System Status

Jesus4Lyf

Good Idea™
Reaction score
397
100% of mana regen != to [ljass]call Status[unit].modManaRegenPercent(100)[/ljass]

100% of mana regen == to [ljass]call Status[unit].modManaRegenPercent(1) // or (1.)[/ljass]

since it's based on real :)
It's actually not the case, off memory. If I recall correctly, passing in 100 is 100% of max mana. Seems to be that, from the code, too. :)
 

tooltiperror

Super Moderator
Reaction score
231
I thought proper use of percents is that .01 = 1%? After all, when calculating 5% tax, don't you do [LJASS]tax=cost*.05[/ljass]? I mean I know that you know that .01 is 1% but shouldn't that be how the argument is handled?
 

priest170234

New Member
Reaction score
0
Question.
When I try to compile the code, JassHelper gives me errors..

Code:
Line 793: Member redeclared: onInit
Line 963: (From this Instance)

Help?
 

Laiev

Hey Listen!!
Reaction score
188
you're using something that uses onInit normal... without private...

example:

[ljass]method onInit takes nothing returns nothing[/ljass]

should be

[ljass]private method onInit takes nothing returns nothing[/ljass]

and/or

[ljass]function onInit takes nothing returns nothing[/ljass]

should be

[ljass]private function onInit takes nothing returns nothing[/ljass]
 

priest170234

New Member
Reaction score
0
Okay, the problem is that, I am using NewGen.
I opened the attached test map posted by J4L. I saved (Ctrl+S) and the compiler gave me error.

So all code given was un-touched. Exactly the same map posted by J4L.

EDIT: Fixed. It looks like its the problem with my JNGP..
 

tooltiperror

Super Moderator
Reaction score
231
JASS:

//      How to implement?
//     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//          Create a new trigger object called Status, go to 'Edit -> Convert to
//          Custom Text', and replace everything that's there with this script.
//
//          Save the map, close it, reopen it, and then delete the "!" from the
//          FAR left side of the next lines (so "runtextmacro" will line up with this line):
//          runtextmacro Status__CreateAbilities()


I spy with my little eye two problems.

>trigger object
>!
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Feature suggestion - unit inventory properties: inventory size, can use items, can pick up items, can drop items...
 

tooltiperror

Super Moderator
Reaction score
231
>weep

Inventory sizes are abilities, aren't they? What happens if someone has 'Inventory (3)' and you add 'Inventory (4)'?
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Inventory sizes are abilities, aren't they? What happens if someone has 'Inventory (3)' and you add 'Inventory (4)'?
Yes, it's due to an ability. Adding a second one will overwrite the first one, and items will disappear from the UI (although their effects remain, it seems, and I have not tried manipulating the items with triggers).

It's due to some recent hassles when dealing with units with non-hero inventories that I thought a proper system to deal with them would be nice, and I thought first of Status.
 

tooltiperror

Super Moderator
Reaction score
231
Right, I'm wondering if you could save the items in a 2D array ([ljass][GetUnitUserData(u),inventory_slot][/ljass]) and then restore them after by either adding/removing them, or with some bugged native blizzard never finished.
 

shiFt

Member
Reaction score
8
Is there anyway to say AddStun for a duration then remove it without using TriggerSleepAction( dont know if this is mui or not or gives issues etc.), if so please aid me in showing me an example. Like AddStun(duration, caster, target etc..)
 

luorax

Invasion in Duskwood
Reaction score
67
JASS:
//! runtextmacro BuffType("StunBuff")
    //! runtextmacro SetBuffName("Stun Buff")
    //! runtextmacro SetBuffAlignment("NEGATIVE")
    //! runtextmacro SetBuffTooltip("This unit is stunned; it can't do anything.")
    //! runtextmacro SetBuffIcon("ReplaceableTextures\\CommandButtons\\BTNLoad.blp")
//! runtextmacro BuffStruct()
    method onApply takes nothing returns nothing
        call Status[this.unit].addStun()
    endmethod
    method onRemove takes nothing returns nothing
        call Status[this.unit].removeStun()
    endmethod
//! runtextmacro EndBuff()


Just call the next:

JASS:
call StunBuff.create(<YOUR UNIT>).destroyTimed(<YOUR TIME>)


That will work. But you'll need the BuffStruct too.
 

Laiev

Hey Listen!!
Reaction score
188
@Luorax

you don't need the 'this' but that is just a particular way to edit jass.
 
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