System BuffStruct

I don't think Jesus should add more functionality to the system, as it would overload it.
At a certain point in programming, adding more features to a program causes the program to be less flexible instead of adding flexibility. Not to mention the efficiency loss of every additional check that has to be done. I don't want buffs to be automaticly cleared when a unit dies. If you feel like you need it, then just create a simple onDeath trigger and remove all buffs from the unit by enuming at the moment of dying.
I think the system is perfectly fine when he finally fixes the issue with multiple buffs on the same unit.
 
I don't think Jesus should add more functionality to the system, as it would overload it.
Right. :)
I think the system is perfectly fine when he finally fixes the issue with multiple buffs on the same unit.
Which will be solved with BuffType[unit] when I get around to it. :p
hey,

There's this serious 'Double Remove' bug happening on my map.
Zack1996 says that he's getting some negative bonuses sometimes when using my spells with Buffstruct+Status.

idk maybe it's my coding but i strongly sense it's buffstruct...
Check that you're not double-freeing, or re-calculating the amount after the values it is based on has changed. I strongly doubt a buff struct issue. Post the code for the 'bugged' buffs if you want it reviewed. :thup:

Make sure that each buff can only be destroyed once - turning debug mode on will reveal if they are being double-freed.
 
Make sure that each buff can only be destroyed once - turning debug mode on will reveal if they are being double-freed.
i think most of the bugs were gone with the update.

i'm sure it wasnt double-freeing it didnt display any AIDS errors (i'm on debug).

it ran the onRemove method twice and i checked that sometimes the values i initiated on onApply were null.
 
System should be modular, you know. So its easy to add additional libraries, which add additional features.

( And dont start again about "big systems that do everything" -stuff. It is supposed to be a big system which does everything, but that doesnt mean that it cant be modular too )

Anyways. Id like to see BuffClasses too. Having only Positive and Negative just aint enough. We need N number of classes for all kind of ultimate and elemental buffs.
 
I don't want buffs to be automaticly cleared when a unit dies.

It would not do any change in system, and buff wouldn't be automaticly destroyed unless you'd add line like this to buff declaration.

[ljass]//! runtextmacro SetBuffDeathDestroy("true")[/ljass]

or just

[ljass]set thistype.BUFF_DEATH_DESTROY=true[/ljass]

otherwise the buff would react absolutely same as the one made by current system. :)
 
Thats the wrong way.

You simply have a buff clearing trigger like this:

event: -unit dies

actions: -wait for 0 sec, so other death actions can run and you can still use buffs in those triggers
-remove all buffs.

( Unless you have some priority even stuff, when you just make sure that this even is run after other death events )


Its not system codes job to auto remove buffs. ( Although it should come with some simple remove script like this. )
 
Thats the wrong way.

You simply have a buff clearing trigger like this:

event: -unit dies

actions: -wait for 0 sec, so other death actions can run and you can still use buffs in those triggers
-remove all buffs.

( Unless you have some priority even stuff, when you just make sure that this even is run after other death events )


Its not system codes job to auto remove buffs. ( Although it should come with some simple remove script like this. )

It should be the system's job to automatically run destroy methods when buffs are removed. It's up to you to code the onRemove method, which may remove an effect only under certain conditions.

You should not have to manually destroy buffs when a unit dies, because those buffs ARE removed. If he revives, he won't have those buffs. Buffstruct is here to make those icons you see under a unit's status actually mean something, not to do your spells' triggering for you.

Viikuna, if you have to manually destroy buffs, you would also first have to check if the unit has buffs of every type. If you simply tell it to destroy the unit's buffs and the unit has none, you may come across problems.
 
It should be the system's job to automatically run destroy methods when buffs are removed. It's up to you to code the onRemove method, which may remove an effect only under certain conditions.
No it is not. Just because a buff is removed, you do not necesarily want it to also be destroyed (depends on your spells wether you want that or not ... things like reflection and stuff are always great).

