System Status

muzk

Member
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3
How Can I do an aura with Status and BuffStruct??

I wanna do a spell that slows units in 500.00 aoe from the spell target location for 5 seconds (reduce the movespeed only if the unit is in that range), it's is easy with a dummy unit + slow aura, but how I can do that with these systems?
 

Jesus4Lyf

Good Idea™
Reaction score
397
I tried with Disable, Pause and Stun. Only Pause seems to work
Got a demo map? I'm sure they all work...

i have a question about this system..
It seems that i can add negative bonuses to a unit correct? ( lets say reduction of attack damage )
Whenever i decrease the attack damage by 1, it doubles the previous reduction..

example:
JASS:
    private function AtckRed takes integer lvl returns integer
        return /*10 + ( lvl * 15 )*/ 1
    endfunction

    private function PB_Attacked takes nothing returns boolean  
        local unit attacked = GetTriggerUnit()
        local unit attacker = GetEventDamageSource()
        local integer i 
        local integer id = GetUnitId( attacker )
        
        call DisableTrigger( GetTriggeringTrigger() )
        
        if Damage_IsAttack() == true and GetUnitAbilityLevel( attacker, 'B00C' ) >= 1 then
            set i = Status[ attacker ].getDamageBonus()
            call BJDebugMsg( I2S( AtckRed( level[ id ] ) ) ) // equal to 1, displayed: 1
            call Status[ attacker ].modDamageBonus( i - AtckRed( level[ id ] ) )
            set dmgred[ GetUnitId( attacker ) ] = dmgred[ id ] + AtckRed( level[ id ] )
        endif
        
        call EnableTrigger( GetTriggeringTrigger() )
        
        set attacked = null
        set attacker = null
        
        return false
    endfunction

in this case, AtkRed == 1 so every time the unit attacks it decreases its attack damage by 1, then 3, then 7, then 15, then 31 and so on.. Why is that? :confused:
I fully intend to investigate this at some point.
Edit: Wait, what?
JASS:
call Status[ attacker ].modDamageBonus( i /* <-- */ - AtckRed( level[ id ] ) )

Why is that in there? modDamageBonus [LJASS]!=[/LJASS] setDamageBonus. If you want to subtract 1 from a unit's damage, call [LJASS]Status[myUnit].modDamageBonus(-1)[/LJASS]. Sorry about the delay. :)
 
Reaction score
91
Just noticed that your Banish spell uses a Doom buff... Is this intentional or was left like that by mistake?

EDIT: Btw, just wanted to tell you that I recently realized the power of all your resources. They're just amazing, gj. :)
 

Laiev

Hey Listen!!
Reaction score
188
j4l, what about to implement "GetUnitSpeed"? or should I do this manually :D

JASS:
//              - MoveSpeed (modMoveSpeedBonus, getMoveSpeedBonus)
//              - MoveSpeedPercent (modMoveSpeedPercentBonus, getMoveSpeedPercentBonus)


huh?
 

Laiev

Hey Listen!!
Reaction score
188
that return the move speed which the system provide...

and your function is to see the DEFAULT not the full...

to see the current (full) MS, use:

JASS:
constant native GetUnitMoveSpeed takes unit whichUnit returns real
 

Laiev

Hey Listen!!
Reaction score
188
you can use just the native...

since this system add move speed in warcraft 3 way, so the native will display everything, don't need to make a new function
 

muzk

Member
Reaction score
3
Not rly.
JASS:
        call BJDebugMsg(R2S(GetUnitMoveSpeed(u)))
        call Status<u>.modMoveSpeedBonus(100)
        call BJDebugMsg(R2S(GetUnitMoveSpeed(u)))
        call Status<u>.modMoveSpeedBonus(-100)
        call Status<u>.modMoveSpeedPercentBonus(100)
        call BJDebugMsg(R2S(GetUnitMoveSpeed(u)))
        call Status<u>.modMoveSpeedPercentBonus(-100)
</u></u></u></u>

