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My custom made spell damage function No New Posts Coding Help

Started by
rvonsonsnadtz

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My custom made spell damage function
on: October 11, 2012, 05:15:49 PM

Hello friends! I am completely new at jass (and programing overall) so perhaps this is a little to big step for me, but I am trying to create my own damaging system and thought that it should be easier to use a pre-made function in the map-script that I could call that does the math that every spell uses. (yes, it requires one more "call"/spell, but it simplifies things and helps me get an understanding of jass). Now, this script is basically a bunch of GUI-actions and conditions that I have modified. But I just seems to get a whole bunch of error-messages on compiling. Any help?
(the first line with error (function Spelldamage_actions...) seems to be line 414)
Code: jass
  1. function Spelldamage_Func003C takes unit Target returns boolean
  2.     if ( not ( IsUnitType(Target, UNIT_TYPE_HERO) == true ) ) then
  3.         return false
  4.     endif
  5.     return true
  6. endfunction
  7.  
  8. function Spelldamage_Func004C takes unit Target, unit Caster returns boolean
  9.     if ( not ( udg_spellarmor[GetConvertedPlayerId(GetOwningPlayer(Target))] > udg_spellpenetration[GetConvertedPlayerId(GetOwningPlayer(Caster))] ) ) then
  10.         return false
  11.     endif
  12.     return true
  13. endfunction
  14.  
  15. function Spelldamage_Func007Func001C takes unit Caster, unit Target returns boolean
  16.     if ( not ( ( GetRandomInt(1, 40) + GetHeroStatBJ(bj_HEROSTAT_INT, Caster, true) ) <= ( GetRandomInt(1, 35) + GetHeroStatBJ(bj_HEROSTAT_INT, Target, true) ) ) ) then
  17.         return false
  18.     endif
  19.     return true
  20. endfunction
  21.  
  22. function Spelldamage_Func007C takes unit Target returns boolean
  23.     if ( not ( IsUnitType(Target, UNIT_TYPE_HERO) == true ) ) then
  24.         return false
  25.     endif
  26.     return true
  27. endfunction
  28.  
  29. function Spelldamage_Actions takes unit Target, unit Caster, real basedamage returns bolean
  30. local real spelldamage; tempspellarmor
  31. local bolean
  32.     set spelldamage = ( basedamage + udg_spelldamagebonus[GetConvertedPlayerId(GetOwningPlayer(Caster))] * udg_spelldamagebonuspercent[GetConvertedPlayerId(GetOwningPlayer(udg_FSCaster))])
  33.     if ( Spelldamage_Func003C( Target ) ) then
  34.         set tempspellarmor = udg_spellarmor[GetConvertedPlayerId(GetOwningPlayer(Target))]
  35.     else
  36.     endif
  37.     if ( Trig_Spelldamage_Func004C( Target, Caster ) ) then
  38.         set tempspellarmor = tempspellarmor - udg_spellpenetration[GetConvertedPlayerId(GetOwningPlayer(Caster))]
  39.         set spelldamage = ( spelldamage * ( 1 - ( ( tempspellarmor * 0.06 ) / ( 1 + ( 0.06 * tempspellarmor ) ) ) ) )
  40.     else
  41.     endif
  42.     set tempspelldamage = (( tempspelldamage - udg_spellreduction[GetConvertedPlayerId(GetOwningPlayer(Target))]* ( 1 - udg_spelldamagereductionpercent[GetConvertedPlayerId(GetOwningPlayer(Target) )) )
  43.     if ( Trig_Spelldamage_Func007C( Caster, Target ) ) then
  44.         if ( Trig_Spelldamage_Func007Func001C( Target ) ) then
  45.             set tempdamage = ( udg_FSSheepdealsdamage * 0.50 )
  46.             set SDsave = true
  47.         else
  48.             set save = false
  49.         endif
  50.     else
  51.     endif
  52.     call UnitDamageTargetBJ( udg_FSCaster, udg_FSSheepDealsTarget, udg_FSSheepdealsdamage, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL )
  53.     return SDsave
  54. endfunction
« Last Edit: October 11, 2012, 05:52:56 PM by moyack »



Re: My custommade spelldamagefunction
Reply #1 on: October 11, 2012, 05:16:36 PM

(I saw a small error in the end of the code, but that is not the problem, so pls ignore it)



Re: My custommade spelldamagefunction
Reply #2 on: October 11, 2012, 06:04:48 PM

Hi rvonsonsnadtz and welcome to www.wc3jass.com :) I hope you feel at home here :D

I took the freedom of modifying your first post so we can read properly the code.

