15 years
edited 13 years
How to Develop Spells with Effects over Time
By moyack - 2008
Introduction.By moyack - 2008
Ok, the purpose of this tutorial is to give a general idea about how to make spells with effects over time, with a focus in the usage of some of the new features of vJASS and as addition I will treat with some aspect related to spell stackability and optimization according to the situations. In order to follow it you MUST have some experience in JASS and hopefully vJASS.
Basic Concepts.
What are scopes and libraries?? well, this is not something easy to explain but you can understand it by seeing the examples of the JassHelper manual. Libraries - Scopes
What's a struct?? A struct is a way to "pack" several variables and functions, so they can be called as one object. This is the concept that we're going to work here more deeply.
With the new improvements made by Vexorian, structs can be set in several ways, but right now I'll start with something very easy, showing little by little more features that a struct can do.
Because an example is the best way to see how this technique works, I'll do it with a spell which deals damage over time to a unit. You can extrapolate this to other situations.
Starting the Spell Development.
Ok, we know how to start. Let's create a custom ability (in this case base it on slow), set the fields that you consider more appropriate, create a custom buff for that spell and assign it to that ability in the buff field. After this, create a new trigger, in GUI set the event to "Unit - Generic Unit Event" and then select "A unit Starts the effect of an Ability", in Conditions select an "Ability Comparison" select "ability being cast equal to <your custom ability name>". Then Select in the Edit menu "Convert to custom script" and the funny thing will start.
Ok, we get this:
1 function Trig_Rabid_Bite_Conditions takes nothing returns boolean
2 if ( not ( GetSpellAbilityId() == 'A000' ) ) then
3 return false
4 endif5 return true
6 endfunction7 8 function Trig_Rabid_Bite_Actions takes nothing returns nothing
9 endfunction10 11 //===========================================================================12 function InitTrig_Rabid_Bite takes nothing returns nothing
13 set gg_trg_Rabid_Bite = CreateTrigger( )
14 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
15 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Trig_Rabid_Bite_Conditions ) )
16 call TriggerAddAction( gg_trg_Rabid_Bite, function Trig_Rabid_Bite_Actions )
17 endfunction18
And we'll convert into this:
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 endglobals6 7 private function Conditions takes nothing returns boolean
8 return GetSpellAbilityId() == SpellID
9 endfunction10 11 private function Actions takes nothing returns nothing
12 endfunction13 14 //===========================================================================15 function InitTrig_Rabid_Bite takes nothing returns nothing
16 set gg_trg_Rabid_Bite = CreateTrigger( )
17 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
18 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
19 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
20 endfunction21 22 endscope
As we can see, we've added the scope, we have shorten the functions names and we've started to apply good programming practice by setting the constant variables which will allow to a spell user customize the code (mandatory if you want to comply with the JESP standard).
With this we have part of the spell skeleton, now we need to define what information must be managed by the spell. In this specific case the ability needs to damage an enemy, so we'll need to store the unit who cast the spell and the target, therefore this preliminary info will be part of our spell struct.
Things to notice: Why private? because we don't want that other functions but the ones of the trigger can access to that struct, if you need that other functions can call that struct, then you should make it with a more appropriate name and remove the private keyword. You've noticed that I've used the name data, in this case there's no problem because this struct only has sence in this scope, so we can set them with short or very stardard names and JassHelper will do the ugly job of differentiation for us
Now the spell skeleton has grown and it could look in this way:
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 endglobals6 7 private struct Data
8 unit caster
9 unit target
10 endstruct11 12 private function Conditions takes nothing returns boolean
13 return GetSpellAbilityId() == SpellID
14 endfunction15 16 private function Actions takes nothing returns nothing
17 local Data D = Data.create()
18 set D.caster = GetTriggerUnit()
19 set D.target = GetSpellTargetUnit()
20
21 endfunction22 23 //===========================================================================24 function InitTrig_Rabid_Bite takes nothing returns nothing
25 set gg_trg_Rabid_Bite = CreateTrigger( )
26 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
27 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
28 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
29 endfunction30 31 endscope
Let's check the Actions function. We are calling a kind of function called Data.create() those special functions will be called from now on methods, because they're functions which only have sense inside the struct, and only can be called or used by making reference to the struct of which they belong. Now we're setting the variable components of this struct after it's created. Until now it's ok, but we can do the things better, in fact we can make this in only one line by defining a custom create method. So let's do it:
1 private struct Data
2 unit caster
3 unit target
4 5 #static# method create takes unit c, unit t returns Data
6 local Data D = Data.allocate() // this method is private, therefore it ONLY has sense and only can be used inside the struct.
