Thread: xe0.9
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Old 06-27-2008, 09:55 PM   #1
Vexorian
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Hero Contest #3 - 2nd Place

Default xe0.9

XE
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Developed by Vexorian
Maintained by Anitarf
Current version: 0.9

The successor to the Caster System, xe is a collection of libraries primarily aimed at spell makers. The core of this system is the xebasic library and the all-purpose dummy unit that comes with it. The rest of the system are all optional modules, each one designed to provide a specific feature that is commonly needed in spell making such as dummy casters and various projectiles.
  • xepreload prevents the lag that occurs ingame when any ability is first added to a unit.
  • xedummy recycles dummy units to help optimize maps that rapidly create and remove such units.
  • xecast handles dummy casters so you don't have to, making it easier to cast spells with triggers.
  • xefx allows you to move, rotate, scale and recolor special effects by attaching them to dummy units.
  • xedamage provides a standardized interface for dealing and identifying triggered damage.
  • xecollider is a directional projectile that detects collisions with units in its path.
  • xemissile is a targeted projectile with arced trajectory, like standard Warcraft missiles.

Changelog


0.9: - Added xemissile.
- Added xedummy.
- xefx can now use xedummy to recycle dummy units.
- xepreload can now be used from struct initializers.
- Fixed a bug in xecast that would occur if recycledelay was shorter than
the duration of the spell cast by the dummy caster.
- Fixed a bug in xefx where hiddenReset did not properly assign the new fxpath.
- Optimized the xecollider collision detection.
- Fixed some errors in xefx and xecast documentation.
- new sample: Firestrike.
- Removed an xecast leak in the IllusionRune sample.
- Removed a handle id leak in SheepStaff sample.
0.8: - No longer let xecollider hit corpses...
- When xecollider misses targetUnit (the unit dies, it will stop homing and
keep going on its current direction).
- angleSpeed no longer implicitly makes rotation automatic unless there is homingm,
If you want rotation, set the boolean member rotation to true.
- xedamage: Added MAX_DAMAGE_FACTOR to prevent some deads, a debug message will
appear if the unit dies when being tested for a damage factor.
- xepreload: debug message when preloading an ability at a wrong time.
0.7: - Requires jasshelper 0.A.2.4 or greater.
- xepreload will now show an useful error when the ability does not exist
(in debug mode).
- xepreload may now use TimerUtils to recycle its timer if you happen to have
TimerUtils in the map.
- xecast automatically resets mana and cooldown for the dummy before making it
cast stuff. If this behaviour concerns you, you may disable it through a
constant.
- Added targetUnit, setTargetPoint and forgetTarget to xecollider's
documentation.
- Added abilityLevel to xefx.
- Fixed a mistake in xefx's documentation that said "copy the xecast trigger"
- xedamage: Added a constant FACTOR_TEST_DAMAGE, which allows you to set the
amount of damage to do when testing for damage...
- xedamage: Added an isDummyDamage event response boolean to detect test
damages.
- xedamage: Added a lot of things to documentation about the issues with armor.
- xedamage: fx is for sure not shown when there is no damage.
- xefx: added hiddenDestroy and hiddenReset
- new sample: Chains of fire.
0.6: - The demo map is playable in patch 1.24.
- Only the samples and demomap system needed to be updated, xe's libraries themselves have not changed.
0.6: - allowedTarget does not perform damage on ignored damage/attack types.
- fixed a bug inside a commented out line in FireNovaStrike.
- xecollider.terminate should work correctly outside of onHit events.
- removed safeMove method that did nothing from xefx
- xefx can now optionally use ARGB's ARGBrecolor module.
0.5: - xecollider.terminate now prevents events from firing.
- fixed a unit handle index kidnap in inRangeEnum (xecollider).
- fixed a small documentation bug about xecollider.terminate
- xecast's anti-AI protection now pauses the unit instead of removing the
ability (since that seemed to have bad side effects)

- xecast is now able to deal with units not visible to the player by setting
a constant to true.
- Due to technical split, xecast.castOnTarget now only takes unit and not
widget, old castOnTarget that takes widget has been renamed castOnWidgetTarget.
- xecollider now will not miss the detection of certain units that get inside
the range too fast anymore, however now creates a group per collider (damn) I
hope to find a better solution.
- Added a notice in xepreload's documentation about order events firing during
the preload.
- Added gem of double green fire
0.4: - More documentation fixes.
- xecast no longer has double frees when using create/Basic/A and the
AOE/group methods.
- damageDestructablesInAOE now actually works and does not leak a xedamage
reference.
- damageTarget now returns true if it was succesful and false if it wasn't.
- xefx's recycle bin now extends array.
- added rune of illusions sample.
0.3: - More documentation fixes.
- xefx requires xebasic in the library declaration (as it was supposed to)
- xefx now creates the effects at the correct place (used to consider pathing
during creation for some reason).
- xebasic sample uses 197.0 for max collision size since that's the default in
warcraft 3 (The default + 1)
- xebasic now includes an explanation for max collision size and its effects.
- added useSpecialEffect to xedamage
- included BoundSentinel
- added xecollider
- xedamage's required unittype field is not ignored anymore.
- Added the fireNovaStrike example.
0.2: - Fixed a bug with xecast.castInPoint basically ignoring the arguments.
- Fixed a bug with xecast.createBasic ignoring the order id.
- Fixed documentation bugs.
- Added xedamage.
- Added sheep staff sample.
0.1 : Initial release

Attached Files
File Type: w3x xe0.8.w3x (185.3 KB, 1775 views)
File Type: w3x xe0.9.w3x (296.7 KB, 1209 views)
__________________
Zoom (requires log in)Wc3 map optimizer 5.0
Someone should fix .wav sound in this thing.
Zoom (requires log in)JassHelper 0.A.2.A
Turns your simple code into something that is complicated enough to work.
Faster != more useful
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