Hmm, it seems that you have a bad declaration here:

Code: jass
  1. function Spelldamage_Actions takes unit Target, unit Caster, real basedamage returns bolean
  2.    local real spelldamage; tempspellarmor
  3.    local bolean

it should be:

Code: jass
  1. function Spelldamage_Actions takes unit Target, unit Caster, real basedamage returns boolean //you made a typo :P
  2.    local real spelldamage //unfortunately jass doesn't support multiple declarations in one statement :(
  3.    local real tempspellarmor
  4.    local boolean b // you forgot to define a variable name

One question, Do you want to use vJASS or you want to keep in normal jass?? vJASS would made this system easier to read.


Re: My custom made spell damage function
Reply #3 on: October 11, 2012, 06:18:34 PM

Thank u man! Got myself a face-palm when u told me I hade a typo-error.
I would like to use vJass, but when I downloaded the NewGen-pack from this site and ran this perticular map, all my GUI-triggers returned errors, so I kinda abandoned that idea.. But if you belive that it would simplify things that much for me, then perhaps I should give it a shot?
Btw, just cause I'm curious, are Jass based on any "normal" programming-language and, in that case, which one? xP



Re: My custom made spell damage function
Reply #4 on: October 11, 2012, 07:33:28 PM

Thank u man! Got myself a face-palm when u told me I hade a typo-error.
I would like to use vJass, but when I downloaded the NewGen-pack from this site and ran this perticular map, all my GUI-triggers returned errors, so I kinda abandoned that idea.. But if you belive that it would simplify things that much for me, then perhaps I should give it a shot?
Don't fear this pack :) In fact it's safer to debug and it will help you in your coding learning a lot. Just you need to start little by little with your own challenges as you're doing right now :D

Quote
Btw, just cause I'm curious, are Jass based on any "normal" programming-language and, in that case, which one? xP


According to this article, it's based on turing and delphi, for me it looks more like VB, but in general it's a verbose language, so it makes it relatively easy to understand.

Meanwhile let's do this: Download JNGP to start with vJASS at once, do the fixers I pointed out and finally let's do this thing: Putting your code inside a library. Example:

Code: jass
  1. library CustomSpellDamage
  2.    // insert you code HERE :D
  3. endlibrary

Tell me what kind of errors you get and screenshot if possible. We'll learn to debug your code.


Re: My custom made spell damage function
Reply #5 on: October 12, 2012, 07:17:02 AM

Erhmm! ^^'
I can't see any thing special about the JNGP WE.. None of the new drop-down-menus that should exist do I see. (I downloaded the JNGP 5d if that is any relevant, the 5e seems to be impossible to download for the moment) I have tried to follow a install-tutorial, but there is no syntax highlighting or any other of the JNGP features.. I ran the we.bat and it says it fails to find the wc3-directory. Now, I didn't install the wc3 for this computer cause I have lost the cd:s, I just copied it from my other computer. If that is the problem, then is there a way to fix this, that doesn't include reinstalling it?