You should not have to manually destroy buffs when a unit dies, because those buffs ARE removed. If he revives, he won't have those buffs.
He will have those buffs even after revival, because those buffs are simply auras. Dead units do not lose their abilities just because they are dead.

Viikuna, if you have to manually destroy buffs, you would also first have to check if the unit has buffs of every type. If you simply tell it to destroy the unit's buffs and the unit has none, you may come across problems.
No, as you can use the EnumBuffs func the system has. That's what it is there for.
And btw; you can't just "destroy" the buffs blindly. It wouldn't work, as you would have to know the struct ID of that buff instance. Struct destruction is not static.
 
It should be the system's job to automatically run destroy methods when buffs are removed. It's up to you to code the onRemove method, which may remove an effect only under certain conditions.

You should not have to manually destroy buffs when a unit dies, because those buffs ARE removed. If he revives, he won't have those buffs. Buffstruct is here to make those icons you see under a unit's status actually mean something, not to do your spells' triggering for you.

Viikuna, if you have to manually destroy buffs, you would also first have to check if the unit has buffs of every type. If you simply tell it to destroy the unit's buffs and the unit has none, you may come across problems.

Viikuna didn't mean death triggers/functions of this system. But death triggers/functions in your map, for example spell which deals damage to nearby unit depending how many buff unit has.

And Viikuna you've got there point. :thup:

I haven't think about this. +rep :p
(can't, mehehe)
 
Viikuna didn't mean death triggers/functions of this system. But death triggers/functions in your map, for example spell which deals damage to nearby unit depending how many buff unit has.

I'm talking about the BuffStructs you create via textmacros. Of course it shouldn't touch your spell structs that simply create BuffStructs inside it. I don't think Viikuna was talking about outside structs, but the actual BuffStructs you create via textmacro.

No it is not. Just because a buff is removed, you do not necesarily want it to also be destroyed (depends on your spells wether you want that or not ... things like reflection and stuff are always great).

This is essentially a buff wrapping struct. It should function in a way identical to a buff: onApply when a unit has a buff applied to it. onRemove when a unit loses a buff. Units lose ALL their buffs when they die.

He will have those buffs even after revival, because those buffs are simply auras. Dead units do not lose their abilities just because they are dead.

An aura that still works on nearby units after the unit is dead should be done via a unit attachment system, such as AIDS. The actual effect of the aura can be done with BuffStruct.

The unit does NOT 'still have' these buffs after revival, because when they unit dies he loses these buffs. They are reapplied when the unit revives.

No, as you can use the EnumBuffs func the system has. That's what it is there for.
And btw; you can't just "destroy" the buffs blindly. It wouldn't work, as you would have to know the struct ID of that buff instance. Struct destruction is not static.

Exactly my point: you can't just 'destroy the bluffs blindly', as it can cause problems. My idea was simply to destroy any and all buffs, without knowing or caring what buffs the unit had. However, I didn't realize Jesus4Lyf had implemented the EnumBuffs method.
 
An aura that still works on nearby units after the unit is dead should be done via a unit attachment system, such as AIDS. The actual effect of the aura can be done with BuffStruct.

The unit does NOT 'still have' these buffs after revival, because when they unit dies he loses these buffs. They are reapplied when the unit revives.

He's saying that these "dummy" buffs are created via aura.. [ljass]'Aasl'[/ljass]
 
I was talking about how buff systems should work in general.

You dont always wanna destroy every buff of unit, whenit dies, so its no systems job.

If you do wanna do it you can trigger a trigger like in the post I made before.
If you wanna do something else, you can do a trigger for that too.

You can even edit that stuff later, without having to touch the system code.

( Moar modularity )
 
Removing before timedDestroy

I need something like this:

A buff that will last up to XX seconds.
but, if the buffed unit deals damage (onDamageDealt) the buff will be destroyed.

problem is, if i call .destroy() inside the methods, the .onDestroy will also run when the timer stops and will run on a null struct.

so what i'm asking for is a way to stop the timer and to 'properly' remove the buff manually.
 
