System Heal

HeX.16

Isn't Trollin You Right Now
Reaction score
131
JASS:
//
//      @@   @@   @@@@@@    @@@    @    
//      @@   @@   @@       @   @   @
//      @@@@@@@   @@@@@   @ @@@ @  @
//      @@   @@   @@      @     @  @
//      @@   @@   @@@@@@  @     @  @@@@@@@@

Shorten this L and i will use this system in my map.
 

Lyerae

I keep popping up on this site from time to time.
Reaction score
105
JASS:
//          /\    \                  /\    \                  /\    \                  /\    \ 
//         /::\____\                /::\    \                /::\    \                /::\____\
//        /:::/    /               /::::\    \              /::::\    \              /:::/    /
//       /:::/    /               /::::::\    \            /::::::\    \            /:::/    / 
//      /:::/    /               /:::/\:::\    \          /:::/\:::\    \          /:::/    /  
//     /:::/____/               /:::/__\:::\    \        /:::/__\:::\    \        /:::/    /   
//    /::::\    \              /::::\   \:::\    \      /::::\   \:::\    \      /:::/    /    
//   /::::::\    \   _____    /::::::\   \:::\    \    /::::::\   \:::\    \    /:::/    /     
//  /:::/\:::\    \ /\    \  /:::/\:::\   \:::\    \  /:::/\:::\   \:::\    \  /:::/    /      
// /:::/  \:::\    /::\____\/:::/__\:::\   \:::\____\/:::/  \:::\   \:::\____\/:::/____/       
// \::/    \:::\  /:::/    /\:::\   \:::\   \::/    /\::/    \:::\  /:::/    /\:::\    \       
//  \/____/ \:::\/:::/    /  \:::\   \:::\   \/____/  \/____/ \:::\/:::/    /  \:::\    \      
//           \::::::/    /    \:::\   \:::\    \               \::::::/    /    \:::\    \     
//            \::::/    /      \:::\   \:::\____\               \::::/    /      \:::\    \    
//            /:::/    /        \:::\   \::/    /               /:::/    /        \:::\    \   
//           /:::/    /          \:::\   \/____/               /:::/    /          \:::\    \  
//          /:::/    /            \:::\    \                  /:::/    /            \:::\    \ 
//         /:::/    /              \:::\____\                /:::/    /              \:::\____\
//         \::/    /                \::/    /                \::/    /                \::/    /
//          \/____/                  \/____/                  \/____/                  \/____/



Or use that. :p
 

Furby

Current occupation: News poster
Reaction score
144
Nice system, can come useful.

PS. Shorten the fuckin "L". :D
 

Viikuna

No Marlo no game.
Reaction score
265
Heal system is indeed useful, Its like damage detection. After all, you want to be able to control and detect and possibly prevent different kind of health changes.

Both damage and heal.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
I'm using it in my map.
brows.gif

It is very useful for me to control the healing and I can use it to do some heal blocking spells.
I can manipulate the amount of hp bonus regeneration in item by using IDEA and Units' Inventory Data.
JASS:
///////////////////////////////////////////////
//  
//  set HPRegenByType['hpea'].amount = 10.
//  
//  set UnitBasedRegen[unit].amount = 20.
//
///////////////////////////////////////////////
library CustomUnitRegenSystem requires T32, AIDS, Heal, Hash
    
    globals
        HealType NORMAL_UNIT_HP_REGEN
    endglobals
    
    struct HPRegenByType extends array
        real hp
        
        static method operator [] takes integer unitType returns thistype
            return Hash(unitType)
        endmethod
        
        method operator amount= takes real r returns nothing
            set .hp = r * T32_PERIOD
        endmethod
        
        method operator amount takes nothing returns real
            return hp * T32_FPS
        endmethod
        
    endstruct
    
    struct UnitBasedRegen extends array
        private real hp
        
        method operator amount= takes real r returns nothing
            set .hp = r * T32_PERIOD
        endmethod
        
        method operator amount takes nothing returns real
            return .hp * T32_FPS
        endmethod
        
        private method periodic takes nothing returns nothing
            call HealUnit(.unit,.unit,HPRegenByType[GetUnitTypeId(.unit)].hp + .hp,NORMAL_UNIT_HP_REGEN)
                                    //Prevent bug when a unit is upgraded/transformed.
        endmethod
        
        implement T32x
        
        private method AIDS_onCreate takes nothing returns nothing
            call .startPeriodic()
        endmethod
        
        private method AIDS_onDestroy takes nothing returns nothing
            set .amount = 0.
            call .stopPeriodic()
        endmethod
    
