Problems with BuffStruct&SpellStruct

Immolation

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JASS:
scope LightningStrike

    globals
        private constant integer ABILITY_ID = 'A006'
    endglobals
    
    private function Damage takes unit caster returns real
        return I2R(GetHeroAgi(caster, true) + GetHeroStr(caster, true)) * (0.8 + 0.2 * GetUnitAbilityLevel(caster, ABILITY_ID))
    endfunction
    
    private function Duration takes unit caster returns real
        return 10. + 2. * GetUnitAbilityLevel(caster, ABILITY_ID) + I2R(GetHeroInt(caster, true))
    endfunction

    private struct Spell extends SpellStruct
        implement SpellStruct

        method onEffect takes nothing returns nothing
            local LightningStrike a = LightningStrike.create(caster)
            set a.damage = Damage(caster)
            call a.destroyTimed(Duration(caster))
        endmethod
            
        private static method onInit takes nothing returns nothing
            set thistype.abil = ABILITY_ID
        endmethod
    endstruct
endscope

JASS:
//! runtextmacro BuffType("LightningStrike")
    //! runtextmacro SetBuffName("Lightning Strike")
    //! runtextmacro SetBuffAlignment("POSITIVE")
    //! runtextmacro SetBuffTooltip("This unit is enhanced with lightning; its next attack will deal splashing damage.")
    //! runtextmacro SetBuffIcon("ReplaceableTextures\\CommandButtons\\BTNStormHammer.blp")
//! runtextmacro BuffStruct()
    private effect e
    real damage
    method onApply takes nothing returns nothing
        set this.e = AddSpecialEffectTarget("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl", this.unit, "weapon")
    endmethod
    method onDamageDealt takes nothing returns nothing
        if Damage_IsAttack() then
            call Damage_Spell(this.unit, GetTriggerUnit(), .damage)
            call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl", GetTriggerUnit(), "chest"))
            call .setUnit(null)
        endif
    endmethod
    method onRemove takes nothing returns nothing
        call DestroyEffect(this.e)
    endmethod
//! runtextmacro EndBuff()


So I got these two triggers here, but I got two problems with them:
1) The buff doesn't appear on the unit. (EDIT: Restarting NewGen seemed to fix it.)
2) If I use the ability again, the effect is created twice instead of cancelling the other instance. How to solve this?
 

Laiev

Hey Listen!!
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2) check if the unit already got the buff, if yes, don't create, or destroy old and create a new
 

saw792

Is known to say things. That is all.
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Now that I am thinking straight and it is no longer 3am:
JASS:
//! runtextmacro BuffType("LightningStrike")
    //! runtextmacro SetBuffName("Lightning Strike")
    //! runtextmacro SetBuffAlignment("POSITIVE")
    //! runtextmacro SetBuffTooltip("This unit is enhanced with lightning; its next attack will deal splashing damage.")
    //! runtextmacro SetBuffIcon("ReplaceableTextures\\CommandButtons\\BTNStormHammer.blp")
//! runtextmacro BuffStruct()
    private effect e
    real damage
    method onApply takes nothing returns nothing
        local TrackLightning t = TrackLightning[.unit]
        if t.lastinstance != 0 then
            call t.lastinstance.setUnit(null)
        endif
        set t.lastinstance = this
        set this.e = AddSpecialEffectTarget("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl", this.unit, "weapon")
    endmethod
    method onDamageDealt takes nothing returns nothing
        if Damage_IsAttack() then
            call Damage_Spell(this.unit, GetTriggerUnit(), .damage)
            call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl", GetTriggerUnit(), "chest"))
            call .setUnit(null)
        endif
    endmethod
    method onRemove takes nothing returns nothing
        set TrackLightning[.unit].lastinstance = 0
        call DestroyEffect(this.e)
    endmethod
//! runtextmacro EndBuff()

struct TrackLightning extends array
  //! runtextmacro AIDS()
  LightningStrike lastinstance

  method AIDS_onCreate takes nothing returns nothing
    set .lastinstance = 0
  endmethod

endstruct
 

Immolation

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@Laeiv, @13lade619
I do know that I have to check for the buff, but I don't know how.

@saw792
Thanks for the help, your trigger works(effect is destroyed) but the buff icon is removed upon casting the second time.
 

