[Request] Toss spell targetting modification

Silencer

New Member
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0
Hi guys.. i am not really good in writing JASS, ok i am really bad in it.
All i can to is modify numbers or set "false" in "true".

So i have here a code about tinys toss in dota.. all i want is that it can damages neutrals AND remove the damage if the unit is an allied AND make it possible to toss also items.

I dont know if that is much to change or not, i find the parts to change but dont even know what to write.

Well if someone of you could change that for me, i would be really happy. Here is the code:

JASS:
//TESH.scrollpos=0
//TESH.alwaysfold=0
function DistanceBetweenXY takes real x1,real y1,real x2,real y2 returns real
    return SquareRoot(((x1-x2)*(x1-x2))+((y1-y2)*(y1-y2)))
endfunction

function AngleBetweenXY takes real x1,real y1,real x2,real y2 returns real
    return Atan2(y2-y1,x2-x1)
endfunction

function GenericTrue takes nothing returns boolean
    return true
endfunction

function KillTrees takes nothing returns nothing
    call KillDestructable(GetEnumDestructable())
endfunction

function DestroyTrees takes real x,real y,real d returns nothing
    local rect r=Rect(x-d,y-d,x+d,y+d)
    call EnumDestructablesInRect(r,Condition(function GenericTrue),function KillTrees)
    call RemoveRect(r)
    set r=null
endfunction

function TossCheck takes nothing returns boolean
    return (IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE) == false and GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0)
endfunction

function TossPickUnit takes unit Source returns unit
    local unit TossUnit=null
    local group g=CreateGroup()
    call GroupEnumUnitsInRange(g,GetUnitX(Source),GetUnitY(Source),275,Condition(function TossCheck))
    call GroupRemoveUnit(g,Source)
    set TossUnit=GroupPickRandomUnit(g)
    call DestroyGroup(g)
    set udg_unit = TossUnit
    set TossUnit=null
    return udg_unit
endfunction

function DamageGroupToss takes nothing returns nothing
    if(IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE) == true) then
        call UnitDamageTarget(udg_unit,GetEnumUnit(),udg_damage/3,true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE,WEAPON_TYPE_WHOKNOWS)
    else
        call UnitDamageTarget(udg_unit,GetEnumUnit(),udg_damage,true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE,WEAPON_TYPE_WHOKNOWS)
    endif
endfunction

function DamageCheck takes nothing returns boolean
    return ( GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0 and IsPlayerEnemy(GetOwningPlayer(GetFilterUnit()),GetOwningPlayer(udg_unit))) 
endfunction

function TossDamage takes unit Source,real x,real y,real r,real d returns nothing
    local group g=CreateGroup()

    set udg_unit=Source
    set udg_damage=d
    call GroupEnumUnitsInRange(g,x,y,r,Condition(function DamageCheck))
    call ForGroup(g,function DamageGroupToss)
    call DestroyGroup(g)
endfunction

function TossMove takes nothing returns boolean
    local trigger t=GetTriggeringTrigger()
    local integer cache=GetHandleId(t)
    local integer Runtimes=GetTriggerEvalCount(t)
    local unit Source=LoadUnitHandle(udg_gHash,cache,StringHash("Source"))
    local unit TossUnit=LoadUnitHandle(udg_gHash,cache,StringHash("TossUnit"))
    local unit Target=LoadUnitHandle(udg_gHash,cache,StringHash("Target"))
    local real x0=LoadReal(udg_gHash,cache,StringHash("TargetX"))
    local real y0=LoadReal(udg_gHash,cache,StringHash("TargetY"))
    local real x1=GetUnitX(TossUnit)
    local real y1=GetUnitY(TossUnit)
    local real x2=GetUnitX(Target)
    local real y2=GetUnitY(Target)
    local real AngleToFly
    local real DistanceToFly
    local real DistanceThis
    local real Height
    local real NewX
    local real NewY

    if DistanceBetweenXY(x0,y0,x2,y2)>1000 then
        set x2=x0
        set y2=y0
    endif
    set AngleToFly=AngleBetweenXY(x1,y1,x2,y2)
    set DistanceToFly=DistanceBetweenXY(x1,y1,x2,y2)
    set DistanceThis=DistanceToFly/ IMaxBJ(51-Runtimes,1)
    set Height=(Runtimes-25)*(Runtimes-25)
    set NewX=x1+DistanceThis*Cos(AngleToFly)
    set NewY=y1+DistanceThis*Sin(AngleToFly)

    if Runtimes<51 then
        call SetUnitFlyHeight(TossUnit,775-Height,0)
        call SetUnitPosition(TossUnit,NewX,NewY)
    else
        call SetUnitFlyHeight(TossUnit,GetUnitDefaultFlyHeight(TossUnit),0)
        call PauseUnit(TossUnit,false)
        call SetUnitPathing(TossUnit,true)
        call SetUnitPosition(TossUnit,x2,y2)
        //Toss ends
    
