Windslash - Weird Offsets.

NeuroToxin

New Member
Reaction score
46
Okay, So In this spell, Im trying to tweak it to use .25 time, (its my spell) And for some reason, on the first cast, when I try to set him to the targeted units X, it doesn't, its actually quite a distance off, and then also, after the first cast, the caster just disappears entirely. Heres the code
JASS:

   scope Windslash initializer init
    //========================================================================================
    //======================================SETUP============================================
    //========================================================================================
    globals
        //The effect that's played with every attack
        private constant string EFFECT_ON_HIT = "Objects\\Spawnmodels\\Orc\\Orcblood\\BattrollBlood.mdl"
        
        //The ability code of the ability, "Wind Slash"
        private constant integer ABILITY_CODE = 'A000'
        
        //The ability code of the Crow Form ability (Should be the same unless you tampered with)
        private constant integer CROW_FORM ='Arav'
        
        //The effect attached to the weapon.
        private constant string EFFECT_ON_WEAPON = "Abilities\\Spells\\Orc\\EtherealForm\\SpiritWalkerChange.mdl"
        
        //The effect at the location of the unit being slammed (Final attack)
        private constant string FINAL_EFFECT = "Abilities\\Spells\\Orc\\EarthQuake\\EarthQuakeTarget.mdl"
        
        //Attack type for the damage
        private constant attacktype ATTACK_TYPE = ATTACK_TYPE_NORMAL
        
        //Damage type for the damage
        private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL
        
        //Weapon type for the damage
        private constant weapontype WEAPON_TYPE = WEAPON_TYPE_WHOKNOWS
        
        //Animation to be played while the attack goes on.
        private constant string ANIMATION_ATTACK = "attack"
        
        //Attachment point for the EFFECT_ON_HIT
        private constant string ATTACHMENT_POINT = "origin"
        
        //Attachment point for the EFFECT_ON_WEAPON effect.
        private constant string CASTER_ATTACH_POINT = "origin"
        
        //The final effect to be played on each individual unit in the final AOE
        private constant string FINAL_AOE_EFFECT = "Objects\\Spawnmodels\\Undead\\UndeadDissipate\\UndeadDissipate.mdl"
        private constant string FINAL_ATTACHED = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl"
        
        private group tempgroup = CreateGroup()
    endglobals
    
    private function Units takes unit u, player casterOwner returns boolean
        return (not IsUnitType(u, UNIT_TYPE_MAGIC_IMMUNE)) and IsUnitEnemy(u, casterOwner)
    endfunction
    
    private function NUMBER_OF_SLASHES takes integer lvl returns real
        return 4 + (lvl * 2.)
    endfunction
        
    private function HEIGHT takes integer lvl returns real
        return 200 + (lvl * 25.)
    endfunction
        
    private function DAMAGE_PER_STRIKE takes integer lvl returns real
        return (lvl * 6.25)
    endfunction
        
    private function RATE_OF_FLYING takes integer lvl returns real
        return 600 + (lvl * 0.)
    endfunction
    
    private function FINAL_SPEED takes integer lvl returns real
        return 25 + (lvl * 0.)
    endfunction
    
    private function FINAL_AOE_DAMAGE takes integer lvl returns real
        return lvl * 40.
    endfunction
    
    private function FINAL_AOE takes integer lvl returns real
        return lvl * 60.
    endfunction
        
    //========================================================================================
    //=====================================ENDSETUP=========================================
    //========================================================================================
          
    private struct slash
        unit Caster
        unit Target
        integer Tempint = 1
        effect AttachedEffect
        effect FinalEffect
        static integer structtype
    endstruct
    
    private function FinalUnits takes nothing returns boolean
        local slash s = slash.structtype
        local unit f  = GetFilterUnit()
        local real damage = FINAL_AOE_DAMAGE(GetUnitAbilityLevel(s.Caster, ABILITY_CODE))
        if GetUnitTypeId(f) != GetUnitTypeId(s.Caster) and Units(f, GetOwningPlayer(s.Caster)) then
            call SetUnitX(s.Caster, GetUnitX(f))
            call SetUnitY(s.Caster, GetUnitY(f))
            call SetUnitAnimation(s.Caster, ANIMATION_ATTACK)
            call UnitDamageTarget(s.Caster, f, damage, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
            call DestroyEffect(AddSpecialEffectTarget(FINAL_AOE_EFFECT, f, ATTACHMENT_POINT))
        endif
        set f = null
        return false
    endfunction
        
