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Old 05-23-2009, 03:30 AM   #151
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anyways i created my own stun system that needs xepreload and xecast but without the use of ABuff

but looks like im going to use that instead of mine, because abuff will fuck up my system while my stun system is not compatible with abuff

ty
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Old 05-23-2009, 11:24 PM   #152
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bump, the system works perfectly, thank you

Edit: About the ABuff Auras, heres what vex said
Quote:
Got it, Alevice, to temporarily fix the bug, remove the empty line in ABuff's onDestroy method.
then i removed all empty lines in abuff and abuff_auras on destroy methods, then it saves correctly
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Old 05-26-2009, 10:49 AM   #153
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I believe ABuff auras is quite incomplete, so I juts use my own way of making custom auras.
I will try to see if this new Stun thing is cool too xD
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Old 05-26-2009, 12:52 PM   #154
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Quote:
Originally Posted by Flame_Phoenix
I believe ABuff auras is quite incomplete, so I juts use my own way of making custom auras.
I believe you're incomplete.

Quote:
Originally Posted by Sinnergy
then i removed all empty lines in abuff and abuff_auras on destroy methods, then it saves correctly
Wait what? Oh, right, the weird JassHelper bug that I couldn't reproduce. Well, you shouldn't post about it here, it gives people the impression that there's something I need to fix in the system when in fact it's all Vex's fault. :P Did you try saving the unaltered ABuff system with the new JassHelper version, 0.9.G.3?
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Old 05-28-2009, 08:12 PM   #155
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Quote:
I believe you're incomplete.
Dude, relax. It was a personal opinion, I am not saying your code sucks, I am just saying I prefer another style of doing things. No need to go "in that direction" ...
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Old 05-28-2009, 08:22 PM   #156
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What kinds of other features are you looking for in an aura system anyway?
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Old 05-29-2009, 12:21 AM   #157
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Quote:
Originally Posted by Litany
You complete me.
I had you at Flame_Penis.

Perhaps closer to the topic at hand: I must confess I continue to be perplexed by the buff conflict crash I experienced earlier. Most peculiar. I shall continue experimentation when I have time, but don't hold your breath or anything.
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Old 06-21-2009, 03:51 AM   #158
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Yep I tried saving the map with the latest jass helper 0.9.G.3 and it compiled fine.
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Old 06-25-2009, 06:56 AM   #159
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the attached map won't work in 1.23b+ anymore, due to the included version of table and TimerUtils using RB
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Old 06-25-2009, 08:43 AM   #160
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Quote:
the attached map won't work in 1.23b+ anymore, due to the included version of table and TimerUtils using RB
There are already version of Table and TimerUtils ready for 1.23b, if you update them, I am almost sure the map will work.
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Old 08-04-2009, 09:36 PM   #161
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I updated the test map to use 1.24-compatible versions of Table and TimerUtils. No changes to ABuff were necessary so if you already have ABuff 1.4 there's no need to download the 1.4b testmap.
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Old 08-06-2009, 10:39 AM   #162
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so only the test map has changed? because I already updated to Table 3.0 and TimerUtils for 1.23b+
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Old 09-28-2009, 06:25 PM   #163
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Anitarf in his ABuff-AuraSpellTemplate



// As a completely triggered buff, it has some disadvanatages. The buff icon in the
// status card will not fade 10 seconds before expiring like it does with regular
// buffs, also, autocast dispel abilities will not automaticaly try to dispel such
// buffs, since auras are undispellable. The advantage is, of course, that you can
// never run out of abilities, you can make as many buffs as you want this way. Also
// the buff is completely independant, unlike in the RegularBuffSpellTemplate, since
// all of the buff's effects are in it's event functions, it does not depend on the
// spell that "creates" it so you can easily have spells that duplicate buffs from
// one unit on another, calling ApplyBuff is all you need to do to make the buff
// work.



why not adding and removing the dummy ability every x sec in the last y sec of the spell? Wouldn't that create a similiar effect?

btw:
how to modify it, to work without any system not working on pre and post 1.23?
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Old 10-01-2009, 08:04 PM   #164
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Quote:
Originally Posted by Tot
why not adding and removing the dummy ability every x sec in the last y sec of the spell? Wouldn't that create a similiar effect?
No. The effect would be significantly different.

Quote:
btw:
how to modify it, to work without any system not working on pre and post 1.23?
You'd probably need to write a lame implementation of TimerUtils that uses a linear array search for GetTimerData, as well as modify the system to use a unit indexing library instead of Table.
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Old 10-02-2009, 01:55 AM   #165
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No, pre 1.24 you could just use H2I.
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