System Bonus (unit state modification)

Cohadar

master of fugue
The answer to both questions is yes.

Life regen is a BinaryBonus.
ManaRegen is a LinearBonus.
 

LilBlueSmurf

New Member
Okay cool. More questions:

How does this help if a bonus is of the linear type? If I needed to have say 50 different levels of a linear bonus ranging from 1 to 50 wouldn't this require just as much as a single 50 level ability?

What do I use for life and mana regen? Would the life regen from a heal aura be correct, and perhaps mana regen from brilliance aura? And would either of these require spellbooks to hide?
 

Cohadar

master of fugue
Okay cool. More questions:

How does this help if a bonus is of the linear type? If I needed to have say 50 different levels of a linear bonus ranging from 1 to 50 wouldn't this require just as much as a single 50 level ability?

What do I use for life and mana regen? Would the life regen from a heal aura be correct, and perhaps mana regen from brilliance aura? And would either of these require spellbooks to hide?
Those are all the things you can test yourself.
 

SerraAvenger

Cuz I can
Should be possible.

Just reuse one of the plugins with the data of the spell you want.

EDIT:
you'ld also have to add an IBonus for Magic resistance in here. Should then work perfectly fine.

JASS:
//===========================================================================
//  Bonus struct global variables
//===========================================================================
globals
    public IBonus Life
    public IBonus Mana
    public IBonus Armor
    public IBonus Damage
    public IBonus Str
    public IBonus Agi
    public IBonus Int
    public IBonus AttackSpeed
    public IBonus MoveSpeed    
    public IBonus Evasion
    public IBonus Critical
endglobals

//===========================================================================
//  Init bonus structs
//===========================================================================
private function Init takes nothing returns nothing
    set Life   = BinaryBonus.create('A8L0', 8, 100)
    set Mana   = BinaryBonus.create('A8M0', 8, 100)
    
    set Armor  = BinaryBonus.create('A8D0', 8, 1)
    set Damage = BinaryBonus.create('A8T0', 8, 5)
    
    set Str    = BinaryBonus.create('A8S0', 8, 1)
    set Agi    = BinaryBonus.create('A8A0', 8, 1)
    set Int    = BinaryBonus.create('A8I0', 8, 1)
    
    set AttackSpeed = BinaryBonus.create('A8H0', 7, 5)
    set MoveSpeed   = LinearBonus.create('A8P1', 10, 5, false)    
    
    set Evasion  = LinearBonus.create('A8E1', 8, 5, true)
    set Critical = LinearBonus.create('A8C1', 8, 5, true)
endfunction

endlibrary


PS: With cohadar gone, you'll have to do it yourself unless you find someone who does it for you.
 

NetherHawk

New Member
Hi, in the map attack speed plugin is 0.05, 0.1, 0.2, 0.4 so on and so forth, does this mean that the delta value is 0.05 ? And if this is so, does this mean i can give a bonus of 0.3?
 

SerraAvenger

Cuz I can
any multiple of delta. Must be smaller than (2⁸-1)*delta though (not sure on the actual exponent, but you get the idea)
 

Jesus4Lyf

Good Idea™
I don't really see why this uses the IBonus interface. I don't see people passing bonuses as parameters, which is the only purpose that seems to serve. I'm not thrilled how much this system goes through to add 1 to a unit's damage - I'd like to add a unit's mana to its damage as a bonus, but using this would mean periodically firing n complexity functions through trigger evaluates. Is this likely to be optimised further?
 

Viikuna

No Marlo no game.
Im still looking forward for bonus system which reads initial stats values from object editor with gsl or some other way, and then writes them to units bonus structs automaticly.

Something I havent really seen in public yet.

Would be cool ( hint, hint... )
 

Viikuna

No Marlo no game.
And base armor, and base min and max damage, and base movespeed and base magic resistance and base other thingies.


Thats why UnitProperties is the best system right now. Its like some cool OOP unit object, which allows you to read and modify all values of unit. ( And then again, there aint any version of UnitProperties which does that initial values stuff published yet. )

edit So my point was: there should be no different systems for object editor values and bonus scripts, just one unit object: UnitProperties.
 

SerraAvenger

Cuz I can
I don't really see why this uses the IBonus interface. I don't see people passing bonuses as parameters, which is the only purpose that seems to serve. I'm not thrilled how much this system goes through to add 1 to a unit's damage - I'd like to add a unit's mana to its damage as a bonus, but using this would mean periodically firing n complexity functions through trigger evaluates. Is this likely to be optimised further?
n?
Did I miss something? Las time I checked it was log n...
 
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