Template Jumping Spell Template v3

emjlr3

Change can be a good thing
Reaction score
395
Jumping Spell Template v3

A re-release of my old jump template, the first of its kind mind you, that I simply ported to structs and updated some of the non-optimized parts of. Its a simple template for simple needs, however, its easy to use and works as intended.
This allows you to jump a unit from here to there, while being able to edit every little aspect you can think of: speed, animation, effects, area, damage, arc, and even the offset between where the unit lands and where the spell was cast.

Version Info:
  • 4: Jumping Spell Template v3 - Minor coding updates, syntax change dramatically (check it out in the Read Me), no longer requires CSSafety or CSCache and now runs on only 1 timer, now supports jumping over and onto different terrain heights (check it out in game!), new public function to check terrain pathability added, added error messages for invalid inputs
  • 3: Jumping Spell Template v2 - Now works in radians, a few other minor improvements to the code, a pathability check is now ran to keep jumping units in the map, now damages all ground units correctly
  • 2: Jumping Spell Template v1 - Ported to structs, updated some stupid coding methods, made it an actual template :), new test map!
  • 1: Jump Template - Original release
JASS:

//***************************************************************************
//*                                                                         *
//* Jumping Spell Template v3                                               *
//* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯            **URL in the works                 *
//* Parabola function by Shadow1500                                         *
//* System by emjlr3                                                        *
//*                                                                         *
//* Requires:                                                               *
//* ¯¯¯¯¯¯¯¯¯                                                               *
//*                                                                         *
//* - A vJASS Preprocessor                                                 *
//*                                                                         *
//***************************************************************************

library JST initializer InitJST

globals
    // Speed at which unit's periodic movement is completed (.01-.04 recommended)
    private constant real Interval          = .025
    // Value which represents the arc of the jump movement (1.-2.), closer to 2. for a flatter arc
    private constant real Arc               = 1.3 
    // Rawcode of the Crow Form ability in your map.  This need only be changed if you have edited this ability
    // in which case, create a new, unedited copy and use it here
    private constant integer CrowForm       = 'Amrf' 
    // Rawcode of peasant unit in your map.  This need only be changed if you have edited this unit
    // in which case, create a new, unedited copy and ise it here
    private constant integer Peasant        = 'hpea'
endglobals

//=====No touching past this point=====\\

globals
    private real Game_MaxX 
    private real Game_MinX 
    private real Game_MaxY 
    private real Game_MinY
    
    private constant real Runs = 1./Interval
    private constant integer HalfRuns = R2I(Runs/2.)
    
    private location L
    
    private sound S = CreateSoundFromLabel( "InterfaceError",false,false,false,10,10)
endglobals

private function Parabola takes real dist, real maxdist returns real
    local real t = (dist*2)/maxdist-1
    return (-t*t+1)*(maxdist/Arc)
endfunction
private function InitJST takes nothing returns nothing
    set Game_MaxX = GetRectMaxX(bj_mapInitialPlayableArea)-50.
    set Game_MinX = GetRectMinX(bj_mapInitialPlayableArea)+50.
    set Game_MaxY = GetRectMaxY(bj_mapInitialPlayableArea)-50.
    set Game_MinY = GetRectMinY(bj_mapInitialPlayableArea)+50.
endfunction

public function CheckLocPathing takes location l returns boolean
    local unit u = CreateUnitAtLoc( Player(13), Peasant, l, 0. )
    local real x = GetUnitX(u) - GetLocationX(l)
    local real y = GetUnitY(u) - GetLocationY(l)
    local boolean b = false
    
    if x < 1. and x > -1. and  y < 1. and y > -1. then        
        set b = true
    endif
    call ShowUnit(u,false)
    call KillUnit(u)
    
    call RemoveLocation(l)
    set u = null
    return b
endfunction

private function SafeX takes real x returns real
    if x<Game_MinX then
        return Game_MinX
    elseif x>Game_MaxX then
        return Game_MaxX
    endif
    return x
endfunction
private function SafeY takes real y returns real
    if y<Game_MinY then
        return Game_MinY
    elseif y>Game_MaxY then
        return Game_MaxY
    endif
    return y
endfunction

private struct dat
    unit u
    real area
    real damage
    real maxdist
    real movedist
    real cos
    real sin
    real diff
    real start_z
    string sfx  
    integer i = 0
endstruct

globals
    private timer T = CreateTimer()
    private dat array D
    private integer Total = 0
endglobals