7 set D.caster = c
8 set D.target = t
9 return D10 endmethod11 endstruct
With this new struct, we can reduce the number of lines in the Action function to simply one line. There are other advantages of doing this, one important is to make it easy the debug process because you know in which methods you set the variables, where you destroy them, etc.
Static keyword??? what the hell is that??
Probably you noticed the static keyword, this word is used when we need to make a method or a component global (or independent) of the structs created. If we assign the static keyword to a component of the struct, it will behave exactly as a global variable, the difference will be in the way it can be called. In the case of methods, a static method does not depends of the struct variable, it's like a normal function.
Both codes are equivalent. So the first question to ask is: what is more convenient? My answer is: it depends. If you need that your functions could get access to any private method or component of the struct, then the static methods and component are the way to go. I personally use this notation so I can separate the variables which can be modified by the user with the ones that shouldn't be touched. This notation is so powerful that if we want we can make totally this spell inside one struct, converting all the functions into static methods and all the globals into static components.
1 globals2 private group G
3 endglobals4 5 function F takes unit u returns nothing
6 call GroupAddunit(G, u)
7 endfunction8 9 function Bla takes nothing returns nothing
10 set G = CreateGroup()
11 call F(GetTriggerUnit())
12 endfunction
[c] 1 struct Test2 static group G
3 4 static method F takes unit u returns nothing
5 call GroupAddunit(Test.G, u)
6 endmethod7 endstruct8 9 function Bla takes nothing returns nothing
10 set Test.G = CreateGroup()
11 call Test.F(GetTriggerUnit())
12 endfunction
Both codes are equivalent. So the first question to ask is: what is more convenient? My answer is: it depends. If you need that your functions could get access to any private method or component of the struct, then the static methods and component are the way to go. I personally use this notation so I can separate the variables which can be modified by the user with the ones that shouldn't be touched. This notation is so powerful that if we want we can make totally this spell inside one struct, converting all the functions into static methods and all the globals into static components.
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 endglobals6 7 private struct Data
8 unit caster
9 unit target
10 11 static method create takes unit c, unit t returns Data // This method now will carry the responsibility of setting the variable components of the struct
12 local Data D = Data.allocate()
13 set D.caster = c
14 set D.target = t
15 return D16 endmethod17 endstruct18 19 private function Conditions takes nothing returns boolean
20 return GetSpellAbilityId() == SpellID
21 endfunction22 23 private function Actions takes nothing returns nothing
24 local Data D = Data.create(GetTriggerUnit(), GetSpellTargetUnit()) // we do all our creating process in only one line
25
26 endfunction27 28 //===========================================================================29 function InitTrig_Rabid_Bite takes nothing returns nothing
30 set gg_trg_Rabid_Bite = CreateTrigger( )
31 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
32 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
33 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
34 endfunction35 36 endscope
With this the only pending thing to do is to do something with this stuff and add the timed effect. But before everything, let's remember what is the problem now: we need to create a periodic timer which will execute a function periodically, and this function must be able to get the information properly if the spell is casted by several units (AKA ensure the MUI of this spell). In order to achieve this, there are 2 ways that we'll discuss in detail.
Approach N° 1: Using timers and storage system to pass the struct data.
This procedure implies the usage of a timer recycler like TimerUtils and a storage system, or simply a storage system with timer recycler included. For this example I'll do this spell dependent of TimerUtils now that this system allows us recycle and attach data to timers. Note: This procedure can be adapted perfectly to other storage systems like ABC, HAIL, HSAS, Cool Coll.
Ok, let's start adding functionality to this baby. First let's add to the Actions function some stuff:
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 private constant real dt = 0.1 //timer period
6 endglobals7 8 private struct Data
9 unit caster
10 unit target
11 12 static method create takes unit c, unit t returns Data
13 local Data D = Data.allocate()
14 set D.caster = c
15 set D.target = t
16 return D17 endmethod18 endstruct19 20 private function Loop takes nothing returns nothing
21 //Our periodic stuff22 endfunction23 24 private function Conditions takes nothing returns boolean
25 return GetSpellAbilityId() == SpellID
26 endfunction27 28 private function Actions takes nothing returns nothing
29 local Data D = Data.create(GetTriggerUnit(), GetSpellTargetUnit())
30 local timer t = NewTimer() //Creates a new timer...
