• 🏆 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!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
looking_for_help

Profile posts Latest activity Postings Experience Resources About Medals

  • wasnt wrong before, but I dont mind taking suggestions post-official announcement, but the think is, I covered pretty much everything what he mentioned so far(almost).

    Also this is kind of too public to talk about it, but eh :D doesnt matter
    im trying to reduce the damage taken similar to hardened skin, but with % depending on the stats of the hero, and with an amount depend on the stats as well. thats for now.


    But I might also have some bonus damage like bash but depending on the attacked unit, and not to all units (say to undead units)
    trying to make a unit that does damage and from your system know the damage after reduction we can calculate the armor or the armor % reduction
    why does it have to do infinite loop?

    isnt it in your system i say "have some chance to reduce if the dmg source isnt the call armor function"?

    also, now i just thought of some tweak to get armor. everytime the hero pick item, or lose or gain buff, we find his armor again. we create some unit that do 1 dmg and calc. the dmg and take the ratio as the reduction and then whatever. and any block will have condition dmg source is not this thing. ofc we heal back or actually set the dmg to zero

    so we have to calc armor everytime it changes. but hard to calc. the armor while we having dmg source isnt it? i think impossible. which makes it now the time to think of another trick for bonus dmg (Actually now i have the thought to maybe just make it pure dmg lol)

    wait I;ve gone too far i think XD
    Ok I found some armor detect system and I will hope it works with your DDS (thats gonna be awsome)

    I havent tried yet
    Hey looking for help.

    why the DDS have to detect dmg after all reductions? isnt that bad? because I think its good with critical strikes but it screws with fixed bonus dmgs doesnt it (and reductions too) (lets say I want bash with your system)?

    on the other hand, not sure if we detect before all the reduction is it going to be perfect or will it screw with something else
    I'm not really familiar with DDS so I wanna ask.

    Can I use your DDS to make a custom evasion/miss effect? If it can would you be so kind to explain me how?

    EDIT:

    No need, I tried it and it was actually pretty simple.
    dude i have problem with your dds, it won't save the map because it has compile errors, i have newgen. all variables are created with the variable creator, the ids of the item spells are set. it won't save my map because of these compile errors, tell me how you disable this thing so i can save it?
    Have tested it and I liked everything there! Sadly the option hasn't been implemented yet. :( I hope it will use the same configuration file like the previous TESH has. Currently, I got a nice interface and I would be too lazy to re-set them all :(
    // function AddDamageHandler takes code damageHandler returns nothing
    // - Allows you to add a damage handler function to the system. This is not
    // required for GUI users, only for vanilla JASS users. GUI users should
    // use the real variable damageEventTrigger to add damage handlers to this
    // system as explained above.
    The damage handler doesnt work :/

    EDIT:
    And I use this function and it's still considered as PHYSICAL, not CODE?
    call UnitDamageTarget(udg_source, u, udg_Wide__a[v] * udg_amount, false, false, Wide__attack(), Wide__damage(), Wide__weapon())
    How can I generate CODE damage anyway?
    Well you should add this function to the API
    function UnitDamageTargetEx takes unit localSource, unit localTarget, real localAmount, boolean attack, boolean ranged, attacktype localAttackType, damagetype localDamageType, weapontype localWeaponType returns boolean
    Hello, lfh. How's going? :)

    I'm still amazed with your DDS here :eek: Amazed on how you can say GUI whereas it's actually JASS :p Just kidding
    It won't be in the near future (if at all). Inner classes will make it mostly obsolete.
    Well what you call type traits, I call type bounds (as it's called in Java) and as I already mentioned, these would be done using interfaces.
    However interfaces currently are limited to 8191 instances (for all types that implement them) and would therefore not suffice.
    Yes, but this only works if you're not using the type param as parameter for functions that do more than that, e.g. saving something in a hashtable (unless proviging the functions or type bounds) or calculating something which would only allow reals and ints.

    For such simple applications generic modules are the way to go.
    It is not easy to implement better generics. As peq already said, this would probably need TypeBounds to have a real use, and for TypeBounds, you would use Interfaces.
    But You can only have a maximum of 8k instances of that interface (so all classes that implement it share the same address space).
    This could be changed, but there are 3 ways to do interfaces and each has pros and cons.

    If you have a working idea to implement those template-like generics without close limits feel free to tell me.

    In general, inner classes have higher priority.
    When inner classes are working in modules, there will be iterators für generic modules that unfold the type parameter.
    yea thats really common, Ive wrote the Damage amplifier, and I tabbed some code(a few lines, 4 functions to be correct) because they moved to static if, and the script is like 800-900 lines, and boom good bye 2 seconds wait for the tab to take effect :D

    Thats some real inefficiency :D
    quetsion time! (I am too annoying, I know :D)

    Your version of TESH lags too with too big script? Because the "original" tesh lags if your scripts climbs to something like 900 lines worth of code
    well maybe if you could follow user input and also creation and deletion of entire triggers, it could be doable. But you must have some way to catch remove trigger or entire folder and I have no idea if you have such features at your hands.
    maybe if you could track everything the user writes, you could track the function definitions. Additionally, when the map first loads you would load the script to memory and parse it(only once per map load) and when user copies the whole trigger or section, you woul either check the whole script again, or just the copied parts, if you have any way to do so :D
    debate time! :D

    You said you read the vJass from the textbox, but that will have to change if you want to write the InteliSense-kind of program(I have no idea how it is properly called), cause you will only be able to highlight functions, classes and stuff from given textbox, which is still useful, but nevertheless limiting. What are your thoughts? :D
    yea it is most likely thanks to JassHelper, but I mean show me vJass code, even tho when you download the map, it must be compiled, therefore have Jass code in it. That means that there is another file which has the vJass code in it. I just wondered if it was the work of TESH or JassHelper, but seems it is indeed work of JassHelper. Maybe it is even the world editor who generates the file, JassHelper merely populates it. I will have to check the documentation
    hmm...example time!! :D

    Suppose I download unprotected map from hiveworkshop, like Cokemonkey's microrunnertd. It has never been in my computer, so neither TESH nor JassHelper can have any cache built for that map somewhere. But when I open the map in editor, the JassHelper(I suppose, since you said you only load it from the Textbox) can still show me. I just wondered if this was done by TESH or JassHelper. But it seems it's JassHelper's work of magic :D
    yea, but I mean when the map loads, and lets say that I downloaded it from internet so my TESH nor JassHelper have any cache of the vJass contents of given file. You/JassHelper must read it from somewhere :D
    but how you load the vJass files for maps, from that file or you try to reconstruct it? :D
    Yet another question from me, rather technical this time. You've recreated the TESH, and ive just checked the map archive, and indeed unprotected map has the vJass source in .wct file, but I wonder who is responsible for generating that file, TESH or JassHelper?
    and btw I forgot to write it in there, I dont want to spam your vm tho :D but I must point this out: You dont stay true to your name. You do not ask for help! :D
    hey, Im stupid or something, but in your DDS you have integer damageType, but that gets set to CODE only when you call UnitDamageTargetEx right? :D
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top