        
    private function userFunc takes nothing returns boolean
        local slash s = KT_GetData()
        local integer ability_level = GetUnitAbilityLevel(s.Caster, ABILITY_CODE)
        local real fly_height = HEIGHT(ability_level) + 50 * s.Tempint
        local real rate = RATE_OF_FLYING(ability_level)
        local real damage = DAMAGE_PER_STRIKE(ability_level)
        local real num_slashes = NUMBER_OF_SLASHES(ability_level)
        local real final_attack_speed = FINAL_SPEED(ability_level)
        local real radius = FINAL_AOE(ability_level)
        local real offsetx
        local real offsety
        local real coffsetx
        local real coffsety
        local real angle
        local real casterX = GetUnitX(s.Caster)
        local real casterY = GetUnitY(s.Caster)
        local real targetX = GetUnitX(s.Target)
        local real targetY = GetUnitY(s.Target)
        if s.Tempint < num_slashes and GetWidgetLife(s.Target) > .405 then
            set angle = Atan2(targetY - casterY, targetX - casterX)
            call SetUnitFlyHeight(s.Target, fly_height, rate)
            call SetUnitFlyHeight(s.Caster, fly_height, (rate * .75))
            set offsetx = targetX + 20 * Cos(angle)
            set offsety = targetY + 20 * Sin(angle)
            call SetUnitFacing(s.Caster, angle * bj_RADTODEG)
            call SetUnitAnimation(s.Caster, ANIMATION_ATTACK)
            call UnitDamageTarget(s.Caster, s.Target, damage, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
            call DestroyEffect(AddSpecialEffectTarget(EFFECT_ON_HIT, s.Target, ATTACHMENT_POINT))
            call SetUnitX(s.Target, offsetx)
            call SetUnitY(s.Target, offsety)
            set s.Tempint = s.Tempint + 1
        elseif s.Tempint >= num_slashes or GetWidgetLife(s.Target) < .405 then
            call SetUnitFlyHeight(s.Target, 0, 1000)
            call SetUnitFlyHeight(s.Caster, 0, (rate * .75))
            set s.FinalEffect = AddSpecialEffectTarget(FINAL_ATTACHED, s.Caster, ATTACHMENT_POINT)
            call DestroyEffect(AddSpecialEffectTarget(EFFECT_ON_HIT, s.Target, ATTACHMENT_POINT))
            call DestroyEffect(AddSpecialEffect(FINAL_EFFECT, targetX, targetY))
            set slash.structtype = s
            call GroupEnumUnitsInRange(tempgroup, targetX, targetY, radius, Filter(function FinalUnits))
            call SelectUnit(s.Caster, true)
            call DestroyEffect(s.AttachedEffect)
            call DestroyEffect(s.FinalEffect)
            call PauseUnit(s.Caster, false)
            call PauseUnit(s.Target, false)
            call s.destroy()
            return true
        endif
        return false
    endfunction
        
    private function OnCast takes nothing returns boolean
        local slash s
        if GetSpellAbilityId() == ABILITY_CODE then
            set s = slash.create()
            set s.Caster = GetTriggerUnit()
            set s.Target = GetSpellTargetUnit()
            call ClearSelectionForPlayer(GetTriggerPlayer())
            call PauseUnit(s.Caster, true)
            call PauseUnit(s.Target, true)
            call UnitAddAbility(s.Caster, CROW_FORM)
            call UnitAddAbility(s.Target, CROW_FORM)
            call UnitRemoveAbility(s.Caster, CROW_FORM)
            call UnitRemoveAbility(s.Target, CROW_FORM)
            set s.AttachedEffect = AddSpecialEffectTarget(EFFECT_ON_WEAPON, s.Caster, CASTER_ATTACH_POINT)
            call SetUnitX(GetTriggerUnit(), GetUnitX(GetSpellTargetUnit()))
            call SetUnitY(GetTriggerUnit(), GetUnitY(GetSpellTargetUnit()))
            call KT_Add(function userFunc, s, .25)
        endif
        return false
    endfunction

    //===========================================================================
    private function init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerAddCondition( t, Condition(function OnCast) )
        call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    endfunction
endscope
 

emjlr3

Change can be a good thing
Reaction score
395
not that is makes a difference, but why not use s.Caster and s.Target when retrieving your coordinates?

from the looks of things, it should place the caster on top of the target
 

Solmyr

Ultra Cool Member
Reaction score
30
not that is makes a difference, but why not use s.Caster and s.Target when retrieving your coordinates?
Well, actually, it does make a difference :)

For some weird reason, [ljass]GetSpellTargetUnit()[/ljass] returns [ljass]null[/ljass] when unit returned by [ljass]GetTriggerUnit()[/ljass] is paused.

And this is exactly the issue here because you call [ljass]PauseUnit(s.Caster, true)[/ljass] before [ljass]GetUnitX(GetSpellTargetUnit())[/ljass] and [ljass]GetUnitY(GetSpellTargetUnit())[/ljass].

So, just change
to
JASS:
call SetUnitX(s.Caster, GetUnitX(s.Target))
call SetUnitY(s.Caster, GetUnitY(s.Target))

or you could pause the triggering unit after those lines, not before, but the above method is better anyway.

EDIT: And a small suggestion to make the spell look better, remove the pathing of the units during the slash. That way they won't collide midair.
 
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