31 call SetTimerData(t, integer(D)) //Attach the data to the timer
32 call TimerStart(t, dt, true, function Loop) // Start the created timer so it can periodically run the Loop function
33 set t = null // Set the local timer variable to null, we don't need ti more in this function
34 endfunction35 36 //===========================================================================37 function InitTrig_Rabid_Bite takes nothing returns nothing
38 set gg_trg_Rabid_Bite = CreateTrigger( )
39 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
40 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
41 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
42 endfunction43 44 endscope
Now let's put some work to the Loop function. We need that the effect in the target unit keeps on it until the buff vanishes or get removed by external sources (dispelling spells for instance), so the Looping function basically will do a check if the buff is on the unit, if so, it will deal the damage to that unit. To do that, them we need to add more variables to this spell, like the buff rawcode and the damage per second. Check the highlighted text in the next code:
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 private constant integer BuffID = 'B000' //Buff Rawcode
6 private constant real dt = 0.1 //timer period
7 endglobals8 9 private constant function Damage takes integer level returns real
10 return 15. + 7. * (level - 1) //Damage proportional to the spell level so it complies with the JESP standard
11 endfunction12 13 private struct Data
14 unit caster
15 unit target
16 17 static method create takes unit c, unit t returns Data
18 local Data D = Data.allocate()
19 set D.caster = c
20 set D.target = t
21 return D22 endmethod23 endstruct24 25 private function Loop takes nothing returns nothing
26 local timer t = GetExpiredTimer() // Gets the timer...
27 local Data D = Data(GetTimerData(t)) // Gets the struct attached to the timer...
28 local real Dam = Damage(GetUnitAbilityLevel(D.caster, SpellID)) // Gets the damage according to the level of the spell...
29 if GetUnitAbilityLevel(D.target, BuffID) > 0 then // Checks if the buff is on the target unit...
30 //If so, it will deal damage to the unit...31 call UnitDamageTarget(D.caster, D.target, Dam * dt, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
32 else // There's no buff on the unit, so....
33 call D.destroy() // Recycle the struct for a later use...
34 call ReleaseTimer(t) // Release the timer, pausing it, and making it avaliable for a later use with other struct...
35 endif36 set t = null
37 endfunction38 39 private function Conditions takes nothing returns boolean
40 return GetSpellAbilityId() == SpellID
41 endfunction42 43 private function Actions takes nothing returns nothing
44 local Data D = Data.create(GetTriggerUnit(), GetSpellTargetUnit())
45 local timer t = NewTimer()
46 call SetTimerData(t, integer(D))
47 call TimerStart(t, dt, true, function Loop)
48 set t = null
49 endfunction50 51 //===========================================================================52 function InitTrig_Rabid_Bite takes nothing returns nothing
53 set gg_trg_Rabid_Bite = CreateTrigger( )
54 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
55 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
56 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
57 endfunction58 59 endscope
As you can see, I'm doing like a template, I'm putting the configuration stuff in the first lines, including the constant functions, then the struct and then the looping function and finally the trigger functions. Other thing to notice is that the Damage is actually Damage per second, and therefore all the damage must be multiplied by the period of the timer in order to get an accurate value.
With this changes, we have now this spell working. But (there's always a but... :P ) what would happen if this spell uses a projectile (not instant, like one based on Acid bomb or Storm bolt)?? well, it simply won't start because it's non instant and the EVENT_PLAYER_UNIT_SPELL_EFFECT starts before the buff is set on the target unit, so the only if that will activate will be the one that destroys the recently created struct (buahhh!!! snif!!!). So in order to fix that, and ensure that those kinds of spells work with this situation we need to make some adjustments to our struct. Please check the highlighted code to see the new stuff.
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 private constant integer BuffID = 'B000' //Buff Rawcode
6 private constant real dt = 0.1 //timer period
7 endglobals8 9 private constant function Damage takes integer level returns real
10 return 15. + 7. * (level - 1)
11 endfunction12 13 private struct Data
14 unit caster
15 unit target
16 boolean hasbuff = false //used to check if the buff is on the target unit...
17 18 static method create takes unit c, unit t returns Data
19 local Data D = Data.allocate()
20 set D.caster = c
21 set D.target = t
22 return D23 endmethod24
25 method onDestroy takes nothing returns nothing
26 set .hasbuff = false // this custom method will set the hasbuff variable to false, so it can start properly when the spell is casted again...
