Summons System, Multiple Ability Levels?

NeuroToxin

New Member
Reaction score
46
In my summons system, its completed, but so far each ability can only have one level to work, any ideas on how to fix that?
Here it is
JASS:

library Summons
globals

private integer array SummonAbility
private integer array Unit_Id
private real array NumSummoned
private real x
private real y
private real array Duration
private location temploc
private integer i
private integer m

endglobals

//==========================================================================
//================================SETUP=====================================
//==========================================================================
private function setup takes nothing returns nothing
set SummonAbility[1] = 'AHfs'//The summon ability, *Note, if you want to add more, just copy this line,
//Then just change the [1] to a [2] or a [3] etc. and add 1 number to i, *Note, only add 1 to i when you add another ability.
set Unit_Id[1] = 'hfoo'//Same as the "SummonAbility" variable, just copy and paste the line.
set NumSummoned[1] = 2//The number of summoned Units of X type.
set Duration[1] = 60
set i = 1//Needed for the loops, when you add another spell, just increase the size of this by one.
set m = i//Needed once again.
endfunction

//===========================================================================
//=============================ENDSETUP======================================
//===========================================================================

private function WhatSpells takes nothing returns boolean
loop
    exitwhen 1 > i
        if GetSpellAbilityId() == SummonAbility<i> then
       call BJDebugMsg(&quot;It&#039;s the right spell&quot;)
            return true
        else
set i = i - 1
        endif
    return false
endloop
endfunction

function CreateUnits takes nothing returns nothing
local unit u
local real xp
local real yp
local player p = GetOwningPlayer(GetTriggerUnit())
    call setup()
        set i = m
                if (WhatSpells() == true) then
                        set temploc = GetSpellTargetLoc()
                        set x = GetLocationX(temploc)
                        set y = GetLocationY(temploc)
                        loop
                        exitwhen 1 &gt; i
                            loop
                            exitwhen 1 &gt; NumSummoned<i>
                               call BJDebugMsg(&quot;Creation Started&quot;)
                                set xp = x + 50 * Cos(270 * bj_DEGTORAD)
                                set yp = y + 50 * Sin(270 * bj_DEGTORAD)
                                    set u = CreateUnit(p, Unit_Id<i>, xp, yp, 270)
                                    call UnitApplyTimedLife(u, &#039;BTLF&#039;, Duration<i>)
                                    call DestroyEffect(AddSpecialEffect(&quot;Abilities\\Spells\\Orc\\FeralSpirit\\feralspirittarget.mdl&quot;, xp, yp))
                                    set u = null
                                set xp = xp + 50 * Cos(270 * bj_DEGTORAD)
                                set NumSummoned<i> = NumSummoned<i> - 1
                            endloop
                            set i = i - 1
                        endloop
                call RemoveLocation(temploc)
        endif
endfunction

//===========================================================================
function InitTrig_Summons_System takes nothing returns nothing
    set gg_trg_Summons_System = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Summons_System, function CreateUnits )
endfunction
endlibrary
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hgkjfhfdsj

Active Member
Reaction score
55
>have one level to work
you can try a 3d array eg
SummonAbility[1]
Unit_Id[1*HIGHESTLEVEL+LEVEL]

then
set u = CreateUnit(p, Unit_Id[i * HIGHESTLEVEL + GetUnitLevelAbility(...)], xp, yp, 270)

also
JASS:
function InitTrig_Summons_System takes nothing returns nothing
    set gg_trg_Summons_System = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Summons_System, function CreateUnits )
endfunction

//can just be 
function InitTrig_Summons_System takes nothing returns nothing
endfunction

if you really want the default init function..
 

chobibo

Level 1 Crypt Lord
Reaction score
48
If you plan to add multiple levels to this spell then you'd have to think of a way to store the multiple unitid's for every level, or you could just overwrite the lower level unitid with the higher level unitid but the problem in that you won't be able to level down your spell, which would be bad if you wanted to have control over the spell level.
 

hgkjfhfdsj

Active Member
Reaction score
55
>Im not sure what you mean about [1*HIGHESTLEVEL+LEVEL]?'
JASS:
set SummonAbility[1] = &#039;AHfs&#039; // 3 levels for this spell
set Unit_Id[1 * 4 + 1] = &#039;hfoo&#039; // level 1 unit
set Unit_Id[1 * 4 + 2] = &#039;hfop&#039; // level 2 unit 
set Unit_Id[1 * 4 + 3] = &#039;hfpp&#039; // level 3 unit 

set SummonAbility[2] = &#039;AHfs&#039; // 4 levels for this spell -- note HIGHESTLEVEL is 4 for both
set Unit_Id[2 * 4 + 1] = &#039;hhoo&#039; // level 1 unit
set Unit_Id[2 * 4 + 2] = &#039;hhop&#039; // level 2 unit 
set Unit_Id[2 * 4 + 3] = &#039;hhpp&#039; // level 3 unit 
set Unit_Id[2 * 4 + 4] = &#039;hhpo&#039; // level 4 unit
 

NeuroToxin

New Member
Reaction score
46
I meant like, could I use a real as the array for the abilities, then make the real an array and put the level?
 
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