making this spell MUI?

waaaks!

Zinctified
Reaction score
255
JASS:
scope Whirlwind initializer init

globals
    private group n = CreateGroup()
    private constant integer spell = 'A00F'
    private constant real offset = 40
    private constant string sfx1 = "Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl"
endglobals

private struct data
    unit cast
    real x
    real y
    real tick
    real range
    
    private method onDestroy takes nothing returns nothing
        set .tick = 0
        set .range = 0
    endmethod
        
endstruct

private function callBack takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local group attach = NewGroup()
    local data d = GetTimerData(t)
    local integer l = GetUnitAbilityLevel(d.cast,spell)
    local real x = GetUnitX(d.cast)
    local real y = GetUnitY(d.cast)
    local real angle = 57.29582 * Atan2(d.y-y,d.x-x)
    local real dx = d.x-x
    local real dy = d.y-y
    local real dis = SquareRoot(dx*dx + dy*dy)
    local real px = x + offset * Cos(Atan2(d.y-y,d.x-x))
    local real py = y + offset * Sin(Atan2(d.y-y,d.x-x))
    local group g = NewGroup()
    local unit u
    local real r = d.range
    local real attempts = d.range / offset
    local real dur = attempts * 0.035
    local xedamage xe = xedamage.create()
    set xe.dtype = DTEARTH
    set d.tick = d.tick + 0.035
    call xe.factor(UNIT_TYPE_STRUCTURE,0.5)
    call xe.useSpecialEffect(sfx1,"chest")
    call SetUnitX(d.cast, px)
    call SetUnitY(d.cast, py)
    call GroupEnumUnitsInRange(g,x,y,250,null)
    call SetUnitAnimationByIndex(d.cast, 11)
    loop
        set u = FirstOfGroup(g)
        exitwhen u == null
        if IsUnitEnemy(u, GetOwningPlayer(d.cast)) and GetWidgetLife(u) > 0.405 and not IsUnitInGroup(u,n) then
            call xe.damageTarget(d.cast,u,100*l)
            call GroupAddUnit(n,u)
            if not IsUnitType(u,UNIT_TYPE_STRUCTURE) then
                call GroupAddUnit(attach,u)
            endif
        endif
        call GroupRemoveUnit(g,u)
    endloop
    set u = null
    call ReleaseGroup(g)
    loop
        set u = FirstOfGroup(attach)
        exitwhen u == null
        call SetUnitX(u,GetUnitX(d.cast))
        call SetUnitY(u,GetUnitY(d.cast))
        call GroupRemoveUnit(attach,u)
    endloop
    call ReleaseGroup(attach)
    if d.tick >= dur then
        call SetUnitAnimation(d.cast, "stand")
        call PauseUnit(d.cast, false)
        call shake()
        call GroupClear(n)
        call GroupClear(attach)
        call ReleaseTimer(t)
        call d.destroy()
    endif
    set attach = null
    set g = null
    set u = null
    set t = null
endfunction

private function act takes nothing returns nothing
    local data d = data.create()
    local timer t = NewTimer()
    set d.cast = SpellEvent.CastingUnit
    set d.x = SpellEvent.TargetX
    set d.y = SpellEvent.TargetY
    set d.range = SquareRoot((d.x - GetUnitX(d.cast)) * (d.x - GetUnitX(d.cast)) + (d.y - GetUnitY(d.cast)) * (d.y - GetUnitY(d.cast)))
    call SetUnitAnimationByIndex(d.cast, 11)
    call PauseUnit(d.cast,true)
    call shake()
    call TimerStart(t, 0.035, true, function callBack)
    call SetTimerData(t,d)
    set t = null
endfunction

private function init takes nothing returns nothing
    call RegisterSpellEffectResponse(spell,act)
endfunction

endscope

I have this spell that moves a unit periodically to a point, picks enemy units nearby, dealing damage to them, removing them to a group, and adding them to another global group so that they won't get damaged again, then clearing the global group if a condition will return true.

I can't find a way to make this an MUI spell, lets say two units casts the same spell, in the same point, and unit1 picks enemy units nearby, dealing damage and add them to the global group, making units in the global group unaffected to damage from that spell, so that means, unit2 cannot deal damage to them, for there is only 1 global group for the whole game. Do I need to use some unit indexing stuffs for this, so that it creates 1 global group for 1 unit?
 

13lade619

is now a game developer :)
Reaction score
399
so that it creates 1 global group for 1 unit?
custom indexing can fix your problem.. like using Cohadar's PUI for example.

it lets you create an array that has a unit as an index.

like : damagedgroup[unit1] will be different ffrom damagedgroup[unit2].

but if have some systems that also use custom value, you can either change them or look for another solution.
 

Viikuna

No Marlo no game.
Reaction score
265
Wellm, your group usage is pretty weird. You should use ENUM_GROUP for GroupEnum and some NewGroup for each instance, so you know if unit has been damaged by that intance before.
 
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