Hiện bộ gõ=phím F8
PRESS F9 to turn on/off the unicode typing method. Bộ gõ Tiếng Việt kiểu VNI đã mặc định bật, bấm F8 để hiện trạng thái bộ gõ và hiệu chỉnh khi cần.
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GUI-Jass Glossary of functions names/commands

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GUI-Jass Glossary of functions names/commands

Post by Admin on Thu Apr 05, 2012 5:54 am

GUI to Jass Table [You must be registered and logged in to see this link.]

Code:
______________________________________________
\        GUI -- JASS Function Names          /
 \                                          /
  \                                        /
  /                                        \
  \                                        /
  /        Created By:  Darthfett        \
  \                                        /
  /                                        \
 /                                          \
/____________________________________________\


______________________________________________
\                Abilities                  /
/____________________________________________\

Ability being cast - GetSpellAbilityId()
______________________________________________
\              Attack Types                  /
/____________________________________________\

Spells - ATTACK_TYPE_NORMAL
      -
Normal - ATTACK_TYPE_MELEE
      -
Pierce - ATTACK_TYPE_PIERCE
      -
Siege  - ATTACK_TYPE_SIEGE
      -
Magic  - ATTACK_TYPE_MAGIC
      -
Chaos  - ATTACK_TYPE_CHAOS
      -
Hero  - ATTACK_TYPE_HERO

______________________________________________
\                Integers                  /
/____________________________________________\

Integer functions are extremely easy in Jass.  Many do not even call a function, and use symbols.

Arithmetic (Addition)                    - *Integer* + *Integer*
                                          -
Arithmetic (Subtraction)                  - *Integer* - *Integer*
                                          -
Arithmetic (Multiplication)              - *Integer* * *Integer*
                                          -
Arithmetic (Division)                    - *Integer* / *Integer*
                                          -
Integer A                                - bj_forLoopAIndex
                                          -
Integer B                                - bj_forLoopBIndex
                                          -
String Length                            - StringLength(*String*)
                                          -
Conversion - Convert Real to Integer      - R2I(*Real*)
                                          -
Conversion - Convert String to Integer    - S2I(*String*)
                                          -
Destructible - Elevator Height            - GetElevatorHeight(*Destructible {Has to be an elevator}*)
                                          -
Environment - Terrain Cliff Level        - GetTerrainCliffLevelBJ(*Location*)
                                          -
Environment - Terrain Variance            - GetTerrainVarianceBJ(*Location*)
                                          -
Learned SKill Level                      - GetLearnedSkillLevel()
                                          -
Game - Number of Players                  - GetPlayers()
                                          -
Game - Number of Teams                    - GetTeams()
                                          -
Ally Color Filter Setting                - GetAllyColorFilterState()
                                          -
Tournament Finish Rule                    - GetTournamentFinishNowRule()
                                          -
Tournament Melee Score for (Player)      - GetTournamentScore(*Player*)
                                          -
Game Cache - Load Integer Value          - GetStoredIntegerBJ(*String*,*String {Category}*, *Game Cache*)
                                          -
Hero Level                                - GetHeroLevel(*Unit {Hero}*)
                                          -
Hero Experience                          - GetHeroXP(*unit {Hero}*)
                                          -
Hero Attribute                            - GetHeroStatBJ(*Integer {The Stat type (Agi = 1, Str = 0,Int = 2)},*Unit {Hero}*,*Boolean {true if you want to exclude bonuses}*)
                                          -
                                          -
                                          - GetHeroStr(*Unit {whichHero}*,*Boolean {includeBonuses}*)
                                          -
                                          - GetHeroAgi(*Unit {whichHero}*,*Boolean {includeBonuses}*)
                                          -
                                          - GetHeroInt(*Unit {whichHero}*,*Boolean {includeBonuses}*)
                                          -
                                          -
                                          -
Unspent Skill Points                      - GetHeroSkillPoints(*Unit{Hero}*)
                                          -
Item Level                                - GetItemLevel(*Item*)
                                          -
Item Charges Remaining                    - GetItemCharges(*Item*)
                                          -
Custom Value of Item                      - GetItemUserData(*Item*)
                                          -
Leaderboard - Leaderboard Position        - LeaderboardGetPlayerIndexBJ(*Player*,*Leaderboard*)
                                          -
Math - Random Integer                    - GetRandomInt(*Integer {Start #}*,*Integer {End #}*)
                                          -
Math - Min                                - IMinBJ(*Integer*,*Integer*)
                                          -
Math - Max                                - IMaxBJ(*Integer*,*Integer*)
                                          -
Math - Abs(olute Value)                  - IAbsBJ(*Integer*)
                                          -
Math - Sign                              - ISignBJ(*Integer*)
                                          -
Math - Modulo                            - ModuloInteger(*Integer*,*Integer*)
                                          -
Multiboard - Row Count                    - MultiboardGetRowCount(*Multiboard*)
                                          -
Multiboard - Column Count                - MultiboardGetColumnCount(*Multiboard*)
                                          -
Neutral Building - Gold Remaining        - GetResourceAmount(*Unit{Gold Mines only}*)
                                          -
Player - Current Property                - GetPlayerState(*Player*,*Player State*)
                                          -
Player - Tax Rate                        - GetPlayerTaxRateBJ(*Player State*,*Player{Player giving gold}*, *Player{Player receiving gold})
                                          -
Player - Score                            - GetPlayerScore(*Player*,*Player Score {The Type of Score}*)
                                          -
Player - Player Number                    - GetConvertedPlayerId(*Player*)
                                          -
Player - Count Structures                - GetPlayerStructureCount(*Player*,*Boolean {Exclude Incomplete Structures?}*)
                                          -
Player - Count Non-Structures            - GetPlayerUnitCount(*Player*, *Boolean {Exclude Incomplete Units?}*)
                                          -
Player - Current Research Level          - GetPlayerTechCountSimple(*Research/Tech*,*Player*)
                                          -
Player - Max Research Level              - GetPlayerTechMaxAllowedSwap(*Research/Tech*,*Player*)
                                          -
Player - Player Team                      - GetPlayerTeam(*Player*) //Will return the Team NUMBER the player is in.
                                          -
Player - Count Players in Player Group    - CountPlayersInForceBJ(*Force*)
                                          -
Unit - Count Units in Unit Group          - CountUnitsInGroup
                                          -
Unit - Count Living Units Owned by Player - CountLivingPlayerUnitsOfTypeId(*Unit Type Id*,*Player*)
                                          -
Unit - Supply Used by Unit                - GetUnitFoodUsed(*Unit*)
                                          -
Unit - Supply Provided                    - GetUnitFoodMade(*Unit*)
                                          -
Unit - Supply Used by Unit-Type          - GetFoodUsed(*Unit Type Id*)
                                          -
Unit - Supply Provided by Unit-Type      - GetFoodMade(*Unit Type Id*)
                                          -
Unit - Point Value of Unit                - GetUnitPointValue(*Unit*)
                                          -
Unit - Point Value of Unit-Type          - GetUnitPointValueByType(*Unit Type Id*)
                                          -
Unit - Custom Value of Unit              - GetUnitUserData(*Unit*)
                                          -
Unit - Level of Unit                      - GetUnitLevel(*Unit*)
                                          -
Unit - Level of Ability for Unit          - GetUnitAbilityLevelSwapped(*Ability Id*,*Unit*)
                                          -
Unit - Count Items Carried                - UnitInventoryCount(*Unit*)
                                          -
Unit - Size of Inventory                  - UnitInventorySizeBJ(*Unit*)
                                          -
Unit - Count Buffs of Type                - UnitCountBuffsExBJ(*Buff Type {Magic and/or Physical}*,*Buff Type*,*Unit*,*Boolean {Include Expiration Timers}*,*Boolean {Include Auras}*)
                                          -
Trigger - Evaluation Count                - GetTriggerEvalCount(*Trigger*)
                                          -
Trigger - Execution Count                - GetTriggerExecCount(*Trigger*)
                                          -
Trigger - Count Triggers in Trigger Queue - QueuedTriggerCountBJ()


______________________________________________
\            Points/Locations              /
/____________________________________________\

Center of (Region)                                                - GetRectCenter(*Region*)
                                                                  -
Random point in (Region)                                          - GetRandomLocInRect(*Region*)
                                                                  -
Center of (Region) offset by (X, Y)                              - OffsetLocation(*Region*, *Real {X}*, *Real {Y}*)
                                                                  -
Center of (Region) offset by (Distance) towards (Degrees) degrees - PolarProjectionBJ(*Region*, *Distance*, *Angle*)
                                                                  -
Target of (Camera)                *1 player games only*          - CameraSetupGetDestPositionLoc(*Camera*)
                                                                  -
Target of current camera view      *1 player games only*          - GetCameraTargetPositionLoc()
                                                                  -
Source of current camera view      *1 player games only*          - GetCameraEyePositionLoc()
                                                                  -
Point(*X*, *Y*)                    *Coordinates*                  - Location(*Real {X}*, *Real {Y}*)
                                                                  -
Position of (Destructible)                                        - GetDestructableLoc(*Destructible*)
                                                                  -
Target point of issued order      *Event Response*              - GetOrderPointLoc()
                                                                  -
Target point of ability being cast *Event Response*              - GetSpellTargetLoc()
                                                                  -
Position of (Item)                                                - GetItemLoc(*Item*)
                                                                  -
Destination of (Waygate)                                          - WaygateGetDestinationLocBJ(*Unit*)
                                                                  -
(Player) start location                                          - GetPlayerStartLocationLoc(*Player*)
                                                                  -
Position of (Unit)                                                - GetUnitLoc(*Unit*)
                                                                  -
Rally point of (Unit) as a point                                  - GetUnitRallyPoint(*Unit*)

______________________________________________
\                  Units                    /
/____________________________________________\