        //! runtextmacro AIDS()
        
        private static method AIDS_onInit takes nothing returns nothing
            set NORMAL_UNIT_HP_REGEN = HealType.new()
        endmethod
    endstruct
    
endlibrary


JASS:
///////////////////////////////////////////////
//  
//  set ItemRegenAbiltiy['I000'].amount = 10.
//  
//  set ItemBasedRegen[item].amount = 20.
//
///////////////////////////////////////////////
library CIRAS requires IDEA, Heal, UID, T32, Hash
//Custom Item Regeneration Ability System
    
    globals
        HealType NORMAL_ITEM_HP_REGEN_ABILITY
    endglobals
    
    struct ItemRegenAbility
        real hp
        static method operator [] takes integer itemType returns thistype
            return Hash(itemType)
        endmethod
        
        method operator amount= takes real r returns nothing
            set .hp = r * T32_PERIOD
        endmethod
        
        method operator amount takes nothing returns real
            return hp * T32_FPS
        endmethod
    endstruct
    
    struct ItemBasedRegen
        private real hp
        
        method operator amount= takes real r returns nothing
            set .hp = r * T32_PERIOD
        endmethod
        
        method operator amount takes nothing returns real
            return .hp * T32_FPS
        endmethod
        
        private method periodic takes nothing returns nothing
            call HealUnit(GetItemOwner(.item),GetItemOwner(.item),ItemRegenAbiltiy[GetItemTypeId(.item)].hp + .amount,NORMAL_ITEM_HP_REGEN_ABILITY)
        endmethod
        
        implement T32x
        
        private method IDEA_onCreate takes nothing returns nothing
            call .startPeriodic()
        endmethod
        
        private method IDEA_onDestroy takes nothing returns nothing
            set .amount = 0.
            call .stopPeriodic()
        endmethod
    
        implement IDEA
        
        private static method onInit takes nothing returns nothing
            set NORMAL_ITEM_HP_REGEN_ABILITY = HealType.new()
        endmethod
    endstruct
    
endlibrary
 

hgkjfhfdsj

Active Member
Reaction score
55
any chances that this will (internally) support heal/magic resistance, ie without the need to calculate heal amout yourself?
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
any chances that this will (internally) support heal/magic resistance, ie without the need to calculate heal amout yourself?
Every map has different blocking algorithm for magic resistance, it is better for user to make themselves.
Example :
JASS:
    struct Armor
        real percentageToBlock
        
        private static method [] takes integer whichId returns thistype
            return //Some hashing algorithm.
        endmethod

        private static method cond takes nothing returns boolean
            call Heal_Block(Heal_GetAmount()*thistype[GetUnitTypeId(Heal_GetTarget())].percentageToBlock)
            return false
        endmethod

        private static method onInit takes nothing returns nothing
            local trigger trig = CreateTrigger()
            call Heal_RegisterEvent(trig)
            call TriggerAddCondition(trig,Condition(function cond))
        endmethod
    endstruct
 

hgkjfhfdsj

Active Member
Reaction score
55
oh. ty :D
1 more question (dont go yet!! xD)
how would you go amount retrieving the total heal amount? (lol, this again..)
e.g

Unit 1 Heals Unit 3 for 100
Unit 2 Heals Unit 3 for 200 (at the the same time)

would Heal_GetAmount() be 100/200 depending on the trigger, or 300?
would adding some condition in [ljass]set StackLevel = StackLevel + 1[/ljass] solve this?
ty
 
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