27 endmethod28 endstruct29 30 private function Loop takes nothing returns nothing
31 local timer t = GetExpiredTimer()
32 local Data D = Data(GetTimerData(t))
33 local real Dam = Damage(GetUnitAbilityLevel(D.caster, SpellID))
34 // This conditional detects if the buff is on the target unit...35 if not D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
36 set D.hasbuff = true
37 endif38 // If the buff is on the target unit, then do the effect39 if D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
40 call UnitDamageTarget(D.caster, D.target, Dam * dt, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
41 endif42 // If the buff is not present anymore, then stop the spell43 if D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) < 1 then
44 call D.destroy()
45 call ReleaseTimer(t)
46 endif47 set t = null
48 endfunction49 50 private function Conditions takes nothing returns boolean
51 return GetSpellAbilityId() == SpellID
52 endfunction53 54 private function Actions takes nothing returns nothing
55 local Data D = Data.create(GetTriggerUnit(), GetSpellTargetUnit())
56 local timer t = NewTimer()
57 call SetTimerData(t, integer(D))
58 call TimerStart(t, dt, true, function Loop)
59 set t = null
60 endfunction61 62 //===========================================================================63 function InitTrig_Rabid_Bite takes nothing returns nothing
64 set gg_trg_Rabid_Bite = CreateTrigger( )
65 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
66 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
67 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
68 endfunction69 70 endscope
Wow!!! now this is becoming more complex :) . Things to notice:
- In the struct you see that the hasbuff component is set to false, that's used when we need to set a value to the new struct created. This set is done when we call the allocate() private method and therefore is advisable to use it only with non handle variable types (booleans, reals, integers, strings). With handles, I suggest to set and manage them with create and destroy methods in order to control their respective creation and destruction.
- Other thing is that we added to our struct a custom onDestroy method, this method will be executed when we call D.destroy() (This function can't have any arguments and it will generate syntax error if you set arguments to it).
- The Loop function now does 3 verifications: Checks if the buff is present on the target unit, Checks if the hasbuff flag and the buff are present so it can do the effect and lastly it checks if the buff is gone, stopping the spell effect. With this this template can manage instant and not instant buff spells.
Yay!!! our spell is working wonderfully.... hmmmm... actually not, there's one "problem" more to solve. What would happen if this spell is casted and 1 second later other unit cast this spell in the same unit?? well, the unit will be damaged by 2 and the worst thing is the buff duration has been extended, in other words: a stacked spell.
Sometimes the stackability is desirable and sometimes it doesn't but in the desirable situation we should balance this effect at least by detecting when the first cast should end, so one solution is to give to the spell the ability to detect if the duration has been reached, independently of the buff presence in the target unit. Here's the modification of this spell so it stacks but takes into account the duration of the spell but not necessarily the buff duration. (Note: There are other ways to balance a stackable spell, according of the effect type, this example is one way that works with the example)
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 private constant integer BuffID = 'B000' //Buff Rawcode
6 private constant real dt = 0.1 //timer period
7 endglobals8 9 private constant function Damage takes integer level returns real
10 return 10. + 7. * (level - 1)
11 endfunction12 13 private constant function Duration takes integer level returns real
14 return 20. + 4. * (level - 1) // Returns the duration of this spell...
15 endfunction16 17 private struct Data
18 unit caster
19 unit target
20 boolean hasbuff = false
21 real counter // Yay!! a new component of this struct...
22 23 static method create takes unit c, unit t returns Data
24 local Data D = Data.allocate()
25 set D.caster = c
26 set D.target = t
27 set D.counter = 0. // The counter component is set to 0 so it can count the time it should be active...
28 return D29 endmethod30
31 method onDestroy takes nothing returns nothing
32 set .hasbuff = false
33 endmethod34 endstruct35 36 private function Loop takes nothing returns nothing
37 local timer t = GetExpiredTimer()
38 local Data D = Data(GetTimerData(t))
39 local real Dam = Damage(GetUnitAbilityLevel(D.caster, SpellID))
40 local real Dur = Duration(GetUnitAbilityLevel(D.caster, SpellID)) //Gets the duration of the spell so it works properly and it can't be abusable
41 if not D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
42 set D.hasbuff = true
43 endif44 if D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
45 call UnitDamageTarget(D.caster, D.target, Dam * dt, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
46 set D.counter = D.counter + dt //Stores in the struct the elapsed time...
47 endif48 if D.hasbuff and (D.counter > Dur or GetUnitAbilityLevel(D.target, BuffID) < 1) then // now any of those parameters will stop the spell
49 call D.destroy()
50 call ReleaseTimer(t)
51 endif52 set t = null
53 endfunction54 55 private function Conditions takes nothing returns boolean
56 return GetSpellAbilityId() == SpellID
57 endfunction58 59 private function Actions takes nothing returns nothing
60 local Data D = Data.create(GetTriggerUnit(), GetSpellTargetUnit())
61 local timer t = NewTimer()
62 call SetTimerData(t, integer(D))
63 call TimerStart(t, dt, true, function Loop)
64 set t = null
65 endfunction66 67 //===========================================================================68 function InitTrig_Rabid_Bite takes nothing returns nothing
69 set gg_trg_Rabid_Bite = CreateTrigger( )
70 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
71 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
72 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
73 endfunction74 75 endscope
Now let's analyze the possibility of making this spell not stackable. In order to do this, the spell should deal the same damage over time and it should be able to detect if the target unit has the buff, and if it's the case, then update the respective struct with the new caster in order to ensure in case of the death of the unit, the bounty and/or credits for death get assigned properly to the last caster.