GUI Usage                          JASS Usage

Last Created Unit                - bj_lastCreatedUnit
                                  -
Last Restored Unit                - bj_lastLoadedUnit
                                  -
Last Replaced Unit                - bj_lastReplacedUnit
                                  -
Last Haunted Gold Mine            - bj_lastHauntedGoldMine
                                  -
Picked Unit                      - GetEnumUnit()
                                  -
Matching Unit                    - GetFilterUnit()
                                  -
Random Unit from Unit Group      - GroupPickRandomUnit(*UnitGroup*)
                                  -
Attacked Unit                    - GetTriggerUnit()
                                  -
Attacking Unit                    - GetAttacker()
                                  -
Buying Unit                      - GetBuyingUnit()
                                  -
Cancelled Structure              - GetCancelledStructure()
                                  -
Casting Unit                      - GetSpellAbilityUnit()
                                  -
Constructing Structure            - GetConstructingStructure()
                                  -
Constructed Structure            - GetConstructedStructure()
                                  -
Damage Source                    - GetEventDamageSource()
                                  -
Decaying Unit                    - GetDecayingUnit()
                                  -
Dying Unit                        - GetTriggerUnit()
                                  -
Entering Unit                    - GetEnteringUnit()
                                  -
Hero Manipulating Item            - GetManipulatingUnit()
                                  -
Killing Unit                      - GetKillingUnit()
                                  -
Learning Hero                    - GetLearningUnit()
                                  -
Leaving Unit                      - GetLeavingUnit()
                                  -
Leveling Hero                    - GetLevelingUnit()
                                  -
Loading Unit                      - GetLoadedUnit()
                                  -
Ordered Unit                      - GetOrderedUnit()
                                  -
Ownership-changed unit            - GetChangingUnit()
                                  -
Researching Unit                  - GetResearchingUnit()
                                  -
Revivable Hero                    - GetRevivableUnit()
                                  -
Reviving Hero                    - GetRevivingUnit()
                                  -
Selling Unit                      - GetSellingUnit()
                                  -
Sold Unit                        - GetSoldUnit()
                                  -
Summoned Unit                    - GetSummonedUnit()
                                  -
Summoning Unit                    - GetSummoningUnit()
                                  -
Target unit of issued order      - GetOrderTargetUnit()
                                  -
Target unit of ability being cast - GetSpellTargetUnit()
                                  -
Targeted unit                    - GetEventTargetUnit()
                                  -
Trained unit                      - GetTrainedUnit()
                                  -
Transporting unit                - GetTransportUnit()
                                  -
Triggering unit                  - GetTriggerUnit()
                                  -
Rally-Point of (Unit) as a Unit  - GetUnitRallyUnit(*Unit*)

______________________________________________
\                Unit Groups                /
/____________________________________________\

Last Created Unit Group                  - GetLastCreatedGroup()
                                        -
Random N Units from Unit Group          - GetRandomSubGroup(*N*, *Unit Group*)         
                                        -
Units in Region                          - GetUnitsInRectAll(*Region*)
                                        -
Units in Region owned by Player          - GetUnitsInRectOfPlayer(*Region*, *Player*)
                                        -
Units in Region matching condition      - GetUnitsInRectMatching(*Region*, *Condition*)
                                        -
Units in Range                          - GetUnitsInRangeOfLocAll(*Real {Range Amount}*, *Region*)
                                        -
Units in Range matching condition        - GetUnitsInRangeOfLocMatching(*Real {Range Amount}*, *Region*, *Condition*)
                                        -
Units owned by Player                    - GetUnitsOfPlayerAll(*Player*)
                                        -
Units owned by Player of type            - GetUnitsOfPlayerAndTypeId(*Player*, *UnitTypeID*)
                                        -
Units owned by Player matching condition - GetUnitsOfPlayerMatching(*Player*, *Condition*)
                                        -
Units of Type                            - GetUnitsOfTypeIdAll(*UnitTypeID*)
                                        -
Units Selected by Player                - GetUnitsSelectedAll(*Player*)
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Last edited by Admin on Sat Jun 02, 2012 9:40 pm; edited 3 times in total

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TheGenMaps: Glossary of function names/commands

Post by Admin on Thu Apr 05, 2012 6:36 am

Glossary of function names/commands
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Melee Initialization

Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)



call MeleeStartingVisibility( )
call MeleeStartingHeroLimit( )
call MeleeGrantHeroItems( )
call MeleeStartingResources( )
call MeleeClearExcessUnits( )
call MeleeStartingUnits( )
call MeleeStartingAI( )
call MeleeInitVictoryDefeat( )

______________________________
@Copyright: Gen(TheGenMaps)
Download whole Glossary


Last edited by Admin on Thu Apr 05, 2012 9:07 am; edited 21 times in total

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AI

Post by Admin on Thu Apr 05, 2012 6:42 am

Actions
AI - Start melee AI script for Player 1 (Red): map.ai
AI - Start campaign AI script for Player 1 (Red): map.ai
AI - Send Player 1 (Red) the AI Command (0, 0)
AI - Ignore (Last created unit)'s guard position
AI - Ignore the guard positions of all Player 1 (Red) units
AI - Recycle (Last created unit)'s guard position
AI - Lock guard position of (Last created unit)

call StartMeleeAI( Player(0), "map.ai" )
call StartCampaignAI( Player(0), "map.ai" )
call CommandAI( Player(0), 0, 0 )
call RemoveGuardPosition( GetLastCreatedUnit() )
call RemoveAllGuardPositions( Player(0) )
call RecycleGuardPosition( GetLastCreatedUnit() )
call LockGuardPosition( GetLastCreatedUnit() )

_____________________________
@Copyright: Gen (TheGenmaps)


Last edited by Admin on Thu Apr 05, 2012 6:48 am; edited 2 times in total

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Animation

Post by Admin on Thu Apr 05, 2012 6:44 am

Animation - Play (Last created unit)'s stand animation

Animation - Play (Last created unit)'s stand animation, using only Common animations

Animation - Queue (Last created unit)'s stand animation

Animation - Reset (Last created unit)'s animation

Animation - Add the gold animation tag to (Last created unit)

Animation - Lock (Last created unit)'s Head to face (Triggering unit), offset by (0.00, 0.00, 90.00)

Animation - Reset (Last created unit)'s body-part facing

Animation - Change (Last created unit)'s size to (100.00%, 100.00%, 100.00%) of its original size

Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

Animation - Change (Last created unit)'s animation speed to 100.00% of its original speed

Animation - Change (Triggering unit) turn speed to 0.50

Animation - Change (Triggering unit) blend time to 0.00

Animation - Change (Triggering unit) flying height to 500.00 at 0.50

Animation - Change (Triggering unit) prop window angle to 45.00

Animation - Play (Last created destructible)'s stand animation

Animation - Queue (Last created destructible)'s stand animation

Animation - Change (Last created destructible)'s animation speed to 100.00% of its original speed

Animation - Play the death animation for all doodads of type Fire within (Playable map area)

Animation - Play the death animation for all doodads of type Fire within 128.00 of (Center of (Playable map area))
call SetUnitAnimation( GetLastCreatedUnit(), "stand" )

call SetUnitAnimationWithRarity( GetLastCreatedUnit(), "stand", RARITY_FREQUENT )

call QueueUnitAnimationBJ( GetLastCreatedUnit(), "stand" )

call ResetUnitAnimation( GetLastCreatedUnit() )

call AddUnitAnimationPropertiesBJ( true, "gold", GetLastCreatedUnit() )

call SetUnitLookAt( GetLastCreatedUnit(), "bone_head", GetTriggerUnit(), 0, 0, 90 )

call ResetUnitLookAt( GetLastCreatedUnit() )

call SetUnitScalePercent( GetLastCreatedUnit(), 100, 100, 100 )

call SetUnitVertexColorBJ( GetLastCreatedUnit(), 100, 100, 100, 0 )

call SetUnitTimeScalePercent( GetLastCreatedUnit(), 100 )

call SetUnitTurnSpeedBJ( GetTriggerUnit(), 0.5 )

call SetUnitBlendTimeBJ( GetTriggerUnit(), 0.00 )

call SetUnitFlyHeightBJ( GetTriggerUnit(), 500.00, 0.50 )

call SetUnitPropWindowBJ( GetTriggerUnit(), 45.00 )

call SetDestructableAnimationBJ( GetLastCreatedDestructable(), "stand" )

call QueueDestructableAnimationBJ( GetLastCreatedDestructable(), "stand" )

call SetDestAnimationSpeedPercent( GetLastCreatedDestructable(), 100 )

call SetDoodadAnimationRectBJ( "death", 'YOtf', GetPlayableMapRect() )

call SetDoodadAnimationBJ( "death", 'YOtf', 128, GetRectCenter(GetPlayableMapRect()) )

_________________________________
@Copyright: Gen (TheGenMaps)


Last edited by Admin on Thu Apr 05, 2012 6:56 am; edited 4 times in total

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Camera

Post by Admin on Thu Apr 05, 2012 6:49 am

Actions
Camera - Apply (Current camera) for Player 1 (Red) over 0.00 seconds

Camera - Pan camera for Player 1 (Red) to (Center of (Playable map area)) over 0.00 seconds

Camera - Pan camera for Player 1 (Red) to (Center of (Playable map area)) with height 0.00 above the terrain over 0.00 seconds

Camera - Pan camera as necessary for Player 1 (Red) to (Center of (Playable map area)) over 0.50 seconds

Camera - Set Player 1 (Red)'s camera Distance to target to (Distance to target of the current camera view) over 0.00 seconds

Camera - Rotate camera 90.00 degrees around (Center of (Playable map area)) for Player 1 (Red) over 2.00 seconds

Camera - Lock camera target for Player 1 (Red) to (Triggering unit), offset by (0.00, 0.00) using Default rotation

Camera - Lock camera orientation for Player 1 (Red) to (Triggering unit), offset by (0.00, 0.00)

Camera - Run camera for Player 1 (Red) through cinematic.mdl cinematic camera

Camera - Stop the camera for Player 1 (Red)

Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds

Camera - Change camera smoothing factor to 1.00

Camera - Reset camera smoothing factor

Camera - Sway the camera source for Player 1 (Red) with magnitude 10.00 and velocity 0.10

Camera - Sway the camera target for Player 1 (Red) with magnitude 10.00 and velocity 0.10

Camera - Shake the camera for Player 1 (Red) with magnitude 3.00

Camera - Stop swaying/shaking the camera for Player 1 (Red)

Camera - Extend the camera bounds for Player 1 (Red) west by 0.00, east by 0.00, north by 0.00, and south by 0.00

Camera - Set the camera bounds for Player 1 (Red) to (Playable map area)