I need the same. I agree with 13lade619. You should add such a feature.

Also, prolonging buff durations. :thup:
 
StarCraft 2 release. :p
Doesn't really matter anymore, as Starcraft II is one of the greatest disappointments of the mapping scene that was ever created.

Code limit and extremely limited bank system is just plain FAIL and destroys everything that made the SC2 engine superior to WC3. :nuts:
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Varine Varine:
    A probate is usually done with a will, yes? If so I am sorry for your loss
    +1
  • The Helper The Helper:
    Yeah Tom, me too sorry for your loss buddy my mom told me she finds out her olds friend died from Google searching them. She had not talked to one of her old friends in a year and found out she died from Google. Also another one in the same session. RIP all of them my sincere condolences Tom
    +1
  • Varine Varine:
    We have some elderly guests that regularly come hang out at the bar at the end of the night, and every once in a while we don't see someone for a few weeks and then someone shows up with their obituary.
  • Varine Varine:
    We usually let them do their memorials there in the morning if they want to and I'll make them some snacks and drinks. There was one guy named Tom that came in like every night and would sit by himself and get a bunch of soup and a glass of wine. idk why but he LOVED our fucking soup, like he would order a fucking quart of it at a time and would always get so sad when we stop doing it for the summer.
    +1
  • Varine Varine:
    But he also loved our calamari, which is another thing I hate but it sells super well so I can't change it. There was one day he came in and was asking me how to make it, because he tried to at home once in the off season when we stop running it and he really wanted it lol
  • Varine Varine:
    I think he's one of the only people I've made recipes for for free because he really wanted a broccoli cheddar, and it was like dude I don't have a recipe, it's just whatever I have, but here, this is how you do it
  • Varine Varine:
    I don't think he ever figured out how to do the calamari in a pan though, like idk how to do that either. He was afraid of the at home deep fryers though and it's like yeah, that's fair, I am too
  • Varine Varine:
    He was just such a sweet old man, we had two servers pregnant and they held a baby shower together, he was soooooo fucking excited to get to see a baby. Unfortunately he died a month or so before they were born
  • The Helper The Helper:
    So I decided to Google some people that I had not seen or heard from in a while and sure enough one of my old best friends, we had a falling out years ago but whatever, find out he died of Pancreatic Cancer in January. I have also lost a few of my closer acquaintances from growing up the last year. Getting old - people die - I kinda thought it was going to be this way a few years ago....
    +2
  • The Helper The Helper:
    Forum running super slow again
  • Ghan Ghan:
    Not really clear from the stats as to what is causing the slowness.
  • Ghan Ghan:
    We get a lot of guest traffic so it may just be the load is getting too high and not from any particular source.
  • Ghan Ghan:
    Looks like the server is maxed out on CPU.
  • Ghan Ghan:
    Oh it looks like a lot of the traffic is Silkroad Forums. That domain isn't protected by Cloudflare.
  • Ghan Ghan:
    But the old Silkroad site is still on its own server. I just had a test site set up on this server for it.
  • Ghan Ghan:
    I just disabled that test site. Let's see if that helps the load.
  • Ghan Ghan:
    Looks much better already.
  • The Helper The Helper:
    I had actually forgot about the Silkroad site. I had asked
  • The Helper The Helper:
    SD Ryoko about it and he said the couple of people left on there really like it, that was a few years ago, maybe I should check back
  • jonas jonas:
    I guess when you're getting old, and the last day of soup season draws near, you start wondering
  • jonas jonas:
    will I make it to the start of the next season? or was this the last time I'll ever have my favorite dish?
  • The Helper The Helper:
    I am doing my first Vibe Coding project. In installed the environment and tools according to instructions but it is all chat doing this for me at my direction. It is fun really and holy shit I might finish in 2 hours what it would have taken a day to in my Access and this would be an electron app complete new
  • Ghan Ghan:
    Good stuff.
  • Ghan Ghan:
    Just make sure it is secure. :)
  • The Helper The Helper:
    It will only be on internal network

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials
      Top