Here I'm going to use the usage of some static elements in order to allow the reader to check how they can be used. Let's see how the code should look:
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 private constant integer BuffID = 'B000' //Buff Rawcode
6 private constant real dt = 0.1 //timer period
7 endglobals8 9 private constant function Damage takes integer level returns real
10 return 10. + 7. * (level - 1)
11 endfunction12 13 // the duration function is not needed anymore now that this spell is not stackable...14 15 private struct Data
16 static group IsBitten //This group is used to store all the unit affected by the spell...
17 static integer index = 0 //This integer is used to keep a track of the size of the struct array.
18 19 unit caster
20 unit target
21 boolean hasbuff = false
22 // The counter is not needed anymore because we don't want to do stackable this spell23
24 private static method onInit takes nothing returns nothing
25 set Data.IsBitten = CreateGroup() //Used to set the variable at map init
26 endmethod27 28 static method create takes unit c, unit t returns Data
29 local Data D = Data.allocate()
30 set D.caster = c
31 set D.target = t
32 call GroupAddUnit(Data.IsBitten, t) //Adds the unit to the affected units...
33 if integer(D) > Data.index then //updates the array size
34 set Data.index = integer(D)
35 endif36 return D37 endmethod38
39 method onDestroy takes nothing returns nothing
40 call GroupRemoveUnit(Data.IsBitten, .target) // Remove from the group the target unit, it's not affected anymore by the buff.
41 set .hasbuff = false
42 if integer(#this#) == Data.index then // Adjust the index size, so it doesn't search in inactive structs
43 set Data.index = Data.index - 1
44 endif45 endmethod46
47 static method SetCaster takes unit caster, unit target returns nothing
48 // this method will search in all the active structs which of them has the target unit, so it can update the caster properly...49 local integer i = 0
50 local Data D51 loop52 exitwhen i > Data.index
53 set D = Data(i)
54 if D.target == target and D.hasbuff then
55 set D.caster = caster
56 return57 endif58 set i = i + 1
59 endloop60 endmethod61 endstruct62 63 private function Loop takes nothing returns nothing
64 local timer t = GetExpiredTimer()
65 local Data D = Data(GetTimerData(t))
66 local real Dam = Damage(GetUnitAbilityLevel(D.caster, SpellID))
67 if not D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
68 set D.hasbuff = true
69 endif70 if D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
71 call UnitDamageTarget(D.caster, D.target, Dam * dt, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
72 endif73 if D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) < 1 then
74 call D.destroy()
75 call ReleaseTimer(t)
76 endif77 set t = null
78 endfunction79 80 private function Conditions takes nothing returns boolean
81 return GetSpellAbilityId() == SpellID
82 endfunction83 84 private function Actions takes nothing returns nothing
85 local Data D 86 local timer t
87 if not IsUnitInGroup(GetSpellTargetUnit(), Data.IsBitten) then
88 //if the target unit doesn't have the effect, then it will start a new effect...89 set D = Data.create(GetTriggerUnit(), GetSpellTargetUnit())
90 set t = NewTimer()
91 call SetTimerData(t, integer(D))
92 call TimerStart(t, dt, true, function Loop)
93 else94 // Otherwise, it will update the current effect with the new caster...95 call Data.SetCaster(GetTriggerUnit(), GetSpellTargetUnit())
96 endif97 set t = null
98 endfunction99 100 //===========================================================================101 function InitTrig_Rabid_Bite takes nothing returns nothing
102 set gg_trg_Rabid_Bite = CreateTrigger( )
103 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
104 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
105 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
106 endfunction107 108 endscope
Things to notice:
- The Duration function and the counter parameter in the struct have been removed now that this spell is not stackable anymore.
- We've added 2 static components: group IsBitten and integer index, as we said before, they behave as global variables, dependent of the Data struct. The purpose of the group variable is to store all the units affected by the spell and the integer stores the struct array size.
- We have a new method: onInit. Every method created with this name is executed at map initialization. In this case we added it in order to set up the IsBitten group variable.
- We added a custom method: SetCaster. This one will search through all the active structs and if it finds the respective target unit, then it will update the caster which deals the passive damage.
- The Actions function has been changed so the spell can determine if it has to create or updated an existing struct.
this keyword??? integer as a function?? what's happening??
The keyword this is used ONLY in non static methods to make reference to the struct that it's applying it. This cannot be used in static methods because it has no sense in them, so don't try it!!