Camera - Set a spacebar-point for Player 1 (Red) at (Center of (Playable map area))
call CameraSetupApplyForPlayer( true, GetCurrentCameraSetup(), Player(0), 0 )

call PanCameraToTimedLocForPlayer( Player(0), GetRectCenter(GetPlayableMapRect()), 0 )

call PanCameraToTimedLocWithZForPlayer( Player(0), GetRectCenter(GetPlayableMapRect()), 0, 0 )

call SmartCameraPanBJ( Player(0), GetRectCenter(GetPlayableMapRect()), 0.5 )

call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_TARGET_DISTANCE, GetCameraField(CAMERA_FIELD_TARGET_DISTANCE), 0 )

call RotateCameraAroundLocBJ( 90, GetRectCenter(GetPlayableMapRect()), Player(0), 2 )

call SetCameraTargetControllerNoZForPlayer( Player(0), GetTriggerUnit(), 0, 0, false )

call SetCameraOrientControllerForPlayerBJ( Player(0), GetTriggerUnit(), 0, 0 )

call SetCinematicCameraForPlayer( Player(0), "cinematic.mdl" )

call StopCameraForPlayerBJ( Player(0) )

call ResetToGameCameraForPlayer( Player(0), 0 )

call CameraSetSmoothingFactorBJ( 1 )

call CameraResetSmoothingFactorBJ( )

call CameraSetSourceNoiseForPlayer( Player(0), 10, 0.1 )

call CameraSetTargetNoiseForPlayer( Player(0), 10, 0.1 )

call CameraSetEQNoiseForPlayer( Player(0), 3 )

call CameraClearNoiseForPlayer( Player(0) )

call AdjustCameraBoundsForPlayerBJ( bj_CAMERABOUNDS_ADJUST_ADD, Player(0), 0, 0, 0, 0 )

call SetCameraBoundsToRectForPlayerBJ( Player(0), GetPlayableMapRect() )

call SetCameraQuickPositionLocForPlayer( Player(0), GetRectCenter(GetPlayableMapRect()) )

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Cinematic

Post by Admin on Thu Apr 05, 2012 6:53 am

Actions
Cinematic - Send transmission to (All players) from (Last created unit) named abc: Play No sound and display xyz. Modify duration: Add 0.00 seconds and Wait

Cinematic - Send transmission to (All players) from a Player 1 (Red) Footman named abc at (Center of (Playable map area)): Play No sound and display xyz. Modify duration: Add 0.00 seconds and Wait

Cinematic - Turn subtitle display override On

Cinematic - Turn cinematic mode On for (All players)

Cinematic - Turn cinematic mode On for (All players) over 0.20 seconds

Cinematic - Fade out and back in over 2.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency

Cinematic - Apply a filter over 2.00 seconds using Normal blending on texture White Mask, starting with color (100.00%, 100.00%, 100.00%) and 100.00% transparency and ending with color (0.00%, 0.00%, 0.00%) and 0.00% transparency

Cinematic - Hide filter

Cinematic - Ping minimap for (All players) at (Center of (Playable map area)) for 1.00 seconds

Cinematic - Ping minimap for (All players) at (Center of (Playable map area)) for 1.00 seconds, using a Simple ping of color (100.00%, 100.00%, 100.00%)

Cinematic - Flash a speech indicator for (Last created unit) of color (100.00%, 100.00%, 100.00%) with 0.00% transparency

Cinematic - Flash a speech indicator for (Target destructible of ability being cast) of color (100.00%, 100.00%, 100.00%) with 0.00% transparency

Cinematic - Flash a speech indicator for (Last created item) of color (100.00%, 100.00%, 100.00%) with 0.00% transparency

Cinematic - Clear the screen of text messages for (All players)

Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds

Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds

Cinematic - Disable user control for (All players)

Cinematic - Enable user control for (All players)

Cinematic - Disable occlusion for (All players)

Cinematic - Disable boundary tinting for (All players)
call TransmissionFromUnitWithNameBJ( GetPlayersAll(), GetLastCreatedUnit(), "TRIGSTR_060", null, "TRIGSTR_061", bj_TIMETYPE_ADD, 0, true )

call TransmissionFromUnitTypeWithNameBJ( GetPlayersAll(), Player(0), 'hfoo', "TRIGSTR_062", GetRectCenter(GetPlayableMapRect()), null, "TRIGSTR_063", bj_TIMETYPE_ADD, 0, true )

call ForceCinematicSubtitlesBJ( true )

call CinematicModeBJ( true, GetPlayersAll() )

call CinematicModeExBJ( true, GetPlayersAll(), 0.2 )

call CinematicFadeBJ( bj_CINEFADETYPE_FADEOUTIN, 2, "ReplaceableTexturesCameraMasksWhite_mask.blp", 0, 0, 0, 0 )

call CinematicFilterGenericBJ( 2, BLEND_MODE_BLEND, "ReplaceableTexturesCameraMasksWhite_mask.blp", 100, 100, 100, 100, 0, 0, 0, 0 )

call DisplayCineFilterBJ( false )

call PingMinimapLocForForce( GetPlayersAll(), GetRectCenter(GetPlayableMapRect()), 1 )

call PingMinimapLocForForceEx( GetPlayersAll(), GetRectCenter(GetPlayableMapRect()), 1, bj_MINIMAPPINGSTYLE_SIMPLE, 100, 100, 100 )

call UnitAddIndicatorBJ( GetLastCreatedUnit(), 100, 100, 100, 0 )

call DestructableAddIndicatorBJ( GetSpellTargetDestructable(), 100, 100, 100, 0 )

call ItemAddIndicatorBJ( GetLastCreatedItem(), 100, 100, 100, 0 )

call ClearTextMessagesBJ( GetPlayersAll() )

call ShowInterfaceForceOff( GetPlayersAll(), 2 )

call ShowInterfaceForceOn( GetPlayersAll(), 2 )

call SetUserControlForceOff( GetPlayersAll() )

call SetUserControlForceOn( GetPlayersAll() )

call EnableOcclusionBJ( false, GetPlayersAll() )

call EnableWorldFogBoundaryBJ( false, GetPlayersAll() )

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Destructible

Post by Admin on Thu Apr 05, 2012 6:57 am

Actions
Destructible - Create a Summer Tree Wall at (Center of (Playable map area)) facing (Random angle) with scale 1.00 and variation 0

Destructible - Create a dead Summer Tree Wall at (Center of (Playable map area)) facing (Random angle) with scale 1.00 and variation 0

Destructible - Kill (Last created destructible)

Destructible - Remove (Last created destructible)

Destructible - Resurrect (Last created destructible) with (Max life of (Last created destructible)) life and Show birth animation

Destructible - Hide (Last created destructible)

Destructible - Set life of (Last created destructible) to 100.00%

Destructible - Set life of (Last created destructible) to (Max life of (Last created destructible))

Destructible - Set max life of (Last created destructible) to 100.00

Destructible - Open (Target destructible of issued order)

Destructible - Close All walls of (Target destructible of ability being cast)

Destructible - Set height of (Dying destructible) to 1

Destructible - Make (Picked destructible) Invulnerable

Destructible - Set the occlusion height of (Rally-Point of (Triggering unit) as a destructible) to 128.00

Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions

Destructible - Pick every destructible within 256.00 of (Center of (Playable map area)) and do (Actions)
Loop - Actions

Destructible - Pick every destructible in (Playable map area) and do (Do nothing)

Destructible - Pick every destructible within 256.00 of (Center of (Playable map area)) and do (Do nothing)
call CreateDestructableLoc( 'LTlt', GetRectCenter(GetPlayableMapRect()), GetRandomDirectionDeg(), 1, 0 )

call CreateDeadDestructableLocBJ( 'LTlt', GetRectCenter(GetPlayableMapRect()), GetRandomDirectionDeg(), 1, 0 )

call KillDestructable( GetLastCreatedDestructable() )

call RemoveDestructable( GetLastCreatedDestructable() )

call DestructableRestoreLife( GetLastCreatedDestructable(), GetDestructableMaxLife(GetLastCreatedDestructable()), true )

call ShowDestructableBJ( false, GetLastCreatedDestructable() )

call SetDestructableLifePercentBJ( GetLastCreatedDestructable(), 100 )

call SetDestructableLife( GetLastCreatedDestructable(), GetDestructableMaxLife(GetLastCreatedDestructable()) )

call SetDestructableMaxLifeBJ( GetLastCreatedDestructable(), 100 )

call ModifyGateBJ( bj_GATEOPERATION_OPEN, GetOrderTargetDestructable() )

call ChangeElevatorWalls( false, bj_ELEVATOR_WALL_TYPE_ALL, GetSpellTargetDestructable() )

call ChangeElevatorHeight( GetDyingDestructable(), 1 )

call SetDestructableInvulnerableBJ( GetEnumDestructable(), true )

call SetDestructableOccluderHeight( GetUnitRallyDestructable(GetTriggerUnit()), 128 )

call EnumDestructablesInRectAll( GetPlayableMapRect(), function Trig_Destructible_Func015A )

call EnumDestructablesInCircleBJ( 256, GetRectCenter(GetPlayableMapRect()), function Trig_Destructible_Func016A )

call EnumDestructablesInRectAll( GetPlayableMapRect(), function Trig_Destructible_Func017002 )

call EnumDestructablesInCircleBJ( 256, GetRectCenter(GetPlayableMapRect()), function Trig_Destructible_Func018003 )

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Dialog

Post by Admin on Thu Apr 05, 2012 6:59 am

Actions
Dialog - Show (Clicked dialog) for Player 1 (Red)
Dialog - Change the title of (Clicked dialog) to abc
Dialog - Create a dialog button for (Clicked dialog) labelled xyz
Dialog - Clear (Clicked dialog)
call DialogDisplayBJ( true, GetClickedDialogBJ(), Player(0) )
call DialogSetMessageBJ( GetClickedDialogBJ(), "TRIGSTR_064" )
call DialogAddButtonBJ( GetClickedDialogBJ(), "TRIGSTR_066" )
call DialogClearBJ( GetClickedDialogBJ() )

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Environment

Post by Admin on Thu Apr 05, 2012 7:00 am

Actions
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)

Environment - Turn (Last created weather effect) On

Environment - Remove (Last created weather effect)

Environment - Create a 0.50 second Temporary crater deformation at (Center of (Playable map area)) with radius 512.00 and depth 64.00

Environment - Create a 4.00 second Normal ripple deformation at (Center of (Playable map area)) with starting radius 1024.00, ending radius 1024.00, and depth 64.00, using 1.00 second ripples spaced 512.00 apart

