GFreak45
I didnt slap you, i high 5'd your face.
- Reaction score
- 130
the error i get is right before the Target unit methods start:
Ill add a clearly visible comment line in there
the line is: [ljass]static if TARGET_UNIT then[/ljass]; the end of this line is clearly visible with hyphens (-------)
Ill add a clearly visible comment line in there
the line is: [ljass]static if TARGET_UNIT then[/ljass]; the end of this line is clearly visible with hyphens (-------)
JASS:
scope BlurredSlash /*
requires:
-Jass NewGen or (Grimior and Jasshelper)
-T32 (<a href="http://www.thehelper.net/forums/showthread.php/132538-Timer32" class="link link--internal">http://www.thehelper.net/forums/showthread.php/132538-Timer32</a>)
-Spell Effect Event (<a href="http://www.hiveworkshop.com/forums/jass-resources-412/snippet-spelleffectevent-187193/" target="_blank" class="link link--external" rel="nofollow ugc noopener">http://www.hiveworkshop.com/forums/jass-resources-412/snippet-spelleffectevent-187193/</a>)
-*/
globals //ignore
/*
Implementation: Copy this code into a trigger converted to custom text, and create an ability, targeting
whatever you have the base ability targeting.
The base ability of this spell adds extra affects depending on what you are looking for...
IE<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />Storm Bolt -> stun + damage, Slow -> slow effect, taunt -> taunt effect, Finger of Pain -> plain damage,
Rejuvenation -> healing, etc)
Importing The Spell
-Create a new trigger
-Edit -> Convert to Custom Text
-Delete what is inside the trigger now
-Copy (this code)
-Paste (in the trigger)
Implementing
-Create a new ability based on the one you want to use as the primary ability
-Set SPELL_ID to match it accordingly (View -> View as Raw Data (its at the bottom) and find your ability,
the 4 digit code there is the spell id)
-Adjust Settings Below
-Add to your unit, it is best if the unit has 0 in both the cast point and cast backswing fields and the ability has 0 cast time
Settings:
*/private constant integer SPELL_ID = 039;A000039;
//this is the spell id of the base spell you are using, it should be in 's
private constant real DASH_SPEED = 1200.0
//this is the speed that you shoot forward in the dash before the slash, this is the change in position per second
private constant boolean DASH_THROUGH = true
//this is whether the ability will dash through your target, if it is closer to you than your max distance, if it
//is farther than your max distance you will still reach your target
private constant real DISTANCE = 600.0
//this is the max distance of the dash, if you have DASH_THROUGH set to true, you will go this distance
//automatically regardless of distance to target
private constant boolean DASH_PAST = true
//this is whether you will dash past your target or not, if DASH_THROUGH is true and this is true,
//if the distance gone is >= the max distance you will still go the DASH_PAST distance, if it is <=
//you will go the greater between the leftover of DISTANCE and DASH_THROUGH_DISTANCE
private constant real DASH_THROUGH_DISTANCE = 100.0
//this is pretty self explanatory after the last constant's description
/*private constant real INTERVAL = T32_Period
this is how fast the system refreshes position, it is based off the T32 timer
*/ endglobals
private function TARGET_UNIT takes nothing returns boolean
return true
//if false the ability can target a point or nothing and just dash forward on cast, not both
endfunction
private function TARGET_POINT takes nothing returns boolean
return true
//if false and TARGET_UNIT is false, the caster will simply dash forward, this does nothing if
//TARGET_UNIT is true
endfunction
/*
==============================================================
======================== END SETTINGS ========================
==============================================================*/
private struct BS
private unit caster
static if TARGET_UNIT then //HERE <-----------------------------------------------------------------------
/*
===========================================================
=================== TARGETING UNIT ONLY ===================
===========================================================*/
private real distanceGone
private real distanceLeft
private unit target
private boolean reached
// =================== Register Units ===================
private static method cast takes nothing returns nothing
local thistype = this.create()
call this.startPeriodic
set this.target = GetSpellTargetUnit()
set this.distanceGone = 0.0
set this.distanceLeft = 0
set this.reached = false
endmethod
// =================== Dash Periodic Movement ===================
private static method periodic takes nothing returns nothing
local real ax = GetUnitX(this.caster)
local real ay = GetUnitY(this.caster)
local real bx = GetUnitX(this.target)
local real by = GetUnitY(this.target)
local real angle = Atan2(by - ay, bx - ax)
