Need help with system

TheLegend

New Member
Reaction score
10
I have a problem with my system that obviously doesn't work... I added display text calls o see what is done and what not... THE PROBLEM IS THAT NOTHING SEEMS TO WORK here is the system (please focus only on public functions)
JASS:
library AdvancedStatus initializer init
globals
    private constant real Period = 0.15
    private force f
    private group unitsofsystem = CreateGroup()
    private integer index
    private trigger combat = CreateTrigger()
endglobals

private struct unitdatabase
    unit u
    unit attacktarget
    integer i
    integer strength
    integer skill
    integer agility
    integer constitution
    integer charisma
    integer inteligence
    integer defence
    integer mindamage
    integer maxdamage
endstruct

globals
    unitdatabase array datau
endglobals

private function databasecheck takes unit testunit returns integer
    local integer testinteger = 0
    loop
        set testinteger = testinteger +1
        exitwhen (testunit == datau[testinteger].u)
    endloop
    return testinteger
endfunction

private function unitsetvalues takes unit setedunit returns nothing
    local integer unitindex
    set unitindex = databasecheck(setedunit)
    set datau[unitindex].mindamage = R2I(datau[unitindex].strength/10)
    set datau[unitindex].maxdamage = 10 + R2I(datau[unitindex].strength/10)
    call SetUnitLifePercentBJ(setedunit,(datau[unitindex].constitution * 25.*100)/GetUnitStateSwap(UNIT_STATE_MAX_LIFE, setedunit))
endfunction

private function unitperiodicfilter takes nothing returns nothing
    if (GetPlayerController(GetOwningPlayer(GetEnumUnit())) == MAP_CONTROL_USER) and (IsUnitInGroup(GetEnumUnit(),unitsofsystem)== false) then
        call GroupAddUnit(unitsofsystem,GetEnumUnit())
        set index = index + 1
        set datau[index].i = index
        set datau[index].u = GetEnumUnit()
        set datau[index].strength = 5
        set datau[index].skill = 5
        set datau[index].agility = 5
        set datau[index].constitution = 5
        set datau[index].charisma = 5
        set datau[index].inteligence = 5
        set datau[index].defence = 10
        set datau[index].mindamage = 0
        set datau[index].maxdamage = 10
        call unitsetvalues(GetEnumUnit())
        call TriggerRegisterUnitEvent(combat, GetEnumUnit(),EVENT_UNIT_DAMAGED )
    endif
endfunction

private function unitperiodicadd takes nothing returns nothing
    local group unitinmap = GetUnitsInRectAll(GetPlayableMapRect())
    call ForGroupBJ(unitinmap, function unitperiodicfilter)
    call DestroyGroup(unitinmap)
endfunction

private function unitattackaction takes nothing returns nothing
    local integer idattacker
    local integer idattacked
    local integer damage
    local integer hitchance
    local integer critinflictchance
    local integer critdodgechance
    local integer crit
    local unit attacker
    local unit attacked
    set attacker = GetEventDamageSource()
    set idattacker = databasecheck(attacker)
    set attacked = datau[idattacker].attacktarget
    set idattacked = databasecheck(attacked)
    call SetUnitLifeBJ(attacked, GetUnitStateSwap(UNIT_STATE_LIFE, attacked) + GetEventDamage())
    if idattacked > 0 then
        set critinflictchance = datau[idattacker].skill /(10 * (GetUnitLevel(attacker)+1))
        set critdodgechance = datau[idattacked].agility /(10 * (GetUnitLevel(attacked)+1))
        if (GetRandomInt(0,100) <= critinflictchance) and not(GetRandomInt(0,100) <= critdodgechance) then
            set crit = 2
        else 
            set crit = 1
        endif
        set hitchance = (datau[idattacker].skill)/(datau[idattacked].skill + datau[idattacked].agility)
        set damage = GetRandomInt(datau[idattacker].mindamage, datau[idattacker].maxdamage)*crit - (datau[idattacked].defence /10)
        if (damage >= 0) and (GetRandomInt(0, 100)<=hitchance) then
            call SetUnitLifeBJ(attacked, GetUnitStateSwap(UNIT_STATE_LIFE, attacked) - damage)
            call DisplayTextToPlayer(GetOwningPlayer(attacked),0,0,"Your unit took " + I2S(damage) + " damage.")
            call DisplayTextToPlayer(GetOwningPlayer(attacker),0,0,"Your unit dealt " + I2S(damage) + " damage.")
        else
            call DisplayTextToPlayer(GetOwningPlayer(attacked),0,0,"You took no damage in this attack")
            call DisplayTextToPlayer(GetOwningPlayer(attacker),0,0,"You either missed or your attack was absorbed")
        endif
    else
        call ForceAddPlayer(f,GetOwningPlayer(attacker))
        call QuestMessageBJ(f,bj_QUESTMESSAGE_WARNING,"Cannot target units that are not in system")
        call ForceClear(f)
    endif
endfunction