Environment - Create a 0.50 second wave deformation from (Center of (Playable map area)) to (Center of (Playable map area)) with radius 256.00, depth 96.00, and a 0.00 second trailing delay

Environment - Create a 4.00 second random deformation at (Center of (Playable map area)) with radius 512.00, using depths between -32.00 and 32.00, updating every 0.10 seconds

Environment - Stop (Last created terrain deformation) over 0.00 seconds

Environment - Stop all active terrain deformations instantly

Environment - Turn water deformation On

Environment - Change terrain type at (Center of (Playable map area)) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle

Environment - Set terrain pathing at (Center of (Playable map area)) of type Walkability to On

Environment - Change water tinting color to (100.00%, 100.00%, 100.00%) with 0.00% transparency

Environment - Set sky to None

Environment - Set fog to style Linear, z-start 1000.00, z-end 8000.00, density 0.00 and color (100.00%, 100.00%, 100.00%)

Environment - Reset fog to default values

Environment - Create Blight for Player 1 (Red) across (Playable map area)

Environment - Create Blight for Player 1 (Red) from (Center of (Playable map area)) to a radius of 512.00
call AddWeatherEffectSaveLast( GetPlayableMapRect(), 'RAhr' )

call EnableWeatherEffect( GetLastCreatedWeatherEffect(), true )

call RemoveWeatherEffectBJ( GetLastCreatedWeatherEffect() )

call TerrainDeformationCraterBJ( 0.5, false, GetRectCenter(GetPlayableMapRect()), 512, 64 )

call TerrainDeformationRippleBJ( 4, false, GetRectCenter(GetPlayableMapRect()), 1024, 1024, 64, 1, 512 )

call TerrainDeformationWaveBJ( 0.5, GetRectCenter(GetPlayableMapRect()), GetRectCenter(GetPlayableMapRect()), 256, 96, 0 )

call TerrainDeformationRandomBJ( 4, GetRectCenter(GetPlayableMapRect()), 512, -32, 32, 0.1 )

call TerrainDeformationStopBJ( GetLastCreatedTerrainDeformation(), 0 )

call TerrainDeformStopAll( )

call SetWaterDeforms( true )

call SetTerrainTypeBJ( GetRectCenter(GetPlayableMapRect()), 'Ldrt', -1, 1, 0 )

call SetTerrainPathableBJ( GetRectCenter(GetPlayableMapRect()), PATHING_TYPE_WALKABILITY, true )

call SetWaterBaseColorBJ( 100, 100, 100, 0 )

call SetSkyModel( null )

call SetTerrainFogExBJ( 0, 1000, 8000, 0, 100, 100, 100 )

call ResetTerrainFogBJ( )

call SetBlightRectBJ( true, Player(0), GetPlayableMapRect() )

call SetBlightRadiusLocBJ( true, Player(0), GetRectCenter(GetPlayableMapRect()), 512 )

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Floating Text

Post by Admin on Thu Apr 05, 2012 7:01 am

Actions
Floating Text - Create floating text that reads abc at (Center of (Playable map area)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency

Floating Text - Create floating text that reads xyz above (Last created unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency

Floating Text - Destroy (Last created floating text)

Floating Text - Show (Last created floating text) for (All players)

Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees

Floating Text - Change the color of (Last created floating text) to (100.00%, 100.00%, 100.00%) with 0.00% transparency

Floating Text - Change the position of (Last created floating text) to (Center of (Playable map area)) with Z offset 0.00

Floating Text - Change the position of (Last created floating text) to (Hero manipulating item) with Z offset 0.00

Floating Text - Change text of (Last created floating text) to abc using font size 10.00

Floating Text - Change (Last created floating text): Enable suspend state

Floating Text - Change (Last created floating text): Enable permanence

Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds

Floating Text - Change the fading age of (Last created floating text) to 4.00 seconds

Floating Text - Change the age of (Last created floating text) to 0.00 seconds

call CreateTextTagLocBJ( "TRIGSTR_068", GetRectCenter(GetPlayableMapRect()), 0, 10, 100, 100, 100, 0 )

call CreateTextTagUnitBJ( "TRIGSTR_070", GetLastCreatedUnit(), 0, 10, 100, 100.00, 100, 0 )

call DestroyTextTagBJ( GetLastCreatedTextTag() )

call ShowTextTagForceBJ( true, GetLastCreatedTextTag(), GetPlayersAll() )

call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 64, 90 )

call SetTextTagColorBJ( GetLastCreatedTextTag(), 100, 100, 100, 0 )

call SetTextTagPosBJ( GetLastCreatedTextTag(), GetRectCenter(GetPlayableMapRect()), 0 )

call SetTextTagPosUnitBJ( GetLastCreatedTextTag(), GetManipulatingUnit(), 0 )

call SetTextTagTextBJ( GetLastCreatedTextTag(), "TRIGSTR_072", 10 )

call SetTextTagSuspendedBJ( GetLastCreatedTextTag(), true )

call SetTextTagPermanentBJ( GetLastCreatedTextTag(), true )

call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 5 )

call SetTextTagFadepointBJ( GetLastCreatedTextTag(), 4 )

call SetTextTagAgeBJ( GetLastCreatedTextTag(), 0 )

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GAME

Post by Admin on Thu Apr 05, 2012 7:06 am

Actions
Game - Display to (All players) the text: abc
Game - Display to (All players) for 30.00 seconds the text: abc
Game - Pause the game
Game - Unpause the game
Game - Set game speed to Normal
Game - Lock the game speed
Game - Unlock the game speed
Game - Set Use handicaps to On
Game - Set the time of day to 12.00
Game - Set time of day speed to 100.00% of the default speed
Game - Turn the day/night cycle Off
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
Game - Give all Player 1 (Red) units to the Neutral Victim player
Game - Set the next level to MapsMapName.w3m
Game - Victory Player 1 (Red) (Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Load LoadFile.w3z (Skip scores)
Game - Save game as SaveFile.w3z and load LoadFile.w3z (Skip scores)
Game - Save game as SaveFile.w3z and change level to MapsMapName.w3x (Skip scores)
Game - Rename the abc saved-game folder to xyz
Game - Delete the xyz saved-game folder
Game - Create a copy of the abc saved-game and name it abc2
Game - Set campaign to Human Campaign
Game - Enable Human 02
Game - Enable the Human Campaign
Game - Enable the Human Ending Cinematic
Game - Show custom campaign button 1
Game - Set ally color filtering to 0
Game - Hide creep camps on the minimap
Game - Disable ally color button and Disable creep camp button
Game - Enable selection and deselection functionality (Enable selection circles)
Game - Enable drag-selection functionality (Enable drag-selection box)
Game - Enable pre-selection functionality (Enable pre-selection circles, life bars, and object info)
Game - Force Player 1 (Red) to press the key A
Game - Force Player 1 (Red) to press Escape/Cancel
Game - Preload abc
Game - Begin preloading with a 0.50 second timeout
Game - Preload all files listed in xyz
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_080" )
call DisplayTimedTextToForce( GetPlayersAll(), 30, "TRIGSTR_081" )
call PauseGameOn( )
call PauseGameOff( )
call SetGameSpeed( MAP_SPEED_NORMAL )
call LockGameSpeedBJ( )
call UnlockGameSpeedBJ( )
call SetMapFlag( MAP_USE_HANDICAPS, true )
call SetTimeOfDay( 12 )
call SetTimeOfDayScalePercentBJ( 100 )
call UseTimeOfDayBJ( false )
call ShareEverythingWithTeam( Player(0) )
call MakeUnitsPassiveForPlayer( Player(0) )
call SetNextLevelBJ( "Maps\MapName.w3m" )
call CustomVictoryBJ( Player(0), true, true )
call CustomDefeatBJ( Player(0), "TRIGSTR_082" )
call LoadGameBJ( "LoadFile.w3z", false )
call SaveAndLoadGameBJ( "SaveFile.w3z", "LoadFile.w3z", false )
call SaveAndChangeLevelBJ( "SaveFile.w3z", "Maps\MapName.w3x", false )
call RenameSaveDirectoryBJ( "abc", "xyz" )
call RemoveSaveDirectoryBJ( "xyz" )
call CopySaveGameBJ( "abc", "abc2" )
call SetCampaignMenuRaceBJ( bj_CAMPAIGN_INDEX_H )
call SetMissionAvailableBJ( true, bj_MISSION_INDEX_H01 )
call SetCampaignAvailableBJ( true, bj_CAMPAIGN_INDEX_H )
call SetCinematicAvailableBJ( true, bj_CINEMATICINDEX_HED )
call ShowCustomCampaignButton( true, 1 )
call SetAllyColorFilterState( 0 )
call SetCreepCampFilterState( false )
call EnableMinimapFilterButtons( false, false )
call EnableSelect( true, true )
call EnableDragSelect( true, true )
call EnablePreSelect( true, true )
call ForceUIKeyBJ( Player(0), "A" )
call ForceUICancelBJ( Player(0) )
call Preload( "abc" )
call PreloadEnd( 0.5 )
call Preloader( "xyz" )

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GAME CACHE

Post by Admin on Thu Apr 05, 2012 7:07 am

Actions
Game Cache - Create a game cache from MapName.w3v
Game Cache - Save (Last created game cache)
Game Cache - Store (Target unit of issued order) as abc of Category in (Last created game cache)
Game Cache - Store 0.00 as abc of Category in (Last created game cache)
Game Cache - Store 0 as abc of Category in (Last created game cache)
Game Cache - Store ((Triggering unit) has (Last created item)) as abc of Category in (Last created game cache)
Game Cache - Store Value as Label of Category in (Last created game cache)
call InitGameCacheBJ( "MapName.w3v" )

call SaveGameCacheBJ( GetLastCreatedGameCacheBJ() )

call StoreUnitBJ( GetOrderTargetUnit(), "abc", "Category", GetLastCreatedGameCacheBJ() )

call StoreRealBJ( 0.00, "abc", "Category", GetLastCreatedGameCacheBJ() )

call StoreIntegerBJ( 0, "abc", "Category", GetLastCreatedGameCacheBJ() )

call StoreBooleanBJ( UnitHasItem(GetTriggerUnit(), GetLastCreatedItem()), "abc", "Category", GetLastCreatedGameCacheBJ() )

call StoreStringBJ( "Value", "Label", "Category", GetLastCreatedGameCacheBJ() )


