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(system) [vJass] CustomAura

Hey dudes.

I made another system. This is for auras.
JASS:
//<o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o>
//:     CustomAura
//:         by Anachron
//:         
//:     This system is thought to provide a basic aura system that can be used
//:     to create auras with buffs and unit stat modifiers.
//:
//:     What this is:
//:         This is a very fast and flexible way to create an AOE aura.
//:
//:     Functionality:
//:         - Use buffs
//:         - Use bonuses
//:         - Highly customizeable ([Don't] use whatever you want)
//:         - Highly flexible (You are allowed to change values at any time)
//:         - Fast
//:         - Easy understandable (Examples to bring the system closer to you)
//:         - Well written (Code is non-redundant, cathegorized)
//:
//:     Credits:
//:         Rising_Dusk for GroupUtils [http://www.wc3c.net/showthread.php?t=104464]
//:         
//:     Thanks to:
//:         Axarion for the idea.
//:
//<o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o>

I would really like to get some feedback.
[Credits, comments, testing, critique etc are all welcome!]

Requires JNGP 5d and JassHelper 0.A.2.B.



  • Added "method activeCond takes nothing returns boolean defaults true" to allow players to create a custom condition for the spell being active
  • Added a magic immunity aura around a soldier that makes all alive units around magic immune, in an area of 500, even enemy units.


  • Fixed all the stuff trigger mentioned.


  • Added 2nd spell, sadly the buffs do not stack yet.



Keywords:
Aura, System, Aura System, CustomAura, BonusMod, Buff
Contents

CustomAura 0.0.6 (Map)

Reviews
11:42, 6th Jun 2010 TriggerHappy: Fixed everything I told you to and the system works fine. Though, the demo map is pretty lame.

Moderator

M

Moderator

11:42, 6th Jun 2010
TriggerHappy:

Fixed everything I told you to and the system works fine.
Though, the demo map is pretty lame.
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
Wow, you made another system. XD

I tested the system and it seems okay.
I just wanted to say that I don't think CABuff should depend on an ability to give a buff. (It's limited and doesn't stack if you had multiple auras)
I think it's a better idea to depend on Slow Aura(Tornado) for the buff giver as it stacks with different buffs and doesn't need to be cast with a dummy unit.
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
But buffs can stack too.
I don't think so. I made another aura with your example and kept everything the same. The result was that only one of the buffs was shown on the enemy units. Unless you have a different stacking in mind?
(Btw, slow aura is FREAKING laggy on mutliple units)
I never had that experience yet.

Edit: I suppose I should also add that aura buffs won't get dispelled normally by spells like Purge or Dispel Magic. Though your system does do a good job of reapplying the buff again, it's nicer to see a unit's status card not changing suddenly when a dispel ability is performed on it.
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
Well I am looking for a spell which buffs stack.
Have you ever added an aura to more then 100 units? Your fps drop very drastically.


  • Added 2nd spell, sadly the buffs do not stack yet.
Tested it and you're right; the fps keeps fluctuating.

Unfortunately, I don't think there are any spells with buffs that stack so you'll either have to rely on having auras that depend on one buff or aura buffs that make performance drop. You should at least make CABuff able to use different spells than Slow for its buffs.
 
Struct methods don't rearrange. ;) It is still compiled top to bottom, so they create a dummy trigger and function to execute your function. Basically, it is the same as using .evaluate().

Thus, it will create a trigger and add a condition, which is basically some wasted handles. That's why I posted that improved method arrangement. That way, it creates 0 triggers (aside from onDestroy) opposed to its current state which creates a trigger and a condition (or maybe two of each, I don't remember).

When you call a method that is not above the current method, it will create a trigger global. Then it will add a condition, in which the condition function is the copy of the method to be called (with a return true). Then it will create a dummy function at the top of the map script, to evaluate that trigger. This is avoidable by reordering your methods.

Save a trigger, save a life. Only YOU can prevent forest fires.

