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.Latest topics
Thống Kê/Statistic
GUI-Jass Glossary of functions names/commands
ProGamingEXP - PROFESSIONAL GAMING EXPERIENCE :: Game Mode Section - Nơi hỗ trợ về map & gameplay :: GUI/JASS discussion
Page 1 of 2
Page 1 of 2 • 1, 2
GUI-Jass Glossary of functions names/commands
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*)
Last edited by Admin on Sat Jun 02, 2012 9:40 pm; edited 3 times in total
TheGenMaps: Glossary of function names/commands
Glossary of function names/commands
______________________________
@Copyright: Gen(TheGenMaps)
[You must be registered and logged in to see this link.]
----===INDEX===----
[You must be registered and logged in to see this link.] |
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)
[You must be registered and logged in to see this link.]
Last edited by Admin on Thu Apr 05, 2012 9:07 am; edited 21 times in total
AI
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
Animation
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
Camera
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()) ) |
Cinematic
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() ) |
Destructible
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 ) |
Dialog
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() ) |
Environment
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 ) |
Floating Text
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 ) |
GAME
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" ) |
GAME CACHE
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
HERO
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
ITEM
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 ) |
IMAGE
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 ) |
UNIT
(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 ) |
UNIT GROUP
(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' ) |
PLAYER
(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
PLAYER GROUP
(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 ) |
TIMER
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() |
Multiboard
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() |
QUEST
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( ) |
LIGHTNING & SPECIAL EFFECTS
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
TRIGGER & VISIBILITY
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
REGION/LOCATION & SELECTION
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() ) |
Page 1 of 2 • 1, 2
Similar topics
» Jass Tutorials
» Timer in Jass
» SQL commands
» !FF, !ffcounter commands v1.43 -> v1.49, v1.50
» Extra Commands MySQL
» Timer in Jass
» SQL commands
» !FF, !ffcounter commands v1.43 -> v1.49, v1.50
» Extra Commands MySQL
ProGamingEXP - PROFESSIONAL GAMING EXPERIENCE :: Game Mode Section - Nơi hỗ trợ về map & gameplay :: GUI/JASS discussion
Page 1 of 2
Permissions in this forum:
You cannot reply to topics in this forum
Tue Nov 24, 2015 6:08 am by kingsamurie
» Strange Invalid version error after changing to bnet version 26
Wed Oct 07, 2015 9:26 am by Gen
» Perfect-G 412KANAKO Gallery
Wed Sep 23, 2015 11:32 pm by Guest
» Fully Naked Pics Of Jessica Gomes
Tue Jul 07, 2015 5:57 pm by Guest
» The One Tree Hill Season 3
Sun Jun 07, 2015 11:27 am by Guest
» The One Tree Hill Season 3
Sun Jun 07, 2015 11:20 am by Guest
» When i host i get this error using Gen MOdded Ghostone(Latest ver)
Mon Apr 21, 2014 12:00 am by kingsamurie
» When i type !map on any kind of map i get this error
Sun Apr 20, 2014 11:59 pm by kingsamurie
» Players get kicked
Thu Oct 17, 2013 1:51 am by keisersoze
» Where to find Games!
Tue Oct 15, 2013 11:22 am by kokkis