local real x = ax + (DASH_SPEED / (1 / T32_PERIOD)) * Cos(angle)
local real y = ay + (DASH_SPEED / (1 / T32_PERIOD)) * Sin(angle)
call SetUnitPathing(this.caster, false)
call PauseUnit(this.caster, true)
if this.reached then
set x = ax + (DASH_SPEED * T32_PERIOD) * Cos(angle + (bj_DEGTORAD * 180))
set y = ay + (DASH_SPEED * T32_PERIOD) * Sin(angle + (bj_DEGTORAD * 180))
set this.distanceLeft = this.distanceLeft - (DASH_SPEED * T32_PERIOD)
call SetUnitFacing(this.unit, bj_RADTODEG * angle + 180)
call SetUnitX(this.caster, x)
call SetUnitY(this.caster, y)
set this.distanceGone = this.distanceGone + (DASH_SPEED * T32_PERIOD)
if this.distanceLeft <= 0 then
call SetUnitFacing(this.caster, bj_RADTODEG * angle)
call SetUnitPathing(this.caster, true)
call PauseUnit(this.caster, false)
call IssueTargetOrderById(this.caster, 851983, this.target)
call this.stopPeriodic()
call this.destroy()
endif
else
call SetUnitX(this.caster, x)
call SetUnitY(this.caster, y)
call SetUnitFacing(this.unit, bj_RADTODEG * angle)
if SquareRoot(Pow(x - bx, 2) + Pow(y - by, 2)) <= (DASH_SPEED * T32_PERIOD) then
set x = GetUnitX(this.caster) + (DASH_SPEED * T32_PERIOD) * Cos(angle)
set y = GetUnitY(this.caster) + (DASH_SPEED * T32_PERIOD) * Sin(angle)
set this.reached = true
if DASH_THROUGH and DASH_PAST then
if DISTANCE - this.distanceGone > DASH_PAST_DISTANCE then
set this.distanceLeft = DISTANCE - this.distanceGone
else
set this.distanceLeft = DASH_PAST_DISTANCE
endif
elseif DASH_THROUGH then
set this.distanceLeft = Distance - this.distanceGone
elseif DASH_PAST then
set this.distanceLeft = DASH_PAST_DISTANCE
else
call SetUnitFacing(this.caster, bj_RADTODEG * angle + 180)
call SetUnitPathing(this.caster, true)
call PauseUnit(this.caster, false)
call IssueTargetOrderById(this.caster, 851983, this.target)
call this.stopPeriodic()
call this.destroy()
endif
endif
endif
endmethod
else/*
================================================================================
========================== TARGETING POINT OR NOTHING ==========================
================================================================================*/
private real changey
private real changex
private real tarx
private real tary
private integer changeCount
// =================== Register Units ===================
private static method cast takes nothing returns nothing
local thistype = this.allocate()
local real ax = GetUnitX(GetTriggerUnit())
local real ay = GetUnitY(GetTriggerUnit())
local location b
local real bx
local real by
local real angle
call this.startPeriodic()
if TARGET_POINT() then
set b = GetSpellTargetPoint()
set bx = GetLocationX(b)
set by = GetLocationY(b)
else
set bx = ax + DISTANCE * Cos(bj_DEGTORAD * GetUnitFacing(GetTriggerUnit()))
set by = ay + DISTANCE * Sin(bj_DEGTORAD * GetUnitFacing(GetTriggerUnit()))
endif
set this.tarx = bx
set this.tary = by
set angle = bj_RADTODEG * Atan2(by - ay, bx - ax)
if DASH_THROUGH and DASH_PAST then
if R2I((SquareRoot(DISTANCE / (DASH_SPEED / (1 / T32_PERIOD))) >= R2I(((SquareRoot(Pow(ax-bx, 2) + Pow(ay-ay, 2))) + DASH_PAST_DISTANCE) / (DASH_SPEED * T32_PERIOD)) then
set this.changeCount = R2I(DISTANCE / (DASH_SPEED * T32_PERIOD))
else
set this.changeCount = R2I(((SquareRoot(Pow(ax - bx, 2) + Pow(GetLocationY(a)-GetLocationY(b), 2))) + DASH_PAST_DISTANCE) / (DASH_SPEED * T32_PERIOD))
endif
elseif DASH_THROUGH then
set this.changeCount = R2I(DISTANCE / (DASH_SPEED * T32_PERIOD))
elseif DASH_PAST then
set this.changeCount = R2I(((SquareRoot(Pow(ax-bx, 2) + Pow(ay-by, 2))) + DASH_PAST_DISTANCE) / (DASH_SPEED * T32_PERIOD))
else
set this.changeCount = R2I((SquareRoot(Pow(ax-bx, 2) + Pow(ay-by, 2))) / (DASH_SPEED * T32_PERIOD))
endif
set this.changex = ax + ((DASH_SPEED / (1 / T32_PERIOD))) * Cos(bj_DEGTORAD * r)
set this.changey = ay + ((DASH_SPEED / (1 / T32_PERIOD))) * Sin(bj_DEGTORAD * r)
set this.cast = GetTriggerUnit()
set this.distanceGone = 0.0
set this.distanceLeft = DISTANCE
set b = null
endmethod
// =================== Dash Periodic Movement ===================
private method periodic takes nothing returns nothing
local real x = GetUnitX(this.caster)
local real y = GetUnitY(this.caster)
call PauseUnit(this.caster, true)
call SetUnitPathing(this.caster, false)
set this.changeCount = this.changeCount - 1
call SetUnitX(this.caster) = GetUnitX(this.caser) + this.changex
call SetUnitY(this.caster) = GetUnitY(this.caster) + this.changey
if this.changeCount == 0 then
call SetUnitPathing(this.caster, true)
call PauseUnit(this.caster, false)
call SetUnitFacing(this.caster, bj_RADTODEG * Atan2(this.tary - y, this.tarx - x))
call IssuePointOrderById(this.caster, 851984, this.tary, this.tarx)
call this.stopPeriodic()
call this.destroy()
endif
endmethod
// =================== End Spell Effects - Start Systems ===================
endif
implement T32x
private static method onInit takes nothing returns nothing
call RegisterSpellEffectEvent(SPELL_ID, thistype.cast)
endmethod
endstruct
endscope