BonusMod

Scripts

14 years
edited 8 years
Version 3.3.1

Introduction
[INDENT]BonusMod is written in vJass and requires the NewGen editor, or Jass Helper with PitzerMike's Object Merger configured for it. BonusMod requires the latest version of Jass Helper.

BonusMod is a system for applying reversible bonuses to stats, such as damage, for specific units. Most of the bonuses provided by this system show green or red numbers in the command card, much like the bonuses provided by items. BonusMod is limited in the range of bonuses it can apply. The more abilities a bonus type uses, the larger the maximum and minimum bonuses.

BonusMod can also grant bonuses through code. For example, five optional bonus types are distributed with the basic BonusMod library. They are maximum life and mana, absolute mana per second regeneration, percentage of life per second regeneration, and movement speed. Even more bonus types can be provided by external libraries. The minimum and maximum bonuses these can apply differ depending on the library providing them.

Further explanation, and a guide to the API, is in the libraries documentation.[/INDENT]

Credits
  • weaaddar for the original BonusMod
  • PitzerMike for the ObjectMerger
  • Earth-Fury for the rewrite of BonusMod
  • Vexorian for vJass / Jass Helper
  • All of the contributors to the NewGen editor

The BonusMod Library

[indent]Requirements:

  • Optionally, either:

    • AbilityPreload
    • xepreload

The BonusMod library comes with the following bonus types with the given minimum and maximum values:

[btable=Bonus Types and Ranges]Bonus Constant:[c] Minimum:[c]Maximum:[r]
BONUS_DAMAGE[c]
-1024
[c]
+1023
[r]
BONUS_ARMOR[c]
-1024
[c]
+1023
[r]
BONUS_SIGHT_RANGE[c]
-2048
[c]
+2047
[r]
BONUS_LIFE_REGEN[c]
-256
[c]
+255
[r]
BONUS_AGILITY[c]
-256
[c]
+255
[r]
BONUS_STRENGTH[c]
-256
[c]
+255
[r]
BONUS_INTELLIGENCE[c]
-256
[c]
+255
[r]
BONUS_ATTACK_SPEED[c]
-512%
[c]
+511%
[r]
BONUS_MANA_REGEN_PERCENT[c]
-512%
[c]
+511%
[/btable]
Note that you can easily remove unused bonuses, and easily increase or decrease the range of bonuses individually. Information on how is within the libraries documentation.

To add BonusMod to your map, copy and paste the below library in to a custom-text trigger in your map.

You will want to close your map after the first time you save it with BonusMod in it, reopen it, and disable ability (re)generation in the configuration section. If you fail to do that, a small delay will be added every time you save your map.[/indent]

