Locals Per Function

SFilip

Gone but not forgotten
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634
per function.
 

Prometheus

Everything is mutable; nothing is sacred
Reaction score
590
Code:
function Trig_Increase_Damage_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A004' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Increase_Damage_Func002C takes nothing returns boolean
    if ( not ( IsUnitType(udg_increaseDamageU, UNIT_TYPE_HERO) == true ) ) then
        return false
    endif
    return true
endfunction

function Trig_Increase_Damage_Actions takes nothing returns nothing
    local unit DU
    set DU = GetSpellTargetUnit()
    if ( Trig_Increase_Damage_Func002C() ) then
        call ModifyHeroStat( bj_HEROSTAT_STR, DU, bj_MODIFYMETHOD_ADD, 3 )
        call TriggerSleepAction( 60.00 )
        call ModifyHeroStat( bj_HEROSTAT_STR, DU, bj_MODIFYMETHOD_SUB, 3 )
    else
        call SetUnitExplodedBJ( DU, true )
    endif
endfunction

//===========================================================================
function InitTrig_Increase_Damage takes nothing returns nothing
    set gg_trg_Increase_Damage = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Increase_Damage, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Increase_Damage, Condition( function Trig_Increase_Damage_Conditions ) )
    call TriggerAddAction( gg_trg_Increase_Damage, function Trig_Increase_Damage_Actions )
endfunction
Do I need to use a global to get this to work right? It was GUI with globals but then I wanted to convert it to JASS and use locals.
 

SFilip

Gone but not forgotten
Reaction score
634
one of the main advantages of jass is the possibility of cleaning stuff like this.
Code:
    if ( Trig_Increase_Damage_Func002C() ) then
change it intro
Code:
    if ( ( IsUnitType(DU, UNIT_TYPE_HERO) == true ) then
and there you have it. now you can remove Trig_Increase_Damage_Func002C since you are not using it anymore.

you can simplify this too:
Code:
function Trig_Increase_Damage_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A004' ) ) then
        return false
    endif
    return true
endfunction
intro
Code:
function Trig_Increase_Damage_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A004'
endfunction

dont forget the remove the local handle leak in the end.
Code:
    set DU = null
 

Prometheus

Everything is mutable; nothing is sacred
Reaction score
590
This look right?

Code:
function Trig_Increase_Damage_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A004'
endfunction


function Trig_Increase_Damage_Actions takes nothing returns nothing
    local unit DU
    set DU = GetSpellTargetUnit()
    if ( ( IsUnitType(DU, UNIT_TYPE_HERO) == true ) then
        call ModifyHeroStat( bj_HEROSTAT_STR, DU, bj_MODIFYMETHOD_ADD, 3 )
        call TriggerSleepAction( 60.00 )
        call ModifyHeroStat( bj_HEROSTAT_STR, DU, bj_MODIFYMETHOD_SUB, 3 )
        set DU = null
    else
        call SetUnitExplodedBJ( DU, true )
        set DU = null
    endif
endfunction

//===========================================================================
function InitTrig_Increase_Damage takes nothing returns nothing
    set gg_trg_Increase_Damage = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Increase_Damage, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Increase_Damage, Condition( function Trig_Increase_Damage_Conditions ) )
    call TriggerAddAction( gg_trg_Increase_Damage, function Trig_Increase_Damage_Actions )
endfunction
 

SFilip

Gone but not forgotten
Reaction score
634
yeah
though you could move that nulling action to save space...and set it in the same line where you defined
Code:
function Trig_Increase_Damage_Actions takes nothing returns nothing
    [B]local unit DU = GetSpellTargetUnit()[/B]
    if ( ( IsUnitType(DU, UNIT_TYPE_HERO) == true ) then
        call ModifyHeroStat( bj_HEROSTAT_STR, DU, bj_MODIFYMETHOD_ADD, 3 )
        call TriggerSleepAction( 60.00 )
        call ModifyHeroStat( bj_HEROSTAT_STR, DU, bj_MODIFYMETHOD_SUB, 3 )
    else
        call SetUnitExplodedBJ( DU, true )
    endif
    [B]set DU = null[/B]
endfunction
 

Prometheus

Everything is mutable; nothing is sacred
Reaction score
590
This line gives me an error

Code:
    if ( ( IsUnitType(DU, UNIT_TYPE_HERO) == true ) then
 

SFilip

Gone but not forgotten
Reaction score
634
my bad, has an extra ( :eek:
Code:
    if ( IsUnitType(DU, UNIT_TYPE_HERO) == true ) then
 
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