Last edited by Admin on Thu Apr 05, 2012 7:10 am; edited 1 time in total

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HERO

Post by Admin on Thu Apr 05, 2012 7:08 am

Actions
Hero - Learn skill for (Triggering unit): Human Archmage - Blizzard
Hero - Set (Triggering unit) Hero-level to 2, Hide level-up graphics
Hero - Set (Triggering unit) experience to 4000, Hide level-up graphics
Hero - Add 1000 experience to (Triggering unit), Hide level-up graphics
Hero - Disable experience gain for (Triggering unit)
Hero - Make Player 1 (Red) Heroes gain 100.00% experience from future kills
Hero - Instantly revive (Last created unit) at (Center of (Playable map area)), Hide revival graphics
Hero - Modify Strength of (Last created unit): Add 10
Hero - Modify unspent skill points of (Last created unit): Add 1 points
Hero - Reserve 3 Hero buttons for the local player
Hero - Give (Last created item) to (Triggering unit)
Hero - Create Tome of Experience and give it to (Triggering unit)
Hero - Drop (Last created item) from (Triggering unit)
Hero - Drop the item from slot 1 of (Triggering unit)
Hero - Order (Triggering unit) to use (Last created item) on (Last created unit)
Hero - Order (Triggering unit) to use (Last created item) on (Center of (Playable map area))
Hero - Order (Triggering unit) to use (Last created item) on (Picked destructible)
Hero - Order (Triggering unit) to use (Last created item)
call SelectHeroSkill( GetTriggerUnit(), 'AHbz' )

call SetHeroLevelBJ( GetTriggerUnit(), 2, false )

call SetHeroXP( GetTriggerUnit(), 4000, false )

call AddHeroXPSwapped( 1000, GetTriggerUnit(), false )

call SuspendHeroXPBJ( false, GetTriggerUnit() )

call SetPlayerHandicapXPBJ( Player(0), 100 )

call ReviveHeroLoc( GetLastCreatedUnit(), GetRectCenter(GetPlayableMapRect()), false )

call ModifyHeroStat( bj_HEROSTAT_STR, GetLastCreatedUnit(), bj_MODIFYMETHOD_ADD, 10 )

call ModifyHeroSkillPoints( GetLastCreatedUnit(), bj_MODIFYMETHOD_ADD, 1 )

call SetReservedLocalHeroButtons( 3 )

call UnitAddItemSwapped( GetLastCreatedItem(), GetTriggerUnit() )

call UnitAddItemByIdSwapped( 'texp', GetTriggerUnit() )

call UnitRemoveItemSwapped( GetLastCreatedItem(), GetTriggerUnit() )

call UnitRemoveItemFromSlotSwapped( 1, GetTriggerUnit() )

call UnitUseItemTarget( GetTriggerUnit(), GetLastCreatedItem(), GetLastCreatedUnit() )

call UnitUseItemPointLoc( GetTriggerUnit(), GetLastCreatedItem(), GetRectCenter(GetPlayableMapRect()) )

call UnitUseItemDestructable( GetTriggerUnit(), GetLastCreatedItem(), GetEnumDestructable() )

call UnitUseItem( GetTriggerUnit(), GetLastCreatedItem() )


Last edited by Admin on Thu Apr 05, 2012 7:09 am; edited 2 times in total

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ITEM

Post by Admin on Thu Apr 05, 2012 7:09 am

Actions
Item - Create Tome of Experience at (Center of (Playable map area))
Item - Remove (Last created item)
Item - Hide (Last created item)
Item - Move (Last created item) to (Center of (Playable map area))
Item - Set life of (Last created item) to 50.00
Item - Set charges remaining in (Last created item) to 1
Item - Make (Last created item) Invulnerable
Item - Make (Last created item) Pawnable
Item - Make (Last created item) Undroppable
Item - Make (Last created item) Drop from Heroes upon death
Item - Change ownership of (Last created item) to Player 1 (Red) and Change color
Item - Set the custom value of (Last created item) to 0
Item - Pick every item in (Playable map area) and do (Actions)
Loop - Actions
Item - Pick every item in (Playable map area) and do (Do nothing)
call CreateItemLoc( 'texp', GetRectCenter(GetPlayableMapRect()) )

call RemoveItem( GetLastCreatedItem() )
call SetItemVisibleBJ( false, GetLastCreatedItem() )
call SetItemPositionLoc( GetLastCreatedItem(), GetRectCenter(GetPlayableMapRect()) )

call SetItemLifeBJ( GetLastCreatedItem(), 50 )
call SetItemCharges( GetLastCreatedItem(), 1 )
call SetItemInvulnerableBJ( GetLastCreatedItem(), true )
call SetItemPawnable( GetLastCreatedItem(), true )
call SetItemDroppableBJ( GetLastCreatedItem(), false )
call SetItemDropOnDeathBJ( GetLastCreatedItem(), true )
call SetItemPlayerBJ( GetLastCreatedItem(), Player(0), true )
call SetItemUserData( GetLastCreatedItem(), 0 )
call EnumItemsInRectBJ( GetPlayableMapRect(), function Trig_Item_Func013A )

call EnumItemsInRectBJ( GetPlayableMapRect(), function Trig_Item_Func014002 )

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IMAGE

Post by Admin on Thu Apr 05, 2012 7:12 am

Actions
Image - Create an image using ReplaceableTexturesSplatsAuraRune9b.blp of size 256.00 at (Center of (Playable map area)) with Z offset 0.00 using image type Indicator

Image - Destroy (Last created image)
Image - Show (Last created image)
Image - Change the height state of (Last created image) to Enable at 0.00
Image - Change the position of (Last created image) to (Center of (Playable map area)) with Z offset 0.00

Image - Change the color of (Last created image) to (100.00%, 100.00%, 100.00%) with 0.00% transparency

Image - Change (Last created image): Enable rendering state
Image - Change (Last created image): Enable render always state
Image - Change (Last created image): Enable above water state, Enable water alpha inheritance
Image - Change type of (Last created image) to Indicator
call CreateImageBJ( "ReplaceableTextures\Splats\AuraRune9b.blp", 256, GetRectCenter(GetPlayableMapRect()), 0, 2 )
call DestroyImage( GetLastCreatedImage() )
call ShowImageBJ( true, GetLastCreatedImage() )
call SetImageConstantHeight( GetLastCreatedImage(), true, 0 )

call SetImagePositionBJ( GetLastCreatedImage(), GetRectCenter(GetPlayableMapRect()), 0 )

call SetImageColorBJ( GetLastCreatedImage(), 100, 100, 100, 0 )
call SetImageRender( GetLastCreatedImage(), true )
call SetImageRenderAlways( GetLastCreatedImage(), true )
call SetImageAboveWater( GetLastCreatedImage(), true, true )
call SetImageType( GetLastCreatedImage(), 2 )