BonusMod

Code (jass) Select
library BonusMod initializer OnInit requires optional AbilityPreload, optional xepreload
private keyword AbilityBonus
////////////////////////////////////////////////////////////////////////////////
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//@ BonusMod - v3.3.1
//@=============================================================================
//@ Credits:
//@-----------------------------------------------------------------------------
//@    Written by:
//@        Earth-Fury
//@    Based on the work of:
//@        weaaddar
//@-----------------------------------------------------------------------------
//@ If you use this system, please at least credit weaaddar. Without him, this
//@ system would not exist. I would be happy if you credited me as well.
//@=============================================================================
//@ Requirements:
//@-----------------------------------------------------------------------------
//@ This library is written in vJass and thus requires JASS Helper in order to
//@ function correctly. This library also uses the ObjectMerger created by
//@ PitzerMike. The ObjectMerger must be configured as an external tool for
//@ JASS Helper.
//@
//@ All of these things are present in the NewGen world editor.
//@
//@=============================================================================
//@ Introduction:
//@-----------------------------------------------------------------------------
//@ BonusMod is a system for applying reversible bonuses to certain stats, such
//@ as attack speed or mana regen, for specific units. Most of the bonuses
//@ provided by BonusMod show green or red numbers in the command card, exactly
//@ like the bonuses provided by items.
//@
//@ BonusMod has two kinds of bonuses:
//@   1. Ability based bonuses
//@   2. Code based bonuses
//@
//@ All of the bonuses in the configuration section for the basic BonusMod
//@ library are ability-based bonuses. Code-based bonuses are provided by
//@ additional libraries.
//@
//@ Ability based bonuses have a limit to how much of a bonus they can apply.
//@ The actual limit depends on the number of abilities that type of bonus uses.
//@ See the "Default bonuses" section of this readme for the default limits
//@ of the bonuses that come with BonusMod. For changing the limits of the
//@ default bonuses, or for adding new types of bonuses, see the below
//@ configuration section.
//@
//@ Code based bonuses may or may not have a limit to how much of a bonus they
//@ can apply. The limits for code based bonuses depend entirely on how the
//@ bonus is implemented. See their documentation for more information.
//@
//@=============================================================================
//@ Adding BonusMod to your map:
//@-----------------------------------------------------------------------------
//@ First, you must place the BonusMod library in a custom-text trigger in your
//@ map.
//@
//@ You must then save your map with ability generation enabled. After you save
//@ your map with ability generation enabled, you must close your map in the
//@ editor, and reopen it. You can then disable ability generation.
//@ See the configuration section for information on how to enable and disable
//@ ability generation.
//@
//@=============================================================================
//@ Default bonuses:
//@-----------------------------------------------------------------------------
//@
//@      +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//@      | Bonus Type constants:       | Minimum bonus: | Maximum bonus: |
//@      +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//@      | BONUS_SIGHT_RANGE           |   -2048        |   +2047        |
//@      | BONUS_ATTACK_SPEED          |   -512         |   +511         |
//@      | BONUS_ARMOR                 |   -1024        |   +1023        |
//@      | BONUS_MANA_REGEN_PERCENT    |   -512%        |   +511%        |
//@      | BONUS_LIFE_REGEN            |   -256         |   +255         |
//@      | BONUS_DAMAGE                |   -1024        |   +1023        |
//@      | BONUS_STRENGTH              |   -256         |   +255         |
//@      | BONUS_AGILITY               |   -256         |   +255         |
//@      | BONUS_INTELLIGENCE          |   -256         |   +255         |
//@      +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//@
//@      Notes:
//@         - The bonuses for stength, agility, and intelligence can only be
//@           applied to heroes. Attempting to add them to normal units will
//@           fail to work completely.
//@         - Using a negative BONUS_STRENGTH bonus can give a unit negative
//@           maximum life. Don't do that. It really messes stuff up.
//@         - Using a negative BONUS_INTELLIGENCE bonus can remove a hero's
//@           mana. This is not a big issue, as mana will return when the
//@           bonus is removed.
//@         - The maximum effective sight range for a unit is 1800.
//@         - There is a maximum attack speed. I have no idea what it is.
//@
//@ See the configuration section for information on how to change the range of
//@ bonuses, as well as how to add new ability-based bonuses, and remove unused
//@ ones.
//@
//@=============================================================================
//@ Public API / Function list:
//@-----------------------------------------------------------------------------
//@ Note that BonusMod will only output error messages if JASS Helper is set to
//@ compile in debug mode.
//@
//@ Bonus constants such as BONUS_DAMAGE have .min and .max properties which
//@ are the minimum and maximum bonus that type of bonus can apply. Note that
//@ for code based bonuses, these constants may not reflect the minimum or
//@ maximum bonus for a specific unit. Use the IsBonusValid() function to check
//@ if the given bonus value is okay for a given unit.
//@
//@ function SetUnitBonus
//@ takes unit u, Bonus bonusType, integer amount
//@ returns integer
//@
//@     This function sets the bonus of the type bonusType for the given unit to
//@     the given amount. The returned integer is the unit's actual current
//@     bonus, after it has been changed. If the given amount is above the
//@     maximum possible bonus for this type, then the maximum possible bonus
//@     is applied to the unit. The same is true if the given value is below
//@     the minimum possible bonus.
//@
//@ function GetUnitBonus
//@ takes unit u, Bonus bonusType
//@ returns integer
//@
//@     Returns the given unit's current bonus of bonusType. A value of 0 means
//@     that the given unit does not have a bonus of the given type.
//@
//@ function AddUnitBonus
//@ takes unit u, Bonus bonusType, integer amount
//@ returns integer
//@
//@     Increases the unit's bonus by the given amount. You can use a negitive
//@     amount to subtract from the unit's current bonus. Note that the same
//@     rules SetUnitBonus has apply for going over/under the maximum bonus.
//@     The returned value is the unit's actual new bonus.
//@
//@ function RemoveUnitBonus
//@ takes unit u, Bonus bonusType
//@ returns nothing
//@
//@     Sets the bonus of the type bonusType to 0 for the given unit. This
//@     function is faster then using SetUnitBonus(u, bonusType, 0).
//@
//@ function IsBonusValid
//@ takes unit u, Bonus abstractBonus, integer value
//@ returns boolean
//@
//@     Returns true if the given value is a valid bonus value for the given
//@     unit. This will also return false if the given bonus type is a hero-
//@     only bonus type, and the given unit is not a hero.
//@
//@=============================================================================
//@ Writing code-based bonuses:
//@-----------------------------------------------------------------------------
//@ This section of the readme tells you how to create your own bonus types
//@ that apply their bonuses using vJass code instead of abilities. You do not
//@ need to read or understand this to use BonusMod as-is.
//@
//@ Creating a new bonus type is simple. Extend the Bonus struct, implement the
//@ methods provided within it, and create a single instance of your struct
//@ within a variable named BONUS_YOUR_BONUS_TYPES_NAME of the type Bonus.
//@
//@ The methods you must implement are:
//@
//@ method setBonus takes unit u, integer amount returns integer
//@     This method sets the given unit's current bonus to amount, returning
//@     the actual bonus that was applied. If the given amount is higher then
//@     the maximum amount your bonus type can apply to a unit, you must apply
//@     the maximum possible bonus, and return that amount. The same holds true
//@     for the minimum bonus.
//@
//@ method getBonus takes unit u returns integer
//@     This method returns the current bonus the given unit has.
//@
//@ method removeBonus takes unit u returns nothing
//@     This method sets the current bonus of the given unit to 0.
//@
//@ method isValueInRange takes integer value returns boolean
//@     This method returns true if the given integer is a valid bonus amount
//@     for this bonus type, and false otherwise.
//@
//@ Note that it is your responsibility to do any clean up in the event a unit
//@ dies or is removed with an active bonus on it. There is no guarantee that
//@ removeBonus() will be called before a unit dies or is removed.
//@
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
////////////////////////////////////////////////////////////////////////////////

//==============================================================================
// Configuration:
//==============================================================================

//------------------------------------------------------------------------------
// If the following constant is set to true, the abilities used by this library
// will be preloaded at map initialization. This will slightly increase loading
// time, but will prevent a slight to medium lag spike the first time a bonus
// of a type is applied.
//
// Note that your map must contain either the xepreload library, or the
// AbilityPreload library for preloading to work.
//
// It is highly recommended that you do not set this to false.
//------------------------------------------------------------------------------
globals
    private constant boolean PRELOAD_ABILITIES = true
endglobals

//------------------------------------------------------------------------------
// The BonusMod_BeginBonuses macro takes a single boolean type parameter.
// If set to true, bonus abilities will be created (or recreated) on save.
// If set to false, abilities will not be generated.
//
// If you modify any of the bonus declaration macros, or add new ones, you must
// regenerate abilities.
//
// Note that if you remove a bonus, the abilities it had created will not be
// automatically removed. This is also true of reducing the number of abilities
// a bonus uses.
//
// After you generate abilities, you must close your map and reopen it in the
// editor. You can then disable ability generation until the next time you
// modify the bonus types.
//------------------------------------------------------------------------------
//! runtextmacro BonusMod_BeginBonuses("true")
    //--------------------------------------------------------------------------
    // Below are where bonus types are defined.
    //
    // The first parameter is the name of the bonus type. A constant will be
    // generated for each bonus type, that will take the form: BONUS_NAME
    //
    // The second parameter is the maximum power of 2 the bonus type can add
    // to a unit. For example, 8 abilities gives a range of -256 to +255.
    //
    // The third parameter is the base ability. The base ability must give the
    // desired effect when the given field is changed.
    //
    // The fourth parameter is the rawcode prefix of the bonuses generated
    // abilities. The prefix must be 3 characters long. Your map must not
    // already contain bonuses which start with the given prefix.
    //
    // The fifth parameter is the object field to modify for each generated
    // ability.
    //
    // The sixth parameter must be true of the bonus should only work on hero
    // units, and false otherwise.
    //
    // The final parameter is the icon that will be displayed in the object
    // editor. This has no effect on anything ingame.
    //--------------------------------------------------------------------------
   