Jesus4Lyf

Good Idea™
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@saw792
Thanks for the help, your trigger works(effect is destroyed) but the buff icon is removed upon casting the second time.
If a buff goes on a unit twice, and then one instance is removed, there is a bug that will remove the icon. It is a known BuffStruct bug which will be fixed somewhere after July 23 when I get time. :)
JASS:
//          Use .isOn(unit) --> boolean to see if a buff is on a unit.

From the BuffStruct documentation.

I haven't read the whole thread, just throwing in two cents. If it's not resolved I'll look into it properly. :)
 

Immolation

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Ok, so I decided to screw BuffStruct for now, waiting for an update :mad: xD
I'll stick with SpellStruct :p

Anyway, I now got a problem with this trigger:
JASS:

scope LightningStrike

    globals
        private constant integer Ability_ID = 'A006'
        private constant integer Buff_ID = 'B000'
        private constant real Duration = 5.00
        private constant real Radius = 236
        
        private constant string SfxOnDamaged = "Abilities\\Weapons\\Bolt\\BoltImpact.mdl"
    endglobals
    
    globals
        private unit Caster
    endglobals

    private function Damage takes unit caster returns real
        return I2R(GetHeroAgi(caster, true) + GetHeroStr(caster, true) + GetHeroInt(caster,true)) * (1.6 + 0.4 * GetUnitAbilityLevel(caster, Ability_ID))
    endfunction
    
    private function Splash takes unit caster returns real
        return 0.45 + 0.05 * GetUnitAbilityLevel(caster, Ability_ID)
    endfunction

    private function IsValidEnemy takes nothing returns boolean
        return IsUnitAlive(GetFilterUnit()) == true and IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(Caster)) == true
    endfunction

    private struct Spell extends SpellStruct
        implement SpellStruct
    
        private method onDamage takes nothing returns nothing
            local unit damagedUnit = GetTriggerUnit()
            local unit current
            set Caster = GetEventDamageSource()
            if Damage_IsPhysical() and GetUnitAbilityLevel(Caster, Buff_ID) > 0 then
                call UnitRemoveAbility(Caster, Buff_ID)
                call Damage_Physical(Caster, damagedUnit, Damage(Caster), ATTACK_TYPE_HERO, false, false)
                call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\Bolt\\BoltImpact.mdl", damagedUnit, "origin"))
                call GroupEnumUnitsInRange(GROUP, GetUnitX(damagedUnit), GetUnitY(damagedUnit), Radius, Filter(function IsValidEnemy))
                call GroupRemoveUnit(GROUP, damagedUnit)
                loop
                    set current = FirstOfGroup(GROUP)
                    exitwhen current == null
                    call Damage_Physical(Caster, current, (Damage(Caster) + GetEventDamage()) * Splash(Caster), ATTACK_TYPE_HERO, false, false)
                    call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\Bolt\\BoltImpact.mdl", current, "origin"))
                    call GroupRemoveUnit(GROUP, current)
                    set current = null
                endloop 
            endif
        endmethod
            
        private method timerCallback takes nothing returns nothing
            call this.stopTimer(thistype.timerCallback)
            call UnitRemoveAbility(caster, Buff_ID)
        endmethod

        private method onEffect takes nothing returns nothing
            call this.startTimer(thistype.timerCallback, Duration)
            call Damage_RegisterEvent(this.createTrigger(thistype.onDamage))
        endmethod

        private static method onInit takes nothing returns nothing
            set thistype.abil = Ability_ID
        endmethod

    endstruct
endscope


The problem lies when I cast the spell again while it's still activated.
How can I stop the other timer from running its callback and thus removing the buff?
 

Jesus4Lyf

Good Idea™
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You could store the spell instance on the unit using AIDS, and then call SomeAidsStruct[Caster].theSpellInstance.stopTimer(thistype.timerCallback) to stop the already running instance. Then overwrite with the instance attached to AIDS? Something like that may do it.

Actually, this looks fun to write. I might give it a shot myself when I get a chance. SpellStruct has built in AoE functionality which could shrink this down a lot, I reckon. :)

You know within the timer callback you can refer to the caster of the spell with just .caster? :p

You can also just .destroy() a spell instance at any point, which will stop all timers and destroy all triggers created for it. :)
 

Immolation

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I got no clue as to how to use AIDS :p

Also, SpellStruct has AoE functionality, but my spell has no target. Well, it has, but only when the unit is damaged, so I can't use this.forUnitsInRangeTarget, since there's no target automatically set by SpellStruct.

