Syntax Error, on TimerStart line :S

Renendaru

(Evol)ution is nothing without love.
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Just use a dummy ability like slow or rejuvenation to simulate the buff... I had to do that for my Corpse system.
 

Komaqtion

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Ok, well since this is a system, I just want to make it as easy as possible for then user, so I'm wondering if there's any way of simply just specify the buff, and not an ability with the buff in it, and you can still add it to a unit ? :S

Like, somehow in-game add a buff to be applied by an ability ? :S

EDIT: Ok, so I made a custom ability "Buff Addon", and I simply wanna know:
Is it possible to somehow get the ID of the buff a specific spell uses on a specific level ?
Like, I made that spell and it has mutliple levels, and to make it easier to use it, I want people to simply specify the buffID of the buff they want to apply, and (Since the spell has multiple levels) it sets the spell to the level which contains that buff, and then casts it one the unit :D

(It would be really cool if this was possible, but I highly doubt it, unfortunately...)

And, I might as well ask this question...
Is it somehow possible to be able to do the whole concept of my first question, but in another way ? :eek:
 

Komaqtion

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BumP...

Please, I just want to know if it's possible this way :S

And here's the entire code, if you wanna take a look :D

JASS:
library ExpireBuff initializer Init requires KT, DummyCaster

    globals
        private constant integer BUFF_ABILITY = 'A009'
        private constant string ORDER_STRING = "channel"
    endglobals

    struct Expire
        
        integer     buffid
        unit        target
//        unit        source
//        real        damage
        
        private static method remove takes nothing returns boolean
            local Expire e = KT_GetData()
            
            call UnitRemoveAbility(e.target, e.buffid)
            
            return true
        endmethod
    
        static method create takes integer buffid, integer level, real duration, unit target returns Expire
            local Expire this = Expire.allocate()
            
            set .buffid = buffid
            set .target = target
            
 //           if GetUnitAbilityLevel(DUMMY, abilid) <= 0 then            
 //               call UnitAddAbility(DUMMY, .abilid)
 //               call SetUnitAbilityLevel(.target, BUFF_ABILITY, level)
 //           else
 //               call SetUnitAbilityLevel(.target, .abilid, level)
 //           endif
 
            call SetUnitAbilityLevel(DUMMY,BUFF_ABILITY, level)
            call SetUnitX(DUMMY, GetUnitX(.target))
            call SetUnitX(DUMMY, GetUnitX(.target))
            call SetUnitOwner(DUMMY, DUMMY_OWNER, false)
            call SetUnitOwner(DUMMY, GetOwningPlayer(target), false)
            call IssueTargetOrder(DUMMY, ORDER_STRING, .target)
            call KT_Add(function Expire.remove, this, duration)
            
            return this
        endmethod
        
    endstruct
    
    function AddExpiringBuff takes integer abilid, integer level, real duration, unit target returns boolean
        local Expire e
        local boolean b = false
        
        if target != null and abilid != 0 and level != 0 then
            set e = Expire.create(abilid, level, duration, target)
            set b = true
        elseif target == null then
            debug call BJDebugMsg(" You must target a valid widget! ")
        elseif abilid == 0 then
            debug call BJDebugMsg(" You must specify a valid ability ID! ")
        elseif level == 0 then
            debug call BJDebugMsg(" You must Specify a valid spell-level! ")
        endif
        
        return b
    endfunction
    
    private function Init takes nothing returns nothing
        call UnitAddAbility(DUMMY, BUFF_ABILITY)
    endfunction

endlibrary


Please, tell me if I've (Already) done something wrong ;)
 

Komaqtion

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C'mon guys, at least give me some kind of answer... Please :p

(Note: Don't mean to sound ungrateful though :eek:)
 

Komaqtion

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Ok, well since this is a system, I just want to make it as easy as possible for then user, so I'm wondering if there's any way of simply just specify the buff, and not an ability with the buff in it, and you can still add it to a unit ? :S

Like, somehow in-game add a buff to be applied by an ability ? :S

EDIT: Ok, so I made a custom ability "Buff Addon", and I simply wanna know:
Is it possible to somehow get the ID of the buff a specific spell uses on a specific level ?
Like, I made that spell and it has mutliple levels, and to make it easier to use it, I want people to simply specify the buffID of the buff they want to apply, and (Since the spell has multiple levels) it sets the spell to the level which contains that buff, and then casts it one the unit :D

(It would be really cool if this was possible, but I highly doubt it, unfortunately...)