I wish Vex kept that as a syntax error, because people should know if they are actually using .evaluate(). xP
 
I wish Vex kept that as a syntax error, because people should know if they are actually using .evaluate() . xP
Actually I know that I am using this but by this I am able to put create in the top of the struct where (for me at least) it belongs programming wise. I don't want to scroll to bottom just to check its constructor.
 
Changelog:
- Auras now notice unlearning and are destroyed automatically
- A new aura template has been added (AuraTemplate)
- The system now works a little bit faster
- The old auras have been completely rescripted in order to use the new Template.

Example:
JASS:
library HolyDevotion requires CustomAura

    globals
        private constant integer BUFF_ID = 'buf1'
        private constant integer BUFF_SPELL = 'spl1'
    endglobals
    
    private struct HolyDevotionAura extends CustomAura
        implement CABuff
        implement CABonus
        implement TableMacros
        
        private static method new takes nothing returns boolean
            local unit u = GetTriggerUnit()
            local integer i = GetHandleId(u)
            local integer s = GetLearnedSkill()
            local integer l = GetUnitAbilityLevel(u, s)
            local thistype this = thistype.load(i)
            
            //: Check whether the aura spell ID is valid
            if s != 'hldv' then
                set u = null
                return false
            endif
            
            if this == 0 then
                set this = thistype.create(u)
                set .ID = i
                call .save()
            else
                //: If we can load the data unaffect all so they get the
                //: new bonuses
                call .unaffectAll()
            endif
            
            //: Update the buff and bonus data
            //: PLEASE DO NOT PUT THIS BEFORE .unaffectAll() !
            call .setBuff(BUFF_SPELL, l, BUFF_ID, true)
            set .dmg = - l * 2
            
            set u = null
            return false
        endmethod
        
        method getRadius takes nothing returns real
            return 500.
        endmethod
        
        method unitFilter takes unit theUnit returns boolean
            //: Do some checks whether the unit is a valid target
            return IsUnitEnemy(theUnit, GetOwningPlayer(.theUnit)) and GetUnitState(theUnit, UNIT_STATE_LIFE) > 0.40 
        endmethod
        
        private static method onInit takes nothing returns nothing
            local integer i = 0
            local trigger t = CreateTrigger()
            
            call TriggerAddCondition(t, Condition(function thistype.new))
            loop
                exitwhen i >= bj_MAX_PLAYER_SLOTS
                
                call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_HERO_SKILL, null)
                set i = i +1
            endloop
        endmethod
    endstruct

endlibrary

Became
JASS:
library HolyDevotion requires AuraTemplate

    globals
        private constant integer BUFF_ID = 'buf1'
        private constant integer BUFF_SPELL = 'spl1'
        private constant string BUFF_ORDER = "slow"
        private constant integer SPELL_ID = 'hldv'
    endglobals
    
    private struct HolyDevotionAura extends AuraTemplate
        //! runtextmacro AuraTemplateMethods()
    
        method onLevelup takes integer theLevel returns nothing
            set .dmg = - theLevel * 2
        endmethod
        
        method getRadius takes nothing returns real
            return 500.
        endmethod
        
        method unitFilter takes unit theUnit returns boolean
            //: Do some checks whether the unit is a valid target
            return IsUnitEnemy(theUnit, GetOwningPlayer(.theUnit)) and GetUnitState(theUnit, UNIT_STATE_LIFE) > 0.40 
        endmethod
    endstruct

endlibrary
 
Level 13
Joined
Mar 19, 2010
Messages
870
Hallo,

how to get the amount of affected units?

Ex: 10 Units have the aura, so the caster has a 10% chance to do something...
i'll update the amount of units in the onLoop()

So, how to get this integer?

Edit: I added a public integer var and count it in the 2 methods "public method affectUnit takes unit theUnit returns nothing" and "public method unaffectUnit takes unit theUnit returns nothing". It works and as long as u dont have a better idea i dont need to change it...

Reg.
 
