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<pre class="jasscode">@compiletime function compileGen<span class="style_symbol">(</span><span class="style_symbol">)</span> callFunctionsWithAnnotation<span class="style_symbol">(</span><span class="style_string">"objgen"</span><span class="style_symbol">)</span> init callFunctionsWithAnnotation<span class="style_symbol">(</span><span class="style_string">"objgen"</span><span class="style_symbol">)</span> <span class="style_keyword">public</span> <span class="style_type">int</span> TEST_BUFF_ID @objgen function genBuff<span class="style_symbol">(</span><span class="style_symbol">)</span> TEST_BUFF_ID = createBuffObject<span class="style_symbol">(</span><span class="style_string">"Test"</span>, <span class="style_string">"for testing"</span>, <span class="style_string">"ReplaceableTextures\\CommandButtons\\BTNUnbroken.blp"</span><span class="style_symbol">)</span> <span class="style_comment">/** Creates an ability based on Tornado aura that allows to display a buff without side effects */</span> <span class="style_keyword">public</span> function createBuffObject<span class="style_symbol">(</span>string name, string tooltip, string iconpath<span class="style_symbol">)</span> returns <span class="style_type">int</span> let abilId = ABIL_ID_GEN.next<span class="style_symbol">(</span><span class="style_symbol">)</span> let buffId = BUFF_ID_GEN.next<span class="style_symbol">(</span><span class="style_symbol">)</span> <span class="style_keyword">if</span> compiletime <span class="style_keyword">new</span> BuffDefinition<span class="style_symbol">(</span>buffId, 'Basl'<span class="style_symbol">)</span> ..setName<span class="style_symbol">(</span><span class="style_int">1</span>, name<span class="style_symbol">)</span> ..setTooltipNormal<span class="style_symbol">(</span><span class="style_int">1</span>, name<span class="style_symbol">)</span> ..setTooltipNormalExtended<span class="style_symbol">(</span><span class="style_int">1</span>, tooltip<span class="style_symbol">)</span> ..setIcon<span class="style_symbol">(</span>iconpath<span class="style_symbol">)</span> <span class="style_keyword">new</span> AbilityDefinitionAuraSlow<span class="style_symbol">(</span>abilId<span class="style_symbol">)</span> ..setName<span class="style_symbol">(</span><span class="style_string">"Aura Dummy: "</span> + name<span class="style_symbol">)</span> ..setMovementSpeedFactor<span class="style_symbol">(</span><span class="style_int">1</span>, <span class="style_int">0</span><span class="style_symbol">)</span> ..setBuffs<span class="style_symbol">(</span><span class="style_int">1</span>, int2fourchar<span class="style_symbol">(</span>buffId<span class="style_symbol">)</span><span class="style_symbol">)</span> ..presetIcon<span class="style_symbol">(</span>iconpath<span class="style_symbol">)</span> <span class="style_keyword">return</span> abilId </pre>
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@compiletime function compileGen() callFunctionsWithAnnotation("objgen") init callFunctionsWithAnnotation("objgen") public int TEST_BUFF_ID @objgen function genBuff() TEST_BUFF_ID = createBuffObject("Test", "for testing", "ReplaceableTextures\\CommandButtons\\BTNUnbroken.blp") /** Creates an ability based on Tornado aura that allows to display a buff without side effects */ public function createBuffObject(string name, string tooltip, string iconpath) returns int let abilId = ABIL_ID_GEN.next() let buffId = BUFF_ID_GEN.next() if compiletime new BuffDefinition(buffId, 'Basl') ..setName(1, name) ..setTooltipNormal(1, name) ..setTooltipNormalExtended(1, tooltip) ..setIcon(iconpath) new AbilityDefinitionAuraSlow(abilId) ..setName("Aura Dummy: " + name) ..setMovementSpeedFactor(1, 0) ..setBuffs(1, int2fourchar(buffId)) ..presetIcon(iconpath) return abilId