//Spell:
private function Filt takes nothing returns boolean
    return IsUnitEnemy(GetFilterUnit(),bj_groupEnumOwningPlayer) and IsUnitType(GetFilterUnit(),UNIT_TYPE_FLYING)!=true
endfunction    
private function Damage takes unit u, real dam, real x, real y, real area returns nothing
    local group g = CreateGroup()
    local unit v

    set bj_groupEnumOwningPlayer = GetOwningPlayer(u)
    call GroupEnumUnitsInRange(g, x, y, area, Condition(function Filt))
    loop
        set v = FirstOfGroup(g)
        exitwhen v == null
        call GroupRemoveUnit(g,v)
        call UnitDamageTarget(u,v,dam,false,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,null)
    endloop 
   
    call DestroyGroup(g)
    set g = null
endfunction

private function Movement takes nothing returns nothing
    local dat d
    local integer i = 1
    local real dist  
    local real height
    local real x
    local real y
    
    loop
        exitwhen i>Total
        set d = D<i>
    
        set d.i = d.i + 1
        set dist = d.i*d.movedist
        
        set L = GetUnitLoc(d.u)
        set height = GetLocationZ(L)
        if height&lt;d.start_z then
            set height = (d.start_z-height)+Parabola(dist,d.maxdist)
        elseif height&gt;d.start_z then
            if d.start_z+Parabola(dist,d.maxdist)&lt;=height then
                set height = 0.
            else
                set height = Parabola(dist,d.maxdist)-(height-d.start_z)
            endif
        else
            set height = Parabola(dist,d.maxdist)
        endif
        call RemoveLocation(L)
        
        call SetUnitX(d.u,SafeX(GetUnitX(d.u)+d.movedist*d.cos))
        call SetUnitY(d.u,SafeY(GetUnitY(d.u)+d.movedist*d.sin))
        call SetUnitFlyHeight(d.u,height,0.)
        call DisplayTextToPlayer(Player(0),0.,0.,&quot;ZLoc = &quot;+R2S(GetLocationZ(GetUnitLoc(d.u)))+&quot; : FlyHeight = &quot;+R2S(GetUnitFlyHeight(d.u)))
        
        if d.i == HalfRuns then
            call SetUnitTimeScale(d.u, 1.)
        elseif height&lt;=1. then
            call PauseUnit( d.u,false )
            call SetUnitPathing( d.u, true )           
            call SetUnitFlyHeight(d.u,GetUnitDefaultFlyHeight(d.u),0.) 
            set x = GetUnitX(d.u) + d.diff * d.cos
            set y = GetUnitY(d.u) + d.diff * d.sin 
            call DestroyEffect(AddSpecialEffect(d.sfx, x,y))  
            call Damage(d.u, d.area, x, y, d.damage)  
            
            call d.destroy() 
            set D<i> = D[Total]
            set Total = Total - 1
            set i = i - 1
            if Total==0 then
                call PauseTimer(T)
            endif
        endif
        
        set i = i + 1
    endloop
endfunction     

//===========================================================================
public function Cast takes unit u, real damage, real area, real diff, string anim, string sfx returns boolean
    local dat d      
    local real ux
    local real uy   
    local location l 
    local real ang
    local real x
    local real y 
    
