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#16 |
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Lackadaisically Absent.
Respected User
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I have a weird bug that I cannot figure out. The spell works fine for the first two casts. On the 3rd and all subsequent casts, the callback loop exits immediately; the units retain the buffs and are still alive; the dummy is alive but is simply not being moved because the callback seems to think it's finished.
Normally this would be an easy to spot error... but this is so strange because it works for the first two casts (it's always 2), and then it gets wonky. Here's the code: JASS://*****************************************************************************************\\ // Spell Name: Chains of Solidarity \\ // Spell Author: Pyrogasm \\ // \\ // Follows the JESP Standard \\ //*****************************************************************************************\\ constant function ChainsOfSolidarity_AbilityId takes nothing returns integer return 'A000' //Rawcode of the spell itself endfunction constant function ChainsOfSolidarity_DummyUnitId takes nothing returns integer return 'h000' //This unit MUST have a "cast backswing point" of 0.00 endfunction //And CANNOT have negative regeneration constant function ChainsOfSolidarity_DummyLightningSpellId takes nothing returns integer return 'A001' //The "CoS Dummy Lightning spell" determines the lightning effect endfunction constant function ChainsOfSolidarity_DummyBuffSpellId takes nothing returns integer return 'A002' //The "CoS Dummy Buff Spell" spell endfunction constant function ChainsOfSolidarity_BuffId takes nothing returns integer return 'B000' //The "Chains of Solidarity (Buff)" buff endfunction constant function ChainsOfSolidarity_CrowFormAbilityId takes nothing returns integer return 'Amrf' //Medivh's Crow form ability; you don't need to change this rawcode unless endfunction //you modified it in your map. If you have, copy it, reset the copied one, //and use its rawcode here. constant function ChainsOfSolidarity_IsChanneling takes integer Level returns boolean return false //This spell may be channeling endfunction constant function ChainsOfSolidarity_OrderString takes nothing returns string return "transmute" //If you use another spell as the base spell and the spell is then endfunction //Channeling, make sure to change this field to the base orderid of //The new spell. constant function ChainsOfSolidarity_BreakDistance takes integer Level returns real return 1500.00 //If the two units are farther than this distance apart, the spell endfunction //Will end. constant function ChainsOfSolidarity_DummyFlyHeight takes integer Level returns real return 30.00 //If you want the lightning effect on the caster to be higher or lower. endfunction //It will always go directly to the target. constant function ChainsOfSolidarity_Duration takes integer Level returns real return 10.00 + (1.00*Level) //Duration of the lightning effect is changed in the Object Editor endfunction constant function ChainsOfSolidarity_HealthPerSecond takes integer Level returns real return 20.00 + (15.00*Level) //In Health per Second endfunction constant function ChainsOfSolidarity_LineWidth takes integer Level returns real return 145.00 //Distance from center to outer edge of line endfunction constant function ChainsOfSolidarity_CircleOptions takes integer Level returns integer return 3 //0 = no circles; 1 = only around target; 2 = only around caster; 3 = around both endfunction constant function ChainsOfSolidarity_CircleRadius takes integer Level, integer WhichCircle returns real if WhichCircle == 1 then //Radius of the circle(s) around the caster/target return 75.00 //This might conceivably be the same as the LineWidth. elseif WhichCircle == 2 then //To make it only affect the caster/target, simply put 10.00 return 75.00 //Or something. endif return 0.00 //Just a safety return; don't change this endfunction constant function ChainsOfSolidarity_MinHeight takes integer Level returns real return 0.00 //No