• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Advice needed for custom buff system

Status
Not open for further replies.
Level 17
Joined
Nov 13, 2006
Messages
1,814
what i mean under this?
i want handle custom softstats like life steal, critical strike, reflect etc what i use with variable+dds

i mean here stats like this with integer variable array:
Critical[unit custom value] = 1 //its mean in set damage trigger unit have 1% chance for critical strike

look like this, example i got a unit with custom value 69, so Critical[69] = 1

thats ok but i want make dummy channel based ability later what temporary increase the stat lets say with 10 for a short duration (like ability level * 5 +10 second)

i dont have any problem with makeing ability or something like that because in my older orpg template i used this kinda buff, i just need opinion about this is enough sufficient for handle the buffs?

in test map in test triggers have leak but thats only temporary for testing the core

its run every second, atm checking this way: loop1 units and loop2 all buff from unit in loop1

u can ask why need 2 loop for this? because this way easier remove buffs from a specific unit only after his custom value number also easier to detect if a buff exist already

JASS:
function RemoveUnitBuff takes integer cv, integer bc returns integer
    local integer bt = LoadInteger(udg_Buff_Table, cv, bc)
    local integer bv 
    local integer tl
    local integer a = bt
    set bt = LoadInteger(udg_Buff_Table, cv, udg_Buff_Count[cv])
    set tl = LoadInteger(udg_Buff_Table, cv, - bt)
    set bv = LoadInteger(udg_Buff_Table, -cv, -bt)

    if bc != udg_Buff_Count[cv] then
        call SaveInteger(udg_Buff_Table, cv, bc, bt) // save buff type from last record
        call SaveInteger(udg_Buff_Table, -cv, -bt, bv) // save buff value from last record
        call SaveInteger(udg_Buff_Table, cv, - bt, tl) // save buff timer from last record
        set bc = bc - 1
    endif
    call SaveInteger(udg_Buff_Table, cv, -a, 0)
    call SaveInteger(udg_Buff_Table, -cv, -a, 0) // reset buff value
    call SaveInteger(udg_Buff_Table, cv, udg_Buff_Count[cv], 0) // reset buff type 
    set udg_Buff_Count[cv] = udg_Buff_Count[cv] - 1
    return bc
endfunction

function RemoveUnitBuffs takes integer i returns nothing
    local integer cv = udg_Buff_List[i]
    local integer bc = udg_Buff_Count[cv]

    loop
        exitwhen bc == 0
        call RemoveUnitBuff(cv, bc)
        set bc = bc - 1
    endloop

    if i != udg_Buff_Max then
        set udg_Buff_List[i] = udg_Buff_List[udg_Buff_Max]
    endif
    set udg_Buff_List[udg_Buff_Max] = 0
endfunction

function Trig_Timer_Actions takes nothing returns nothing
    local integer i = 1
    local integer cv // custom value
    local integer bt // buff type
    local integer bc // buff count
    local integer tl // second left from timer
    local integer bv
    if udg_Buff_Max > 0 then
        loop
            exitwhen i > udg_Buff_Max
            set cv = udg_Buff_List[i]
            if GetWidgetLife(udg_UDexUnits[cv]) > 0.3 then
                set bc = 1
                loop
                    exitwhen bc > udg_Buff_Count[cv]
                    set bt = LoadInteger(udg_Buff_Table, cv, bc)
                    set bv = LoadInteger(udg_Buff_Table, -cv, -bt)
                    set tl = LoadInteger(udg_Buff_Table, cv, - bt) - 1
                    if tl < 1 or udg_Buff_Purge[cv] == 3 or (udg_Buff_Purge[cv] == 1 and bv > 0) or (udg_Buff_Purge[cv] == 2 and bv < 0) then
                        call DisplayTextToForce( GetPlayersAll(), "|cffffff00"+GetUnitName(udg_UDexUnits[cv]) + ":|r buff type |cff0000ff" + I2S(bt) + ", buffs on unit " + I2S(udg_Buff_Count[cv]) + ", current buff is:" + I2S(bc)+" buff amount "+I2S(bv) + " expired or removed|r" )
                        set bc = RemoveUnitBuff(cv, bc)
                    else
                        call SaveInteger(udg_Buff_Table, cv, - bt, tl)
                        call DisplayTextToForce( GetPlayersAll(), "|cffffff00"+GetUnitName(udg_UDexUnits[cv]) + ":|r buff type |cffaaaaff" + I2S(bt) + "|r " + ", buffs on unit "+ I2S(udg_Buff_Count[cv]) +" buff amount " + I2S(bc) + " buff value "+I2S(bv)+ ", left |cffff4444" + I2S(tl) + "|r second" )
                    endif
                    set bc = bc + 1
                endloop