New code(with .caster):
JASS:
scope LightningStrike

    globals
        private constant integer Ability_ID = 'A006'
        private constant integer Buff_ID = 'B000'
        private constant real Duration = 5.00
        private constant real Radius = 236
        
        private constant string SfxOnDamaged = "Abilities\\Weapons\\Bolt\\BoltImpact.mdl"
    endglobals
    
    globals
        private unit Caster
    endglobals

    private function Damage takes unit caster returns real
        return I2R(GetHeroAgi(caster, true) + GetHeroStr(caster, true) + GetHeroInt(caster,true)) * (1.6 + 0.4 * GetUnitAbilityLevel(caster, Ability_ID))
    endfunction
    
    private function Splash takes unit caster returns real
        return 0.45 + 0.05 * GetUnitAbilityLevel(caster, Ability_ID)
    endfunction

    private function IsValidEnemy takes nothing returns boolean
        return IsUnitAlive(GetFilterUnit()) == true and IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(Caster)) == true
    endfunction

    private struct Spell extends SpellStruct
        implement SpellStruct
    
        private method onDamage takes nothing returns nothing
            local unit damagedUnit = GetTriggerUnit()
            local unit current
            set Caster = GetEventDamageSource()
            if Damage_IsPhysical() and GetUnitAbilityLevel(Caster, Buff_ID) > 0 then
                call UnitRemoveAbility(Caster, Buff_ID)
                call Damage_Physical(Caster, damagedUnit, Damage(Caster), ATTACK_TYPE_HERO, false, false)
                call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\Bolt\\BoltImpact.mdl", damagedUnit, "origin"))
                call GroupEnumUnitsInRange(GROUP, GetUnitX(damagedUnit), GetUnitY(damagedUnit), Radius, Filter(function IsValidEnemy))
                call GroupRemoveUnit(GROUP, damagedUnit)
                loop
                    set current = FirstOfGroup(GROUP)
                    exitwhen current == null
                    call Damage_Physical(Caster, current, (Damage(Caster) + GetEventDamage()) * Splash(Caster), ATTACK_TYPE_HERO, false, false)
                    call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\Bolt\\BoltImpact.mdl", current, "origin"))
                    call GroupRemoveUnit(GROUP, current)
                    set current = null
                endloop 
            endif
        endmethod
            
        private method timerCallback takes nothing returns nothing
            call this.stopTimer(thistype.timerCallback)
            call UnitRemoveAbility(.caster, Buff_ID)
        endmethod

        private method onEffect takes nothing returns nothing
            if GetUnitAbilityLevel(caster, Buff_ID) > 0 then
                call this.stopTimer(thistype.timerCallback)
                call UnitRemoveAbility(caster, Buff_ID)
            else
                call this.startTimer(thistype.timerCallback, Duration)
            endif
            call Damage_RegisterEvent(this.createTrigger(thistype.onDamage))
        endmethod

        private static method onInit takes nothing returns nothing
            set thistype.abil = Ability_ID
        endmethod
    endstruct
endscope


My spell looks fun to code? Why thanks :D
 

13lade619

is now a game developer :)
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JASS:
scope LightningStrike

    globals
        private constant integer ABILITY_ID = 'A006'
    endglobals
    
    //! runtextmacro PUI_PROPERTY("", "boolean", "LSActive", "false")
    
    //^ that does work. a global AIDS variable... so you can use it in the buffstruct.
    //^ i use those stuff in my map.
    
    private function Damage takes unit caster returns real
        return I2R(GetHeroAgi(caster, true) + GetHeroStr(caster, true)) * (0.8 + 0.2 * GetUnitAbilityLevel(caster, ABILITY_ID))
    endfunction
    
    private function Duration takes unit caster returns real
        return 10. + 2. * GetUnitAbilityLevel(caster, ABILITY_ID) + I2R(GetHeroInt(caster, true))
    endfunction

    private struct Spell extends SpellStruct
        implement SpellStruct

        method onEffect takes nothing returns nothing
            local LightningStrike a 
        
            if not LSActive[.caster] then
                set LSActive[.caster] = true
                set a = LightningStrike.create(.caster)
                set a.damage = Damage(.caster)
                call a.destroyTimed(Duration(caster))
            endif
        
        endmethod
            
        private static method onInit takes nothing returns nothing
            set thistype.abil = ABILITY_ID
        endmethod
    endstruct
endscope