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UNIT

Post by Admin on Thu Apr 05, 2012 7:19 am

(Last created unit)
(Last restored unit)
(Last replaced unit)
(Last Haunted Gold Mine)
(Picked unit)
(Matching unit)
(Random unit from (Last created unit group))
(Attacked unit)
(Attacking unit)
(Buying unit)
(Cancelled structure)
(Casting unit)
(Constructing structure)
(Constructed structure)
(Damage source)
(Decaying unit)
(Dying unit)
(Entering unit)
(Hero manipulating item)
(Killing unit)
(Learning Hero)
(Leaving unit)
(Leveling Hero)
(Loading unit)
(Ordered unit)
(Ownership-changed unit)
(Researching unit)
(Revivable Hero)
(Reviving Hero)
(Selling unit)
(Sold unit)
(Summoned unit)
(Summoning unit)
(Target unit of issued order)
(Target unit of ability being cast)
(Targeted unit)
(Trained unit)
(Transporting unit)
(Rally-Point of (Triggering unit) as a unit)
GetLastCreatedUnit()
GetLastRestoredUnitBJ()
GetLastReplacedUnitBJ()
GetLastHauntedGoldMine()
GetEnumUnit()
GetFilterUnit()
GroupPickRandomUnit(GetLastCreatedGroup())
GetAttackedUnitBJ()
GetAttacker()
GetBuyingUnit()
GetCancelledStructure()
GetSpellAbilityUnit()
GetConstructingStructure()
GetConstructedStructure()
GetEventDamageSource()
GetDecayingUnit()
GetDyingUnit()
GetEnteringUnit()
GetManipulatingUnit()
GetKillingUnitBJ()
GetLearningUnit()
set udg_unit = GetLeavingUnit()
GetLevelingUnit()
GetLoadedUnitBJ()
GetOrderedUnit()
GetChangingUnit()
GetResearchingUnit()
GetRevivableUnit()
GetRevivingUnit()
GetSellingUnit()
GetSoldUnit()
GetSummonedUnit()
GetSummoningUnit()
GetOrderTargetUnit()
GetSpellTargetUnit()
GetEventTargetUnit()
GetTrainedUnit()
GetTransportUnitBJ()
GetUnitRallyUnit(GetTriggerUnit())
=====================================================
Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing (Position of (Triggering unit))
Unit - Create a Footman corpse for Player 1 (Red) at (Center of (Playable map area))
Unit - Create a permanent Skeletal Footman corpse for Player 1 (Red) at (Center of (Playable map area)) facing (Random angle) degrees
Unit - Kill (Triggering unit)
Unit - Remove (Triggering unit) from the game
Unit - Explode (Triggering unit)
Unit - Replace (Triggering unit) with a Footman using The old unit's relative life and mana
Unit - Hide (Last created unit)
Unit - Unhide (Picked unit)
Unit - Change color of (Triggering unit) to Red
Unit - Change ownership of (Last created unit) to Player 1 (Red) and Change color
Unit - Grant shared vision of (Triggering unit) to Player 1 (Red)
Unit - Move (Triggering unit) instantly to (Center of (Playable map area))
Unit - Move (Triggering unit) instantly to (Center of (Playable map area)), facing Default building facing degrees
Unit - Move (Triggering unit) instantly to (Center of (Playable map area)), facing (Position of (Triggering unit))
Unit - Set Rally-Point for (Triggering unit) to (Center of (Playable map area))
Unit - Set Rally-Point for (Last created unit) to (Triggering unit)
Unit - Set Rally-Point for (Triggering unit) to (Last created destructible)
Unit - Set life of (Triggering unit) to 100.00%
Unit - Set mana of (Triggering unit) to 100.00%
Unit - Set life of (Triggering unit) to (Life of (Triggering unit))
Unit - Set mana of (Triggering unit) to 0.00
Unit - Make (Triggering unit) Invulnerable
Unit - Pause (Triggering unit)
Unit - Pause all units
Unit - Pause the expiration timer for (Triggering unit)
Unit - Add a 0.40 second Generic expiration timer to (Triggering unit)
Unit - Make (Triggering unit) Explode on death
Unit - Suspend corpse decay for (Triggering unit)
Unit - Reset ability cooldowns for (Triggering unit)
Unit - Set (Triggering unit) construction progress to 50%
Unit - Set (Triggering unit) upgrade progress to 50%
Unit - Make (Triggering unit) Sleep when unprovoked
Unit - Make (Triggering unit) Sleep when unprovoked at night
Unit - Wake up (Triggering unit)
Unit - Turn alarm generation for (Triggering unit) Off
Unit - Rescue (Triggering unit) for Player 1 (Red) and Change color
Unit - Make (Picked unit) Rescuable by Player Group - Player 1 (Red)
Unit - Limit rescue events for (Last created unit) to a range of 384.00
Unit - Make units Retain color when rescued
Unit - Make buildings Retain color when rescued
Unit - Disable supply usage for (Last created unit)
Unit - Make (Last created unit) face (Triggering unit) over 0.10 seconds
Unit - Make (Last created unit) face (Center of (Playable map area)) over 0.10 seconds
Unit - Make (Last created unit) face Default building facing over 0.10 seconds
Unit - Set (Last created unit) movement speed to (Default movement speed of (Triggering unit))
Unit - Turn collision for (Last created unit) Off
Unit - Set (Triggering unit) acquisition range to 1200.00
Unit - Set the custom value of (Last created unit) to 0
Unit - Remove All buffs from (Triggering unit)
Unit - Remove All buffs considered Magic or physical from (Triggering unit) (Include expiration timers, Include auras)
Unit - Remove Acid Bomb buff from (Triggering unit)
Unit - Add Acid Bomb to (Triggering unit)
Unit - Remove Acid Bomb from (Triggering unit)
Unit - Add classification of Mechanical to (Triggering unit)
Unit - Remove classification of Mechanical from (Triggering unit)
Unit - Order (Last created unit) to Attack (Triggering unit)
Unit - Order (Last created unit) to Move To (Center of (Playable map area))
Unit - Order (Last created unit) to Harvest (Random destructible in (Playable map area))
Unit - Order (Last created unit) to Right-Click (Last dropped item)
Unit - Order (Last created unit) to Stop
Unit - Order (Last created unit) to train/upgrade to a Footman
Unit - Order (Last created unit) to research Defend
Unit - Order (Last created unit) to build a Barracks at (Center of (Playable map area))
Unit - Order (Last created unit) to drop (Last created item) at (Center of (Playable map area))
Unit - Order (Last created unit) to move (Last created item) to inventory slot 1
Unit - Order (Last created unit) to give (Last created item) to (Picked unit)
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 500.00 at (Center of (Playable map area)), dealing 100.00 damage of attack type Spells and damage type Normal
Unit - Cause (Triggering unit) to damage (Triggering unit), dealing 500.00 damage of attack type Spells and damage type Normal
Unit - Decrease level of Acid Bomb for (Triggering unit)
Unit - Increase level of Acid Bomb for (Triggering unit)
Unit - Set level of Acid Bomb for (Triggering unit) to 1
call CreateNUnitsAtLoc( 1, 'hfoo', Player(0), GetRectCenter(GetPlayableMapRect()), bj_UNIT_FACING )
call CreateNUnitsAtLocFacingLocBJ( 1, 'hfoo', Player(0), GetRectCenter(GetPlayableMapRect()), GetUnitLoc(GetTriggerUnit()) )
call CreateCorpseLocBJ( 'hfoo', Player(0), GetRectCenter(GetPlayableMapRect()) )
call CreatePermanentCorpseLocBJ( bj_CORPSETYPE_BONE, 'hfoo', Player(0), GetRectCenter(GetPlayableMapRect()), GetRandomDirectionDeg() )
call KillUnit( GetTriggerUnit() )
call RemoveUnit( GetTriggerUnit() )
call ExplodeUnitBJ( GetTriggerUnit() )
call ReplaceUnitBJ( GetTriggerUnit(), 'hfoo', bj_UNIT_STATE_METHOD_RELATIVE )
call ShowUnitHide( GetLastCreatedUnit() )
call ShowUnitShow( GetEnumUnit() )
call SetUnitColor( GetTriggerUnit(), PLAYER_COLOR_RED )
call SetUnitOwner( GetLastCreatedUnit(), Player(0), true )
call UnitShareVisionBJ( true, GetTriggerUnit(), Player(0) )
call SetUnitPositionLoc( GetTriggerUnit(), GetRectCenter(GetPlayableMapRect()) )
call SetUnitPositionLocFacingBJ( GetTriggerUnit(), GetRectCenter(GetPlayableMapRect()), bj_UNIT_FACING )
call SetUnitPositionLocFacingLocBJ( GetTriggerUnit(), GetRectCenter(GetPlayableMapRect()), GetUnitLoc(GetTriggerUnit()) )
call SetUnitRallyPoint( GetTriggerUnit(), GetRectCenter(GetPlayableMapRect()) )
call SetUnitRallyUnit( GetLastCreatedUnit(), GetTriggerUnit() )
call SetUnitRallyDestructable( GetTriggerUnit(), GetLastCreatedDestructable() )
call SetUnitLifePercentBJ( GetTriggerUnit(), 100 )
call SetUnitManaPercentBJ( GetTriggerUnit(), 100 )
call SetUnitLifeBJ( GetTriggerUnit(), GetUnitStateSwap(UNIT_STATE_LIFE, GetTriggerUnit()) )
call SetUnitManaBJ( GetTriggerUnit(), 0 )
call SetUnitInvulnerable( GetTriggerUnit(), true )
call PauseUnitBJ( true, GetTriggerUnit() )
call PauseAllUnitsBJ( true )
call UnitPauseTimedLifeBJ( true, GetTriggerUnit() )
call UnitApplyTimedLifeBJ( 0.40, 'BTLF', GetTriggerUnit() )
call SetUnitExplodedBJ( GetTriggerUnit(), true )
call UnitSuspendDecayBJ( true, GetTriggerUnit() )
call UnitResetCooldown( GetTriggerUnit() )
call UnitSetConstructionProgress( GetTriggerUnit(), 50 )
call UnitSetUpgradeProgress( GetTriggerUnit(), 50 )
call UnitAddSleepPerm( GetTriggerUnit(), true )
call UnitSetCanSleepBJ( GetTriggerUnit(), true )
call UnitWakeUpBJ( GetTriggerUnit() )
call UnitGenerateAlarms( GetTriggerUnit(), false )
call RescueUnitBJ( GetTriggerUnit(), Player(0), true )
call MakeUnitRescuableToForceBJ( GetEnumUnit(), true, bj_FORCE_PLAYER[0] )
call SetUnitRescueRange( GetLastCreatedUnit(), 384 )
call SetRescueUnitColorChangeBJ( false )
call SetRescueBuildingColorChangeBJ( false )
call SetUnitUseFoodBJ( false, GetLastCreatedUnit() )
call SetUnitFacingToFaceUnitTimed( GetLastCreatedUnit(), GetTriggerUnit(), 0.10 )
call SetUnitFacingToFaceLocTimed( GetLastCreatedUnit(), GetRectCenter(GetPlayableMapRect()), 0.10 )
call SetUnitFacingTimed( GetLastCreatedUnit(), bj_UNIT_FACING, 0.10 )
call SetUnitMoveSpeed( GetLastCreatedUnit(), GetUnitDefaultMoveSpeed(GetTriggerUnit()) )
call SetUnitPathing( GetLastCreatedUnit(), false )
call SetUnitAcquireRangeBJ( GetTriggerUnit(), 1200.00 )
call SetUnitUserData( GetLastCreatedUnit(), 0 )
call UnitRemoveBuffsBJ( bj_REMOVEBUFFS_ALL, GetTriggerUnit() )
call UnitRemoveBuffsExBJ( bj_BUFF_POLARITY_EITHER, bj_BUFF_RESIST_EITHER, GetTriggerUnit(), true, true )
call UnitRemoveBuffBJ( 'BNab', GetTriggerUnit() )
call UnitAddAbilityBJ( 'ANab', GetTriggerUnit() )
call UnitRemoveAbilityBJ( 'ANab', GetTriggerUnit() )
call UnitAddTypeBJ( UNIT_TYPE_MECHANICAL, GetTriggerUnit() )
call UnitRemoveTypeBJ( UNIT_TYPE_MECHANICAL, GetTriggerUnit() )
call IssueTargetOrderBJ( GetLastCreatedUnit(), "attack", GetTriggerUnit() )
call IssuePointOrderLocBJ( GetLastCreatedUnit(), "move", GetRectCenter(GetPlayableMapRect()) )
call IssueTargetDestructableOrder( GetLastCreatedUnit(), "harvest", RandomDestructableInRectSimpleBJ(GetPlayableMapRect()) )
call IssueTargetItemOrder( GetLastCreatedUnit(), "smart", GetLastRemovedItem() )
call IssueImmediateOrderBJ( GetLastCreatedUnit(), "stop" )
call IssueTrainOrderByIdBJ( GetLastCreatedUnit(), 'hfoo' )
call IssueUpgradeOrderByIdBJ( GetLastCreatedUnit(), 'Rhde' )
call IssueBuildOrderByIdLocBJ( GetLastCreatedUnit(), 'hbar', GetRectCenter(GetPlayableMapRect()) )
call UnitDropItemPointLoc( GetLastCreatedUnit(), GetLastCreatedItem(), GetRectCenter(GetPlayableMapRect()) )
call UnitDropItemSlotBJ( GetLastCreatedUnit(), GetLastCreatedItem(), 1 )
call UnitDropItemTargetBJ( GetLastCreatedUnit(), GetLastCreatedItem(), GetEnumUnit() )
call UnitDamagePointLoc( GetTriggerUnit(), 0, 500, GetRectCenter(GetPlayableMapRect()), 100, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
call UnitDamageTargetBJ( GetTriggerUnit(), GetTriggerUnit(), 500, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
call DecUnitAbilityLevelSwapped( 'ANab', GetTriggerUnit() )
call IncUnitAbilityLevelSwapped( 'ANab', GetTriggerUnit() )
call SetUnitAbilityLevelSwapped( 'ANab', GetTriggerUnit(), 1 )