Last edited:
[JASS="CustomAura"]
//<o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o>
//: CustomAura
//: by Anachron
//:
//: This system is thought to provide a basic aura system that can be used
//: to create auras with buffs and unit stat modifiers.
//:
//: What this is:
//: This is a very fast and flexible way to create an AOE aura.
//:
//: Functionality:
//: - Use buffs
//: - Use bonuses
//: - Highly customizeable ([Don't] use whatever you want)
//: - Highly flexible (You are allowed to change values at any time)
//: - Fast
//: - Easy understandable (Examples to bring the system closer to you)
//: - Well written (Code is non-redundant, cathegorized)
//:
//: Credits:
//: Rising_Dusk for GroupUtils [http://www.wc3c.net/showthread.php?t=104464]
//:
//: Thanks to:
//: Axarion for the idea.
//:
//<o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o.o>
library CustomAura requires GroupUtils, Table

globals
private constant real PERIOD = 0.0375
endglobals

private interface eventHandler
method onLoop takes nothing returns nothing defaults nothing
method onRegister takes unit theUnit returns nothing defaults nothing
method onUnregister takes unit theUnit returns nothing defaults nothing
method onStart takes nothing returns nothing defaults nothing
method onEnd takes nothing returns nothing defaults nothing
method getRadius takes nothing returns real defaults 0.
method onCheck takes unit theUnit returns nothing defaults nothing
method unitFilter takes unit theUnit returns boolean defaults true
method onLevelup takes integer theLevel returns nothing defaults nothing
method activeCond takes nothing returns boolean defaults true

method addBuff takes unit theUnit returns nothing defaults nothing
method removeBuff takes unit theUnit returns nothing defaults nothing
method checkBuff takes unit theUnit returns nothing defaults nothing

method addBonus takes unit theUnit returns nothing defaults nothing
method removeBonus takes unit theUnit returns nothing defaults nothing
endinterface

struct CustomAura extends eventHandler
public unit theUnit = null
private group affect = null
private group last = null
public boolean isAlive = true
public boolean isPaused = false
private boolean hasStarted = false
public integer spellId = 0

//: == ---------------------------- ----------------------------
//: # Indexing & Structstuff
//: == ---------------------------- ----------------------------
private integer index = 0
private static thistype curInstance = 0
private static timer t = CreateTimer()
private static integer a = 0
private static thistype array i

implement CAIndex

public static method create takes unit theUnit returns thistype
local thistype this = thistype.allocate()

set .affect = NewGroup()
set .last = NewGroup()
set .theUnit = theUnit

set .index = thistype.a
set thistype.i[.index] = this
set thistype.a = thistype.a +1
if thistype.a == 1 then
call TimerStart(thistype.t, PERIOD, true, function thistype.run)
endif

return this
endmethod

public stub method aliveCond takes nothing returns boolean
return GetUnitAbilityLevel(.theUnit, .spellId) > 0
endmethod

public method isUnitAffected takes unit theUnit returns boolean
return IsUnitInGroup(theUnit, .affect)
endmethod

public method affectUnit takes unit theUnit returns nothing
call GroupAddUnit(.affect, theUnit)
if not IsUnitInGroup(theUnit, .last) then
call .addBuff(theUnit)
call .addBonus(theUnit)
call .onRegister(theUnit)
else
call .checkBuff(theUnit)
endif
endmethod

public method unaffectUnit takes unit theUnit returns nothing
if not IsUnitInGroup(theUnit, .affect) then
call GroupRemoveUnit(.last, theUnit)
call .removeBuff(theUnit)
call .removeBonus(theUnit)
call .onUnregister(theUnit)
endif
endmethod

private static method unaffectAllEnum takes nothing returns nothing
call thistype.curInstance.unaffectUnit(GetEnumUnit())
endmethod

public method unaffectAll takes nothing returns nothing
set thistype.curInstance = this
call GroupClear(.affect)
call ForGroup(.last, function thistype.unaffectAllEnum)
endmethod