JASS:
//! runtextmacro BuffType("LightningStrike")
    //! runtextmacro SetBuffName("Lightning Strike")
    //! runtextmacro SetBuffAlignment("POSITIVE")
    //! runtextmacro SetBuffTooltip("This unit is enhanced with lightning; its next attack will deal splashing damage.")
    //! runtextmacro SetBuffIcon("ReplaceableTextures\\CommandButtons\\BTNStormHammer.blp")
//! runtextmacro BuffStruct()
    effect e
    real damage
    boolean finished
    method onApply takes nothing returns nothing
        set this.e = AddSpecialEffectTarget("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl", this.unit, "weapon")
        set this.finished = false
    endmethod
    method onDamageDealt takes nothing returns nothing
        if Damage_IsAttack() and not this.finished then
            set this.finished = true
            set LSActive[this.unit] = false
            //used the AIDS from before.
            call Damage_Spell(this.unit, GetTriggerUnit(), this.damage)
            //
            //  Group stuff here.. haha.
            //
            //
            //
            call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl", GetTriggerUnit(), "chest"))
            call DestroyEffect(this.e)
        endif
    endmethod
//! runtextmacro EndBuff()

.
 

Immolation

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Well, actually I was looking for a soluction without using BuffStruct. Its downsides are more than the upsides in my case. So...
 

Jesus4Lyf

Good Idea™
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I told you this looks fun to code...
Here's one with BuffStruct, because I want to demonstrate PUI property with a BuffStruct instance. And using TU to make an extendable buff duration. :)
JASS:
//! runtextmacro PUI_PROPERTY("", "LightningStrike", "CurrentLightningStrike", "LightningStrike(0)")

//! runtextmacro BuffType("LightningStrike")
    //! runtextmacro SetBuffName("Lightning Strike")
    //! runtextmacro SetBuffAlignment("POSITIVE")
    //! runtextmacro SetBuffTooltip("This unit is enhanced with lightning; its next attack will deal splashing damage.")
    //! runtextmacro SetBuffIcon("ReplaceableTextures\\CommandButtons\\BTNStormHammer.blp")
//! runtextmacro BuffStruct()
    private effect e
    real damage = 0.
    method onApply takes nothing returns nothing
        set this.e = AddSpecialEffectTarget("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl", this.unit, "weapon")
        set CurrentLightningStrike[unit]=this
    endmethod
    method onDamageDealt takes nothing returns nothing
        if Damage_IsAttack() then
            call Damage_Spell(this.unit, GetTriggerUnit(), .damage)
            call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\FarseerMissile\\FarseerMissile.mdl", GetTriggerUnit(), "chest"))
            call .setUnit(null)
        endif
    endmethod
    method onRemove takes nothing returns nothing
        call DestroyEffect(this.e)
        set CurrentLightningStrike[unit]=thistype(0)
    endmethod
    
    // simple logic to allow extension of a buff's duration.
    private static method onExpire takes nothing returns nothing
        local thistype this=thistype(GetTimerData(GetExpiredTimer()))
        call this.destroy()
    endmethod
    private timer destroyTimer
    method onCreate takes nothing returns nothing
        set destroyTimer=NewTimer()
        call SetTimerData(destroyTimer,this)
    endmethod
    method preDestroy takes nothing returns nothing
        call ReleaseTimer(destroyTimer)
    endmethod
    method operator duration= takes real timeLeft returns nothing
        call PauseTimer(destroyTimer)
        call TimerStart(destroyTimer,timeLeft,false,function thistype.onExpire)
    endmethod
//! runtextmacro EndBuff()

scope LightningStrike

    globals
        private constant integer ABILITY_ID = 'A006'
    endglobals
    
    private function Damage takes unit caster returns real
        return I2R(GetHeroAgi(caster, true) + GetHeroStr(caster, true)) * (0.8 + 0.2 * GetUnitAbilityLevel(caster, ABILITY_ID))
    endfunction
    
    private function Duration takes unit caster returns real
        return 10. + 2. * GetUnitAbilityLevel(caster, ABILITY_ID) + I2R(GetHeroInt(caster, true))
    endfunction

    private struct Spell extends SpellStruct
        implement SpellStruct

        method onEffect takes nothing returns nothing
            local LightningStrike a = CurrentLightningStrike[caster]
            if a==0 then
                set a=LightningStrike.create(caster)
            endif
            set a.damage = a.damage + Damage(caster)
            set a.duration = Duration(caster)
        endmethod
            
        private static method onInit takes nothing returns nothing
            set thistype.abil = ABILITY_ID
        endmethod
    endstruct
endscope