Notation: set this.caster = u set .caster = u
Both notations are perfectly equivalents.
the integer(Struct) function is used to return the index of the struct. It's possible to get this value directly but it's advisable to use this notation in order to ensure compatibility with later versions of JassHelper.
local integer i = integer(Struct) = local integer i = Struct
Notation: set this.caster = u set .caster = u
Both notations are perfectly equivalents.
the integer(Struct) function is used to return the index of the struct. It's possible to get this value directly but it's advisable to use this notation in order to ensure compatibility with later versions of JassHelper.
local integer i = integer(Struct) = local integer i = Struct
Very well, now our spell is stable and can work in the way we needed. Now let's see the second approach.
Approach N° 2: using one single timer for all the units casting the spell.
I personally love this approach, because it allows you to reduce (for not saying avoid) the usage of storage systems. This approach is based in the following precept: If the time is the same for all the units, then one timer should be able to review and control all the units affected by one spell and not one timer per spell casted as we did before.
So the first step has been defined: We can't start a new timer every time we cast the spell, instead, we need to start one timer at map init and putting it to run a code periodically so it can check units affected.
Let's do the modifications based on the non stackable version of Rabid Bite:
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 private constant integer BuffID = 'B000' //Buff Rawcode
6 private constant real dt = 0.1 //timer period
7 endglobals8 9 private constant function Damage takes integer level returns real
10 return 10. + 7. * (level - 1)
11 endfunction12 13 private struct Data
14 static group IsBitten
15 static integer index = 0
16 17 unit caster
18 unit target
19 boolean hasbuff = false
20
21 private static method onInit takes nothing returns nothing
22 set Data.IsBitten = CreateGroup()
23 endmethod24 25 static method create takes unit c, unit t returns Data
26 local Data D = Data.allocate()
27 set D.caster = c
28 set D.target = t
29 call GroupAddUnit(Data.IsBitten, t)
30 if integer(D) > Data.index then
31 set Data.index = integer(D)
32 endif33 return D34 endmethod35
36 method onDestroy takes nothing returns nothing
37 call GroupRemoveUnit(Data.IsBitten, .target)
38 set .hasbuff = false
39 if integer(this) == Data.index then
40 set Data.index = Data.index - 1
41 endif42 endmethod43
44 static method SetCaster takes unit caster, unit target returns nothing
45 local integer i = 0
46 local Data D47 loop48 exitwhen i > Data.index
49 set D = Data(i)
50 if D.target == target and D.hasbuff then
51 set D.caster = caster
52 return53 endif54 set i = i + 1
55 endloop56 endmethod57 endstruct58 59 private function Loop takes nothing returns nothing
60 local integer i = 0 //Used to make the loop through all the struct array
61 local Data D 62 local real Dam
63 loop // Looping through the struct array...
64 exitwhen i > Data.index
65 set D = Data(i)
66 if not D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
67 set D.hasbuff = true
68 endif69 if D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
70 set Dam = Damage(GetUnitAbilityLevel(D.caster, SpellID))
71 call UnitDamageTarget(D.caster, D.target, Dam * dt, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
72 endif73 if D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) < 1 then
74 call D.destroy()
75 endif76 set i = i + 1
77 endloop78 endfunction79 80 private function Conditions takes nothing returns boolean
81 return GetSpellAbilityId() == SpellID
82 endfunction83 84 private function Actions takes nothing returns nothing
85 // The Actions function just determines if it has to create or update an active struct...86 if not IsUnitInGroup(GetSpellTargetUnit(), Data.IsBitten) then
87 call Data.create(GetTriggerUnit(), GetSpellTargetUnit())
88 else89 call Data.SetCaster(GetTriggerUnit(), GetSpellTargetUnit())
90 endif91 endfunction92 93 //===========================================================================94 function InitTrig_Rabid_Bite takes nothing returns nothing
95 set gg_trg_Rabid_Bite = CreateTrigger( )
96 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
97 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
98 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
99 call TimerStart(CreateTimer(), dt, true, function Loop) //Start the timer at map init...
100 endfunction101 102 endscope
As you can see, too few changes were required to get this improvement. In this case we removed the usage of CSSafety and HandleVars, which is in my opinion a big improvement. Other thing to notice is that the timer never stops, if there's no units, the loop won't run so this function practically won't put any stress in the game.
Stackacle spell using the second approach
Now... if we want to make it stackable, we just have to remove the SetCaster method, add the duration function, do the modifications in the conditionals in the Loop function and modify the Actions function to get the desired effect. Check the highlighted text and appreciate how the code changed:
1 scope RabidBite2 3 globals4 private constant integer SpellID = 'A000' //Spell Rawcode.