    //                                    |     NAME     |ABILITY|SOURCE |PREFIX|FIELD  | HERO   |  ICON
    //                                    |              | COUNT |ABILITY|      |       |  ONLY  |
    //! runtextmacro BonusMod_DeclareBonus("ARMOR",        "10",  "AId1", "(A)", "Idef", "false", "BTNHumanArmorUpOne.blp")
    //! runtextmacro BonusMod_DeclareBonus("DAMAGE",       "10",  "AItg", "(B)", "Iatt", "false", "BTNSteelMelee.blp")
    //! runtextmacro BonusMod_DeclareBonus("SIGHT_RANGE",  "11",  "AIsi", "(C)", "Isib", "false", "BTNTelescope.blp")
    //! runtextmacro BonusMod_DeclareBonus("LIFE_REGEN",   "8",   "Arel", "(E)", "Ihpr", "false", "BTNRingSkull.blp")
    //! runtextmacro BonusMod_DeclareBonus("STRENGTH",     "8",   "AIa1", "(F)", "Istr", "true" , "BTNGoldRing.blp")
    //! runtextmacro BonusMod_DeclareBonus("AGILITY",      "8",   "AIa1", "(G)", "Iagi", "true" , "BTNGoldRing.blp")
    //! runtextmacro BonusMod_DeclareBonus("INTELLIGENCE", "8",   "AIa1", "(H)", "Iint", "true" , "BTNGoldRing.blp")
   
    //                                           |     NAME          |ABILITY|SOURCE |PREFIX|FIELD  |HERO   |  ICON
    //                                           |                   | COUNT |ABILITY|      |       | ONLY  |
    //! runtextmacro BonusMod_DeclarePercentBonus("ATTACK_SPEED",       "9", "AIsx",  "(I)", "Isx1", "false", "BTNGlove.blp")
    //! runtextmacro BonusMod_DeclarePercentBonus("MANA_REGEN_PERCENT", "9", "AIrm",  "(D)", "Imrp", "false", "BTNSobiMask.blp")
   
//! runtextmacro BonusMod_EndBonuses()

//==============================================================================
// End of configuration
//==============================================================================

//! textmacro BonusMod_BeginBonuses takes SHOULD_GENERATE_ABILITIES
    private function Setup takes nothing returns nothing
   
    // The following is a lua script for the ObjectMerger, used to generate abilities
    //*
    //! externalblock extension=lua ObjectMerger $FILENAME$
    //! i if "$SHOULD_GENERATE_ABILITIES$" == "true" then
    //! i function FormatName(name)
    //! i     name = string.lower(name)
    //! i     name = string.gsub(name, "_", " ")
    //! i     s = name
    //! i     name = ""
    //! i     for w in string.gmatch(s, "%a%w*") do
    //! i         name = name .. string.upper(string.sub(w, 1, 1)) .. string.sub(w, 2, -1)
    //! i         name = name .. " "
    //! i     end
    //! i     name = string.sub(name, 1, string.len(name) - 1)
    //! i     return name
    //! i end
    //! i function SetupAbility(name, suffix, icon, hero)
    //! i     makechange(current, "anam", "BonusMod - " .. FormatName(name))
    //! i     makechange(current, "ansf", "(" .. suffix .. ")")
    //! i     makechange(current, "aart", "ReplaceableTextures\\CommandButtons\\" .. icon)
    //! i     makechange(current, "aite", 0)
    //! i     if hero then
    //! i         makechange(current, "Iagi", 1, 0)
    //! i         makechange(current, "Iint", 1, 0)
    //! i         makechange(current, "Istr", 1, 0)
    //! i     end
    //! i end
    //! i function CreateAbility(sourceAbility, prefix, field, abilityCount, name, icon)
    //! i     powOf2 = abilityCount - 1
    //! i     lengthOfMax = string.len(tostring(2^abilityCount))
    //! i     for i = 0, powOf2 do
    //! i         padding = ""
    //! i         for k = 0, lengthOfMax - string.len(tostring(2^i)) - 1 do
    //! i             padding = padding .. "0"
    //! i         end
    //! i         createobject(sourceAbility, prefix .. string.sub(chars, i + 1, i + 1))
    //! i         SetupAbility(name, "+" .. padding .. tostring(2 ^ i), icon, true)
    //! i         makechange(current, field, 1, tostring(2^i))
    //! i     end
    //! i     createobject(sourceAbility, prefix .. "-")
    //! i     SetupAbility(name, "-" .. tostring(2 ^ abilityCount), icon, true)
    //! i     makechange(current, field, 1, tostring(-(2^abilityCount)))
    //! i end
    //! i function CreatePercentageAbility(sourceAbility, prefix, field, abilityCount, name, icon)
    //! i     powOf2 = abilityCount - 1
    //! i     lengthOfMax = string.len(tostring(2^abilityCount))
    //! i     for i = 0, powOf2 do
    //! i         padding = ""
    //! i         for k = 0, lengthOfMax - string.len(tostring(2^i)) - 1 do
    //! i             padding = padding .. "0"
    //! i         end
    //! i         createobject(sourceAbility, prefix .. string.sub(chars, i + 1, i + 1))
    //! i         SetupAbility(name, "+" .. padding .. tostring(2 ^ i) .. "%", icon, false)
    //! i         makechange(current, field, 1, tostring((2 ^ i) / 100))
    //! i     end
    //! i     createobject(sourceAbility, prefix .. "-")
    //! i     SetupAbility(name, "-" .. tostring(2 ^ abilityCount) .. "%", icon, false)
    //! i     makechange(current, field, 1, tostring(-((2 ^ abilityCount) / 100)))
    //! i end
    //! i     setobjecttype("abilities")
    //! i     chars = "abcdefghijklmnopqrstuvwxyz"
    //! i
    // */
//! endtextmacro

//! textmacro BonusMod_DeclareBonus takes NAME, ABILITY_COUNT, SOURCE_ABILITY, RAWCODE_PREFIX, FIELD, HERO_ONLY, ICON
    //! i CreateAbility("$SOURCE_ABILITY$", "$RAWCODE_PREFIX$", "$FIELD$", $ABILITY_COUNT$, "$NAME$", "$ICON$")
    globals
        Bonus BONUS_$NAME$
    endglobals
    set BONUS_$NAME$ = AbilityBonus.create('$RAWCODE_PREFIX$a', $ABILITY_COUNT$, '$RAWCODE_PREFIX$-', $HERO_ONLY$)
//! endtextmacro

//! textmacro BonusMod_DeclarePercentBonus takes NAME, ABILITY_COUNT, SOURCE_ABILITY, RAWCODE_PREFIX, FIELD, HERO_ONLY, ICON
    //! i CreatePercentageAbility("$SOURCE_ABILITY$", "$RAWCODE_PREFIX$", "$FIELD$", $ABILITY_COUNT$, "$NAME$", "$ICON$")
    globals
        Bonus BONUS_$NAME$
    endglobals
    set BONUS_$NAME$ = AbilityBonus.create('$RAWCODE_PREFIX$a', $ABILITY_COUNT$, '$RAWCODE_PREFIX$-', $HERO_ONLY$)
//! endtextmacro