        call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl",GetUnitX(TossUnit),GetUnitY(TossUnit)))
        if IsUnitAlly(TossUnit,GetOwningPlayer(Source))then
            call UnitDamageTarget(Source,TossUnit,0.2*75*GetUnitAbilityLevel(Source,'A009'),true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE,WEAPON_TYPE_WHOKNOWS)
        else
            call UnitDamageTarget(Source,TossUnit,0.2*75*GetUnitAbilityLevel(Source,'A009'),true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE,WEAPON_TYPE_WHOKNOWS)
        endif
        call DestroyTrees(x2,y2,300)
        call TossDamage(Source,x2,y2,300,75*GetUnitAbilityLevel(Source,'A009'))
        call FlushChildHashtable(udg_gHash,cache)
        call DestroyTrigger(t)
    endif

    set t=null
    set Source=null
    set TossUnit=null
    set Target=null
    return false
endfunction

function TossOnEffect takes nothing returns nothing
    local unit Source=GetTriggerUnit()
    local unit TossUnit=TossPickUnit(Source)
    local unit Target=GetSpellTargetUnit()
    local trigger t=CreateTrigger()
    local integer cache=GetHandleId(t)

    call PauseUnit(TossUnit,true)
    call SetUnitPathing(TossUnit,false)
    call UnitAddAbility(TossUnit,'Amrf')
    call UnitRemoveAbility(TossUnit,'Amrf')
//Toss starts

    call SaveUnitHandle(udg_gHash,cache,StringHash("Source"),Source)
    call SaveUnitHandle(udg_gHash,cache,StringHash("TossUnit"),TossUnit)
    call SaveUnitHandle(udg_gHash,cache,StringHash("Target"),Target)
    call SaveReal(udg_gHash,cache,StringHash("TargetX"),GetUnitX(Target))
    call SaveReal(udg_gHash,cache,StringHash("TargetY"),GetUnitY(Target))

    call TriggerRegisterTimerEvent(t,0.02,true)
    call TriggerAddCondition(t,Condition(function TossMove))

    set Source=null
    set TossUnit=null
    set Target=null
    set t=null
endfunction

function TossOnCast takes nothing returns nothing
    local unit Source=GetTriggerUnit()
    local unit TossUnit=TossPickUnit(Source)

    if TossUnit==null then
        call DisplayTextToPlayer(GetOwningPlayer(Source),0,0,"No Vaild Unit to Toss!")
        call PauseUnit(Source,true)
        call IssueImmediateOrder(Source,"stop")
        call PauseUnit(Source,false)
    endif
    
    set Source=null
    set TossUnit=null
endfunction

function TossConditions takes nothing returns boolean
    if GetSpellAbilityId()=='A009' then
        if GetTriggerEventId()==EVENT_PLAYER_UNIT_SPELL_CAST then
            call TossOnCast()
        else
            call TossOnEffect()
        endif
    endif
    
    return false
endfunction

//===========================================================================
function InitTrig_Toss_Old takes nothing returns nothing
    set gg_trg_Toss_Old = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ(gg_trg_Toss_Old, EVENT_PLAYER_UNIT_SPELL_CAST)
    call TriggerRegisterAnyUnitEventBJ(gg_trg_Toss_Old, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition( gg_trg_Toss_Old, Condition( function TossConditions))
endfunction
 

Summoned

New Member
Reaction score
51
JASS:
function DamageCheck takes nothing returns boolean
    return ( GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0 and IsPlayerEnemy(GetOwningPlayer(GetFilterUnit()),GetOwningPlayer(udg_unit))) 
endfunction


Change to:

JASS:
function DamageCheck takes nothing returns boolean
    return ( GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0 and not IsPlayerAlly(GetOwningPlayer(GetFilterUnit()),GetOwningPlayer(udg_unit))) 
endfunction


I don't think there's a way to toss items. They have x and y coordinates, but no flying height.
 

Silencer

New Member
Reaction score
0
Okay but now i cant toss allied players, thats not what i want. I want only that you can attack neutrals too with this spell. (Now its only "isplayerenemy")
 

Lyerae

I keep popping up on this site from time to time.
Reaction score
105
Wouldn't it be possible to just remove the last part, after the 0?

So: [ljass]return ( GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0 and not IsPlayerAlly(GetOwningPlayer(GetFilterUnit()),GetOwningPlayer(udg_unit)))[/ljass]

Into: [ljass]return ( GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0[/ljass]
 

Summoned

New Member
Reaction score
51
Okay but now i cant toss allied players, thats not what i want. I want only that you can attack neutrals too with this spell. (Now its only "isplayerenemy")
You probably changed the wrong function. Make sure it's DamageCheck (for when the target lands), not TossCheck (for selecting units to toss).
 
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