Unit Spawned does not receive correct HP

LearningCode

New Member
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This spell was based on Avaleirra's spell request under the GUI section.
One part of the spell is malfunctioning.

[lJASS]call SetUnitState(u, UNIT_STATE_MAX_LIFE, HP)[/lJASS]

JASS:

function SpawnAct takes nothing returns nothing
   local real xC = GetUnitX(GetTriggerUnit())
   local real yC = GetUnitY(GetTriggerUnit())
   local real x
   local real y
   local real r = 100.00
   local unit u
   local real rad = (GetUnitFacing(GetTriggerUnit()) * bj_DEGTORAD)
   local integer AGI = GetHeroAgi(GetTriggerUnit(), true)
   local real HP = GetUnitState(GetTriggerUnit(), UNIT_STATE_MAX_LIFE)/2
   local integer i = 2
   local integer time = 20
   local location l
   local real SpawnHP
   set x = xC + r * Cos(rad)
   set y = yC + r * Sin(rad)
   call BJDebugMsg(R2S(HP))
   if GetUnitAbilityLevel(GetTriggerUnit(), 'A01P') > 0 then
   set u = CreateUnit(GetOwningPlayer(GetTriggerUnit()), 'nlv2', x, y, GetUnitFacing(GetTriggerUnit()))
      call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl", x, y))
      call SetUnitState(u, UNIT_STATE_MAX_LIFE, HP)
   elseif GetUnitAbilityLevel(GetTriggerUnit(), 'A01T') > 0 then
      call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\NightElf\\Starfall\\StarfallCaster.mdl", x, y))
      set u = CreateUnit(GetOwningPlayer(GetTriggerUnit()), 'nlv3', x, y, GetUnitFacing(GetTriggerUnit()))
      call SetUnitState(u, UNIT_STATE_MAX_LIFE, HP)
   endif
   call UnitAddAbility(u, 'AInv')
   loop
   exitwhen i == AGI
        call UnitAddItemById(u, 'I001')
        set i = i+1
   endloop
   call UnitRemoveAbility(u, 'AInv')
   loop
    exitwhen time == 0
        set l = GetUnitLoc(u)
        call TriggerSleepAction(1.00)
        call CreateTextTagLocBJ( I2S(time), l, 0, 10, 10, 80, 10, 0 )
        call SetTextTagLifespanBJ( bj_lastCreatedTextTag, 0.50 )
        call SetTextTagPermanentBJ( bj_lastCreatedTextTag, false )
        call RemoveLocation(l)
        set l = null
        set time = time-1
   endloop
   if GetWidgetLife(u)>=4.05 then
        call SetUnitOwner(u, Player(12), true)
        set SpawnHP = GetUnitState(u, UNIT_STATE_MAX_LIFE)/200
        set AGI = AGI + R2I(SpawnHP)
        call SetHeroAgi(GetTriggerUnit(), AGI, true)
        set l = GetUnitLoc(GetTriggerUnit())
        call TriggerSleepAction(1.00)
        call CreateTextTagLocBJ( "+"+I2S(R2I(SpawnHP))+" AGI", l, 0, 10, 100, 80, 80, 0 )
        call SetTextTagLifespanBJ( bj_lastCreatedTextTag, 1.50 )
        call SetTextTagPermanentBJ( bj_lastCreatedTextTag, false )
        call RemoveLocation(l)
        set l = null
   endif
endfunction

function SpawnCond takes nothing returns boolean
   return GetSpellAbilityId() == 'A020'
endfunction

//===========================================================================
function InitTrig_Spawn takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    local integer i = 0
    loop
    exitwhen i == 8
    call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
    set i = i+1
    endloop
    call TriggerAddCondition(t, Condition(function SpawnCond))
    call TriggerAddAction( t, function SpawnAct )
endfunction


To be more accurate:
JASS:

   local real HP = GetUnitState(GetTriggerUnit(), UNIT_STATE_MAX_LIFE)/2
   
   call BJDebugMsg(R2S(HP))
   if GetUnitAbilityLevel(GetTriggerUnit(), 'A01P') > 0 then
   set u = CreateUnit(GetOwningPlayer(GetTriggerUnit()), 'nlv2', x, y, GetUnitFacing(GetTriggerUnit()))
      call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl", x, y))
      call SetUnitState(u, UNIT_STATE_MAX_LIFE, HP)
   elseif GetUnitAbilityLevel(GetTriggerUnit(), 'A01T') > 0 then
      call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\NightElf\\Starfall\\StarfallCaster.mdl", x, y))
      set u = CreateUnit(GetOwningPlayer(GetTriggerUnit()), 'nlv3', x, y, GetUnitFacing(GetTriggerUnit()))
      call SetUnitState(u, UNIT_STATE_MAX_LIFE, HP)
   endif


When my hero has 3550 HP and casts the spell, BJDebugMsg shows me 1775.00 (Correct) but my Spawn has only 1 hp

When my hero has 1800 HP and casts the spell, BJDebugMsg shows me 900.00 (Correct) but my Spawn has only 1 hp

My spawn always has 1 hp and I can't fix that =/
The object editor (By default) gives the spawn 1hp
 

millz-

New Member
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25
I don't think it's possible to simply set a unit's max life like that. You would have to use abilities, either tomes or +hp item abilities.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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216
Tomes will leave a "dummy" after the hero use it, call a RemoveItem(tome) to prevent lag due to too many tomes "dummy" on map.
 

ZugZugZealot

New Member
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33
[ljass]UNIT_STATE_MAX_LIFE[/ljass] is for this...

So you can be all like [ljass]call SetUnitState( whichUnit, UNIT_STATE_LIFE, GetUnitState( whichUnit, UNIT_STATE_MAX_LIFE ) )[/ljass] for a full (100%) heal.

The fact you can't set max health that way definitely does suck. But at least there are work arounds.
 

LearningCode

New Member
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24
Tomes leave dummies? o.0
Oh lord..

What if I made 1775 HP tome dummies and 100+ damage tome dummies? xD
I didn't notice the lag, but I'll do it =x
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
Don't use tomes. You will leak items (i think items have that funky glitch like units where if you create one you leak memory no matter what)
 

LearningCode

New Member
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Then..
Can't I follow kingyk's idea to remove the tomes?

Or is there a better alternative for setting a Spawned monster's Stats (HP and Attack)?
 

millz-

New Member
Reaction score
25
I personally have an ability in my map that increases a unit's max HP when learned. I use item ability that adds hp for it.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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216
JASS:
library LeaklessTome initializer Init

    globals
        private item Tome = null
        private timer t = CreateTimer()
    endglobals
    
    private function RemoveTome takes nothing returns nothing
        if GetWidgetLife(Tome) < .405 then
            call RemoveItem(Tome)
        endif
        set Tome = null
    endfunction
    
    private function Cond takes nothing returns boolean
        set Tome = GetManipulatedItem()
        call TimerStart(t,0.,false,function RemoveTome)
        return false
    endfunction
    
    private function Init takes nothing returns nothing
        local trigger trig = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_PICKUP_ITEM)
        call TriggerAddCondition(trig,Condition(function Cond))
    endfunction
    
endlibrary


Hmm, the better solution is make hp bonus abilities(which you can find from item section) for spawns.
 
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