units below this height will be affected endfunction constant function ChainsOfSolidarity_MaxHeight takes integer Level returns real return 500.00 //No units above this height will be affected endfunction constant function ChainsOfSolidarity_TimerInterval takes integer Level returns real return 0.04 //Interval that the timer runs at; this affects the lightning effect endfunction constant function ChainsOfSolidarity_HealAllies takes integer Level returns boolean return true endfunction constant function ChainsOfSolidarity_HealEnemies takes integer Level returns boolean return false endfunction constant function ChainsOfSolidarity_HealOnCast takes integer Level returns boolean return false endfunction constant function ChainsOfSolidarity_EffectPath takes nothing returns string return "Abilities\\Weapons\\WingedSerpentMissile\\WingedSerpentMissile.mdl" endfunction constant function ChainsOfSolidarity_EffectAttach takes nothing returns string return "chest" endfunction constant function ChainsOfSolidarity_EffectInterval takes nothing returns real return 0.48 //This should probably be a multiple of the timer interval endfunction //*****************************************************************************************\\ // Start External Functions \\ //*****************************************************************************************\\ //============================= // Function by grim001 //============================= function GroupEnumUnitsInQuad takes group g, real x1, real y1, real x2, real y2, real x3, real y3, real x4, real y4, real minHeight, real maxHeight, boolexpr f returns nothing local real maxx local real minx local real maxy local real miny local unit u local real ux local real uy local group g2 = CreateGroup() local rect r if x1 >= x2 and x1 >= x3 and x1 >= x4 then set maxx = x1 elseif x2 >= x1 and x2 >= x3 and x2 >= x4 then set maxx = x2 elseif x3 >= x1 and x3 >= x2 and x3 >= x4 then set maxx = x3 else set maxx = x4 endif if x1 <= x2 and x1 <= x3 and x1 <= x4 then set minx = x1 elseif x2 <= x1 and x2 <= x3 and x2 <= x4 then set minx = x2 elseif x3 <= x1 and x3 <= x2 and x3 <= x4 then set minx = x3 else set minx = x4 endif if y1 >= y2 and y1 >= y3 and y1 >= y4 then set maxy = y1 elseif y2 >= y1 and y2 >= y3 and y2 >= y4 then set maxy = y2 elseif y3 >= y1 and y3 >= y2 and y3 >= y4 then set maxy = y3 else set maxy = y4 endif if y1 <= y2 and y1 <= y3 and y1 <= y4 then set miny = y1 elseif y2 <= y1 and y2 <= y3 and y2 <= y4 then set miny = y2 elseif y3 <= y1 and y3 <= y2 and y3 <= y4 then set miny = y3 else set miny = y4 endif set r = Rect(minx, miny, maxx, maxy) call GroupEnumUnitsInRect(g2, r, f) loop set u = FirstOfGroup(g2) exitwhen u == null call GroupRemoveUnit(g2, u) if GetUnitFlyHeight(u) <= maxHeight and GetUnitFlyHeight(u) >= minHeight then set ux = GetUnitX(u) set uy = GetUnitY(u) if (uy - y1)*(x2 - x1) - (ux - x1)*(y2 - y1) <= 0. then if (uy - y2)*(x3 - x2) - (ux - x2)*(y3 - y2) <= 0. then if (uy - y3)*(x4 - x3) - (ux - x3)*(y4 - y3) <= 0. then if (uy - y4)*(x1 - x4) - (ux - x4)*(y1 - y4) <= 0. then call GroupAddUnit(g, u) endif endif endif endif endif endloop call DestroyGroup(g2) call RemoveRect(r) set g2 = null set r = null endfunction //*****************************************************************************************\\ // End External Functions \\ //*****************************************************************************************\\ function ChainsOfSolidarity_CastConditions takes nothing returns boolean return GetSpellAbilityId() == ChainsOfSolidarity_AbilityId() endfunction function ChainsOfSolidarity_HealFilter takes nothing returns boolean local unit U = GetFilterUnit() local boolean Ally = bj_slotControlUsed[95] and IsUnitAlly(U, bj_forceRandomCurrentPick) local boolean Enemy = bj_slotControlUsed[96] and IsUnitEnemy(U, bj_forceRandomCurrentPick) set U = null return Ally or Enemy endfunction function ChainsOfSolidarity_Callback takes nothing returns nothing local timer T = GetExpiredTimer() local integer ArrayIndex = GetCSData(T) local unit U = GetArrayUnit(ArrayIndex, 1) local unit