    if u==null or damage&lt;0. or area&lt;0. then
        if GetLocalPlayer()==GetOwningPlayer(u) then
            call ClearTextMessages()
            call BJDebugMsg(&quot;|c00FF0000JST Error: Invalid inputs in function Cast.&quot;)
            call StartSound(S)
        endif
        return false
    endif
    
    set d = dat.create()       
    set ux = GetUnitX(u)
    set uy = GetUnitY(u)   
    set l = GetSpellTargetLoc() 
    set ang = Atan2((GetLocationY(l)-uy),(GetLocationX(l)-ux))
    set x = GetLocationX(l) - diff * Cos(ang)
    set y = GetLocationY(l) - diff * Sin(ang)
    
    set d.u = u
    set d.damage = damage
    set d.area = area
    set d.sfx = sfx
    set d.maxdist = SquareRoot((ux-x)*(ux-x) + (uy-y)*(uy-y))
    set d.cos = Cos(ang)
    set d.sin = Sin(ang)
    set d.movedist = d.maxdist/Runs
    set d.diff = diff
    set L = GetUnitLoc(d.u)
    set d.start_z = GetLocationZ(L)
    call RemoveLocation(L)
   
    call PauseUnit( u,true )
    call SetUnitPathing( u, false )
    call UnitAddAbility( u,CrowForm )
    call UnitRemoveAbility( u,CrowForm )
    call SetUnitAnimation(u, anim) 
    call SetUnitTimeScale(u, .30) 
    
    set Total = Total + 1
    if Total == 1 then
        call TimerStart(T,Interval,true,function Movement) 
    endif
    set D[Total] = d
    
    call RemoveLocation(l)
    set l = null 
    return true
endfunction

endlibrary</i></i>


Please test, comment, and enjoy!
 

Attachments

  • Jump.jpg
    Jump.jpg
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  • Jumping Spell Template v3.w3x
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Frozenwind

System maker
Reaction score
99
Actually it jumps into the air and slams down a point. Don't know where you got that idea from.
He said that sacrastic as in: "dont ask stupid questions".

Trollvottel said:
yeah i think he means you cant use it in another map if you dont change this?
You think, I'm sure.
That is a rawdata of a certain ability:p.

Nice spell, the picture looks good.

frozenwind.
 

emjlr3

Change can be a good thing
Reaction score
395
its the crow form ability, ppl rarely change it, if you do, then you may have issues, then again you may not
 

Tinki3

Special Member
Reaction score
418
I like this, GJ.

Though, the use of the bj_RADTODEG and bj_DEGTORAD functions is pointless.
Just work in radians unless you need to set a unit's facing deg or get a unit's facing deg.

There might be a few more things where you are required to use degrees as to
radians, but with (mostly?) everything else, radians are perfect.

I didn't damage some units, which has something to do with that filter.
Instead of directly checking if a unit is a ground unit to rid of damaging air units,
simply use: IsUnitType(GetFilterUnit(), UNIT_TYPE_FLYING) != true

Simply because some units are neither flying or ground, but some other type.
One of which I think is "amphibious", which might be the only one.

I could also jump into the black borders of the map, might want to abolish
that, up to you though.
 

emjlr3

Change can be a good thing
Reaction score
395
Tinki3 said:
I like this, GJ.

ty

Tinki3 said:
Though, the use of the bj_RADTODEG and bj_DEGTORAD functions is pointless.
Just work in radians unless you need to set a unit's facing deg or get a unit's facing deg.

agreed, there are a few other things I found that could be better to, will update soon

Tinki3 said:
I didn't damage some units, which has something to do with that filter.
Instead of directly checking if a unit is a ground unit to rid of damaging air units,
simply use: IsUnitType(GetFilterUnit(), UNIT_TYPE_FLYING) != true

which units exactly? will look into it

Tinki3 said:
I could also jump into the black borders of the map, might want to abolish
that, up to you though.

yea....that would be a good addition I suppose as well

thnx for input
 

waaaks!