private static method tryRegister takes nothing returns boolean
local thistype this = thistype.curInstance
local unit u = GetFilterUnit()

if .unitFilter(u) then
call .affectUnit(u)
endif

set u = null
return false
endmethod

private static method tryUnregister takes nothing returns nothing
call thistype.curInstance.unaffectUnit(GetEnumUnit())
endmethod

private method move takes nothing returns nothing
call .onLoop()

set .isAlive = .activeCond()

if .isPaused or not .isAlive then
return
endif

if not .hasStarted then
set .hasStarted = true
call .onStart()
endif

//: Replaces call GroupAddGroup(.affect, .last)
set bj_groupAddGroupDest = .last
call ForGroup(.affect, function GroupAddGroupEnum)

call GroupClear(.affect)
call GroupEnumUnitsInRange(.affect, GetUnitX(.theUnit), GetUnitY(.theUnit), .getRadius(), Condition(function thistype.tryRegister))
call ForGroup(.last, function thistype.tryUnregister)
endmethod

public static method run takes nothing returns nothing
local integer i = 0

loop
exitwhen i >= thistype.a

if thistype.i.isAlive and thistype.i != 0 then
set thistype.curInstance = thistype.i
call thistype.i.move()
else
if thistype.i != 0 then
call thistype.i.destroy()
endif
set thistype.a = thistype.a -1
set thistype.i = thistype.i[thistype.a]
set thistype.i.index = i
set i = i -1
endif

set i = i +1
endloop

if thistype.a == 0 then
call PauseTimer(thistype.t)
endif
endmethod

private method onDestroy takes nothing returns nothing
call .unaffectAll()
call ReleaseGroup(.affect)
call ReleaseGroup(.last)
call .clear()
call .onEnd()
endmethod
endstruct
endlibrary
[/code]

[JASS="AuraTemplate"]
library AuraTemplate requires CustomAura
struct AuraTemplate extends CustomAura
implement CABonus
implement CABuff
endstruct
endlibrary

//! textmacro AuraTemplateMethods
private static method new takes nothing returns boolean
local unit u = GetTriggerUnit()
local integer i = GetHandleId(u)
local integer s = GetLearnedSkill()
local integer l = GetUnitAbilityLevel(u, s)
local thistype this = thistype.load(i)

//: Check whether the aura spell ID is valid
if s != SPELL_ID then
set u = null
return false
endif

if this == 0 then
set this = thistype.create(u)
set this.spellId = SPELL_ID
set .ID = i
call .save()
else
//: If we can load the data unaffect all so they get the
//: new bonuses
call .unaffectAll()
endif

//: Update the buff and bonus data
//: PLEASE DO NOT PUT THIS BEFORE .unaffectAll() !
if BUFF_SPELL != 0 and BUFF_ID != 0 and BUFF_ORDER != null then
call .setBuff(BUFF_SPELL, l, BUFF_ID, BUFF_ORDER, true)
endif
call .onLevelup(l)

set u = null
return false
endmethod

private static method onInit takes nothing returns nothing
local integer i = 0
local trigger t = null

//call BJDebugMsg(GetObjectName(SPELL_ID))
if SPELL_ID == 0 then
return
endif

set t = CreateTrigger()
call TriggerAddCondition(t, Condition(function thistype.new))
loop
exitwhen i >= bj_MAX_PLAYER_SLOTS

call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_HERO_SKILL, null)
set i = i +1
endloop
endmethod
//! endtextmacro
[/code]