U2 = GetArrayUnit(ArrayIndex, 2) local integer Level = GetArrayInt(ArrayIndex, 4) local real X = GetUnitX(U) local real Y = GetUnitY(U) local real X2 = GetUnitX(U2) local real Y2 = GetUnitY(U2) local unit Dummy = GetArrayUnit(ArrayIndex, 3) local real Duration = ChainsOfSolidarity_Duration(Level) local real TimerInterval = ChainsOfSolidarity_TimerInterval(Level) local group G local unit U3 local real HealAmount local real Angle = ChainsOfSolidarity_BreakDistance(Level) local real Width local string EffectPath local string EffectAttach local real Elapsed = GetArrayReal(ArrayIndex, 5) local boolean Effects local integer CircleOptions local group G2 local real Side1X local real Side1Y local real Side2X local real Side2Y local real RX1 local real RY1 local real RX2 local real RY2 local real RX3 local real RY3 local real RX4 local real RY4 call BJDebugMsg("Callback") if Elapsed > Duration or GetWidgetLife(U) < 0.406 or GetWidgetLife(U2) < 0.406 or (X-X2)*(X-X2)+(Y-Y2)*(Y-Y2) > Angle*Angle or (GetUnitCurrentOrder(U) != OrderId(ChainsOfSolidarity_OrderString()) and ChainsOfSolidarity_IsChanneling(Level)) then call BJDebugMsg("Then") set Level = ChainsOfSolidarity_BuffId() call RemoveUnit(Dummy) call UnitRemoveAbility(U, Level) call UnitRemoveAbility(U2, Level) call PauseTimer(T) call DestroyArray(ArrayIndex) call DestroyTimer(T) else call BJDebugMsg("Else") call SetArrayReal(ArrayIndex, 5, Elapsed+TimerInterval) set Width = ChainsOfSolidarity_LineWidth(Level) set HealAmount = ChainsOfSolidarity_HealthPerSecond(Level)*TimerInterval set CircleOptions = ChainsOfSolidarity_CircleOptions(Level) set Effects = ModuloReal(Elapsed, ChainsOfSolidarity_EffectInterval()) <= TimerInterval if Effects then set EffectPath = ChainsOfSolidarity_EffectPath() set EffectAttach = ChainsOfSolidarity_EffectAttach() endif call SetUnitX(Dummy, X) call SetUnitY(Dummy, Y) set Angle = Atan2((Y2-Y),(X2-X)) set Side1X = X2 - X set Side1Y = Y2 - Y set Side2X = Width*Cos(Angle-1.5708) set Side2Y = Width*Sin(Angle-1.5708) set RX4 = X + Side2X*0.5 set RY4 = Y + Side2Y*0.5 set RX3 = RX4 + Side1X set RY3 = RY4 + Side1Y set RX2 = RX3 - Side2X set RY2 = RY3 - Side2Y set RX1 = RX2 - Side1X set RY1 = RY2 - Side1Y set bj_slotControlUsed[95] = ChainsOfSolidarity_HealAllies(Level) set bj_slotControlUsed[96] = ChainsOfSolidarity_HealEnemies(Level) set bj_forceRandomCurrentPick = GetOwningPlayer(U) set G = CreateGroup() call GroupEnumUnitsInQuad(G, RX1, RY1, RX2, RY2, RX3, RY3, RX4, RY4, ChainsOfSolidarity_MinHeight(Level), ChainsOfSolidarity_MaxHeight(Level), Condition(function ChainsOfSolidarity_HealFilter)) if CircleOptions > 0 then set G2 = CreateGroup() set bj_groupAddGroupDest = G if CircleOptions == 1 or CircleOptions == 3 then call GroupEnumUnitsInRange(G2, X2, Y2, ChainsOfSolidarity_CircleRadius(Level, 1), Condition(function ChainsOfSolidarity_HealFilter)) call ForGroup(G2, function GroupAddGroupEnum) call GroupClear(G2) endif if CircleOptions == 2 or CircleOptions == 3 then call GroupEnumUnitsInRange(G2, X, Y, ChainsOfSolidarity_CircleRadius(Level, 2), Condition(function ChainsOfSolidarity_HealFilter)) call ForGroup(G2, function GroupAddGroupEnum) endif call DestroyGroup(G2) set G2 = null endif loop set U3 = FirstOfGroup(G) exitwhen U3 == null call SetWidgetLife(U3, GetWidgetLife(U3)+HealAmount) if Effects then call DestroyEffect(AddSpecialEffectTarget(EffectPath, U3, EffectAttach)) endif call GroupRemoveUnit(G, U3) endloop call DestroyGroup(G) set G = null endif set U = null set U2 = null set Dummy = null set T = null endfunction function ChainsOfSolidarity_Cast takes nothing returns nothing local unit U = GetTriggerUnit() local unit U2 = GetSpellTargetUnit() local integer Level = GetUnitAbilityLevel(U, ChainsOfSolidarity_AbilityId()) local real X = GetUnitX(U) local real Y = GetUnitY(U) local real X2 local real Y2 local integer DummySpellId = ChainsOfSolidarity_DummyLightningSpellId() local unit Dummy local real Duration = ChainsOfSolidarity_Duration(Level) local real TimerInterval = ChainsOfSolidarity_TimerInterval(Level) local group G local unit U3 local timer T = CreateTimer() local real HealAmount local real Angle local real Width local string EffectPath local string EffectAttach local integer CircleOptions local group G2 local integer ArrayIndex = NewArray(5, true) local real Side1X local real Side1Y local real Side2X local real Side2Y local real RX1 local real RY1 local real RX2 local real RY2 local real RX3 local real RY3 local real RX4 local real RY4 call BJDebugMsg("Cast") set bj_forceRandomCurrentPick = GetOwningPlayer(U) set Dummy = CreateUnit(bj_forceRandomCurrentPick, ChainsOfSolidarity_DummyUnitId(), X, Y, 0.00) call UnitAddAbility(Dummy, DummySpellId) call SetUnitAbilityLevel(Dummy, DummySpellId, Level) call IssueTargetOrder(Dummy, "fingerofdeath", U2) call UnitApplyTimedLife(Dummy, 'BTLF', Duration+TimerInterval) call SetArrayObject(ArrayIndex, 1, U) call SetArrayObject(ArrayIndex, 2, U2) call SetArrayObject(ArrayIndex, 3, Dummy) call SetArrayInt(ArrayIndex, 4, Level) call SetCSData(T, ArrayIndex) set DummySpellId = ChainsOfSolidarity_CrowFormAbilityId() call UnitAddAbility(Dummy, DummySpellId) call UnitRemoveAbility(Dummy, DummySpellId) call SetUnitFlyHeight(Dummy, ChainsOfSolidarity_DummyFlyHeight(Level), 10000.00) set DummySpellId = ChainsOfSolidarity_DummyBuffSpellId() set Dummy = CreateUnit(bj_forceRandomCurrentPick, ChainsOfSolidarity_DummyUnitId(), X, Y, 0.00) call UnitAddAbility(Dummy, DummySpellId) call SetUnitAbilityLevel(Dummy, DummySpellId, Level) call IssueTargetOrder(Dummy, "unholyfrenzy", U) call IssueTargetOrder(Dummy, "unholyfrenzy", U2) call UnitApplyTimedLife(Dummy, 'BTLF', 1.00) if ChainsOfSolidarity_HealOnCast(Level) then set HealAmount = ChainsOfSolidarity_HealthPerSecond(Level)*TimerInterval set Width = ChainsOfSolidarity_LineWidth(Level) set EffectPath = ChainsOfSolidarity_EffectPath() set EffectAttach = ChainsOfSolidarity_EffectAttach() set CircleOptions = ChainsOfSolidarity_CircleOptions(Level) set X2 = GetUnitX(U2) set Y2 = GetUnitY(U2) set Angle = Atan2((Y2-Y),(X2-X)) set Side1X = X2 - X set Side1Y = Y2 - Y set Side2X = Width*Cos(Angle-1.5708) set Side2Y = Width*Sin(Angle-1.5708) set RX1 = X + Side2X*0.5 set RY1 = Y + Side2Y*0.5 set RX2 = RX1 + Side1X set RY2 = RY1 + Side1Y set RX3 = RX2 - Side2X set RY3 = RY2 - Side2Y set RX4 = RX3 - Side1X set RY4 = RY3 - Side1Y set bj_slotControlUsed[95] = ChainsOfSolidarity_HealAllies(Level) set bj_slotControlUsed[96] = ChainsOfSolidarity_HealEnemies(Level) set G = CreateGroup() call GroupEnumUnitsInQuad(G, RX1, RY1, RX2, RY2, RX3, RY3, RX4, RY4, ChainsOfSolidarity_MinHeight(Level), ChainsOfSolidarity_MaxHeight(Level), Condition(function ChainsOfSolidarity_HealFilter)) if CircleOptions > 0 then set G2 = CreateGroup() set bj_groupAddGroupDest = G if CircleOptions == 1 or CircleOptions == 3 then call GroupEnumUnitsInRange(G2, X2, Y2, ChainsOfSolidarity_CircleRadius(Level, 1), Condition(function ChainsOfSolidarity_HealFilter)) call ForGroup(G2, function GroupAddGroupEnum) call GroupClear(G2) endif if CircleOptions == 2 or CircleOptions == 3 then call GroupEnumUnitsInRange(G2, X, Y, ChainsOfSolidarity_CircleRadius(Level, 2), Condition(function ChainsOfSolidarity_HealFilter)) call ForGroup(G2, function GroupAddGroupEnum) endif call DestroyGroup(G2) set G2 = null endif loop set U3 = FirstOfGroup(G) exitwhen U3 == null call SetWidgetLife(U3, GetWidgetLife(U3)+HealAmount) call DestroyEffect(AddSpecialEffectTarget(EffectPath, U3, EffectAttach)) call GroupRemoveUnit(G, U3) endloop call DestroyGroup(G) set G = null endif call TimerStart(T, TimerInterval, true, function ChainsOfSolidarity_Callback) set U = null set U2 = null set Dummy = null set T = null endfunction //=========================================================================== function InitTrig_ChainsOfSolidarity takes nothing returns nothing set gg_trg_ChainsOfSolidarity = CreateTrigger() call TriggerRegisterAnyUnitEventBJ(gg_trg_ChainsOfSolidarity, EVENT_PLAYER_UNIT_SPELL_EFFECT) call TriggerAddCondition(gg_trg_ChainsOfSolidarity, Condition(function ChainsOfSolidarity_CastConditions)) call TriggerAddAction(gg_trg_ChainsOfSolidarity, function ChainsOfSolidarity_Cast) call Preload(ChainsOfSolidarity_EffectPath()) endfunction And the testmap is attached. |