Used on 'Hpal' lvl 10, everything shows 270 :D

Also
JASS:
 ////////////////////
        // Movement Speed //
        ////////////////////
        
        private real moveSpeedBonus
        private real moveSpeedPercentBonus
        private real x
        private real y
        private static real updateUnitX
        private static real updateUnitY
        private static real xInc
        private static real yInc
        private static real updateDist
        private method periodic takes nothing returns nothing
            set thistype.updateUnit=this.unit
            set thistype.updateUnitX=GetUnitX(thistype.updateUnit)
            set thistype.updateUnitY=GetUnitY(thistype.updateUnit)
            set thistype.xInc=thistype.updateUnitX-this.x
            set thistype.yInc=thistype.updateUnitY-this.y
            set thistype.updateDist=SquareRoot(thistype.xInc*thistype.xInc+thistype.yInc*thistype.yInc)
            if thistype.updateDist&gt;0 then
                if UnitAlive(thistype.updateUnit) and this.disableLevel&lt;=0 and this.stunLevel&lt;=0 and this.pauseLevel&lt;=0 and this.immoboliseLevel&lt;=0 and GetUnitMoveSpeed(thistype.updateUnit)&gt;0 then
                    if this.moveSpeedPercentBonus!=0.0 then
                        set thistype.updateUnitX=thistype.updateUnitX+thistype.xInc*this.moveSpeedPercentBonus
                        set thistype.updateUnitY=thistype.updateUnitY+thistype.yInc*this.moveSpeedPercentBonus
                    endif
                    if this.moveSpeedBonus!=0.0 then
                        set thistype.updateDist=this.moveSpeedBonus/thistype.updateDist
                        set thistype.updateUnitX=thistype.updateUnitX+thistype.xInc*thistype.updateDist
                        set thistype.updateUnitY=thistype.updateUnitY+thistype.yInc*thistype.updateDist
                    endif
                    call SetUnitX(thistype.updateUnit,thistype.updateUnitX)
                    call SetUnitY(thistype.updateUnit,thistype.updateUnitY)
                endif
            endif
            set this.x=thistype.updateUnitX
            set this.y=thistype.updateUnitY
        endmethod
        implement T32xs
        method modMoveSpeedBonus takes real amount returns nothing
            set this.moveSpeedBonus=this.moveSpeedBonus+amount*T32_PERIOD
            if this.moveSpeedBonus==0 and this.moveSpeedPercentBonus==0 then
                call this.stopPeriodic()
            else
                set this.x=GetUnitX(this.unit)
                set this.y=GetUnitY(this.unit)
                call this.startPeriodic()
            endif
        endmethod
        method getMoveSpeedBonus takes nothing returns real
            return this.moveSpeedBonus/T32_PERIOD
        endmethod
        method modMoveSpeedPercentBonus takes real amount returns nothing
            set this.moveSpeedPercentBonus=this.moveSpeedPercentBonus+amount*0.01
            if this.moveSpeedBonus==0 and this.moveSpeedPercentBonus==0 then
                call this.stopPeriodic()
            else
                set this.x=GetUnitX(this.unit)
                set this.y=GetUnitY(this.unit)
                call this.startPeriodic()
            endif
        endmethod
        method getMoveSpeedPercentBonus takes nothing returns real
            return this.moveSpeedPercentBonus/0.01
        endmethod
    endstruct
endlibrary
 

Jesus4Lyf

Good Idea™
Reaction score
397
JASS:
function GetUnitSpeed takes unit u returns real
    local Status s=Status<u>
    return GetUnitMoveSpeed(u)*(s.getMoveSpeedPercentBonus()/100.+1)+s.getMoveSpeedBonus()
endfunction</u>

Should do it. :)
JASS:
call Status[whichUnit].addEvasion(chance)
call Status[whichUnit].getEvasion()
Reasons for not doing that are more about implementation - either I need 100 different evasion abilities for each percentage possible, or it is implemented using Damage, which I prefer.

>Just noticed that your Banish spell uses a Doom buff... Is this intentional or was left like that by mistake?
Will look into it, some time..

>EDIT: Btw, just wanted to tell you that I recently realized the power of all your resources. They're just amazing, gj. :)
Cheers, always happy when people enjoy my constructs. :thup:
 
Reaction score
91
^ As far as I've read, it seems that Evasion gets "rounded" to the nearest possible number, for example:
18% -> 20%
13% -> 15% etc.
 

muzk

Member
Reaction score
3
I used 100% mana regeneration percent bonus, its a MEGA regeneration not like warcraft 3 regeneration bonus ^^
 

Laiev

Hey Listen!!
Reaction score
188
100% of mana regen != to [ljass]call Status[unit].modManaRegenPercent(100)[/ljass]

100% of mana regen == to [ljass]call Status[unit].modManaRegenPercent(1) // or (1.)[/ljass]

since it's based on real :)
 
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