5 private constant integer BuffID = 'B000' //Buff Rawcode
6 private constant real dt = 0.1 //timer period
7 endglobals8 9 private constant function Damage takes integer level returns real
10 return 10. + 7. * (level - 1)
11 endfunction12 13 private constant function Duration takes integer level returns real
14 return 20. + 4. * (level - 1) // Returns the duration of this spell...
15 endfunction16 17 private struct Data
18 static group IsBitten
19 static integer index = 0
20 21 unit caster
22 unit target
23 boolean hasbuff = false
24 real counter
25
26 private static method onInit takes nothing returns nothing
27 set Data.IsBitten = CreateGroup()
28 endmethod29 30 static method create takes unit c, unit t returns Data
31 local Data D = Data.allocate()
32 set D.caster = c
33 set D.target = t
34 set D.counter = 0. // The counter component is set to 0 so it can count the time it should be active...
35 call GroupAddUnit(Data.IsBitten, t)
36 if integer(D) > Data.index then
37 set Data.index = integer(D)
38 endif39 return D40 endmethod41
42 method onDestroy takes nothing returns nothing
43 call GroupRemoveUnit(Data.IsBitten, .target)
44 set .hasbuff = false
45 if integer(this) == Data.index then
46 set Data.index = Data.index - 1
47 endif48 endmethod49 50 //The method SetCaster has been removed....51 endstruct52 53 private function Loop takes nothing returns nothing
54 local integer i = 0
55 local Data D 56 local real Dam
57 local real Dur
58 loop59 exitwhen i > Data.index
60 set D = Data(i)
61 if not D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
62 set D.hasbuff = true
63 endif64 if D.hasbuff and GetUnitAbilityLevel(D.target, BuffID) > 0 then
65 set Dam = Damage(GetUnitAbilityLevel(D.caster, SpellID))
66 call UnitDamageTarget(D.caster, D.target, Dam * dt, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
67 set D.counter = D.counter + dt //Stores in the struct the elapsed time...
68 endif69 set Dur = Duration(GetUnitAbilityLevel(D.caster, SpellID))
70 if D.hasbuff and (D.counter > Dur or GetUnitAbilityLevel(D.target, BuffID) < 1) then
71 call D.destroy()
72 endif73 set i = i + 1
74 endloop75 endfunction76 77 private function Conditions takes nothing returns boolean
78 return GetSpellAbilityId() == SpellID
79 endfunction80 81 private function Actions takes nothing returns nothing
82 call Data.create(GetTriggerUnit(), GetSpellTargetUnit()) // Just one line of code!!!
83 endfunction84 85 //===========================================================================86 function InitTrig_Rabid_Bite takes nothing returns nothing
87 set gg_trg_Rabid_Bite = CreateTrigger( )
88 call TriggerRegisterAnyUnitEventBJ( gg_trg_Rabid_Bite, EVENT_PLAYER_UNIT_SPELL_EFFECT )
89 call TriggerAddCondition( gg_trg_Rabid_Bite, Condition( function Conditions ) )
90 call TriggerAddAction( gg_trg_Rabid_Bite, function Actions )
91 call TimerStart(CreateTimer(), dt, true, function Loop)
92 endfunction93 94 endscope
When is better one approach than other??
Unconsciously, this example has evolved from the approach 1 to the approach 2, but it's important to point out that it doesn't mean that one approach is worst than the other, actually it depends in how is used and with which frequency.
For example, if we have an AoS sytle map, which is generally hero based, the first approach is more convenient because you don't know if the hero with the custom spells will be summoned and therefore the chances that this spell can be casted are less. In the other hand, with spells that can be casted by several hundreds of units (like in custom melee games of footies) the second approach is more convenient, because instead of having several timers controlling a spell (one timer per unit, and imagine a footies game with full house and the footmen casting those custom spells), this will be a considerable memory eater. With one timer checking all the units, we can optimize it pretty fine.
Final Words.
Well, what we did in this tutorial was creating a spell, modify it according to the required circumstances and at the end we ended doing something very interesting: a template, a very nice template. That's something good, because it allows us develop several kind of spells with small modifications of one pattern. The template is basically in this way:
1 Scope My spell
2 // Customization section3 globals4 //Constant variables...5 endglobals6 7 < Constant functions... >
8 9 // End customization section10 11 private struct Data
12 // Struct components13 endstruct14 15 < Spell functions required for the looping function>
16 17 < Looping function >
18 19 < Triggers functions >
20 21 endscope
Well, I think this is all. I hope this tutorial helps you to improve your the spell development. Any questions, typos, mistakes or suggestions about how to make this tutorial better can be post here. Happy spell making :)
==========================================================================
Addition: Looping throught units.