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#17 |
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Obscurity, the Art
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Did you ever figure out your problem? I don't have access to a computer with WE/WC3 right now so I can't test and look for myself, but it sort of stands in the way of approval. If you did figure it out, any chance of an update?
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#19 |
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Nonchalant
Respected User
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Fix posted in the other thread.
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#20 |
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Lackadaisically Absent.
Respected User
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Thank you enormously, blu. That suggestion did the trick.
__________________Map updated on the first page. |
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#22 |
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Procrastination Incarnate
Development Director
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You have a lot of duplicate code in there because you want the spell to be able to work both periodicaly and on cast. You should put that code into a seperate function.
__________________Also, I'd like to see a calibration function for units that can be affected. Right now you have 4 functions and all they allow you is to choose is if it can target friends/enemies and what height above terrain does it affect (that kind of semi-3d is particularly silly; being able to choose if it can affect flyers or not would be enough). Instead, a single function that takes the caster and the potentialy affeted unit and returns a boolean which determines if the unit is to be affected or not, would be much better. Of course, editing such a function requires better Jass knowledge, so you could still have that function call other, simpler functions like the ones you have now, but having such a function would be useful for anyone who wants to better calibrate the spell's targets. |
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#23 |
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Lackadaisically Absent.
Respected User
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If someone wanted such specific calibration, couldn't one simply modify the code him-/herself? To be able to do anything useful in such a function, one would have to have at an understanding of JASS anyway.
__________________I think having one filtering function would just be too damn confusing for people who don't know JASS and would be much less appealing than flagging "Yes/No" on if it affects allies/enemies. I don't see how putting the effects into a separate function would be better.... It would have a fuckload of arguments and be an extra function call in a callback that runs 25+ times a second. Last, I like the height detection because it's a different way of choosing the targets instead of it just saying that it affects flying/non-flying units. The other thing is that the spell can be modified to not affect, say, a unit that is jumping over the beam. If you suddenly were healed by some little blue line way below your unit whilst you were jumping, wouldn't that be a bit odd? I do think, however, that for most normal spells a simple true/false for affecting air units should be all that's required. |
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#24 |
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Evil Emoticon
Respected User
Project Leader: PoC |
I did a quick review, and that's what I found so far.
Fix that and this spell gets ready for my approval. Last edited by moyack : 09-29-2007 at 02:16 AM. |
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#25 |
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Lackadaisically Absent.
Respected User
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Debug messages? Where?!
