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