public function display takes player pl, unit plu returns nothing
    local integer p
    call ForceAddPlayer (f,pl)
    set p = databasecheck(plu)
    call DisplayTextToForce( f, "Strength " + I2S(datau[p].strength) )
    call DisplayTextToForce( f, "Skill " + I2S(datau[p].skill) )
    call DisplayTextToForce( f, "Agility " + I2S(datau[p].agility) )
    call DisplayTextToForce( f, "Constitution " + I2S(datau[p].constitution) )
    call DisplayTextToForce( f, "Charisma " + I2S(datau[p].charisma) )
    call DisplayTextToForce( f, "Inteligence " + I2S(datau[p].inteligence) )
    call DisplayTextToForce( f, "Unit id " + I2S(datau[p].i) )
    call ForceClear(f)
endfunction

private function attackset takes nothing returns nothing
    local integer attackerindex
    set attackerindex = databasecheck(GetAttacker())
    set datau[attackerindex].attacktarget = GetAttackedUnitBJ()
endfunction

private function init takes nothing returns nothing
    local trigger t
    set t = CreateTrigger()
    call TriggerRegisterTimerEventPeriodic(t, Period)
    call TriggerAddAction(t, function unitperiodicadd)
    call TriggerAddAction(combat, function unitattackaction)
    set t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_ATTACKED )
    call TriggerAddAction(t, function attackset)
    set t = null
endfunction

endlibrary

and the caller/checker
Trigger:
  • INFO DISPLAY
    • Events
    • Conditions
    • Actions
      • Custom script: local group selected = GetUnitsSelectedAll(GetTriggerPlayer())
      • Custom script: call DisplayTextToForce( GetPlayersAll(), GetPlayerName(GetTriggerPlayer()) + " has requested to see his units status")
      • Unit Group - Pick every unit in (selected) and do (Actions)
        • Loop - Actions
          • Custom script: call AdvancedStatus_display(GetTriggerPlayer(),GetEnumUnit())
      • Custom script: call DestroyGroup(selected)

and at last the init
Trigger:
  • Melee
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Trigger - Add to INFO DISPLAY <gen> the event (Player - (Player((Integer A))) types a chat message containing INFO as An exact match)


You do understand that I cannot continue my work until I know the database indexing works
 

TheLegend

New Member
Reaction score
10
OMG How could I make that mistake:banghead: Thank you man :D
EDIT
I fixed that but it still doesn't work... not one of the text displays shows ... (only the one in DISPLAY INFO works)
 

TheLegend

New Member
Reaction score
10
I almost completed the system but it still doesn't get registered. Its like the library doesn't exist at all. Copy it and test it... IT DOES NOTHING WHAT IT IS SUPPOSED TO DO. Here is the library i updated
JASS:

library AdvancedStatus initializer init
globals
    private constant real Period = 0.15
    private force f
    private group unitsofsystem = CreateGroup()
    private integer index
    private trigger combat = CreateTrigger()
endglobals

private struct unitdatabase
    unit u
    unit attacktarget
    integer i
    integer strength
    integer skill
    integer agility
    integer constitution
    integer charisma
    integer inteligence
    integer defence
    integer mindamage
    integer maxdamage
endstruct

globals
    unitdatabase array datau
endglobals

private function databasecheck takes unit testunit returns integer
    local integer testinteger = 0
    loop
        set testinteger = testinteger +1
        exitwhen (testunit == datau[testinteger].u)
    endloop
    return testinteger
endfunction

private function unitsetvalues takes unit setedunit returns nothing
    local integer unitindex
    set unitindex = databasecheck(setedunit)
    set datau[unitindex].mindamage = R2I(datau[unitindex].strength/10)
    set datau[unitindex].maxdamage = 10 + R2I(datau[unitindex].strength/10)
    call SetUnitLifePercentBJ(setedunit,(datau[unitindex].constitution * 25.*100)/GetUnitStateSwap(UNIT_STATE_MAX_LIFE, setedunit))
endfunction

