My first Jass spell, i need some advices.

Tholdalf

New Member
Reaction score
2
Hi i´m currently learning the ropes of jass and so far i have managed to make a spell that belive it or not works :D.

Its similar to greater bash exept that its a castable spell (Stormbolt based) and i need some advises on how to improve it.. and if someone would like to try it for themself and see if it works for them.

Code:
function Trig_Ability_cast_Copy_Conditions takes nothing returns boolean
    
    local unit t= GetSpellTargetUnit
    local point c= GetUnitLoc(GetTriggerUnit())
    local point m= GetUnitLoc(GetTriggerUnit())
    local integer d= GetUnitFacing(GetTriggerUnit())
 
    
    if ( not ( GetSpellAbilityId() == 'A03V' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Ability_cast_Copy_Func001C takes nothing returns boolean
    if ( not ( IsUnitType(GetSpellTargetUnit(), UNIT_TYPE_FLYING) == true ) ) then
        return false
    endif
    return true
endfunction

function Trig_Ability_cast_Copy_Actions takes nothing returns nothing
    if ( Trig_Ability_cast_Copy_Func001C() ) then
        call IssueImmediateOrderBJ( GetTriggerUnit(), "stop" )
        call DisplayTimedTextToForce( GetForceOfPlayer(GetOwningPlayer(GetTriggerUnit())), 2.00, "You can´t bash flying units!" )
    else
        set c = GetUnitLoc(GetTriggerUnit())
        set m = GetUnitLoc(GetTriggerUnit())
        set d = GetUnitFacing(GetTriggerUnit())
        set t = GetSpellTargetUnit()
        call TriggerSleepAction( 2.00 )
        call RemoveLocation (t)
        call RemoveLocation (m)
        call DestroyEffect (udg_GB_SFX)
    endif
endfunction

//===========================================================================
function InitTrig_Greater_Bash_Jass takes nothing returns nothing
    set gg_trg_Greater_Bash_Jass = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Greater_Bash_Jass, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Greater_Bash_Jass, Condition( function Trig_Ability_cast_Copy_Conditions ) )
    call TriggerAddAction( gg_trg_Greater_Bash_Jass, function Trig_Ability_cast_Copy_Actions )
endfunction
function Trig_Movement_Copy_Actions takes nothing returns nothing
    call DestroyEffect (udg_GB_SFX)
    call DestroyEffectBJ( udg_GB_SFX )
    call SetUnitPositionLoc( t, PolarProjectionBJ(m, ( DistanceBetweenPoints(m, GetUnitLoc(t)) + 10.00 ), AngleBetweenPoints(m, GetUnitLoc(t))) )
    call AddSpecialEffectLocBJ( GetUnitLoc(t), "Abilities\\Spells\\Human\\FlakCannons\\FlakTarget.mdl" )
    set udg_GB_SFX = GetLastCreatedEffectBJ()
endfunction

//===========================================================================
function InitTrig_Movement_Copy takes nothing returns nothing
    set gg_trg_Movement_Copy = CreateTrigger(  )
    call DisableTrigger( gg_trg_Movement_Copy )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Movement_Copy, 0.04 )
    call TriggerAddAction( gg_trg_Movement_Copy, function Trig_Movement_Copy_Actions )
endfunction
 

Tholdalf

New Member
Reaction score
2
Yes it seems to be not.. it loaded the wrong map that contained the GUI version /facepalm.
 

Vestras

Retired
Reaction score
249
Yes it seems to be not.. it loaded the wrong map that contained the GUI version /facepalm.

Can be improved alot. vJass.

This:

JASS:
    if ( not ( GetSpellAbilityId() == 'A03V' ) ) then
        return false
    endif
    return true
endfunction


Change to:
JASS:
function YourSpellConds takes nothing returns boolean
return ( GetSpellAbilityId() == 'A03V' )
endfunction


And as I said, there is alot else that can be improved.

EDIT: And to me it just looks like converted GUI.
 

Gwypaas

hook DoNothing MakeGUIUsersCrash
Reaction score
50
Actully that's not vJass it's normal Jass just written in a better looking way.

A tip for you, local variables doesn't carry through different functions so you have to declare them in the function you use them.
 

Flare

Stops copies me!
Reaction score
662


You are leaking there, since PolarProjectionBJ generates a second point from a first one, you are generating a location from unit t with GetUnitLoc twice. That's 3 leaks every 0.04 seconds. If you can understand some relatively simple maths (coordinate geometry, and sin/cos of a value) you can avoid the leaks and usage of BJ's

Here's an example: (taken from my Black Arrow)
JASS:
    local real x1 = GetUnitX (a.arrow)
    local real y1 = GetUnitY (a.arrow)
    local real x2 = x1 + Cos (a.arrowfacing)*MOVEDIST
    local real y2 = y1 + Sin (a.arrowfacing)*MOVEDIST
    call SetUnitPosition (a.arrow, x2, y2)


a.arrowfacing is the facing angle of my dummy unit (in radians). You just add your initial coordinate to (Cosine of angle in rads, multiplied by intended distance). For that example, it would be 24 distance moved.

And, with that example, there's no leaks, no BJ's



EDIT: Also, you don't have to make two different InitTrigs. Just put them both in the same Init function. Makes everything less cluttered
 
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