Zinctified
Reaction score
255
what does
JASS:
real diff

do?

u know what, i used the old jump template as many of my jumping spells in my map, and its hard to modify, cause i need to add the special effect to the hands

now this is way cool because i can easily set what i want

and the most interesting part is, it uses the cs safety and cs cache, which is my main engine
 

Rheias

New Helper (I got over 2000 posts)
Reaction score
232
Thanks updating this Emj|r3. I couldn't find any problems with the code, it looks good. I personally rather use ABC or HSAS (once I get it working) as it doesn't require huge codes, but that doesn't really matter.
 

emjlr3

Change can be a good thing
Reaction score
395
cssafety is real small
and it only needs CSData in CSCache, which is real small to, I think I mention that somewhere
 

Cohadar

master of fugue
Reaction score
209
offtopic:

ABC + PUI is small.
CSData has 2000 lines of code so it is not.... small.
(The reason is it has too many stuff noone ever uses - those pools for example)

CSSafety is a must have, I love CSSafety.

Anyways I really don't mind people using CSData or tables,
they translate easily to ABC+PUI,
but when I see people using some custom home-made-soon-to-fail attachment systems or old ways gamecache I get :mad:

And the reason I get :mad: is because direct attaching with gamecache and hay-I-made-my-own systems tends to make ugly code that becomes untranslateable == unusable.

There is nothing worse then finding a nice spell and then realising it is impossible to implement because author fucked up the code.
 

emjlr3

Change can be a good thing
Reaction score
395
CSCache is huge, CSData is very small

it is exactly this, actually
JASS:
globals
    gamecache cs_cache
    integer array cs_array3
endglobals

function CS_H2I takes handle h returns integer
    return h
    return 0
endfunction

function SetCSData takes handle h, integer v returns nothing
    local integer i=CS_H2I(h)-0x100000
    if (i&gt;=8191) then
        call StoreInteger(cs_cache,&quot;csdata&quot;,I2S(i),v)
    else
        set cs_array3<i>=v
    endif
endfunction      
function GetCSData takes handle h returns integer
    local integer i=CS_H2I(h)-0x100000
    if (i&gt;=8191) then
        //can&#039;t use Get without Set
        return GetStoredInteger(cs_cache,&quot;csdata&quot;,I2S(i))
    endif
    return cs_array3<i>
endfunction</i></i>


for simplicity, however, i just tell ppl to copy over CSCache as a whole, for people who actually care, they can go about it anyway they want

I use my own variants of CSData, Tables, CSSafety, and CasterSystem in my map making, I just do quick port over when i release a public "thing"
 

Cohadar

master of fugue
Reaction score
209
emjlr3 said:
CSCache is huge, CSData is very small
Yes I was talking about CSCache from witch most people use only CSData and tables...

CSData is nice because of it's simplicity.
(and because it translates directly to ABC)

emjlr3 said:
I use my own variants of CSData, Tables, CSSafety, and CasterSystem in my map making, I just do quick port over when i release a public "thing"

Yes I noticed :p
Btw you have some silly stuff in your caster system.

(lets continue this in PM if needed to not pollute the thread )
 

waaaks!

Zinctified
Reaction score
255
i suggest on adding ribbon attachments...like add some sfx on the hero while jumping so that it looks cool
 

emjlr3

Change can be a good thing
Reaction score
395
thats just more arguments, bleh, i do not think it is needed

if no one has anymore issues, I am moving this to the spells section
 

waaaks!

Zinctified
Reaction score
255
can i ask for a permission on modifying the system on my map

because im making some slashing spell, then after slashing...jumps to the target...

but i cant make it because u used GetSpellTargetLoc in the system, and my spell is a unit target

so i need to modify the system so that it works properly

its just a small modification...i want to add a location on the function Jumpingspelltemplatecast...so that i can choose what location will my unit jump, not just the spell target loc...

thanks
 
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