And, I might as well ask this question...
Is it somehow possible to be able to do the whole concept of my first question, but in another way ? :eek:

Those are the question !!! :D:D

(This is a Bump, btw :p )
 

Jesus4Lyf

Good Idea™
Reaction score
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I think there's a way with some vague SLK thing in vJass...

In other words, no. :D

Typically this is why it sucks to write buff systems and such.
One good way of applying buffs is add the tornado slow ability to the unit you want the buff on, and remove it AND the buff when you're done. :thup:
(Assuming you just want dummy buffs.)
 

Komaqtion

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I think there's a way with some vague SLK thing in vJass...

In other words, no. :D

Huh ?! :p:p

But, there's no way of somehow, at map init and using a dummy unit, cast that spell on a unit (Using it's first level), and then get the buffid of the buff that has been applied to the target unit, then debuffing that unit, and going on with the second level of that spell, until the buffid returns 0 or something ? :S
 

Komaqtion

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Bump, and some updates...
According to this guy, it's possible to use the Object Editor data in vJASS :S

So, any1 could help me do this ? :eek:
Or, anyone knows if it's "doable" ? :S

(I'm guessing this is what J4L was talking about :p)

And, here' the code again... Don't know if I've updated it, but anyways XD

JASS:
library ExpireBuff initializer Init requires KT, DummyCaster

    globals
        private integer array Id
        private integer Index
    
        private constant integer BUFF_ABILITY = 'BUFF'
        private constant string ORDER_STRING = "channel"
    endglobals

    struct Expire
        
        integer     buffid
        unit        target
//        unit        source
//        real        damage
        
        private static method remove takes nothing returns boolean
            local thistype this = KT_GetData()
            
            call UnitRemoveAbility( this.target, this.buffid )
            
            return true
        endmethod
    
        static method create takes integer buffid, integer level, real duration, unit target returns Expire
            local thistype this = thistype.allocate()
            
            set .buffid = buffid
            set .target = target
            
 //           if GetUnitAbilityLevel(DUMMY, abilid) <= 0 then            
 //               call UnitAddAbility(DUMMY, .abilid)
 //               call SetUnitAbilityLevel(.target, BUFF_ABILITY, level)
 //           else
 //               call SetUnitAbilityLevel(.target, .abilid, level)
 //           endif
 
            call SetUnitAbilityLevel(DUMMY,BUFF_ABILITY, level)
            call SetUnitX(DUMMY, GetUnitX(.target))
            call SetUnitX(DUMMY, GetUnitX(.target))
            call IssueTargetOrder(DUMMY, ORDER_STRING, .target)
            call KT_Add(function thistype.remove, this, duration)
            
            return this
        endmethod
        
    endstruct
    
    function AddExpiringBuff takes integer abilid, integer level, real duration, unit target returns nothing
        call Expire.create(abilid, level, duration, target)
    endfunction
    
    private function Init takes nothing returns nothing
        local unit u = CreateUnit(Player(15), DUMMY_TYPE, 0., 0., 0.)
        local integer i = 1
        
        call UnitAddAbility(DUMMY, BUFF_ABILITY)
        
        loop
            call SetUnitAbilityLevel(DUMMY, BUFF_ABILITY, i)
            
            if GetUnitAbilityLevel(DUMMY, BUFF_ABILITY) == i then
                call IssueTargetOrder(DUMMY, ORDER_STRING, u)
            
                //set Id<i> = 
            else
            return
            endif
            
            set i = i + 1
        endloop
        
    endfunction

endlibrary</i>
 

Komaqtion

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Uhmm... How would that help me in this question ? :S
Can I use ObjectMerger to get data ? :S
 

Azlier

Old World Ghost
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461
Nopes. That's as close as I've seen people get.
 
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