Snippet Save Hero XP and Level

Nestharus

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JASS:

//Requires
//  NumberStack         hiveworkshop.com/forums/1993458-post521.html
//  GetMapMaxHeroLevel  hiveworkshop.com/forums/1994245-post536.html
//  SetHeroLevelX       hiveworkshop.com/forums/1994340-post545.html
//  UnitStatePercent    hiveworkshop.com/forums/jass-functions-413/snippet-unit-state-percent-189943/

//saves hero level and hero xp
library SaveXP uses NumberStack, GetMapMaxHeroLevel, SetHeroLevelX, UnitStatePercent
    function SaveHeroXP takes NumberStack stack, unit whichUnit returns nothing
        if (GetHeroLevel(whichUnit)!=GetMapMaxHeroLevel()) then
            call stack.push(GetPercentHeroXP(whichUnit),99)
        endif
        call stack.push(GetHeroLevel(whichUnit)-1,GetMapMaxHeroLevel()-1)
    endfunction
    function LoadHeroXP takes NumberStack stack, unit whichUnit returns nothing
        call SetHeroLevelX(whichUnit,stack.pop(GetMapMaxHeroLevel()-1)+1)
        if (GetHeroLevel(whichUnit)!=GetMapMaxHeroLevel()) then
            call AddPercentHeroXP(whichUnit,stack.pop(99))
        endif
    endfunction
endlibrary


JASS:

//Requires
//  NumberStack         hiveworkshop.com/forums/1993458-post521.html
//  GetMapMaxHeroLevel  hiveworkshop.com/forums/1994245-post536.html
//  SetHeroLevelX       hiveworkshop.com/forums/1994340-post545.html
//  UnitStatePercent    hiveworkshop.com/forums/jass-functions-413/snippet-unit-state-percent-189943/

//saves hero level and hero xp
library SaveXPBuffer uses NumberStack, GetMapMaxHeroLevel, SetHeroLevelX, UnitStatePercent, Buffer

    //function SaveHeroXP takes NumberStack stack, unit whichUnit returns nothing
    //function LoadHeroXPToBuffer takes NumberStack stack, unit whichUnit returns nothing
    //function LoadHeroXPFromBuffer takes unit whichUnit returns nothing
    
    function LoadHeroXPToBuffer takes NumberStack stack, unit whichUnit returns nothing
        call Buffer.write(stack.pop(GetMapMaxHeroLevel()-1)+1)
        if (GetHeroLevel(whichUnit)!=GetMapMaxHeroLevel()) then
            call Buffer.write(stack.pop(99))
        endif
    endfunction
    function LoadHeroXPFromBuffer takes unit whichUnit returns nothing
        call SetHeroLevelX(whichUnit,Buffer.read())
        if (GetHeroLevel(whichUnit)!=GetMapMaxHeroLevel()) then
            call AddPercentHeroXP(whichUnit,Buffer.read())
        endif
    endfunction
endlibrary
 
No documentation whatsoever. I know it is obvious what this does for experienced mappers, but it needs some documentation for all the mappers who might want to use this.
 
Is there a reason that this was graveyarded?

And this one does include logic that people normally don't account for in save/load.



The moderator needs to provide the reason for moving a resource to the graveyard -.-.
 
I'm not sure who graveyarded these without a note, but I'll move them back to the T&R Index.

The problem is really that these snippets have little user. Anyone who needs a save/load will either settle for Encoder, AceHart's, or another system that seems easier to use.
 
The problem is really that these snippets have little user. Anyone who needs a save/load will either settle for Encoder, AceHart's, or another system that seems easier to use.

The problem is that using snippets is actually easier to use than all systems other than AceHart's.
 
Then if I'm a GUI user, I'll just use AceHart's.

If I'm a Jasser, I'll suck it up and use Encoder.
 
Encoder can't do as much as snippets and is harder to use, u'd never want to use Encoder =\.


It's either AceHart's for ease of use and a hit on the code size or the snippets. Any other choice would be silly nilly ;p


And keep in mind that AceHart's barely beats this for ease of use. As I pointed out, there is only 1 extra argument NumberStack. I'm not sure that it's slighter ease of use is worth the major hit on code size.


I wrote both of these and I've used both of them in real scenarios. Believe me, the snippets are way easier. I was almost sad that all of the work I put into Encoder went to waste.
 
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