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#31 |
Procrastination Incarnate
Development Director
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![]() Bump: System updated to version 1.2. New additions include an aura subsystem.
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#32 |
BuranX
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![]() ownz =) but i organize aura a bit i other kind... i more performance orintainted. but in whole cool 8-)
// too unimpressive example... create some ultra nuke spell etc. |
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#33 |
User
Join Date: Jul 2004
Posts: 787
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![]() Hmm sounds like fun. Maybe just the thing I was looking for.
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#34 |
User
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![]() I'm wodering how to set up a buff correctly to increase an attribute of a hero by a percentage value.. (of course using the green +X visualization, so the original hero value shouldn't be touched).
__________________Any help is much appreciated! |
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#35 | |
Procrastination Incarnate
Development Director
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![]() Quote:
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#36 |
default string
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![]() What am I doing wrong? I downloaded and opened the map but the second I try to save with anything altered from the system, all the triggers become "Disabled due to errors". Example: I changed the HeroDruation on GolemSlow from 10.0 to 20.0
Sorry if this is really obvious but I am clueless as to what I am doing wrong. |
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#37 | |
I blink, therefore I am.
Join Date: Sep 2006
Posts: 1,812
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![]() Quote:
This system, like most systems here, require vJass (or more formally known as JassNewGen) search for the JassNewGen Pack in the rouserces section to download it. |
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#38 |
default string
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![]() Ah right, sadly I cannot do that as it doesn't run on ME. Oh well. Thanks anyway.
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#39 |
User
Join Date: Jul 2004
Posts: 787
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![]() Questions:
1.Hm when you define a Buff Type, it is possible to count only buff of the given type, but it needs a new Enum function, right? So how do you implement your Enum interface? EDIT (further questions): 2. Also is it possible to place ABuffs in a stack allowing you to remove only a number of latest ABuffs (like remove one negative ABuff from stack)? 3. Is there any way to display the buffs in order of which they entered the stack in the Buff viewer (the thing that displays buffs below the units stats)? Last edited by Belphegor666 : 02-25-2008 at 12:49 PM. |
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#40 |
User
Join Date: Feb 2008
Posts: 10
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![]() ok, this is an impressive system, i gt to agree on that, but it seems that Blizzard has fixed the H2I bug in v1.21, or at least the bug u tried to exploit in ur game cache system. Using this system in test map will cause a crash, and in fact, most of my other spells/ systems that used the H2I have crashed suddenly, that's why i decided to test it on your test map again and reallied it is the H2I bug after several testings of my own code and this one
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#41 |
Procrastination Incarnate
Development Director
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![]() 1.) I'm not sure I understand. You want to do something for all instances of a specific buff type on the map? In that case, the enumeration interface is what you need; it is described in more detail in the documentation.
__________________2.) If you enumerate buffs on a unit, it will loop through the buffs from newest to oldest. Note that the buffs are sorted based on when they were created, refreshing them does not change their place in the list. 3.) I'm not sure how the buff display works; either way, it is a hardcoded part of wc3 and as such outside the scope of this system. |
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#42 |
User
Join Date: Feb 2008
Posts: 10
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![]() Found out the reason why, it's a vjass problem with test map. Try opening up this map and play aroudn with the buffs in test map, i got fatal errors, but when i used WC3 to do it, i was clear.
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#43 |
User
Join Date: Jul 2004
Posts: 787
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![]() Ok thanks for those answers. Here is the deal.
1. I want to classify my buffs into different groups (for example Fire, Blaze and Burning Spirit are a all ABuffs of Destruction type) enumerate them and do something (like a Destruction Spell that deals damage for Each destruction ABuff). 2. It is possible to transfer (some or all) ABuffs from one unit to another, right? I know that there are functions to destroy ABuffs, but how would you copy them? Last edited by Belphegor666 : 02-26-2008 at 01:46 PM. |
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#44 | |
Procrastination Incarnate
Development Director
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![]() 1. To implement buff classifications, you would need to use the abufftype data field:
__________________Quote:
2. As long as the buffs are self-sufficient, it's possible. Self-sufficient means that calling the apply function applies all of the buff's effects and none of them are applied externaly. You can copy all buffs from one unit to another by enumerating them with something like this: ![]() scope CloneBuffs public struct unitData unit u endstruct function CloneBuffsEnum takes aBuff enumBuff, integer data returns nothing call ABuffApply(enumBuff.id, unitData(data).u, enumBuff.caster, GetABuffTimeRemaining(enumBuff), enumBuff.level, enumBuff.data) endfunction endscope ... local CloneBuffs_unitData x = CloneBuffs_unitData.create() set x.u = targetUnit call ABuffEnumerateUnit( ABuffEnum.CloneBuffsEnum, sourceUnit, x) call x.destroy() ... ![]() function CloneBuffsEnum takes aBuff enumBuff, integer data returns nothing local integer i=0 local buffDataInterface d = buffDataInterface(enumBuff.data) if enumBuff.data != 0 then set d = d.Clone() set i = integer(d) endif call ABuffApply(enumBuff.id, unitData(data).u, enumBuff.caster, GetABuffTimeRemaining(enumBuff), enumBuff.level, i) endfunction |
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#45 |
master of fugue
Join Date: Jun 2007
Posts: 2,453
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![]() This system is misnamed.
__________________It is much more than buff system, like Vexorian's caster system is no caster system at all. |
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