditions))
 
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