Increase Hero's Strength; No Stacking

WolfieeifloW

WEHZ Helper
Reaction score
372
Hey there!, I have two questions today TH.net (Yay :rolleyes:)!
My first, is to 'fix' this trigger I have.

I have a passive spell that has a chance on attacking to increase Strength by 15% for 5 seconds.
I've found one of my old spells, and re-learned timers (I think :p).

The Strength increase works great, but if the spell procs again, it just increases the hero's Strength further (30%).
Whereas I only want the heroes Strength to be able to increase a maximum of 15%.

How would I go about changing this to only allow a maximum of 15%?
I've thought of a few different ways, but I want to see what other people think.
I'd like a method that is easy (Coding wise, prefer not to add 100 variables or something), and efficient (Not as important).
Here's my code:
JASS:
scope ROTFC initializer ROTFCInit

    globals
        private constant string rotfcString = "innerfire"
    endglobals
    
    private struct data
        unit attacker
        unit dummy
        integer str
        timer t
        
        method onDestroy takes nothing returns nothing
            call ReleaseTimer(.t)
        endmethod
    endstruct

    private function Chance takes integer level returns integer
        return 100//level * 1
    endfunction
    
    private function RemoveStr takes nothing returns nothing
        local data d = GetTimerData(GetExpiredTimer())
        
        call BJDebugMsg("Running!")
        call SetHeroStr(d.attacker, d.str, true)
        call d.destroy()
    endfunction
    
    private function Conditions takes nothing returns boolean
        local data d = data.create()
        set d.attacker = GetAttacker()
        set d.str = GetHeroStr(d.attacker, true)
                
        if (GetUnitAbilityLevel(d.attacker, rotfc) > 0 and GetRandomInt(0, 100) <= Chance(GetUnitAbilityLevel(d.attacker, rotfc))) then
            call BJDebugMsg(I2S(R2I(d.str * 1.15)))
            set d.dummy = CreateUnit(GetOwningPlayer(d.attacker), dummyID, GetUnitX(d.attacker), GetUnitY(d.attacker), bj_UNIT_FACING)
            call UnitAddAbility(d.dummy, rotfcBuff)
            call SetUnitAbilityLevel(d.dummy, rotfcBuff, 1)
            call IssueTargetOrder(d.dummy, rotfcString, d.attacker)
            call UnitApplyTimedLife(d.dummy, 'BTLF', 0.01)
            call SetHeroStr(d.attacker, R2I(d.str * 1.15), false)
            set d.t = NewTimer()
            call SetTimerData(d.t, d)
            call TimerStart(d.t, 5., false, function RemoveStr)
        endif
        return false
    endfunction
    

    private function ROTFCInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer index = 0
        
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(index), EVENT_PLAYER_UNIT_ATTACKED, null)
            set index = index + 1
            exitwhen index == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function Conditions))
        set t = null
    endfunction
    
endscope


Also, for my second question.
I've only relearned structs/timers a bit ago, so I'm asking if someone can give me any pointers to optimize/fix my code up.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Hmm, I just had another thought after I posted this.
Using a boolean.
Here's how I changed it:
JASS:
scope ROTFC initializer ROTFCInit

    globals
        private constant string rotfcString = "innerfire"
        private boolean inc = false
    endglobals
    
    private struct data
        unit attacker
        unit dummy
        integer str
        timer t
        
        method onDestroy takes nothing returns nothing
            call ReleaseTimer(.t)
        endmethod
    endstruct

    private function Chance takes integer level returns integer
        return 100//level * 1
    endfunction
    
    private function RemoveStr takes nothing returns nothing
        local data d = GetTimerData(GetExpiredTimer())
        
        call SetHeroStr(d.attacker, d.str, true)
        set inc = false
        call d.destroy()
    endfunction
    
    private function Conditions takes nothing returns boolean
        local data d = data.create()
        set d.attacker = GetAttacker()
        set d.str = GetHeroStr(d.attacker, true)
                
        if (GetUnitAbilityLevel(d.attacker, rotfc) > 0 and GetRandomInt(0, 100) <= Chance(GetUnitAbilityLevel(d.attacker, rotfc)) and inc == false) then
            set inc = true
            set d.dummy = CreateUnit(GetOwningPlayer(d.attacker), dummyID, GetUnitX(d.attacker), GetUnitY(d.attacker), bj_UNIT_FACING)
            call UnitAddAbility(d.dummy, rotfcBuff)
            call SetUnitAbilityLevel(d.dummy, rotfcBuff, 1)
            call IssueTargetOrder(d.dummy, rotfcString, d.attacker)
            call UnitApplyTimedLife(d.dummy, 'BTLF', 0.01)
            call SetHeroStr(d.attacker, R2I(d.str * 1.15), false)
            set d.t = NewTimer()
            call SetTimerData(d.t, d)
            call TimerStart(d.t, 5., false, function RemoveStr)
        endif
        return false
    endfunction
    

    private function ROTFCInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer index = 0
        