[JASS="CABuff"]
library CABuff initializer init requires CustomDummy

globals
private unit CASTER = null
endglobals

private function init takes nothing returns nothing
set CASTER = CreateDummy(Player(PLAYER_NEUTRAL_PASSIVE), 0., 0.)
call UnitAddAbility(CASTER, 'Aloc')
endfunction

module CABuff
private integer theSpell = 0
private integer theLevel = 0
private integer theBuff = 0
private string theOrder = null
private boolean buffBased = true

public method setBuff takes integer theSpell, integer theLevel, integer theBuff, string theOrder, boolean buffBased returns nothing
set .theSpell = theSpell
set .theLevel = theLevel
set .theBuff = theBuff
set .theOrder = theOrder
set .buffBased = buffBased
endmethod

public method hasUnitBuff takes unit theUnit returns boolean
return GetUnitAbilityLevel(theUnit, .theBuff) != 0
endmethod

method addBuff takes unit theUnit returns nothing
call SetUnitX(CASTER, GetUnitX(theUnit))
call SetUnitY(CASTER, GetUnitY(theUnit))
call SetUnitOwner(CASTER, GetOwningPlayer(.theUnit), false)
call UnitAddAbility(CASTER, .theSpell)
call SetUnitAbilityLevel(CASTER, .theSpell, .theLevel)
call IssueTargetOrder(CASTER, .theOrder, theUnit)
call UnitRemoveAbility(CASTER, .theSpell)
endmethod

method removeBuff takes unit theUnit returns nothing
call UnitRemoveAbility(theUnit, .theBuff)
endmethod

method checkBuff takes unit theUnit returns nothing
if not .hasUnitBuff(theUnit) then
call .addBuff(theUnit)
endif
endmethod
endmodule

endlibrary
[/code]
[JASS="CABonus"]
library CABonus

module CABonus
public integer hp = 0
public integer mp = 0

public integer amr = 0
public integer dmg = 0

public integer as = 0

public integer mr = 0
public integer lf = 0

public integer str = 0
public integer agi = 0
public integer int = 0

public integer sr = 0

method addBonus takes unit theUnit returns nothing
if .hp != 0 then
call AddUnitBonus(theUnit, BONUS_LIFE, .hp)
endif

if .mp != 0 then
call AddUnitBonus(theUnit, BONUS_MANA, .mp)
endif

if .amr != 0 then
call AddUnitBonus(theUnit, BONUS_ARMOR, .amr)
endif

if .dmg != 0 then
call AddUnitBonus(theUnit, BONUS_DAMAGE, .dmg)
endif

if .as != 0 then
call AddUnitBonus(theUnit, BONUS_ATTACK_SPEED, .as)
endif

if .mr != 0 then
call AddUnitBonus(theUnit, BONUS_MANA_REGEN_PERCENT, .mr)
endif

if .lf != 0 then
call AddUnitBonus(theUnit, BONUS_LIFE_REGEN, .lf)
endif

if .str != 0 then
call AddUnitBonus(theUnit, BONUS_STRENGTH, .str)
endif

if .agi != 0 then
call AddUnitBonus(theUnit, BONUS_AGILITY, .agi)
endif

if .int != 0 then
call AddUnitBonus(theUnit, BONUS_INTELLIGENCE, .int)
endif

if .sr!= 0 then
call AddUnitBonus(theUnit, BONUS_SIGHT_RANGE, .sr)
endif
endmethod

method removeBonus takes unit theUnit returns nothing
if .hp != 0 then
call AddUnitBonus(theUnit, BONUS_LIFE, -.hp)
endif

if .mp != 0 then
call AddUnitBonus(theUnit, BONUS_MANA, -.mp)
endif

if .amr != 0 then
call AddUnitBonus(theUnit, BONUS_ARMOR, -.amr)
endif

if .dmg != 0 then
call AddUnitBonus(theUnit, BONUS_DAMAGE, -.dmg)
endif

if .as != 0 then
call AddUnitBonus(theUnit, BONUS_ATTACK_SPEED, -.as)
endif

if .mr != 0 then
call AddUnitBonus(theUnit, BONUS_MANA_REGEN_PERCENT, -.mr)
endif

if .lf != 0 then
call AddUnitBonus(theUnit, BONUS_LIFE_REGEN, -.lf)
endif

if .str != 0 then
call AddUnitBonus(theUnit, BONUS_STRENGTH, -.str)
endif

if .agi != 0 then
call AddUnitBonus(theUnit, BONUS_AGILITY, -.agi)
endif

if .int != 0 then
call AddUnitBonus(theUnit, BONUS_INTELLIGENCE, -.int)
endif

if .sr!= 0 then
call AddUnitBonus(theUnit, BONUS_SIGHT_RANGE, -.sr)
endif
endmethod
endmodule
endlibrary
[/code]
[JASS="CAIndex"]
/* ----------------------------------- *//*
Version: 0.1
Author: Anachron
Date: 13th Dec 2009

Release information:
Do not use this library without
copyright information.