//! textmacro BonusMod_EndBonuses
    //*
    //! i end
    //! endexternalblock
    // */
   
    endfunction
//! endtextmacro

// ===
//  Precomputed integer powers of 2
// ===

globals
    private integer array powersOf2
    private integer powersOf2Count = 0
endglobals

// ===
//  Utility functions
// ===

private function ErrorMsg takes string func, string s returns nothing
    call BJDebugMsg("|cffFF0000BonusMod Error|r|cffFFFF00:|r |cff8080FF" + func + "|r|cffFFFF00:|r " + s)
endfunction

private function LoadAbility takes integer abilityId returns nothing
    static if PRELOAD_ABILITIES then
        static if LIBRARY_xepreload then
            call XE_PreloadAbility(abilityId)
        else
            static if LIBRARY_AbilityPreload then
                call AbilityPreload(abilityId)
            endif
        endif
    endif
endfunction

// ===
//  Bonus Types
// ===

private interface BonusInterface
    integer minBonus = 0
    integer maxBonus = 0
    private method destroy takes nothing returns nothing defaults nothing
endinterface

private keyword isBonusObject

struct Bonus extends BonusInterface
    boolean isBonusObject = false
   
    public static method create takes nothing returns thistype
        local thistype this = thistype.allocate()
       
        set this.isBonusObject = true
       
        return this
    endmethod
   
    stub method setBonus takes unit u, integer amount returns integer
        debug call ErrorMsg("Bonus.setBonus()", "I have no idea how or why you did this, but don't do it.")
        return 0
    endmethod
   
    stub method getBonus takes unit u returns integer
        debug call ErrorMsg("Bonus.getBonus()", "I have no idea how or why you did this, but don't do it.")
        return 0
    endmethod
   
    stub method removeBonus takes unit u returns nothing
        call this.setBonus(u, 0)
    endmethod
   
    stub method isValidBonus takes unit u, integer value returns boolean
        return true
    endmethod
   
    method operator min takes nothing returns integer
        return this.minBonus
    endmethod
   
    method operator max takes nothing returns integer
        return this.maxBonus
    endmethod
endstruct

private struct AbilityBonus extends Bonus
    public integer count
   
    public integer rawcode
    public integer negativeRawcode
   
    public integer minBonus = 0
    public integer maxBonus = 0
   
    public boolean heroesOnly
   
    public static method create takes integer rawcode, integer count, integer negativeRawcode, boolean heroesOnly returns thistype
        local thistype bonus = thistype.allocate()
        local integer i
        debug local boolean error = false
       
        // Error messages
        static if DEBUG_MODE then
            if rawcode == 0 then
                call ErrorMsg("AbilityBonus.create()", "Bonus constructed with a rawcode of 0?!")
                call bonus.destroy()
                return 0
            endif
           
            if count < 0 or count == 0 then
                call ErrorMsg("AbilityBonus.create()", "Bonus constructed with an ability count <= 0?!")
                call bonus.destroy()
                return 0
            endif
        endif
       
        // Grow powers of 2
        if powersOf2Count < count then
            set i = powersOf2Count
            loop
                exitwhen i > count
               
                set powersOf2[i] = 2 * powersOf2[i - 1]

                set i = i + 1
            endloop
            set powersOf2Count = count
        endif
       
        // Preload this bonus' abilities
        static if PRELOAD_ABILITIES then
            set i = 0
            loop
                exitwhen i == count
               
                call LoadAbility(rawcode + i)
               
                set i = i + 1
            endloop
           
            if negativeRawcode != 0 then
                call LoadAbility(negativeRawcode)
            endif
        endif
       
        // Set up this bonus object
        set bonus.count = count
        set bonus.negativeRawcode = negativeRawcode
        set bonus.rawcode = rawcode
        set bonus.heroesOnly = heroesOnly
       
        // Calculate the minimum and maximum bonuses
        if negativeRawcode != 0 then
            set bonus.minBonus = -powersOf2[count]
        else
            set bonus.minBonus = 0
        endif
        set bonus.maxBonus = powersOf2[count] - 1
       
        // Return the bonus object
        return bonus
    endmethod
   
    // Interface methods:
   
    method setBonus takes unit u, integer amount returns integer
        return SetUnitBonus.evaluate(u, this, amount)
    endmethod
   
    method getBonus takes unit u returns integer
        return GetUnitBonus.evaluate(u, this)
    endmethod
   
    method removeBonus takes unit u returns nothing
        call RemoveUnitBonus.evaluate(u, this)
    endmethod
   
    public method isValidBonus takes unit u, integer value returns boolean
        return (value >= this.minBonus) and (value <= this.maxBonus)
    endmethod
endstruct

// ===
//  Public API
// ===

function IsBonusValid takes unit u, Bonus abstractBonus, integer value returns boolean
    local AbilityBonus bonus = AbilityBonus(abstractBonus)
   
    static if DEBUG_MODE then
        if not abstractBonus.isBonusObject then
            call ErrorMsg("IsBonusValid()", "Invalid bonus type given")
        endif
    endif
   
    if abstractBonus.min > value or abstractBonus.max < value then
        return false
    endif
   
    if abstractBonus.getType() != AbilityBonus.typeid then
        return abstractBonus.isValidBonus(u, value)
    endif
   
    if bonus.heroesOnly and not IsUnitType(u, UNIT_TYPE_HERO) then
        return false
    endif
   
    return (value >= bonus.minBonus) and (value <= bonus.maxBonus)
endfunction

function RemoveUnitBonus takes unit u, Bonus abstractBonus returns nothing
    local integer i = 0
    local AbilityBonus bonus = AbilityBonus(abstractBonus)

    static if DEBUG_MODE then
        if not abstractBonus.isBonusObject then
            call ErrorMsg("RemoveUnitBonus()", "Invalid bonus type given")
        endif
    endif
   
    if abstractBonus.getType() != AbilityBonus.typeid then
        call abstractBonus.removeBonus(u)
        return
    endif
   
    if bonus.heroesOnly and not IsUnitType(u, UNIT_TYPE_HERO) then
        debug call ErrorMsg("RemoveUnitBonus()", "Trying to remove a hero-only bonus from a non-hero unit")
        return
    endif
   
    call UnitRemoveAbility(u, bonus.negativeRawcode)
   
