This is my system that I made to prevent WC3 from crashing when units without str / agi / int buys tomes. The system works by triggering the stat increase if the buying unit is a hero.
Try buying the blueish agi tome with the peasent and you will see that WC3 crashes
LE CODE:
Try buying the blueish agi tome with the peasent and you will see that WC3 crashes
LE CODE:
JASS:
//====================================================================================
// Tome System
// By Gwypaas
// About:
// I made this system to prevent WC3 from crashing when units without str/agi/int bought
// str/agi/int tomes.
// How to use:
// Create your tomes and base them of Manual of Health but with 0 health bonus or remove the bonus things all together
//
// Create a trigger, then inside of that trigger use:
// function RegisterTomeType takes integer id, string whichStat, integer increment, string SpecialEffectPath returns nothing
// id = The item id that you buys from the shop
// whichStat = Which stat it should increase, "str" is strength, "agi" is agility and "int" is intelligence
// increment = How much the stat increases when the item is bought
// SpecialEffect = Which special effect that is created upon tome usage.
// An example of how to use it:
// call RegisterTomeType('I001', "agi", 10, "Abilities\\Spells\\Human\\CloudOfFog\\CloudOfFog.mdl")
// If you wants to give the gold / lumber it costs back make sure that GIVE_RESOURCES_BACK is true and then
// use RegisterTomeTypeEx( <Same as before>, integer goldCost, integer lumberCost returns nothing
//
// =====================================================================================
library TomeSystem initializer InitTrig
globals
private constant integer TIME_UNTIL_EFFECTS_DESTROYED = 10 // How long it takes until the special effects are destroyed
private constant boolean GIVE_RESOURCES_BACK = true
private integer N = 0
private TomeSystem array Types
endglobals
function DestroyAfter takes effect e returns nothing
call TriggerSleepAction(TIME_UNTIL_EFFECTS_DESTROYED)
call DestroyEffect(e)
endfunction
struct TomeSystem
integer id
integer stat
integer increment
integer goldCost
integer lumberCost
string SpecialEffectPath
static method NewTome takes integer id, integer whichStat, integer increment, string SpecialEffectPath, integer goldCost, integer lumberCost returns nothing
local TomeSystem d = .allocate()
set d.id = id
set d.stat = whichStat
set d.increment = increment
set d.SpecialEffectPath = SpecialEffectPath
set d.goldCost = goldCost
set d.lumberCost = lumberCost
set Types[N] = d
set N = N + 1
endmethod
method Increase takes unit u returns nothing
local effect e
if .stat == 1 then
call SetHeroStr(u, GetHeroStr(u, false) + .increment, true)
set e = AddSpecialEffect(.SpecialEffectPath, GetUnitX(u), GetUnitY(u))
call DestroyAfter.execute(e)
set e = null
elseif .stat == 2 then
call SetHeroAgi(u, GetHeroAgi(u, false) + .increment, true)
set e = AddSpecialEffect(.SpecialEffectPath, GetUnitX(u), GetUnitY(u))
call DestroyAfter.execute(e)
set e = null
elseif .stat == 3 then
call SetHeroInt(u, GetHeroInt(u, false) + .increment, true)
set e = AddSpecialEffect(.SpecialEffectPath, GetUnitX(u), GetUnitY(u))
call DestroyAfter.execute(e)
set e = null
endif
endmethod
endstruct
function RegisterTomeType takes integer id, string whichStat, integer increment, string SpecialEffectPath returns nothing
if whichStat == "str" then
call TomeSystem.NewTome(id, 1, increment, SpecialEffectPath, 0, 0)
elseif whichStat == "agi" then
call TomeSystem.NewTome(id, 2, increment, SpecialEffectPath, 0, 0)
elseif whichStat == "int" then
call TomeSystem.NewTome(id, 3, increment, SpecialEffectPath, 0, 0)
endif
endfunction
function RegisterTomeTypeEx takes integer id, string whichStat, integer increment, string SpecialEffectPath, integer goldCost, integer lumberCost returns nothing
if whichStat == "str" then
call TomeSystem.NewTome(id, 1, increment, SpecialEffectPath, goldCost, lumberCost)
elseif whichStat == "agi" then
call TomeSystem.NewTome(id, 2, increment, SpecialEffectPath, goldCost, lumberCost)
elseif whichStat == "int" then
call TomeSystem.NewTome(id, 3, increment, SpecialEffectPath, goldCost, lumberCost)
endif
endfunction
private function Cond takes nothing returns boolean
local integer id = GetItemTypeId(GetSoldItem())
local integer i = 0
local player p
loop
exitwhen i > N
if Types<i>.id == id then
if IsUnitType(GetBuyingUnit(), UNIT_TYPE_HERO) == true then
call Types<i>.Increase(GetBuyingUnit())
elseif GIVE_RESOURCES_BACK == true then
call SetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD, GetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD) + Types<i>.goldCost)
call SetPlayerState(p, PLAYER_STATE_RESOURCE_LUMBER, GetPlayerState(p, PLAYER_STATE_RESOURCE_LUMBER) + Types<i>.lumberCost)
endif
exitwhen true
endif
set i = i + 1
endloop
return false
endfunction
private function InitTrig takes nothing returns nothing
local trigger Trig = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(Trig, EVENT_PLAYER_UNIT_SELL_ITEM)
call TriggerAddCondition(Trig, Condition(function Cond))
endfunction
endlibrary</i></i></i></i>