Ok, and here's just a modification of your code, which strips out the Caster global. :)
JASS:
scope LightningStrike

    globals
        private constant integer Ability_ID = 'A006'
        private constant integer Buff_ID = 'B000'
        private constant real Duration = 5.00
        private constant real Radius = 236
        
        private constant string SfxOnDamaged = "Abilities\\Weapons\\Bolt\\BoltImpact.mdl"
    endglobals

    private function Damage takes unit caster returns real
        return I2R(GetHeroAgi(caster, true) + GetHeroStr(caster, true) + GetHeroInt(caster,true)) * (1.6 + 0.4 * GetUnitAbilityLevel(caster, Ability_ID))
    endfunction
    
    private function Splash takes unit caster returns real
        return 0.45 + 0.05 * GetUnitAbilityLevel(caster, Ability_ID)
    endfunction

    private struct Spell extends SpellStruct
        implement SpellStruct
        
        private method damageSplash takes unit splashTarget returns nothing
            if IsUnitAlive(GetFilterUnit()) == true and IsUnitEnemy(splashTarget, GetOwningPlayer(caster)) == true then
                call Damage_Physical(caster, splashTarget, (Damage(caster) + GetEventDamage()) * Splash(caster), ATTACK_TYPE_HERO, false, false)
                call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\Bolt\\BoltImpact.mdl", splashTarget, "origin"))
            endif
        endmethod
    
        private method onDamage takes nothing returns nothing
            local unit damagedUnit = GetTriggerUnit()
            local unit current
            if Damage_IsPhysical() and GetUnitAbilityLevel(caster, Buff_ID) > 0 then
                call UnitRemoveAbility(caster, Buff_ID)
                call Damage_Physical(caster, damagedUnit, Damage(caster), ATTACK_TYPE_HERO, false, false)
                call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\Bolt\\BoltImpact.mdl", damagedUnit, "origin"))
                call GroupEnumUnitsInRange(GROUP, GetUnitX(damagedUnit), GetUnitY(damagedUnit), Radius, null) // shouldn&#039;t use null. Should use &quot;TRUE&quot;, or something. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile    :)" loading="lazy" data-shortname=":)" />
                call GroupRemoveUnit(GROUP, damagedUnit)
                call forGroup(GROUP, damageSplash)
            endif
        endmethod
            
        private method timerCallback takes nothing returns nothing
            call this.stopTimer(thistype.timerCallback)
            call UnitRemoveAbility(.caster, Buff_ID)
        endmethod

        private method onEffect takes nothing returns nothing
            if GetUnitAbilityLevel(caster, Buff_ID) &gt; 0 then
                call this.stopTimer(thistype.timerCallback)
                call UnitRemoveAbility(caster, Buff_ID)
            else
                call this.startTimer(thistype.timerCallback, Duration)
            endif
            call Damage_RegisterEvent(this.createTrigger(thistype.onDamage))
        endmethod

        private static method onInit takes nothing returns nothing
            set thistype.abil = Ability_ID
        endmethod
    endstruct
endscope

And yes, I intend to add all the fancy SpellStruct stuff to BuffStruct, like damage in AoE, etc. I just haven't, yet. This will become a lot faster in BuffStruct once I do, obviously. :p

Edit:
Was there anything else you wanted this to do? Or does that do it...
 

Immolation

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Your code with Buffstruct works perfectly! Thanks! :)
Though, could you explain what you're doing there?
Especially this line:
JASS:
//! runtextmacro PUI_PROPERTY(&quot;&quot;, &quot;LightningStrike&quot;, &quot;CurrentLightningStrike&quot;, &quot;LightningStrike(0)&quot;)


Also, how do I make the same for all my buffs?
 
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