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#26 |
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For External Use Only
Join Date: Jun 2007
Posts: 672
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JASS:function ChainsOfSolidarity_Callback takes nothing returns nothing local timer T = GetExpiredTimer() local integer ArrayIndex = GetCSData(T) local unit U = GetArrayUnit(ArrayIndex, 1) local unit U2 = GetArrayUnit(ArrayIndex, 2) local integer Level = GetArrayInt(ArrayIndex, 4) local real X = GetUnitX(U) local real Y = GetUnitY(U) local real X2 = GetUnitX(U2) local real Y2 = GetUnitY(U2) local unit Dummy = GetArrayUnit(ArrayIndex, 3) local real Duration = ChainsOfSolidarity_Duration(Level) local real TimerInterval = ChainsOfSolidarity_TimerInterval(Level) local group G local unit U3 local real HealAmount local real Angle = ChainsOfSolidarity_BreakDistance(Level) local real Width local string EffectPath local string EffectAttach local real Elapsed = GetArrayReal(ArrayIndex, 5) local boolean Effects local integer CircleOptions local group G2 local real Side1X local real Side1Y local real Side2X local real Side2Y local real RX1 local real RY1 local real RX2 local real RY2 local real RX3 local real RY3 local real RX4 local real RY4 call BJDebugMsg("Callback") //<= right here if Elapsed > Duration or GetWidgetLife(U) < 0.406 or GetWidgetLife(U2) < 0.406 or (X-X2)*(X-X2)+(Y-Y2)*(Y-Y2) > Angle*Angle or (GetUnitCurrentOrder(U) != OrderId(ChainsOfSolidarity_OrderString()) and ChainsOfSolidarity_IsChanneling(Level)) then call BJDebugMsg("Then") // <= and here set Level = ChainsOfSolidarity_BuffId() call RemoveUnit(Dummy) call UnitRemoveAbility(U, Level) call UnitRemoveAbility(U2, Level) call PauseTimer(T) call DestroyArray(ArrayIndex) call DestroyTimer(T) else call BJDebugMsg("Else") //<= and here call SetArrayReal(ArrayIndex, 5, Elapsed+TimerInterval) set Width = ChainsOfSolidarity_LineWidth(Level) set HealAmount = ChainsOfSolidarity_HealthPerSecond(Level)*TimerInterval set CircleOptions = ChainsOfSolidarity_CircleOptions(Level) set Effects = ModuloReal(Elapsed, ChainsOfSolidarity_EffectInterval()) <= TimerInterval if Effects then set EffectPath = ChainsOfSolidarity_EffectPath() set EffectAttach = ChainsOfSolidarity_EffectAttach() endif call SetUnitX(Dummy, X) call SetUnitY(Dummy, Y) set Angle = Atan2((Y2-Y),(X2-X)) set Side1X = X2 - X set Side1Y = Y2 - Y set Side2X = Width*Cos(Angle-1.5708) set Side2Y = Width*Sin(Angle-1.5708) set RX4 = X + Side2X*0.5 set RY4 = Y + Side2Y*0.5 set RX3 = RX4 + Side1X set RY3 = RY4 + Side1Y set RX2 = RX3 - Side2X set RY2 = RY3 - Side2Y set RX1 = RX2 - Side1X set RY1 = RY2 - Side1Y Last edited by moyack : 09-29-2007 at 11:30 AM. |
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#27 |
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Evil Emoticon
Respected User
Project Leader: PoC |
I edited The_Elite post point out the debug messages, but I remember that you have more in your code (actually, everytime I cast the spell, it shows me the number 2). use a find tool and remove those commands, and ready to go.
Actually this is the debug message in your spell: JASS:function ChainsOfSolidarity_Callback takes nothing returns nothing //... local real RX4 local real RY4 call BJDebugMsg("ArrayIndex: "+I2S(ArrayIndex)) if Elapsed > Duration or GetWidgetLife(U) < 0.406 or GetWidgetLife(U2) < 0.406 or (X-X2)*(X-X2)+(Y-Y2)*(Y-Y2) > Angle*Angle then set Level = ChainsOfSolidarity_BuffId() call RemoveUnit(Dummy) call UnitRemoveAbility(U, Level) call UnitRemoveAbility(U2, Level) //... Last edited by moyack : 09-29-2007 at 11:50 AM. |
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#29 | |||
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Procrastination Incarnate
Development Director
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Quote:
Quote:
I feel that code readability, maintainability and adaptability are more important in this case than one more function call. Also, you should remove the no longer needed global variables from your map. Quote:
This spell, however, is too long due to the duplicate code. Last edited by Anitarf : 09-29-2007 at 10:36 PM. |
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#30 |
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For External Use Only
Join Date: Jun 2007
Posts: 672
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off topic.
__________________how do you use the color highlights, it didnt tell me in the vb code list |
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