System Assist v 1.0

muzk

Member
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3
Yup, another Assitance System.
I was looking for an Assistance System that don't use Forces or units groups, I didnt find so I created this one.

Requires:

- NewGen Editor
- AIDS
- TimerUtils
- Damage
- GetPlayerNameColored (it is just for displaying colored messages)


Pros
- Doesn't use groups or force, like others systems
- Easy to implement
- Easy to combine with others systems, like a killing streak one. You just have to go to the configuration zone and edit the event responces functions.

JASS:
//==================
//  Assist
//==================
// 
//
//  ABOUT:
//          Assist is an Assistance System which could handle multiple Heros/Units per player. It uses AIDS struct, 
//          so it's really easy to use. It doesn't uses force or unit groups, it was made using linked list idea.
//          By now, this system registers as an assist any damage greater than 0, and lasts for 'ASSIST_DAMAGE_INTERVAL' 
//          seconds. Also, you can use AssistSpellModule library to register these spells with no damage, 
//          e.g. slows, as an assyst.
//
//  IMPLEMENTATION:
//          Create a new trigger object called Assist, go to 'Edit -> Convert
//          to Custom Text', and replace everything that's there with this script.
//
//          Also, this library requires:
//                  - Damage  (<a href="http://www.thehelper.net/forums/showthread.php/131287-Damage" class="link link--internal">http://www.thehelper.net/forums/showthread.php/131287-Damage</a>)
//                  - TimerUtils (<a href="http://www.wc3c.net/showthread.php?t=101322" target="_blank" class="link link--external" rel="nofollow ugc noopener">http://www.wc3c.net/showthread.php?t=101322</a>)
//                  - GetPlayerNameColored (http://www.wc3c.net/showthread.php?...spells that doesnt damages.
- v 1.0 : Release
 

Attachments

  • Assist.w3x
    61 KB · Views: 402

Laiev

Hey Listen!!
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188
hmmm... this will bug with Status (for example), because Status use a dummy to cast all the spells, will register the dummy instead of the real caster |:
 

muzk

Member
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Oh yeah, AssistSpellModule will "bug" with status, you have to do sth like this:
Code:
if Assist_isUnitRegistered(t) and IsUnitEnemy(t,who) and GetUnitTypeId(GetTriggerUnit())!=DUMMY__UNIT_ID then
Anyways, that is an optional module. You can use Assist[unit].registerPlayer(player) whenever you want
 

tooltiperror

Super Moderator
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231
- Doesn't use groups or force, like others systems

Internally, groups are just lists/heaps/something of units. Remaking a list of units instead of a group is equal at best, and less efficient/speedy the rest of the time. And why should I use your system instead of an existent one?

And you should add links to the systems.
 

muzk

Member
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3
I'm using it because I don't wanna use 1 player force for each unit registered, also, you cant just use an array cuz you will reach max instances.

You should use it cuz its very flexible, you can add your own actions in event response functions like increase the death/killer/asssist count for X player and actualice multiboards, give bounty's etc.
 

tooltiperror

Super Moderator
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231
you cant just use an array cuz you will reach max
But the same limit is imposed on you by a linked list. If you want to do something else, you must become O(n).

hmmm... this will bug with Status (for example), because Status use a dummy to cast all the spells, will register the dummy instead of the real caster |:

Let's have a scenario. You create the spell Hurl Boulder with the hypothetical rawcode [ljass]'hurl'[/ljass]. The rawcode in Status for the stun spell is [ljass]'A500'[/ljass]. Your condition for casting hurl boulder would look like this:

JASS:
.   private function Conditions takes nothing returns boolean
        return (GetSpellAbilityId()==&#039;hurl&#039;)
    endfunction


It will not trigger off of for Status, because it's working off of [LJASS]'hurl'[/LJASS] not [LJASS]'A500'[/LJASS].

And you should still add in the links to the systems, preferably hot links.
 

muzk

Member
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3
But the same limit is imposed on you by a linked list. If you want to do something else, you must become O(n).
What you meant with O(n)?
And you should still add in the links to the systems, preferably hot links.
Oh, I forgot, added ;)
 

tooltiperror

Super Moderator
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231
1) The documentation is horribly ugly. It's a big turn off, I don't want to read that when I put it in my map. Here's a skeleton to give you an idea of what people like.

JASS:

//==================
//  Assist
//==================
//
//  ABOUT:
//
//  IMPLEMENTATION:
//
//  CREDITS:
//
//
// ~ ~ ~ ~~~~~~~
library Assist requires ...


That's just how I like to do it. You should make it how you like it, and it's not a requirement for approval, but it looks nice.

2) Your functions appear to be over documented. Assume people who are editing it know JASS.

JASS:

.   //@Assist_filter: use this filter to determine wich units do you wanna register using this system.
    // Registered units when die, it display a menssage to all players. This mensagge shows the killer players and players who assisted.
    // For example you can register only heroes.
    private function Assist_filter takes unit u returns boolean
        return IsUnitType(u,UNIT_TYPE_HERO)
    endfunction


->

JASS:

.   // Checks if a unit is a valid assisting unit
    private function Filter takes unit u returns boolean
        return IsUnitType(u,UNIT_TYPE_HERO)
    endfunction


I think they can figure it out. Again, optional.

3) You have a ton of spelling errors, about everywhere. It will behoove you to fix them.

Not any comments on the system core.
 

tooltiperror

Super Moderator
Reaction score
231
Another long time with no updates (and he even promised them!)

Graveyarded.
 
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