    loop
        exitwhen i == bonus.count
       
        call UnitRemoveAbility(u, bonus.rawcode + i)

        set i = i + 1
    endloop
endfunction

function SetUnitBonus takes unit u, Bonus abstractBonus, integer amount returns integer
    local integer i
    local integer output = 0
    local AbilityBonus bonus = AbilityBonus(abstractBonus)
    local boolean applyMinBonus = false
   
    static if DEBUG_MODE then
        if not abstractBonus.isBonusObject then
            call ErrorMsg("SetUnitBonus()", "Invalid bonus type given")
        endif
    endif
   
    if amount == 0 then
        call RemoveUnitBonus(u, bonus)
        return 0
    endif
   
    if abstractBonus.getType() != AbilityBonus.typeid then
        return abstractBonus.setBonus(u, amount)
    endif
   
    if bonus.heroesOnly and not IsUnitType(u, UNIT_TYPE_HERO) then
        debug call ErrorMsg("SetUnitBonus()", "Trying to set a hero-only bonus on a non-hero unit")
        return 0
    endif
   
    if amount < bonus.minBonus then
        debug call ErrorMsg("SetUnitBonus()", "Attempting to set a bonus to below its min value")
        set amount = bonus.minBonus
    elseif amount > bonus.maxBonus then
        debug call ErrorMsg("SetUnitBonus()", "Attempting to set a bonus to above its max value")
        set amount = bonus.maxBonus
    endif
   
    if amount < 0 then
        set amount = -(bonus.minBonus - amount)
        set applyMinBonus = true
    endif
   
    call UnitRemoveAbility(u, bonus.negativeRawcode)
   
    set i = bonus.count - 1
    loop
        exitwhen i < 0
        if amount >= powersOf2[i] then
           
            call UnitAddAbility(u, bonus.rawcode + i)
            call UnitMakeAbilityPermanent(u, true, bonus.rawcode + i)
           
            static if DEBUG_MODE then
                if GetUnitAbilityLevel(u, bonus.rawcode + i) <= 0 then
                    call ErrorMsg("SetUnitBonus()", "Failed to give the 2^" + I2S(i) + " ability to the unit!")
                endif
            endif
           
            set amount = amount - powersOf2[i]
            set output = output + powersOf2[i]
        else
           
            call UnitRemoveAbility(u, bonus.rawcode + i)
            static if DEBUG_MODE then
                if GetUnitAbilityLevel(u, bonus.rawcode + i) > 0 then
                    call ErrorMsg("SetUnitBonus()", "Unit still has the 2^" + I2S(i) + " ability after it was removed!")
                endif
            endif
        endif

        set i = i - 1
    endloop
   
    if applyMinBonus then
        call UnitAddAbility(u, bonus.negativeRawcode)
        call UnitMakeAbilityPermanent(u, true, bonus.negativeRawcode)
    else
        call UnitRemoveAbility(u, bonus.negativeRawcode)
    endif
   
    return output
endfunction

function GetUnitBonus takes unit u, Bonus abstractBonus returns integer
    local integer i = 0
    local integer amount = 0
    local AbilityBonus bonus = AbilityBonus(abstractBonus)

    static if DEBUG_MODE then
        if not abstractBonus.isBonusObject then
            call ErrorMsg("GetUnitBonus()", "Invalid bonus type given")
        endif
    endif
   
    if abstractBonus.getType() != AbilityBonus.typeid then
        return abstractBonus.getBonus(u)
    endif
   
    if bonus.heroesOnly and not IsUnitType(u, UNIT_TYPE_HERO) then
        debug call ErrorMsg("GetUnitBonus()", "Trying to get a hero-only bonus from a non-hero unit")
        return 0
    endif
   
    if GetUnitAbilityLevel(u, bonus.negativeRawcode) > 0 then
        set amount = bonus.minBonus
    endif

    loop
        exitwhen i == bonus.count
       
        if GetUnitAbilityLevel(u, bonus.rawcode + i) > 0 then
            set amount = amount + powersOf2[i]
        endif

        set i = i + 1
    endloop

    return amount
endfunction

function AddUnitBonus takes unit u, Bonus bonus, integer amount returns integer
    return SetUnitBonus(u, bonus, GetUnitBonus(u, bonus) + amount)
endfunction

// ===
//  Initialization
// ===

private function OnInit takes nothing returns nothing
    local integer i
   
    // Set up powers of 2
    set powersOf2[0] = 1
    set powersOf2Count = 1
   
    static if DEBUG_MODE and PRELOAD_ABILITIES and not LIBRARY_xepreload and not LIBRARY_AbilityPreload then
        call ErrorMsg("Initialization", "PRELOAD_ABILITIES is set to true, but neither usable preloading library is detected")
    endif
   
    // Setup bonuses
    call Setup()
endfunction
endlibrary


Additional Bonus Types

[indent]Bonus Maximum Life / Mana

[indent]Requirements:

  • BonusMod
  • AutoIndex

This library provides two new bonus types:
[btable=Bonus Types and Ranges]Bonus Constant:[r]
BONUS_LIFE[r]
BONUS_MANA[/btable]

The minimum bonus these bonus types can apply depends on the unit. You can apply any positive or negative bonus that does not result in a unit's maximum life or maximum mana going below 1.

To add these bonuses to BonusMod, simply copy and paste the following library in to a custom-text trigger in your map.[/indent]
Bonus Max Life / Mana
Code (jass) Select
library UnitMaxStateBonuses initializer OnInit requires BonusMod, UnitMaxState, AutoIndex
////////////////////////////////////////////////////////////////////////////////
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//@ UnitMaxStateBonuses for BonusMod
//@=============================================================================
//@ Credits:
//@-----------------------------------------------------------------------------
//@    Written by:
//@        Earth-Fury
//@=============================================================================
//@ Requirements:
//@-----------------------------------------------------------------------------
//@ This library requires the BonusMod library, the UnitMaxState library by
//@ Earth-Fury, and the AutoIndex library by grim001.
//@
//@=============================================================================
//@ Readme:
//@-----------------------------------------------------------------------------
//@ This library provides two new bonus types:
//@
//@   - BONUS_LIFE
//@   - BONUS_MANA
//@
//@ These bonuses, of course, raise a unit's maximum life and mana.
//@
//@ Note that if you simply wish to permanently increase or decrease the maximum
//@ life or mana of a unit, you are likely best off using UnitMaxState directly.
//@
//@ The minimum life and mana bonuses are 1 more than -(unit's max state).
//@ That is to say, these bonuses can not fully remove a unit's life or mana.
//@
//@ There is no maximum bonus.
//@
//@ There is nothing to configure.
//@
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
////////////////////////////////////////////////////////////////////////////////