EDIT: I think I fixed the path-issue, but the .bat still returns a Registry Key error, is this error returned due to the missing cd-key (it seems like the cd-key isn't stored in the normal Wc3 folder, so whatever key I used wouldn't follow, but since I haven't really cared about battle.net for this game and the game itself have been running flawlessly, so I didn't care about the cd-key.
Edit2: I might have found a solution to my problems, I return again if it doesn't work.
EDIT3: Ok, the problems should be solved, It does atleast find the right path BUT.. it still tells me a registry error and then open something that looks like a normal WE 1.21. (I have tried a registry-program, and a keychanger, but it didn't work) I tried running the bat as a administrator and the weird thing was that it didn't find the exehack.exe cause it started looking in the system32-folder.. I really got no clue what the error is for the moment.. (I got a windows7 64bit if that is any relevant)
« Last Edit: October 12, 2012, 08:30:24 AM by rvonsonsnadtz »



Re: My custom made spell damage function
Reply #6 on: October 12, 2012, 01:30:44 PM

Still not functioning, this is the message I get when running the we.bat

(The last message is Press any key to continue, which will terminate the cmd-window. )



Re: My custom made spell damage function
Reply #7 on: October 12, 2012, 04:26:15 PM

What kind of problem did you have downloading JNGP from this site?

I'll check the installation again just in case there's something wrong with it.

Meanwqhile try to start the WE using "NewGen WE.exe"


Re: My custom made spell damage function
Reply #8 on: October 12, 2012, 04:40:42 PM

Error downloading the JNGP-file: Well, to start, my antivirus (Microsoft Security Essentials) warns me of the adress I am directed to after I click the download-button. When I click the Ignore and Continue - option, I get into a page with letters like this: 7z¼¯'ùžÛT&â•6J÷u>núI-CeRqÍl=÷Z£ýu[Xq_²ú½‹UÙzÊ@#’DÔ/ç'úYl²ÎrÜ©(•4ÒCO´òpZ@ÍË'ܵÃc"Ä¢t®€f S9…±W®ÄÙÔ`áåmÛ›–†õʃUݱ™„VVÄgø3 .¢óÙEKSlRH@ D©Û{*G 5 ù2»ic4àŠòª˜íMë¿Ëz6˜Î`Õ_)[ÃD»“­û²)gfØOþg$Ìö‰<\Èú§8˜ÒÇ_/õä)>`‰EWá«U]ˆv?©2·oÄ­®žåsÒ Õ6|ެxda鹇°ÇTÊ$âÆ©•¬BfÖÐA +xæâ<®Öb€Äcî‘{on “7–¼ø¶Œçö‘l· –<íau¯†ð]:‹/ö«ÐÓŒJX~Wê*Ñê.ñà=Úöhô¬Ò—hÓŒ±½¿r1ÛX4P üs*¶Ë]‘P!¢!‚"ØŠÃ8•©8"Ú?wãTT븃&ãš‹È7 ~àÓ3ù—‡qùûß"ËwL‹7W¶":Í"æxÞž7„˜c‹¸Eå÷§ö+å‡N­ú†µihmûµ TÓ}0U D2—¯!²¨Ù®\‡ÖP\‘"*3U…ùÎô,˜©;€´›Ëü&çƒÝØñ¶WžK é6nY*ò 'u"Y/;öì™ý…¾4@Éî*heÈOg»…ä}ûOjGc* N¨&xâD¬îmÀü‡„¹•èL‰$ç?* Z9Û½ÁÛ6¤;«ájù†ûKšˆ|50£Ákª¢ÚNy©ïœGÒÎðûÃkâøõ¾‹õ0Âädy,”™ACÝ™Õ~´|v‚—‘Ó7C*µ…)íÞËÍAB³æ\x‘5.5Ž´•mdjß9yœg] ÈAVœ«¨YŠºýu\× )ÔQâ,ÔÑÏÚzÕ63Yé&ê=3±!é«Í9?0Tcp{]Rsße†öͪHËW²JÑ#ÇçìÕùîóˆL7¾‰$zäA¡²-1“séitè_Þð‚î-C%§Š•ùÛÞ¯ÈìtëE© þ¶…ï–þ±}V®\&º£®o4"bK³Ȳ/гí!ìÁ>» 0èG{œ¿´¾‰mËöÿ0SƒdVÛ‡V/ò3Ó÷ŠtCgÕnòóÇý¸‘¥‘­ZMK†DÂ$5úRŽœcm\õÕÖ·d£ûdÒØŒ³Ì³=•¸Aµ`ß[j"­Øë*¿?£)Óu//–Џ9ShØÂ¢MºS„ïã2?ß²º«^ŝ©Í†ã¿sÜ8eÍ‚H°vJ­¬¼.ÐûoÞxöâ'Dn¡3 LÛ(7ƒÓXÉпA郻¾øp5þCÿt‚5âÁ?1ŠËÁhöäuGM¡ò޼7DöN‹ßíÑ9­T×e/7§™µeï‡ÓÈ?m¦ELéh£2Ô¿ó#v~b3ˆŽÚçÛÛæÇ–£[ø}/ éz„PSS÷@æ6¿ˆ ƒzÐiî©e@óoˆµDlÉqƒB¯õ›;tÃEBµ\;(HPã|ß’È¡>P…|öAšK%u.
This continues for a very long time, just increasing more and more. If I scroll a huge amount downward, a strange line starts to appear on the letters, but otherwise, it looks kinda much the same.