private function unitperiodicfilter takes nothing returns nothing
    if (GetPlayerController(GetOwningPlayer(GetEnumUnit())) == MAP_CONTROL_USER) and (IsUnitInGroup(GetEnumUnit(),unitsofsystem)== false) then
        call GroupAddUnit(unitsofsystem,GetEnumUnit())
        set index = index + 1
        set datau[index].i = index
        set datau[index].u = GetEnumUnit()
        set datau[index].strength = 5
        set datau[index].skill = 5
        set datau[index].agility = 5
        set datau[index].constitution = 5
        set datau[index].charisma = 5
        set datau[index].inteligence = 5
        set datau[index].defence = 10
        set datau[index].mindamage = 0
        set datau[index].maxdamage = 10
        call unitsetvalues(GetEnumUnit())
        call TriggerRegisterUnitEvent(combat, GetEnumUnit(),EVENT_UNIT_DAMAGED )
    endif
endfunction

private function unitperiodicadd takes nothing returns nothing
    local group unitinmap = GetUnitsInRectAll(GetPlayableMapRect())
    call ForGroupBJ(unitinmap, function unitperiodicfilter)
    call DestroyGroup(unitinmap)
endfunction

private function unitattackaction takes nothing returns nothing
    local integer idattacker
    local integer idattacked
    local integer damage
    local integer hitchance
    local integer critinflictchance
    local integer critdodgechance
    local integer crit
    local unit attacker
    local unit attacked
    set attacker = GetEventDamageSource()
    set idattacker = databasecheck(attacker)
    set attacked = datau[idattacker].attacktarget
    set idattacked = databasecheck(attacked)
    call SetUnitLifeBJ(attacked, GetUnitStateSwap(UNIT_STATE_LIFE, attacked) + GetEventDamage())
    if idattacked > 0 then
        set critinflictchance = datau[idattacker].skill /(10 * (GetUnitLevel(attacker)+1))
        set critdodgechance = datau[idattacked].agility /(10 * (GetUnitLevel(attacked)+1))
        if (GetRandomInt(0,100) <= critinflictchance) and not(GetRandomInt(0,100) <= critdodgechance) then
            set crit = 2
        else 
            set crit = 1
        endif
        set hitchance = (datau[idattacker].skill)/(datau[idattacked].skill + datau[idattacked].agility)
        set damage = GetRandomInt(datau[idattacker].mindamage, datau[idattacker].maxdamage)*crit - (datau[idattacked].defence /10)
        if (damage >= 0) and (GetRandomInt(0, 100)<=hitchance) then
            call SetUnitLifeBJ(attacked, GetUnitStateSwap(UNIT_STATE_LIFE, attacked) - damage)
            call DisplayTextToPlayer(GetOwningPlayer(attacked),0,0,"Your unit took " + I2S(damage) + " damage.")
            call DisplayTextToPlayer(GetOwningPlayer(attacker),0,0,"Your unit dealt " + I2S(damage) + " damage.")
        else
            call DisplayTextToPlayer(GetOwningPlayer(attacked),0,0,"You took no damage in this attack")
            call DisplayTextToPlayer(GetOwningPlayer(attacker),0,0,"You either missed or your attack was absorbed")
        endif
    else
        call ForceAddPlayer(f,GetOwningPlayer(attacker))
        call QuestMessageBJ(f,bj_QUESTMESSAGE_WARNING,"Cannot target units that are not in system")
        call ForceClear(f)
    endif
endfunction

public function display takes player pl, unit plu returns nothing
    local integer p
    call ForceAddPlayer (f,pl)
    set p = databasecheck(plu)
    call DisplayTextToForce( f, "Strength " + I2S(datau[p].strength) )
    call DisplayTextToForce( f, "Skill " + I2S(datau[p].skill) )
    call DisplayTextToForce( f, "Agility " + I2S(datau[p].agility) )
    call DisplayTextToForce( f, "Constitution " + I2S(datau[p].constitution) )
    call DisplayTextToForce( f, "Charisma " + I2S(datau[p].charisma) )
    call DisplayTextToForce( f, "Inteligence " + I2S(datau[p].inteligence) )
    call DisplayTextToForce( f, "Unit id " + I2S(datau[p].i) )
    call ForceClear(f)
endfunction

private function attackset takes nothing returns nothing
    local integer attackerindex
    set attackerindex = databasecheck(GetAttacker())
    set datau[attackerindex].attacktarget = GetAttackedUnitBJ()
endfunction

private function init takes nothing returns nothing
    local trigger t
    set t = CreateTrigger()
    call TriggerRegisterTimerEventPeriodic(t, Period)
    call TriggerAddAction(t, function unitperiodicadd)
    call TriggerAddAction(combat, function unitattackaction)
    set t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_ATTACKED )
    call TriggerAddAction(t, function attackset)
    set t = null
endfunction

endlibrary
 
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