- Joined
- May 4, 2007
- Messages
- 2,260
Hey guys, this thread contains the current team members of the "coders" section as well as the scripting rules.
Current team
General Rules
Script Organization
Indenting
Organization
Code order
Scripts we use
Systems we use
Systems I need: Currently I am looking for a stable system that allows us to change unit attributes. BonusMod is an option, but I would like to hear the opinion of my team.
Current team
watermelon_1234(co-leaders)- WherewolfTherewolf
General Rules
- Coding should be only in Vjass, spell can be in vanilla GUI too.
- Always use the latest JassHelper and JNGP in order to keep it up-to-date.
- You are allowed to use libraries from any website however, make sure that they are clean and are working for 100%.
Script Organization
Indenting
- Every blocks will need indenting.
- Blocks are scopes, librariess, structs, if-then-else-constructs, loops, functions, methods, interfaces, basically everything that includes something else
- You indent with one tab, which has the size of 4x space.
Organization
- You should put methods and struct members in order and make it look they are cathegorized
- Categories should be descripted or at least have a very fitting and self-speaking name
- Libraries are ONLY USED for systems and not spells.
Code order
- At the very top is a comment area where you put the name of the script, the author, the credits and the informations into This area should also include a "how to use" if the code is a library.
- On the next, you open your scope/library
- Below that, there should be public globals (if you have any)
- Then you put the private globals
- Then comes textmacros, functions that are used as simple library or public functions. (Also interfaces)
- Below that, here is the place for the actual struct or system.
- At the bottom are initializer methods and misc.
Scripts we use
- Table (or CustomTable by Anachron, if you need to store Units, Destructables and such aswell).
- GroupUtils for GroupRecycling
- DamageEvent for Damage Detection and DamageModifiers for modifying damage.
- TimerUtils for everything about timers.
- ARGB for colors.
- Spell Event for triggering spells.
- Timed effects for all effects with timing and duration.
- Ability Preload to preload all usable abilities.
- TimedLoop to allow us to use only 1 single timer for all the instances of a spell.
- AbortSpell and it's required libraries are a must have when cancelling spell orders just like Blizzard does.
- UnitStatus, instead of using tons of dummy abilities, we will instead use this script which will also give us more freedom to do crazy spells.
- IsUnitSpellResistant to allow us to check if a unit has some sort of spell resistance, thus gaining defence against spells.
Systems we use
- ABuff for triggered buffs.
- Injury effect script to make units bleed when they are weak.
- Random Weather script, because regular weather is too boring ... xD
- Custom Missile system for ALL missiles and projectiles of the game (this is important).
- RecipeSYS, for all our item combinations and recipes!
- BonusMod, our official unit state system that will change several units properties such as attack speed, move, int , etc. Forged in THW !!
Systems I need: Currently I am looking for a stable system that allows us to change unit attributes. BonusMod is an option, but I would like to hear the opinion of my team.
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