globals
    Bonus BONUS_LIFE
    Bonus BONUS_MANA
endglobals

private function ErrorMsg takes string func, string s returns nothing
    call BJDebugMsg("|cffFF0000UnitMaxStateBonus Error|r|cffFFFF00:|r |cff8080FF" + func + "|r|cffFFFF00:|r " + s)
endfunction

private struct BonusValues
    public integer mana = 0
    public integer life = 0
   
    public unit owner
   
    private static thistype array owners
   
    private static method create takes unit u returns thistype
        local thistype this = thistype.allocate()
       
        set this.owner = u
       
        set thistype.owners[GetUnitId(u)] = this
       
        return this
    endmethod
   
    private method onDestroy takes nothing returns nothing
        set thistype.owners[GetUnitId(this.owner)] = thistype(0)
        set this.owner = null
    endmethod
   
    public static method getInstance takes unit u returns thistype
        if thistype.owners[GetUnitId(u)] == 0 then
            return thistype.create(u)
        else
            return thistype.owners[GetUnitId(u)]
        endif
    endmethod
   
    public static method operator[] takes unit u returns thistype
        return thistype.owners[GetUnitId(u)]
    endmethod
   
    public static method operator[]= takes unit u, thistype i returns nothing
        set thistype.owners[GetUnitId(u)] = i
    endmethod
endstruct

//! textmacro UnitMaxStateBonus_DefineBonus takes NAME, STATE, MIN
private struct MaxStateBonus_$NAME$ extends Bonus
    integer minBonus = -2147483648
    integer maxBonus =  2147483647
   
    method setBonus takes unit u, integer amount returns integer
        local BonusValues values
        local integer actual
        local integer new
        local real factor
       
        if not IsUnitIndexed(u) then
            debug call ErrorMsg("MaxStateBonus_$NAME$.setBonus()", "Unit that is not indexed by AutoIndex given")
            return 0
        endif
       
        set values = BonusValues.getInstance(u)
       
        set actual = R2I(GetUnitState(u, UNIT_STATE_MAX_$STATE$)) - values.$NAME$
        set new = actual + amount
       
        set factor = GetUnitState(u, UNIT_STATE_$STATE$) / GetUnitState(u, UNIT_STATE_MAX_$STATE$)
       
        if new < $MIN$ then
            if actual < $MIN$ then
                set values.$NAME$ = 0
            else
                set values.$NAME$ = -actual + $MIN$
            endif
           
            call SetUnitState(u, UNIT_STATE_$STATE$, $MIN$)
            call SetUnitMaxState(u, UNIT_STATE_MAX_$STATE$, $MIN$)
            return values.$NAME$
        else
            set values.$NAME$ = amount
           
            call SetUnitMaxState(u, UNIT_STATE_MAX_$STATE$, new)
            call SetUnitState(u, UNIT_STATE_$STATE$, new * factor)
           
            return values.$NAME$
        endif
    endmethod
   
    method getBonus takes unit u returns integer
        local BonusValues values
        local integer actual
        local integer new
        local real factor
       
        if not IsUnitIndexed(u) then
            debug call ErrorMsg("MaxStateBonus_$NAME$.getBonus()", "Unit that is not indexed by AutoIndex given")
            return 0
        endif
       
        set values = BonusValues[u]
       
        if values == 0 then
            return 0
        endif
       
        set values.$NAME$ = R2I(GetUnitState(u, UNIT_STATE_MAX_$STATE$)) - (R2I(GetUnitState(u, UNIT_STATE_MAX_$STATE$)) - values.$NAME$)
       
        return values.$NAME$
    endmethod
   
    method removeBonus takes unit u returns nothing
        call this.setBonus(u, 0)
    endmethod
   
    method isValidBonus takes unit u, integer value returns boolean
        local integer currentBonus
       
        if not IsUnitIndexed(u) then
            return false
        endif
       
        set currentBonus = this.getBonus(u)
       
        return R2I(GetUnitState(u, UNIT_STATE_MAX_$STATE$)) - currentBonus + value >= $MIN$
    endmethod
endstruct
//! endtextmacro

//! runtextmacro UnitMaxStateBonus_DefineBonus("life", "LIFE", "1")
//! runtextmacro UnitMaxStateBonus_DefineBonus("mana", "MANA", "1")

private function OnLeaveMap takes unit u returns nothing
    if BonusValues[u] != 0 then
        call BonusValues[u].destroy()
    endif
endfunction

private function OnInit takes nothing returns nothing
    call OnUnitDeindexed(OnLeaveMap)
   
    set BONUS_LIFE = MaxStateBonus_life.create()
    set BONUS_MANA = MaxStateBonus_mana.create()
endfunction
endlibrary


Bonus Life Regen (%) and Mana Regen (Absolute)

[indent]Requirements:
  • BonusMod
  • AutoIndex

This library provides two new bonus types:
[btable=Bonus Types and Ranges]Bonus Constant:[r]
BONUS_MANA_REGEN[r]
BONUS_LIFE_REGEN_PERCENT[/btable]
These bonuses do not have minimum or maximum values. Any bonus amount is valid.

To add these bonuses to BonusMod, simply copy and paste the following library in to a custom-text trigger in your map. You may wish to change the refresh delay of the system, to either increase or decrease the time between updates.[/indent]
Bonus Life Regen (%) and Mana Regen (Absolute)
Code (jass) Select
library RegenBonuses initializer OnInit requires BonusMod, AutoIndex
////////////////////////////////////////////////////////////////////////////////
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//@ RegenBonuses for BonusMod
//@=============================================================================
//@ Credits:
//@-----------------------------------------------------------------------------
//@    Written by:
//@        Earth-Fury
//@=============================================================================
//@ Requirements:
//@-----------------------------------------------------------------------------
//@ This library requires the BonusMod library, and the AutoIndex library.
//@
//@=============================================================================
//@ Readme:
//@-----------------------------------------------------------------------------
//@ This library provides two new bonus types:
//@
//@   - BONUS_MANA_REGEN
//@         Regenerates an absolute amount of mana every second
//@
//@   - BONUS_LIFE_REGEN_PERCENT
//@         Regenerates a percent of a unit's maximum life every second
//@
//@ Any value is a valid bonus. There are no limits.
//@
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
////////////////////////////////////////////////////////////////////////////////

//==============================================================================
// Configuration:
//==============================================================================