                set udg_Buff_Purge[cv] = 0 //set purge off to unit

                if udg_Buff_Count[cv] == 0 then
                    call DisplayTextToForce( GetPlayersAll(), "|cffffff00"+GetUnitName(udg_UDexUnits[cv]) + ":|r all buff expired" )
                    if i != udg_Buff_Max then
                        set udg_Buff_List[i] = udg_Buff_List[udg_Buff_Max]
                    endif
                    set udg_Buff_List[udg_Buff_Max] = 0
                    set udg_Buff_Max = udg_Buff_Max - 1
                    set bc = - 1
                endif
            else
                call DisplayTextToForce( GetPlayersAll(), "|cffffff00"+GetUnitName(udg_UDexUnits[cv]) + ":|r i am died, lost all buff")
                call RemoveUnitBuffs(i)
                set udg_Buff_Max = udg_Buff_Max - 1
                if udg_Buff_Max == 0 then
                  call DisplayTextToForce( GetPlayersAll(), "disable the trigger" )
                  call DisableTrigger( gg_trg_Timer )
                endif
            endif
            set i = i + 1
        endloop
    else
        call DisplayTextToForce( GetPlayersAll(), "disable the trigger="+I2S(udg_Buff_Max) )
        call DisableTrigger( GetTriggeringTrigger() )
    endif
endfunction

//===========================================================================
function InitTrig_Timer takes nothing returns nothing
    set gg_trg_Timer = CreateTrigger( )
    call TriggerRegisterTimerEvent(gg_trg_Timer, 1.00, true)
    call TriggerAddAction( gg_trg_Timer, function Trig_Timer_Actions )
endfunction


adding buff type to unit: test solution, if atleast 1 unit selected then type in chat a number and we will add that number to unit buff, duration is 15 sec and value is random, if value lower than 0 then we consider it like debuff

if buff type already exist on unit then we dont add it


JASS:
function Trig_Add_buff_to_unit_Conditions takes nothing returns boolean
    return S2I(GetEventPlayerChatString()) > 0
endfunction

function Trig_Add_buff_to_unit_Actions takes nothing returns nothing
    local integer bt = S2I(GetEventPlayerChatString()) //buff type id (1-....)
    local integer bv = GetRandomInt(-999,999) //buff value it is random
    local unit u = GroupPickRandomUnit(GetUnitsSelectedAll(GetTriggerPlayer()))
    local integer cv = GetUnitUserData(u)
        //we check if timer run out (then add the new buff) or no (change the existing buff)
        if  LoadInteger( udg_Buff_Table, cv, -bt ) == 0  then 
            call DisplayTextToForce( GetPlayersAll(), "Added a new buff to |cffffff00"+GetUnitName(u)+"|r buff type is "+I2S(bt)+", buff value is "+I2S(bv))
            if udg_Buff_Count[cv] == 0 then
                set udg_Buff_Max = ( udg_Buff_Max + 1 )
                set udg_Buff_List[udg_Buff_Max] = cv
            endif
            set udg_Buff_Count[cv] = udg_Buff_Count[cv] + 1
            call SaveInteger(udg_Buff_Table, cv, udg_Buff_Count[cv], bt)
            call SaveInteger(udg_Buff_Table, -cv, -bt, bv)
            call SaveInteger(udg_Buff_Table, cv, -bt, 15)
        else
            call DisplayTextToForce( GetPlayersAll(), "Updated buff on |cffffff00"+GetUnitName(u)+"|r (buff type is "+I2S(bt)+", buff value is "+I2S(bv)+")")
            call SaveInteger(udg_Buff_Table, -cv, -bt, bv)
            call SaveInteger(udg_Buff_Table, cv, -bt, 15) //reset the timer
        endif
    if ( udg_Buff_Max == 1 ) then
        call EnableTrigger( gg_trg_Timer )
    else
    endif
endfunction

//===========================================================================
function InitTrig_Add_buff_to_unit takes nothing returns nothing
    set gg_trg_Add_buff_to_unit = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_Add_buff_to_unit, Player(0), "", true )
    call TriggerAddCondition( gg_trg_Add_buff_to_unit, Condition( function Trig_Add_buff_to_unit_Conditions ) )
    call TriggerAddAction( gg_trg_Add_buff_to_unit, function Trig_Add_buff_to_unit_Actions )
endfunction


Clear buff with pressing ESC key

  • Clear buffs
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Set UG = (Units currently selected by (Triggering player))
      • Set rnd = (Random integer number between 0 and 3)
      • Set Buff_Purge[(Custom value of (Random unit from UG))] = rnd
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • rnd Equal to 0
        • Then - Actions
          • Game - Display to (All players) the text: player: dont remove...
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • rnd Equal to 1
            • Then - Actions
              • Game - Display to (All players) the text: player: remove posi...
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • rnd Equal to 2
                • Then - Actions
                  • Game - Display to (All players) the text: player: remove nega...
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • rnd Equal to 3
                    • Then - Actions
                      • Game - Display to (All players) the text: player: remove all ...
                    • Else - Actions
 

Attachments

  • 1_Buff.w3x
    25.5 KB · Views: 47
Last edited:
Level 17
Joined
Nov 13, 2006
Messages
1,814
they are only for debuff if u mean to displaytextforallplayer and only periodic action red/orange

whatever i cant make indicator like normal buffs since i cant customize the buff durations with trigger and i dont ahve create a thousand ability for each buff type, because i want make it flexible so could be the duration any number also the buff value
 
Status
Not open for further replies.
Top