As a part of development of spells controlled with a single timer, we need to iterate through an array of data. this can be done in several way, ones are less efficients than others. If we have units as a part of the data struct, we can use them to develop a very safe way of iteration using the ForGroup command. An example can help us right now.
1 // ================================================================= \\2 // Custom Immolation modifier spell, so it targets destructables too \\3 // Request by Abriko, by moyack. 2008. \\4 // ================================================================= \\5 // Requires Table to work... \\6 // ================================================================= \\7 scope Immolation2 initializer init
8 9 // Configuration Part...10 globals11 private constant integer SpellID = 'AEi2' //Spell based on Immolation
12 private constant integer BuffID = 'BEim' //Immolation buff, please base it on the immolation buff.
13 private constant real dt = 1.
14 endglobals15 16 private constant function DamageRate takes integer level returns real
17 return 10. + 5. * (level - 1)
18 endfunction19 20 private constant function AOE takes integer level returns real
21 return 160.
22 endfunction23 // End configuration Part...24 25 private struct data
26 static HandleTable T27 static group G
28 static rect R
29 static unit U
30 31 unit c
32 boolean flag = false
33
34 static method Start takes unit c returns nothing
35 local data D = data.allocate()
36 set D.c = c
37 call GroupAddUnit(data.G, c)
38 set data.T[c] = integer(D)
39 endmethod40
41 method onDestroy takes nothing returns nothing
42 call GroupRemoveUnit(data.G, .c)
43 call data.T.flush(.c)
44 endmethod45 endstruct46 47 private function GetLivingDestructables takes nothing returns boolean
48 return GetDestructableLife(GetFilterDestructable()) > 0.405
49 endfunction 50 51 private function BurnDestructables takes nothing returns nothing
52 local destructable d = GetEnumDestructable()
53 call DestroyEffect(AddSpecialEffect(GetAbilityEffectById(BuffID, EFFECT_TYPE_SPECIAL, 0), GetWidgetX(d), GetWidgetY(d)))
54 call UnitDamageTarget(data.U, d, DamageRate(GetUnitAbilityLevel(data.U, SpellID)) * dt, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
55 set d = null
56 endfunction57 58 private function CheckStatus takes nothing returns nothing
59 local unit u = GetEnumUnit()
60 local data D = data( data.T[u] )
61 if not D.flag and GetUnitAbilityLevel(u, BuffID) > 0 then
62 set D.flag = true
63 endif64 if D.flag and GetUnitAbilityLevel(u, BuffID) > 0 then
65 call SetRect(data.R, GetUnitX(u) - AOE(GetUnitAbilityLevel(u, SpellID)), GetUnitY(u) - AOE(GetUnitAbilityLevel(u, SpellID)), GetUnitX(u) + AOE(GetUnitAbilityLevel(u, SpellID)), GetUnitY(u) + AOE(GetUnitAbilityLevel(u, SpellID)))
66 set data.U = u
67 call EnumDestructablesInRect(data.R, Condition(function GetLivingDestructables), function BurnDestructables)
68 endif69 if D.flag and GetUnitAbilityLevel(u, BuffID) < 1 then
70 call D.destroy()
71 endif72 set u = null
73 endfunction74 75 private function Loop takes nothing returns nothing
76 call ForGroup(data.G, function CheckStatus)
77 endfunction78 79 private function Conditions takes nothing returns boolean
80 return GetSpellAbilityId() == SpellID
81 endfunction82 83 private function Actions takes nothing returns nothing
84 if not IsUnitInGroup(GetTriggerUnit(), data.G) then
85 call data.Start(GetTriggerUnit())
86 endif87 endfunction88 89 //===========================================================================90 private function init takes nothing returns nothing
91 local trigger t = CreateTrigger( )
92 call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
93 call TriggerAddCondition( t, Condition( function Conditions ) )
94 call TriggerAddAction( t, function Actions )
95 set t = null
96 set data.T = HandleTable.create()
97 set data.G = CreateGroup()
98 set data.R = Rect(0,0,1,1)
99 call TimerStart(CreateTimer(), dt, true, function Loop)
100 endfunction101 102 endscope
What I'm doing in this spell:
- I use a group to store all the units that cast the spell. Those units will be my reference or index key.
- I use a HandleTable to store the struct data ID related to the unit.
- To iterate though all the active struct data, I call the ForGroup command and in the enumerating function I retrieve the data struct related to the unit with the command data.
- You can have total control of the structs.
- Therefore, you'll have control over all the struct in a safe way.
- Data search is practically O(1) thanks to the usage of table (gamecache search property)
- Only can be used with handles which support grouper handles (units > groups, player > force)

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