//------------------------------------------------------------------------------
// The following constant determines how often the life and mana bonuses are
// applied to units. Note that this will not effect the values of the bonuses.
// The values of the bonuses will always be mana per second/percentage of life
// per second. This constant simply determines how often the values are updated.
//------------------------------------------------------------------------------
globals
    private real REGEN_PERIOD = 0.1
endglobals

//==============================================================================
// End of configuration
//==============================================================================

globals
    Bonus BONUS_MANA_REGEN
    Bonus BONUS_LIFE_REGEN_PERCENT
endglobals

private function ErrorMsg takes string func, string s returns nothing
    call BJDebugMsg("|cffFF0000RegenBonuses Error|r|cffFFFF00:|r |cff8080FF" + func + "|r|cffFFFF00:|r " + s)
endfunction

globals
    private timer regenTimer = CreateTimer()
endglobals

private keyword BonusValues

private function DoRegen takes nothing returns nothing
    local integer i
    local BonusValues values
   
    // Loop over all active bonuses
    set i = 0
    loop
        exitwhen i == BonusValues.count
       
        set values = BonusValues.all[i]
       
        if GetWidgetLife(values.owner) > 0.0 then
            if values.manaRegen > 0 then
                // Do mana regen:
                call SetUnitState(values.owner, UNIT_STATE_MANA, GetUnitState(values.owner, UNIT_STATE_MANA) + (values.manaRegen * REGEN_PERIOD))
            endif
           
            if values.lifeRegen > 0 then
                // Do life regen:
                call SetUnitState(values.owner, UNIT_STATE_LIFE, GetUnitState(values.owner, UNIT_STATE_LIFE) + (GetUnitState(values.owner, UNIT_STATE_MAX_LIFE) * (values.lifeRegen / 100.0)) * REGEN_PERIOD)
            endif
        endif
       
        set i = i + 1
    endloop
endfunction

private struct BonusValues
    public integer manaRegen = 0
    public integer lifeRegen = 0
   
    public unit owner
   
    private static thistype array owners
   
    public static thistype array all
    public static integer count = 0
    public integer index
   
    private static method create takes unit u returns thistype
        local thistype this = thistype.allocate()
       
        set this.owner = u
       
        set thistype.owners[GetUnitId(u)] = this
       
        if thistype.count == 0 then
            call TimerStart(regenTimer, REGEN_PERIOD, true, function DoRegen)
        endif
       
        set thistype.all[thistype.count] = this
        set this.index = thistype.count
        set thistype.count = thistype.count + 1
       
        return this
    endmethod
   
    private method onDestroy takes nothing returns nothing
        set thistype.owners[GetUnitId(this.owner)] = thistype(0)
       
        set thistype.all[this.index] = thistype.all[thistype.count]
        set thistype.count = thistype.count - 1
       
        if thistype.count == 0 then
            call PauseTimer(regenTimer)
        endif
       
        set this.owner = null
    endmethod
   
    public static method getInstance takes unit u returns thistype
        if thistype.owners[GetUnitId(u)] == 0 then
            return thistype.create(u)
        else
            return thistype.owners[GetUnitId(u)]
        endif
    endmethod
   
    public static method operator[] takes unit u returns thistype
        return thistype.owners[GetUnitId(u)]
    endmethod
   
    public static method operator[]= takes unit u, thistype i returns nothing
        set thistype.owners[GetUnitId(u)] = i
    endmethod
endstruct

//! textmacro RegenBonuses_RegenBonusDefine takes NAME
private struct RegenBonus_$NAME$ extends Bonus
    integer minBonus = -2147483648
    integer maxBonus =  2147483647
   
    method setBonus takes unit u, integer amount returns integer
        local BonusValues values
       
        if not IsUnitIndexed(u) then
            debug call ErrorMsg("RegenBonus_$NAME$.setBonus()", "Unit that is not indexed by AutoIndex given")
            return 0
        endif
       
        set values = BonusValues.getInstance(u)
        set values.$NAME$Regen = amount
       
        return amount
    endmethod
   
    method getBonus takes unit u returns integer
        local BonusValues values
       
        if not IsUnitIndexed(u) then
            debug call ErrorMsg("RegenBonus_$NAME$.getBonus()", "Unit that is not indexed by AutoIndex given")
            return 0
        endif
       
        set values = BonusValues[u]
       
        if values == 0 then
            return 0
        endif
       
        return values.$NAME$Regen
    endmethod
   
    method removeBonus takes unit u returns nothing
        call this.setBonus(u, 0)
    endmethod
   
    method isValidBonus takes unit u, integer value returns boolean
        return IsUnitIndexed(u)
    endmethod
endstruct
//! endtextmacro

//! runtextmacro RegenBonuses_RegenBonusDefine("life")
//! runtextmacro RegenBonuses_RegenBonusDefine("mana")

private function OnLeaveMap takes unit u returns nothing
    if BonusValues[u] != 0 then
        call BonusValues[u].destroy()
    endif
endfunction

private function OnInit takes nothing returns nothing
    call OnUnitDeindexed(OnLeaveMap)
   
    set BONUS_MANA_REGEN         = RegenBonus_mana.create()
    set BONUS_LIFE_REGEN_PERCENT = RegenBonus_life.create()
endfunction
endlibrary

Bonus Movement Speed

[indent]Requirements:
  • BonusMod
  • AutoIndex

This library provides one new bonus type:
[btable=Bonus Types and Ranges]Bonus Constant:[r]
BONUS_MOVEMENT_SPEED[/btable]

The maximum and minimum bonus depends on a unit's base movement speed, and the maximum and minimum movement speed set in the gameplay constants. A unit's movement speed can not go below or above the minimum or maximum movement speed as defined in the gameplay constants.

To add this bonus to BonusMod, simply copy and paste the following library in to a custom-text trigger in your map. You must change the constants for maximum/minimum movement speed if you change the gameplay constants from their defaults.[/indent]
Bonus Movement Speed
Code (jass) Select
library MovementBonus initializer OnInit requires BonusMod, AutoIndex
////////////////////////////////////////////////////////////////////////////////
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//@ MovementBonus for BonusMod
//@=============================================================================
//@ Credits:
//@-----------------------------------------------------------------------------
//@    Written by:
//@        Earth-Fury
//@=============================================================================
//@ Requirements:
//@-----------------------------------------------------------------------------
//@ This library requires the BonusMod library, and the AutoIndex library.
//@
//@=============================================================================
//@ Readme:
//@-----------------------------------------------------------------------------
//@ This library provides one new bonus type:
//@
//@   - BONUS_MOVEMENT_SPEED
//@         Modifies a unit's movement speed.
//@
//@ A unit's movement speed can never go below or above the values configured
//@ in the gameplay constants for a map.
//@
//@ You should not modify a unit's movement speed any way other than via
//@ BonusMod. Doing so will cause issues.
//@
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
////////////////////////////////////////////////////////////////////////////////

