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Buffs

This package allows you to easily create status effects that can affect any NPC. Status effects on the hero are displayed graphically in a bar.

Dependencies

Initialization

Initialize with LeGo_Buffs flag.

LeGo_Init(LeGo_Buffs);

Warning

This package is still experimental and not included in the LeGo_All initialization flag.

Implementation

Buffs.d on GitHub

Functions

Buff_Apply

Applies a status effect to an NPC.

func int Buff_Apply(var C_NPC npc, var int buff)
Parameters
  • var C_NPC npc
    NPC to be affected by this effect

  • var int buff
    The instance of the effect to apply to the NPC

Return value

The function returns the handle of the buff, which was just generated.

Buff_ApplyUnique

Buff_Apply, but nothing happens if a status effect of that kind is already on the NPC.

func int Buff_ApplyUnique(var C_NPC npc, var int buff)
Parameters
  • var C_NPC npc
    NPC to be affected by this effect

  • var int buff
    The instance of the effect to apply to the NPC

Return value

The function returns the handle of the buff, which was just generated or 0 if the buff is already applied on the NPC.

Buff_ApplyOrRefresh

Buff_Apply, but if a status effect of this type is already affecting the NPC, the duration will be reset.

func int Buff_ApplyOrRefresh(var C_NPC n, var int buff)
Parameters
  • var C_NPC npc
    NPC to be affected by this effect

  • var int buff
    The instance of the effect to apply to the NPC

Return value

The function returns the handle of the buff, which was just generated or refreshed.

Buff_Refresh

Resets the duration of the buff.

func void Buff_Refresh(var int buffHandle)
Parameters
  • var int buffHandle
    Handle of the buff to refresh

Buff_Remove

Removes the buff from the all NPCs.

func void Buff_Remove(var int buffHandle)
Parameters
  • var int buffHandle
    Handle of the buff to remove

Buff_RemoveAll

Removes the buffs form the NPC.

func void Buff_RemoveAll(var C_NPC npc, var int buffInstance)
Parameters
  • var C_NPC npc
    NPC whose buff should be removed

Buff_GetNpc

Returns a pointer to the NPC, which is affected by the buff.

func int Buff_GetNpc(var int buffHandle)
Parameters
  • var int buffHandle
    Handle of the buff

Return value

The function returns a pointer to the NPC, which is affected by the buff.

Buff_Has

Checks if the NPC already has an effect applied.

func int Buff_Has(var C_NPC npc, var int buff)
Parameters
  • var C_NPC npc
    Checked NPC

  • var int buff
    The instance of the effect

Return value

The function returns TRUE if the NPC has an effect applied. FALSE is returned otherwise.

SAVE_GetFuncID

Same as MEM_GetFuncID but gets the current instance.

func int SAVE_GetFuncID(var func f)
Parameters

var func f
Function whose ID is got

Return value

The function returns the ID of given function.

lCBuff class

The buffs package implements an lCBuff class, which looks like this:

class lCBuff
{
    var string name;    // buff name 
    var int buffType;   // GOOD / NEUTRAL / BAD | 1 / 0 / -1
    var int targetID;   // NPC that is currently affected by this buff
    var int durationMS; // buff duration in milliseconds
    var int tickMS;     // tick duration in milliseconds, first tick occurs at tickMS milliseconds
    var int nextTickNr; // e.g. before the first tick this will be 0; OBSOLETE, remove when possible

    var int OnApply; 
    var int OnTick;
    var int OnRemoved;

    var string buffTex;  // associated texture - currently only used for buffs applied on the hero
    // var int originID; // Who casted/created this buff?

    // Internal, no need to set during instance construction
    var int _startedTime;
    var int _endTime;    // Not redundant with durationMS because buffs can be refreshed
};

Examples

Delayed poison

instance deadly_poison(lCBuff)
{
    name = "Deadly poison";
    bufftype = BUFF_BAD;

    durationMS = 10*1000; // 10 seconds long
    tickMS = 1000;        // Every second

    buffTex = "POISON.TGA";
};

Damage should also be added:

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func void deadly_poison_damage(var int buffHandle)
{
    var int ptr; ptr = Buff_GetNpc(buffHandle);
    if (!ptr) { return; }; // Can happen if e.g. the world was changed

    var C_NPC npc; npc = _^(ptr);
    Npc_ChangeAttribute(npc, ATR_HITPOINTS, -3); // 3 damage
};
For complicated technical reasons we use the function SAVE_GetFuncID instead of MEM_GetFuncID.
instance deadly_poison(lCBuff)
{
    name = "Deadly poison";
    bufftype = BUFF_BAD;

    durationMS = 10 * 1000; //10 seconds long
    tickMS = 1000; // Every second

    onTick = SAVE_GetFuncID(deadly_poison_damage); // The damage should be applied every second
    buffTex = "POISON.TGA";
};

For example, if this buff is now applied to the hero, by calling Buff_Apply(hero, deadly_poison), he loses a total of 30 HP over 10 seconds.