System BuffStruct

AoW_Hun7312

I'm a magic man, I've got magic hands.
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76
What result are you expecting? What is not happening what should, or you wish to have happen?

Did any of the examples help? ;)

The ability applies the buff, so isn't the onCreate method supposed to run? I just have a BJDebugMsg call there, and it isn't being displayed.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
JASS:
//! runtextmacro BuffType("Dummy")
    //! runtextmacro SetBuffName("DummyBuff")
    //! runtextmacro SetBuffAlignment("NEGATIVE")
    //! runtextmacro SetBuffTooltip(" ")
    //! runtextmacro SetBuffIcon("None")
//! runtextmacro BuffStruct()
    
    method onCreate takes nothing returns nothing
        call BJDebugMsg("Created!")
    endmethod
    method onDamageRecieved takes nothing returns nothing
        call BJDebugMsg("Damaged!")
    endmethod
    method preDestroy takes nothing returns nothing
        call BJDebugMsg("Destroyed!")
    endmethod
//! runtextmacro EndBuff()


None of the messages display.
 

Jesus4Lyf

Good Idea™
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397
Should be "onDamageReceived", but aside from that, I can take your buff and put it straight into the demo map and add it in the way the demo map add its buff, and it works 100%.

Let me know if implementing it in the demo map works for you. Remember that all buffs must be located between the BuffStruct head and footer, as per the documentation. :)
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Should be "onDamageReceived", but aside from that, I can take your buff and put it straight into the demo map and add it in the way the demo map add its buff, and it works 100%.

Let me know if implementing it in the demo map works for you. Remember that all buffs must be located between the BuffStruct head and footer, as per the documentation. :)

Apparently abilities that use the buffs don't "count" for this system. When I used the demo map and modified the Light Headed buff to display text, it worked. When I added the buff to Storm Bolt and casted it, it didn't work.
 

muzk

Member
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3
Is posible something like this:
JASS:

scope Something
globals
//blabla
endglobals
//! runtextmacro BuffType("something")
//.................
//! runtextmacro BuffStruct()
//.........................
//! runtextmacro EndBuff()
endscope
 

muzk

Member
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3
Because every usage I see is like...

JASS:
//! runtextmacro BuffType("tossBuff")
//.................
//! runtextmacro BuffStruct()
//.........................
//! runtextmacro EndBuff()
scope tossAbil
//onEffect tossBuff.create(blabla)
endscope

:D

Btw, thx j4l for your resources, they all are great ones :thup:
 

muzk

Member
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3
I have a small problem, sometimes my buffs shows an other buff Icon. I trought it happens cuz I created a lot of buff via this system and there are some that I dont use anymore or I deleted from the object data.

For example, I have two buffs : A and B. So, sometimes when I cast X spell that applies (via trigger) A, it shows B icon, but it do A actions.
 

Jesus4Lyf

Good Idea™
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397
Odd. I imagine like with any object data issues and this system, it will magically solve itself sooner or later... Usually once people save, restart the editor and save again or something it fixes up..

Either way, the system recreates all the abilities every time you save it. So deleting a buff should be fine, once it works itself out. :thup:

Let me know if problems persist...
 

Laiev

Hey Listen!!
Reaction score
188
What happen if I use BuffStruct + Status, I mean... Silence already got a buff, if I add status inside the buffstruct the target will get 2 buffs?

like:

JASS:
//! runtextmacro BuffType("Return")
    //! runtextmacro SetBuffName("Return")
    //! runtextmacro SetBuffAlignment("NEUTRAL")
    //! runtextmacro SetBuffTooltip("This unit is being Returned; it will return to its previous location soon.")
    //! runtextmacro SetBuffIcon("ReplaceableTextures\\CommandButtons\\BTNDaggerOfEscape.blp")
//! runtextmacro BuffStruct()
 
    method onApply takes nothing returns nothing
        call Status[.unit].addSilence()
    endmethod
    method preDestroy takes nothing returns nothing
        call Status[.unit].removeSilence()
    endmethod
//! runtextmacro EndBuff()
 

Laiev

Hey Listen!!
Reaction score
188
BuffStruct allow dynamic values?

JASS:
library A
globals
    private integer Dynamic = 0
endglobals

//! runtextmacro BuffType("Return")
    //! runtextmacro SetBuffName("Return")
    //! runtextmacro SetBuffAlignment("NEUTRAL")
    //! runtextmacro SetBuffTooltip("This unit is being Returned; it will return to its previous location soon.")
    //! runtextmacro SetBuffIcon("ReplaceableTextures\\CommandButtons\\BTNDaggerOfEscape.blp")
//! runtextmacro BuffStruct()
    integer i
    
    method onCreate takes nothing returns nothing
        set .i = Dynamic
    endmethod
    method onApply takes nothing returns nothing
        call Status[.unit].modStrBonus(.i)
    endmethod
    method preDestroy takes nothing returns nothing
        call Status[.unit].modStrBonus(-.i)
    endmethod
//! runtextmacro EndBuff()



function B takes unit u, integer h returns nothing
    set Dynamic = h
    call Return.setUnit(u).destroyTimed(20)
endfunction

endlibrary
 

muzk

Member
Reaction score
3
Yes, also you can do something like this if you dont beleive
JASS:
//! runtextmacro BuffType("Return")
    //! runtextmacro SetBuffName("Return")
    //! runtextmacro SetBuffAlignment("NEUTRAL")
    //! runtextmacro SetBuffTooltip("This unit is being Returned; it will return to its previous location soon.")
    //! runtextmacro SetBuffIcon("ReplaceableTextures\\CommandButtons\\BTNDaggerOfEscape.blp")
//! runtextmacro BuffStruct()
    private integer i
    method operator str= takes value returns nothing
          set this.i = value
          call Status[.unit].modStrBonus(value)
    endmethod
    method preDestroy takes nothing returns nothing
        call Status[.unit].modStrBonus(-.i)
    endmethod
//! runtextmacro EndBuff()

function B takes unit u, integer h returns nothing
    local Return k = Return.setUnit(u)
    set k.str = h
    call k.destroyTimed(20)
endfunction



Also, I'm not sure if something like this works
JASS:
    
   //.......
   method str takes value returns thistype
          set this.i = value
          call Status[.unit].modStrBonus(value)
          return this
    endmethod
    //......
function B takes unit u, integer h returns nothing
    call Return.setUnit(u).str(h).destroyTimed(20)
endfunction
 

13lade619

is now a game developer :)
Reaction score
399
I want to modify this to check if the buff was destroyed before before calling the callback on timedDestroy..
so that I wont do a double removal.

JASS:
        private static method timedDestroyCallback takes nothing returns nothing
            static if LIBRARY_TimerUtils then
                local timer t=GetExpiredTimer()
                call thistype(GetTimerData(t)).destroy()
                call ReleaseTimer(t)
            endif
        endmethod


Any ideas?
 
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