//==============================================================================
// Configuration:
//==============================================================================

//------------------------------------------------------------------------------
// The following constants must be equal to the equivalent gameplay constants.
// By default, these are set to the default vlues for the gameplay constants.
//------------------------------------------------------------------------------
globals
    constant integer MAX_UNIT_MOVEMENT = 400
    constant integer MIN_UNIT_MOVEMENT = 150
    constant integer MAX_BUILDING_MOVEMENT = 400
    constant integer MIN_BUILDING_MOVEMENT = 25
endglobals

//==============================================================================
// End of configuration
//==============================================================================
globals
    Bonus BONUS_MOVEMENT_SPEED
endglobals

private function ErrorMsg takes string func, string s returns nothing
    call BJDebugMsg("|cffFF0000MovementBonus Error|r|cffFFFF00:|r |cff8080FF" + func + "|r|cffFFFF00:|r " + s)
endfunction

private struct BonusValue
    public integer speed = 0
   
    public unit owner
   
    private static thistype array owners
   
    public static thistype array all
    public static integer count = 0
    public integer index
   
    private static method create takes unit u returns thistype
        local thistype this = thistype.allocate()
       
        set this.owner = u
       
        set thistype.owners[GetUnitId(u)] = this
       
        set thistype.all[thistype.count] = this
        set this.index = thistype.count
        set thistype.count = thistype.count + 1
       
        return this
    endmethod
   
    private method onDestroy takes nothing returns nothing
        set thistype.owners[GetUnitId(this.owner)] = thistype(0)
       
        set thistype.all[this.index] = thistype.all[thistype.count]
        set thistype.count = thistype.count - 1
       
        set this.owner = null
    endmethod
   
    public static method getInstance takes unit u returns thistype
        if thistype.owners[GetUnitId(u)] == 0 then
            return thistype.create(u)
        else
            return thistype.owners[GetUnitId(u)]
        endif
    endmethod
   
    public static method operator[] takes unit u returns thistype
        return thistype.owners[GetUnitId(u)]
    endmethod
   
    public static method operator[]= takes unit u, thistype i returns nothing
        set thistype.owners[GetUnitId(u)] = i
    endmethod
endstruct

private struct MovementBonus extends Bonus
    integer minBonus
    integer maxBonus
   
    static method create takes integer min, integer max returns thistype
        local thistype this = allocate()
       
        set this.minBonus = min
        set this.maxBonus = max
       
        return this
    endmethod
   
    method setBonus takes unit u, integer amount returns integer
        local BonusValue value
        local integer min
        local integer max
       
        local integer actualSpeed
       
        if not IsUnitIndexed(u) then
            debug call ErrorMsg("MovementBonus.setBonus()", "Unit that is not indexed by AutoIndex given")
            return 0
        endif
       
        set value = BonusValue.getInstance(u)
       
        if IsUnitType(u, UNIT_TYPE_STRUCTURE) then
            set min = MIN_BUILDING_MOVEMENT
            set max = MAX_BUILDING_MOVEMENT
        else
            set min = MIN_UNIT_MOVEMENT
            set max = MAX_UNIT_MOVEMENT
        endif
       
        set actualSpeed = R2I(GetUnitMoveSpeed(u)) - value.speed
       
        if actualSpeed + amount < min then
            debug call ErrorMsg("MovementBonus.setBonus()", "Attempting to set a unit's speed below it's minimum")
            set amount = -actualSpeed + min
        elseif actualSpeed + amount > max then
            debug call ErrorMsg("MovementBonus.setBonus()", "Ateempting to set a unit's speed above it's maximum")
            set amount = max - actualSpeed
        endif
       
        call SetUnitMoveSpeed(u, actualSpeed + amount)
        set value.speed = amount
       
        return amount
    endmethod
   
    method getBonus takes unit u returns integer
        local BonusValue value
       
        if not IsUnitIndexed(u) then
            debug call ErrorMsg("MovementBonus.getBonus()", "Unit that is not indexed by AutoIndex given")
            return 0
        endif
       
        set value = BonusValue[u]
       
        if value == 0 then
            return 0
        endif
       
        return value.speed
    endmethod
   
    method removeBonus takes unit u returns nothing
        call this.setBonus(u, 0)
    endmethod
   
    method isValidBonus takes unit u, integer value returns boolean
        local integer min
        local integer max
       
        local integer currentBonus
        local integer actualSpeed
       
        if not IsUnitIndexed(u) then
            return false
        endif
       
        if IsUnitType(u, UNIT_TYPE_STRUCTURE) then
            set min = MIN_BUILDING_MOVEMENT
            set max = MAX_BUILDING_MOVEMENT
        else
            set min = MIN_UNIT_MOVEMENT
            set max = MAX_UNIT_MOVEMENT
        endif
       
        set actualSpeed = R2I(GetUnitMoveSpeed(u)) - this.getBonus(u)
       
        if actualSpeed + value < min then
            return false
        elseif actualSpeed + value > max then
            return false
        else
            return true
        endif
    endmethod
endstruct

private function OnLeaveMap takes unit u returns nothing
    if BonusValue[u] != 0 then
        call BonusValue[u].destroy()
    endif
endfunction

private function OnInit takes nothing returns nothing
    local integer min
    local integer max
   
    call OnUnitDeindexed(OnLeaveMap)
   
    if MAX_UNIT_MOVEMENT > MAX_BUILDING_MOVEMENT then
        set max = MAX_UNIT_MOVEMENT
    else
        set max = MAX_BUILDING_MOVEMENT
    endif
   
    if MIN_UNIT_MOVEMENT < MIN_BUILDING_MOVEMENT then
        set min = MIN_UNIT_MOVEMENT
    else
        set min = MIN_BUILDING_MOVEMENT
    endif
   
    set BONUS_MOVEMENT_SPEED = MovementBonus.create(min, max)
endfunction
endlibrary

[/indent]
Demo Map
[indent]Below is the demo map for BonusMod. You can download it to test out the functionality.

[/indent]
Change Log

BonusMod & Additional Bonuses Change Log

  • 3.3.1:
    • Movement Speed bonus added

  • 3.3.0:
    • Switched ability creation to lua
    • Minor optimizations

  • 3.0 - 3.2:
    • Complete rewrite
    • Bug fixes

  • 1.0 - 2.0:
    • Ancient versions
  • BonusMod 3.3.1.w3x (100.54 KB)