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UNIT GROUP

Post by Admin on Thu Apr 05, 2012 7:38 am

(Last created unit group)
(Random 4 units from (Units in (Playable map area)))
(Units in (Playable map area))
(Units in (Playable map area) owned by Player 1 (Red))
(Units in (Playable map area) matching (((Triggering unit) is A structure) Equal to True))
(Units within 512.00 of (Center of (Playable map area)))
(Units within 512.00 of (Center of (Playable map area)) matching (((Triggering unit) is A structure) Equal to True))
(Units owned by Player 1 (Red))
(Units owned by Player 1 (Red) of type Footman)
(Units owned by Player 1 (Red) matching (((Triggering unit) is A structure) Equal to True))
(Units of type Footman)
(Units currently selected by Player 1 (Red))
GetLastCreatedGroup()
GetRandomSubGroup(4, GetUnitsInRectAll(GetPlayableMapRect()))
GetUnitsInRectAll(GetPlayableMapRect())
GetUnitsInRectOfPlayer(GetPlayableMapRect(), Player(0))
GetUnitsInRectMatching(GetPlayableMapRect(), Condition(function Trig_Unit_Group_Copy_Func005002002))
GetUnitsInRangeOfLocAll(512, GetRectCenter(GetPlayableMapRect()))
GetUnitsInRangeOfLocMatching(512, GetRectCenter(GetPlayableMapRect()), Condition(function Trig_Unit_Group_Copy_Func007002003))
GetUnitsOfPlayerAll(Player(0))
GetUnitsOfPlayerAndTypeId(Player(0), 'hfoo')
GetUnitsOfPlayerMatching(Player(0), Condition(function Trig_Unit_Group_Copy_Func010002002))
GetUnitsOfTypeIdAll('hfoo')
GetUnitsSelectedAll(Player(0))
===========================================
Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Pick every unit in (Units in (Playable map area)) and do (Do nothing)
Add (Triggering unit) to unitgroup
Add all units of (Last created unit group) to unitgroup
Remove (Triggering unit) from unitgroup
Remove all units of (Last created unit group) from unitgroup
Remove all units from unitgroup
Order (Units in (Playable map area)) to Attack (Triggering unit)
Order (Units in (Playable map area)) to Move To (Center of (Playable map area))
Order (Units in (Playable map area)) to Harvest (Random destructible in (Playable map area))
(Units in (Playable map area)) to Attack (Item being manipulated)
(Units in (Playable map area)) to Stop
(Units in (Playable map area)) to train a Footman
call ForGroupBJ( GetUnitsInRectAll(GetPlayableMapRect()), function Trig_Unit_Group_Copy_Func014A )
call ForGroupBJ( GetUnitsInRectAll(GetPlayableMapRect()), function Trig_Unit_Group_Copy_Func015002 )
call GroupAddUnitSimple( GetTriggerUnit(), udg_unitgroup )
call GroupAddGroup( GetLastCreatedGroup(), udg_unitgroup )
call GroupRemoveUnitSimple( GetTriggerUnit(), udg_unitgroup )
call GroupRemoveGroup( GetLastCreatedGroup(), udg_unitgroup )
call GroupClear( udg_unitgroup )
call GroupTargetOrderBJ( GetUnitsInRectAll(GetPlayableMapRect()), "attack", GetTriggerUnit() )
call GroupPointOrderLocBJ( GetUnitsInRectAll(GetPlayableMapRect()), "move", GetRectCenter(GetPlayableMapRect()) )
call GroupTargetDestructableOrder( GetUnitsInRectAll(GetPlayableMapRect()), "harvest", RandomDestructableInRectSimpleBJ(GetPlayableMapRect()) )
call GroupTargetItemOrder( GetUnitsInRectAll(GetPlayableMapRect()), "attack", GetManipulatedItem() )
call GroupImmediateOrderBJ( GetUnitsInRectAll(GetPlayableMapRect()), "stop" )
call GroupTrainOrderByIdBJ( GetUnitsInRectAll(GetPlayableMapRect()), 'hfoo' )

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PLAYER

Post by Admin on Thu Apr 05, 2012 7:45 am

(Picked player)
(Matching player)
(Owner of (Triggering unit))
(Owner of (Last created item))
(Random player from (All players controlled by a User player))
(Player(1))
(Previous owner)
(Triggering player)
(Player in position 1 of (Last created leaderboard))
GetEnumPlayer()
GetFilterPlayer()
GetOwningPlayer(GetTriggerUnit())
GetItemPlayer(GetLastCreatedItem())
ForcePickRandomPlayer(GetPlayersByMapControl(MAP_CONTROL_USER))
ConvertedPlayer(1)
GetChangingUnitPrevOwner()
GetTriggerPlayer()
LeaderboardGetIndexedPlayerBJ(1, GetLastCreatedLeaderboard())
========================
Set Player 1 (Red) Current gold to 750
Add 1000 to Player 1 (Red) Current gold
Turn Gives bounty Off for Neutral Hostile
Divert 0% of the Gold income of Player 1 (Red) to Player 2 (Blue)
Disable sleeping for all creeps
Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
For Player 1 (Red), turn Alliance (non-aggression) On toward Player 2 (Blue)
Disable Acid Bomb for Player 1 (Red)
Make Footman Available for training/construction by Player 1 (Red)
Limit training of Footman to 1 for Player 1 (Red)
Limit training of Heroes to 3 for Player 1 (Red)
Set the current research level of Iron Forged Swords to 0 for Player 1 (Red)
Set the max research level of Black Gunpowder to 0 for Player 1 (Red)
Change color of Player 1 (Red) to Red, Changing color of existing units
Set Player 1 (Red) handicap to 100.00%
Hide Player 1 (Red) in the post-game score screen
Set name of Player 1 (Red) to abc
call SetPlayerStateBJ( Player(0), PLAYER_STATE_RESOURCE_GOLD, 750 )
call AdjustPlayerStateBJ( 1000, Player(0), PLAYER_STATE_RESOURCE_GOLD )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, false, Player(PLAYER_NEUTRAL_AGGRESSIVE) )
call SetPlayerTaxRateBJ( 0, PLAYER_STATE_RESOURCE_GOLD, Player(0), Player(1) )
call EnableCreepSleepBJ( false )
call SetPlayerAllianceStateBJ( Player(0), Player(1), bj_ALLIANCE_ALLIED_VISION )
call SetPlayerAllianceBJ( Player(0), ALLIANCE_PASSIVE, true, Player(1) )
call SetPlayerAbilityAvailableBJ( false, 'ANab', Player(0) )
call SetPlayerUnitAvailableBJ( 'hfoo', true, Player(0) )
call SetPlayerTechMaxAllowedSwap( 'hfoo', 1, Player(0) )
call SetPlayerMaxHeroesAllowed( 3, Player(0) )
call SetPlayerTechResearchedSwap( 'Rhme', 0, Player(0) )
call SetPlayerTechMaxAllowedSwap( 'Rhra', 0, Player(0) )
call SetPlayerColorBJ( Player(0), PLAYER_COLOR_RED, true )
call SetPlayerHandicapBJ( Player(0), 100 )
call SetPlayerOnScoreScreenBJ( false, Player(0) )
call SetPlayerName( Player(0), "TRIGSTR_013" )


Last edited by Admin on Thu Apr 05, 2012 7:57 am; edited 1 time in total

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PLAYER GROUP

Post by Admin on Thu Apr 05, 2012 7:54 am

(All players)
(All players controlled by a Computer player)
(All players matching (((Triggering unit) is A structure) Equal to True))
(All allies of Player 1 (Red))
(All enemies of Player 1 (Red))
(Player group(Player 1 (Red)))
GetPlayersAll()
GetPlayersByMapControl(MAP_CONTROL_COMPUTER)
GetPlayersMatching(Condition(function Trig_PlayerGroup))
GetPlayersAllies(Player(0))
GetPlayersEnemies(Player(0))
GetForceOfPlayer(Player(0))
==================================
Pick every player in (All players) and do (Actions)
Loop - Actions
Pick every player in (All players) and do (Do nothing)
Add Player 1 (Red) to playergroup
Remove Player 1 (Red) from playergroup
Remove all players from playergroup
Make (All players) treat (All players) as an Ally with shared vision
call ForForce( GetPlayersAll(), function Trig_PlayerGroup )
call ForForce( GetPlayersAll(), function Trig_PlayerGroup )
call ForceAddPlayerSimple( Player(0), udg_playergroup )
call ForceRemovePlayerSimple( Player(0), udg_playergroup )
call ForceClear( udg_playergroup )
call SetForceAllianceStateBJ( GetPlayersAll(), GetPlayersAll(), bj_ALLIANCE_ALLIED_VISION )

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TIMER

Post by Admin on Thu Apr 05, 2012 8:02 am

Set Timer = (Last started timer)
Set Timer = (Expiring timer)
Start Timer as a One-shot timer that will expire in 30.00 seconds
Pause (Last started timer)
Create a timer window for (Last started timer) with title abc
Destroy (Last created timer window)
Hide (Last created timer window) for Player 1 (Red)
Hide (Last created timer window)
Change the title of (Last created timer window) to xyz
Change the color of the title for (Last created timer window) to (100.00%, 80.00%, 20.00%) with 0.00% transparency
Change the color of the time for (Last created timer window) to (100.00%, 80.00%, 20.00%) with 0.00% transparency
=================
Set TimerWindow = (Last created timer window)
set udg_Timer = GetLastCreatedTimerBJ()
set udg_Timer = GetExpiredTimer()
call StartTimerBJ( udg_Timer, false, 30 )
call PauseTimerBJ( true, GetLastCreatedTimerBJ() )
call CreateTimerDialogBJ( GetLastCreatedTimerBJ(), "TRIGSTR_005" )
call DestroyTimerDialogBJ( GetLastCreatedTimerDialogBJ() )
call TimerDialogDisplayForPlayerBJ( false, GetLastCreatedTimerDialogBJ(), Player(0) )
call TimerDialogDisplayBJ( false, GetLastCreatedTimerDialogBJ() )
call TimerDialogSetTitleBJ( GetLastCreatedTimerDialogBJ(), "TRIGSTR_006" )
call TimerDialogSetTitleColorBJ( GetLastCreatedTimerDialogBJ(), 100, 80, 20, 0 )
call TimerDialogSetTimeColorBJ( GetLastCreatedTimerDialogBJ(), 100, 80, 20, 0 )
=======
set udg_TimerWindow = GetLastCreatedTimerDialogBJ()