Copyright 2009

Requirements:
* Table

What this module does:
Adds the ability to save/load/remove
object instances.
*/
/* ----------------------------------- */

module CAIndex
public static Table INSTANCES = 0
public integer ID = 0

private static method onInit takes nothing returns nothing
set thistype.INSTANCES = Table.create()
endmethod

public method save takes nothing returns nothing
set thistype.INSTANCES[.ID] = integer(this)
endmethod

public method remove takes nothing returns nothing
call thistype.INSTANCES.flush(.ID)
call .destroy()
endmethod

public method clear takes nothing returns nothing
call thistype.INSTANCES.flush(.ID)
endmethod

public static method load takes integer id returns thistype
return thistype(thistype.INSTANCES[id])
endmethod
endmodule
[/code]



[JASS="HolyDevotion"]
library HolyDevotion requires AuraTemplate

globals
private constant integer BUFF_ID = 'buf1'
private constant integer BUFF_SPELL = 'spl1'
private constant string BUFF_ORDER = "slow"
private constant integer SPELL_ID = 'hldv'
endglobals

private struct HolyDevotionAura extends AuraTemplate
//! runtextmacro AuraTemplateMethods()

method onLevelup takes integer theLevel returns nothing
set .dmg = - theLevel * 2
endmethod

method getRadius takes nothing returns real
return 500.
endmethod

method unitFilter takes unit theUnit returns boolean
//: Do some checks whether the unit is a valid target
return IsUnitEnemy(theUnit, GetOwningPlayer(.theUnit)) and GetUnitState(theUnit, UNIT_STATE_LIFE) > 0.40
endmethod
endstruct

endlibrary
[/code]
[JASS="DevotionAura"]
library DevotionAura requires AuraTemplate

globals
private constant integer BUFF_ID = 'BHad'
private constant integer BUFF_SPELL = 'spl2'
private constant string BUFF_ORDER = "slow"
private constant integer SPELL_ID = 'dvar'
endglobals

private struct DevotionAura extends AuraTemplate
//! runtextmacro AuraTemplateMethods()

method onLevelup takes integer newLevel returns nothing
set .amr = - newLevel * 2
endmethod

method getRadius takes nothing returns real
return 500.
endmethod

method unitFilter takes unit theUnit returns boolean
//: Do some checks whether the unit is a valid target
return IsUnitEnemy(theUnit, GetOwningPlayer(.theUnit)) and GetUnitState(theUnit, UNIT_STATE_LIFE) > 0.40
endmethod
endstruct

endlibrary
[/code]
[JASS="MagicImmunity"]
library MagicImmunity initializer init requires CustomAura

globals
private constant integer SPELL_BOOK = 'MIbk'
endglobals

private function init takes nothing returns nothing
local integer i = 0

loop
exitwhen i > bj_MAX_PLAYERS
call SetPlayerAbilityAvailable(Player(i), SPELL_BOOK, false)
set i = i + 1
endloop
endfunction

struct MagicImmunity extends CustomAura

method activeCond takes nothing returns boolean
return true
endmethod

method onRegister takes unit theUnit returns nothing
call UnitAddAbility(theUnit, SPELL_BOOK)
endmethod

method onUnregister takes unit theUnit returns nothing
call UnitRemoveAbility(theUnit, SPELL_BOOK)
endmethod

method getRadius takes nothing returns real
return 500.
endmethod

method unitFilter takes unit theUnit returns boolean
//: Only for alive, non-reincarnating units
return GetUnitState(theUnit, UNIT_STATE_LIFE) > 0.40
endmethod
endstruct