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(index), EVENT_PLAYER_UNIT_ATTACKED, null)
            set index = index + 1
            exitwhen index == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function Conditions))
        set t = null
    endfunction
    
endscope

That works, but I still have the question of if anyone can give me points to optimize/'fix' my code up.
 

emjlr3

Change can be a good thing
Reaction score
395
for MUI use a unit group
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Ah, yes.
Forgot about MUI, :p
Here's the new code:
JASS:
scope ROTFC initializer ROTFCInit

    globals
        private constant string rotfcString = "innerfire"
        private group inc = CreateGroup()
    endglobals
    
    private struct data
        unit attacker
        unit dummy
        integer str
        real heal
        timer t
        
        method onDestroy takes nothing returns nothing
            call ReleaseTimer(.t)
        endmethod
    endstruct

    private function Chance takes integer level returns integer
        return 100//level * 1
    endfunction
    
    private function Heal takes nothing returns real
        return 0.03
    endfunction
    
    private function RemoveStr takes nothing returns nothing
        local data d = GetTimerData(GetExpiredTimer())
        
        call SetHeroStr(d.attacker, d.str, true)
        call GroupRemoveUnit(inc, d.attacker)
        call d.destroy()
    endfunction
    
    private function Conditions takes nothing returns boolean
        local data d = data.create()
        set d.attacker = GetAttacker()
        set d.str = GetHeroStr(d.attacker, true)
        set d.heal = GetUnitState(d.attacker, UNIT_STATE_MAX_LIFE) * Heal()
                
        if (GetUnitAbilityLevel(d.attacker, rotfc) > 0 and GetRandomInt(0, 100) <= Chance(GetUnitAbilityLevel(d.attacker, rotfc)) and IsUnitInGroup(d.attacker, inc) == false) then
            call GroupAddUnit(inc, d.attacker)
            set d.dummy = CreateUnit(GetOwningPlayer(d.attacker), dummyID, GetUnitX(d.attacker), GetUnitY(d.attacker), bj_UNIT_FACING)
            call UnitAddAbility(d.dummy, rotfcBuff)
            call SetUnitAbilityLevel(d.dummy, rotfcBuff, 1)
            call IssueTargetOrder(d.dummy, rotfcString, d.attacker)
            call UnitApplyTimedLife(d.dummy, 'BTLF', 0.01)
            call SetHeroStr(d.attacker, R2I(d.str * 1.15), false)
            call BJDebugMsg(R2S(d.heal))
            call SetUnitState(d.attacker, UNIT_STATE_LIFE, GetUnitState(d.attacker, UNIT_STATE_LIFE) + d.heal)
            set d.t = NewTimer()
            call SetTimerData(d.t, d)
            call TimerStart(d.t, 5., false, function RemoveStr)
        endif
        return false
    endfunction
    

    private function ROTFCInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer index = 0
        
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(index), EVENT_PLAYER_UNIT_ATTACKED, null)
            set index = index + 1
            exitwhen index == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function Conditions))
        set t = null
    endfunction
    
endscope

Anything else that could be optimized/fixed up?
 

dudeim

New Member
Reaction score
22
You use GetUnitAbilityLevel twice so think you need to make a variable off it for maximum efficiency, for the rest it looks good.
 

luorax

Invasion in Duskwood
Reaction score
67
Nope, calling GetUnitAbilityLevel() twice instead of a local variable is fine.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
I'd have to make it an integer in the struct;
So I think an extra struct member would be less efficient then calling a native twice, no?
 

luorax

Invasion in Duskwood
Reaction score
67
Yes, I think it'd be still less efficient. (I'm not sure - someone's already benchamrked these things, but I really forgot the results) But it doesn't matter, the difference is not noticeable.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Monovertex Monovertex:
    How are you all? :D
    +1
  • Ghan Ghan:
    Howdy
  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top