The NewGen WE is the one I tested to start with, and I have tested it about every time after I ran the .bat - file.

I use wc3 1.25 for the moment, I hope that isn't the problem?

Edit: About the download issue, could the fact that I am running InternetExplorer 64bit be a problem (the JNGP 5d was possible to download, after som fix with the SmartScreen Filter, but 5e won't even start downloading)
Edit2: I fixed the code and the functions seems to work as intended. I wait with the JNGP and stays with the regular WE in the meantime. However, since want to use a trigger-based attack-damage system, using a timer and boolean to determine if cooldown is active or not (I ignore the cooldown-part for computer-players since they normally don't stop-attack-stop-attack). However, it feels like a 12x10 numbers of booleans and timers will take it's toll on the performance together with everything else. Any suggestions?
« Last Edit: October 12, 2012, 07:56:38 PM by rvonsonsnadtz »



Re: My custom made spell damage function
Reply #9 on: October 13, 2012, 12:17:57 AM

Quote
Error downloading the JNGP-file: Well, to start, my antivirus (Microsoft Security Essentials) warns me of the adress I am directed to after I click the download-button. When I click the Ignore and Continue - option, I get into a page with letters like this: .....

This continues for a very long time, just increasing more and more. If I scroll a huge amount downward, a strange line starts to appear on the letters, but otherwise, it looks kinda much the same.

The NewGen WE is the one I tested to start with, and I have tested it about every time after I ran the .bat - file.

I use wc3 1.25 for the moment, I hope that isn't the problem?
Do you have 7z installed in your pc??

 

Quote
Edit: About the download issue, could the fact that I am running InternetExplorer 64bit be a problem (the JNGP 5d was possible to download, after som fix with the SmartScreen Filter, but 5e won't even start downloading)
I'd suggest to use firefox, it's nicer and safer :)
Quote
Edit2: I fixed the code and the functions seems to work as intended. I wait with the JNGP and stays with the regular WE in the meantime. However, since want to use a trigger-based attack-damage system, using a timer and boolean to determine if cooldown is active or not (I ignore the cooldown-part for computer-players since they normally don't stop-attack-stop-attack). However, it feels like a 12x10 numbers of booleans and timers will take it's toll on the performance together with everything else. Any suggestions?
Hmm, you can use hastables to store the cooldowns values and one timer that checks units times. But why you need to store the cooldowns?


Re: My custom made spell damage function
Reply #10 on: October 13, 2012, 06:20:48 AM

Yes, I have 7z installed ^^

I kinda like internet explorer in this newer edition ^^' But it could be the 64bit-editions fault. Shall try a 32bit- webbbrowser and see if it works (perhaps Firefox or Opera, Chrome is also an alternative)

I need to stop the stop/attack/stop/attack etc. bug with "Unit is attacked"-triggers. And using a buff to check for a real attack is not a alternative I like, since the first attack won't happen, since the trigger is activated before the attack is made. (I am using a script-based attack-damage system too, since I have some other modifiers more than just plain armor and attackbonus, and I have to keep count on damage done for certain events)

EDIT1!: Ok, fixed a 32bits browser, and now the 5e works and it works without error. I will try and use this now.
« Last Edit: October 13, 2012, 06:29:40 AM by rvonsonsnadtz »



 

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