endlibrary
[/code]
[JASS="TestMagicImmunity"]
scope TestMagicImmunity initializer init// requires MagicImmunity

private function init takes nothing returns nothing
local unit testDummy = CreateUnit(Player(0), 'hfoo', -450., -600., 270.)
call MagicImmunity.create(testDummy)
call AddSpecialEffectTarget("Abilities\\Spells\\NightElf\\BattleRoar\\RoarTarget.mdl", testDummy, "overhead")
endfunction

endscope
[/code]


The other scripts are external approved sources on hive.

Edit:
You do not have 134.04 KB space left on your computer? :)
I bet hives cache on his PC is more than 140kb per day :p
 
This system is being rescripted for the 1.0 version.
Please DO not use this system excessive, 10 auras are still non-laggy, but more can become a problem.

In order to fix the problem, I have decided to remove some Major flaws:
Remove function interfaces, they are damn sloowwwwww.
Add module API, makes it much faster with static function checks.
Rework internal structure.
Remove the crappy old libraries I made myself before, use the new Stack that is approved here.
Give a better naming, add better Test-Auras, create some actual documentation.
Provide a good public API.

I will post WIPs as the progress happens, and would encourage everyone to try and give me feedback for creating the best aura system possible.

Thanks all for your input!
 
Old Post said:
This system is being rescripted for the 1.0 version.
Please DO not use this system excessive, 10 auras are still non-laggy, but more can become a problem.

In order to fix the problem, I have decided to remove some Major flaws:
Remove function interfaces, they are damn sloowwwwww.
Add module API, makes it much faster with static function checks.
Rework internal structure.
Remove the crappy old libraries I made myself before, use the new Stack that is approved here.
Give a better naming, add better Test-Auras, create some actual documentation.
Provide a good public API.

I will post WIPs as the progress happens, and would encourage everyone to try and give me feedback for creating the best aura system possible.

Thanks all for your input!

Update:
I just wanna let you know that the biggest parts of the system (70%) have been redesigned and rewritten. There was no test yet, however, I am happy to announce that with the next version it's all modular.

There will be events fired for the following situations:

[JASS="AuraEvents"]
public static Event onStart = 0
public static Event onLoop = 0
public static Event onStop = 0
public static Event onEnd = 0
[/code]

[JASS="AuraHeroEvents"]
public static Event onLearn = 0
public static Event onLevelup = 0
public static Event onUnlearn = 0
[/code]

[JASS="AuraGroup"]
public static Event onAffect = 0
public static Event onUnaffect = 0
[/code]

The modules AuraBuff and AuraBoni are not written yet.

The first thing you will notice that I actually use real events, written by Nestrasus. Second thing is, with adding modules to the systems you actually add new events that are getting fired.

The system is smart enough to find out whether the events should be fired or not, as this extraction shows:

[JASS="codeSnippet"]
public method activate takes nothing returns nothing
if not .isStarted then
call .start()
static if thistype.onStart then
set thistype.myself = this
call FireEvent(thistype.onStart)
endif
set .isStarted = true
endif
endmethod
[/code]

Also, events are getting registered now like this:
[JASS="ExampleOfEventAdding"]
call RegisterEvent(Condition(function UnitAura.myCustomCleanup), UnitAura.onEnd)
[/code]

There is still a lot to do, like helper functions/methods/values and demo spells. But I can already tell, the Testmap will be improved a lot too!

Btw, this is what my test-script looks like right now:
[JASS="Test"]
struct UnitAura
implement IsAura

implement AuraEvents
//implement AuraBuff
//implement AuraBoni
implement AuraGroup

public unit carrier = null

public static method create takes unit theCarrier returns thistype
local thistype this = thistype.allocate()

set .carrier = theCarrier

return this
endmethod
endstruct
[/code]

I would love to get any feedback. I've attached an image of the demo map so far.
 

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