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Multiboard

Post by Admin on Thu Apr 05, 2012 8:04 am

Set leaderboard = (Last created leaderboard)
Set leaderboard = (Leaderboard of Player 1 (Red))
==============================
Set multiboard = (Last created multiboard)
set udg_leaderboard = GetLastCreatedLeaderboard()
set udg_leaderboard =PlayerGetLeaderboardBJ(Player(0))
==============================
set udg_multiboard = GetLastCreatedMultiboard()

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QUEST

Post by Admin on Thu Apr 05, 2012 8:06 am

Quest - Display to (All players) the Quest Update message: abc
Quest - Create a Required quest titled abc with the description xyz, using icon path ReplaceableTexturesCommandButtonsBTNAmbush.blp
Quest - Destroy (Last created quest)
Quest - Disable (Last created quest)
Quest - Mark (Last created quest) as Completed
Quest - Mark (Last created quest) as Failed
Quest - Mark (Last created quest) as Discovered
Quest - Change the title of (Last created quest) to abc
Quest - Change the description of (Last created quest) to xyz
Quest - Create a quest requirement for (Last created quest) with the description abc
Quest - Mark (Last created quest requirement) as Completed
Quest - Change the description of (Last created quest requirement) to xyz
Quest - Create a defeat condition with the description abc
Quest - Destroy (Last created defeat condition)
Quest - Change the description of (Last created defeat condition) to abc
Quest - Flash the quest dialog button
call QuestMessageBJ( GetPlayersAll(), bj_QUESTMESSAGE_UPDATED, "TRIGSTR_043" )
call CreateQuestBJ( bj_QUESTTYPE_REQ_DISCOVERED, "TRIGSTR_044", "TRIGSTR_045", "ReplaceableTextures\CommandButtons\BTNAmbush.blp" )
call DestroyQuestBJ( GetLastCreatedQuestBJ() )
call QuestSetEnabledBJ( false, GetLastCreatedQuestBJ() )
call QuestSetCompletedBJ( GetLastCreatedQuestBJ(), true )
call QuestSetFailedBJ( GetLastCreatedQuestBJ(), true )
call QuestSetDiscoveredBJ( GetLastCreatedQuestBJ(), true )
call QuestSetTitleBJ( GetLastCreatedQuestBJ(), "TRIGSTR_046" )
call QuestSetDescriptionBJ( GetLastCreatedQuestBJ(), "TRIGSTR_047" )
call CreateQuestItemBJ( GetLastCreatedQuestBJ(), "TRIGSTR_048" )
call QuestItemSetCompletedBJ( GetLastCreatedQuestItemBJ(), true )
call QuestItemSetDescriptionBJ( GetLastCreatedQuestItemBJ(), "TRIGSTR_049" )
call CreateDefeatConditionBJ( "TRIGSTR_050" )
call DestroyDefeatConditionBJ( GetLastCreatedDefeatConditionBJ() )
call DefeatConditionSetDescriptionBJ( GetLastCreatedDefeatConditionBJ(), "TRIGSTR_051" )
call FlashQuestDialogButtonBJ( )

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LIGHTNING & SPECIAL EFFECTS

Post by Admin on Thu Apr 05, 2012 8:12 am

Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Triggering unit)) to target (Center of (Playable map area))
Lightning - Destroy (Last created lightning effect)
Lightning - Move (Last created lightning effect) to source (Position of (Triggering unit)) and target (Center of (Playable map area))
Lightning - Change color of (Last created lightning effect) to (1.00 1.00 1.00) with 1.00 alpha
=====================
Special Effect - Create a special effect at (Center of (Playable map area)) using AbilitiesSpellsHumanThunderClapThunderClapCaster.mdl
Special Effect - Create a special effect attached to the overhead of (Triggering unit) using AbilitiesSpellsOtherTalkToMeTalkToMe.mdl
Special Effect - Destroy (Last created special effect)
call AddLightningLoc( "CLPB", GetUnitLoc(GetTriggerUnit()), GetRectCenter(GetPlayableMapRect()) )

call DestroyLightningBJ( GetLastCreatedLightningBJ() )

call MoveLightningLoc( GetLastCreatedLightningBJ(), GetUnitLoc(GetTriggerUnit()), GetRectCenter(GetPlayableMapRect()) )

call SetLightningColorBJ( GetLastCreatedLightningBJ(), 1, 1, 1, 1 )
=====================
call AddSpecialEffectLocBJ( GetRectCenter(GetPlayableMapRect()), "AbilitiesSpellsHumanThunderClapThunderClapCaster.mdl" )

call AddSpecialEffectTargetUnitBJ( "overhead", GetTriggerUnit(), "AbilitiesSpellsOtherTalkToMeTalkToMe.mdl" )

call DestroyEffectBJ( GetLastCreatedEffectBJ() )


Last edited by Admin on Thu Apr 05, 2012 8:25 am; edited 1 time in total

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TRIGGER & VISIBILITY

Post by Admin on Thu Apr 05, 2012 8:18 am

Trigger - Turn off (This trigger)
Trigger - Turn on (This trigger)
Trigger - Run (This trigger) (checking conditions)
Trigger - Run (This trigger) (ignoring conditions)
Trigger - Add (This trigger) to the trigger queue (Checking conditions)
Trigger - Remove (This trigger) from the trigger queue
Trigger - Clear the trigger queue
Trigger - Clear all pending triggers from the trigger queue
Trigger - Add to (This trigger) the event (Player - Player 1 (Red)'s Food used becomes Greater than or equal to 1.00)
=====================
Visibility - Enable fog of war
Visibility - Disable fog of war
Visibility - Enable black mask
Visibility - Disable black mask
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of (Playable map area)) to a radius of 512.00
Visibility - Enable (Last created visibility modifier)
Visibility - Disable (Last created visibility modifier)
Visibility - Destroy (Last created visibility modifier)
call DisableTrigger( GetTriggeringTrigger() )
call EnableTrigger( GetTriggeringTrigger() )
call ConditionalTriggerExecute( GetTriggeringTrigger() )
call TriggerExecute( GetTriggeringTrigger() )
call QueuedTriggerAddBJ( GetTriggeringTrigger(), true )
call QueuedTriggerRemoveBJ( GetTriggeringTrigger() )
call QueuedTriggerClearBJ( )
call QueuedTriggerClearInactiveBJ( )
call TriggerRegisterPlayerStateEvent( GetTriggeringTrigger(), Player(0), PLAYER_STATE_RESOURCE_FOOD_USED, GREATER_THAN_OR_EQUAL, 1.00 )
=====================
call FogEnableOn( )
call FogEnableOff( )
call FogMaskEnableOn( )
call FogMaskEnableOff( )
call CreateFogModifierRectBJ( true, Player(0), FOG_OF_WAR_VISIBLE, GetPlayableMapRect() )
call CreateFogModifierRadiusLocBJ( true, Player(0), FOG_OF_WAR_VISIBLE, GetRectCenter(GetPlayableMapRect()), 512 )
call FogModifierStart( GetLastCreatedFogModifier() )
call FogModifierStop( GetLastCreatedFogModifier() )
call DestroyFogModifier( GetLastCreatedFogModifier() )


Last edited by Admin on Thu Apr 05, 2012 8:25 am; edited 2 times in total

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REGION/LOCATION & SELECTION

Post by Admin on Thu Apr 05, 2012 8:23 am

Set Region = (Current camera bounds)
Set Region = (Initial camera bounds)
Set Region = (Playable map area)
Set Region = (Entire map)
Set Region = ((Playable map area) offset by (0.00, 0.00))
Set Region = (Region centered at (Position of (Triggering unit)) with size (0.00, 0.00))
Set Region = (Region(0.00, 0.00, 0.00, 0.00))
Set Region = (Region((Point(0.00, 0.00)), (Point(0.00, 0.00))))
Region - Center Region on (Center of (Playable map area))
=====================
Selection - Clear selection for Player 1 (Red)
Selection - Select (Last created unit group) for Player 1 (Red)
Selection - Select (Units in (Playable map area)) for Player 1 (Red)
Selection - Select (Triggering unit) for Player 1 (Red)
Selection - Add (Triggering unit) to selection for Player 1 (Red)
Selection - Remove (Triggering unit) from selection for Player 1 (Red)
Selection - Clear selection
Selection - Select (Last created unit group)
Selection - Select (Triggering unit)
Selection - Add (Triggering unit) to selection
Selection - Remove (Triggering unit) from selection
set udg_Region = GetCurrentCameraBoundsMapRectBJ()
set udg_Region = GetCameraBoundsMapRect()
set udg_Region = GetPlayableMapRect()
set udg_Region = GetEntireMapRect()
set udg_Region = OffsetRectBJ(GetPlayableMapRect(), 0, 0)
set udg_Region = RectFromCenterSizeBJ(GetUnitLoc(GetTriggerUnit()), 0.00, 0.00)
set udg_Region = Rect(0, 0, 0, 0)
set udg_Region = RectFromLoc(Location(0, 0), Location(0, 0))
call MoveRectToLoc( udg_Region, GetRectCenter(GetPlayableMapRect()) )
=====================
call ClearSelectionForPlayer( Player(0) )
call SelectGroupForPlayerBJ( GetLastCreatedGroup(), Player(0) )
call SelectGroupForPlayerBJ( GetUnitsInRectAll(GetPlayableMapRect()), Player(0) )
call SelectUnitForPlayerSingle( GetTriggerUnit(), Player(0) )
call SelectUnitAddForPlayer( GetTriggerUnit(), Player(0) )
call SelectUnitRemoveForPlayer( GetTriggerUnit(), Player(0) )
call ClearSelection( )
call SelectGroupBJ( GetLastCreatedGroup() )
call SelectUnitSingle( GetTriggerUnit() )
call SelectUnitAdd( GetTriggerUnit() )
call SelectUnitRemove( GetTriggerUnit() )

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Re: GUI-Jass Glossary of functions names/commands

Post by Sponsored content Today at 12:34 pm


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