Name | Type | is_array | initial_value |
buildgroup | group | No | |
ccodes | string | Yes | |
cm_table | hashtable | No | |
cmi_info | texttag | Yes | |
cmi_title | texttag | Yes | |
colour | playercolor | Yes | |
creep_angle | real | Yes | |
creep_num | integer | No | |
creep_time | real | Yes | |
creep_type | unitcode | Yes | |
creep_unit | unit | Yes | |
creep_x | real | Yes | |
creep_y | real | Yes | |
dmg_group | group | No | |
enableresources | force | No | |
enablerespawn | force | No | |
ereadyplay | force | No | |
GDD__Integers | integer | Yes | |
GDD__LeftMapGroup | group | No | |
GDD__TriggerArray | trigger | Yes | |
GDD__UnitArray | unit | Yes | |
GDD_Damage | real | No | |
GDD_DamagedUnit | unit | No | |
GDD_DamageSource | unit | No | |
GDD_Event | real | No | |
i | integer | No | |
i2 | integer | No | |
i3 | integer | No | |
i4 | integer | No | |
index | integer | Yes | |
itxt | integer | No | |
p | player | No | |
playerflag | unit | Yes | |
playerrace | integer | Yes | |
players | force | No | |
playerslot | integer | Yes | |
point | location | Yes | |
point1 | location | No | |
races | string | Yes | |
readytimer | timer | No | |
s | string | No | |
selector | unit | Yes | |
squad_coold | real | Yes | |
squad_igold | integer | Yes | |
squad_item | itemcode | Yes | |
squad_itime | real | Yes | |
squad_iwood | integer | Yes | |
squad_unit | unitcode | Yes | |
squads_comps | group | No | |
squads_count | texttag | Yes | |
squads_index1 | integer | No | |
squads_index2 | integer | No | |
squads_intger | integervar | No | |
squads_lead | unit | Yes | |
squads_on | boolean | Yes | |
squads_select | boolean | Yes | |
squads_squad | group | Yes | |
team | force | Yes | |
teamin | boolean | Yes | |
techlevel | integer | Yes | |
techtype | unitcode | Yes | |
techunit | unit | Yes | |
temp_abs | abilcode | No | |
temp_force | force | No | |
tempreal | real | No | |
tempunit | unit | No | |
text | texttag | Yes | |
tickheros | unit | Yes | |
tickready | unit | Yes | |
tickresc | unit | Yes | |
timer | timer | No | |
transports | group | No | |
vis | fogmodifier | Yes | |
x | real | No | |
y | real | No |
function Trig_Music_Actions takes nothing returns nothing
call SetMusicVolume(100)
call DestroyTrigger(GetTriggeringTrigger())
endfunction
//===========================================================================
function InitTrig_Music takes nothing returns nothing
set gg_trg_Music = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Music, 0.00 )
call TriggerAddAction( gg_trg_Music, function Trig_Music_Actions )
endfunction
function Trig_CMCam_Actions takes nothing returns nothing
call EnableTrigger( gg_trg_Camera )
call EnableTrigger( gg_trg_Hit )
call EnableTrigger( gg_trg_Teams )
call EnableTrigger( gg_trg_Track )
call DestroyTrigger(GetTriggeringTrigger())
endfunction
//===========================================================================
function InitTrig_CMCam takes nothing returns nothing
set gg_trg_CMCam = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_CMCam, 2.00 )
call TriggerAddAction( gg_trg_CMCam, function Trig_CMCam_Actions )
endfunction
function Trig_Creeps_Actions takes nothing returns nothing
set udg_i = 1
loop
exitwhen udg_i > udg_creep_num
if IsUnitAliveBJ(udg_creep_unit[udg_i]) == true then
else
set udg_creep_time[udg_i] = ( udg_creep_time[udg_i] + 0.50 )
if udg_creep_time[udg_i] >= 120.00 then
call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Items\\AIil\\AIilTarget.mdl", udg_creep_x[udg_i], udg_creep_y[udg_i] ))
call CreateUnit( Player(PLAYER_NEUTRAL_AGGRESSIVE), udg_creep_type[udg_i], udg_creep_x[udg_i], udg_creep_y[udg_i], udg_creep_angle[udg_i] )
call SetUnitAcquireRange( GetLastCreatedUnit(), 200.00 )
set udg_creep_unit[udg_i] = GetLastCreatedUnit()
set udg_creep_time[udg_i] = 0.00
else
endif
endif
set udg_i = udg_i + 1
endloop
endfunction
//===========================================================================
function InitTrig_Creeps takes nothing returns nothing
set gg_trg_Creeps = CreateTrigger( )
call DisableTrigger( gg_trg_Creeps )
call TriggerRegisterTimerEventPeriodic( gg_trg_Creeps, 0.50 )
call TriggerAddAction( gg_trg_Creeps, function Trig_Creeps_Actions )
endfunction
function Trig_Camera_Actions takes nothing returns nothing
local integer i = 1
loop
exitwhen i > 4
if GetPlayerController(ConvertedPlayer(GetForLoopIndexA())) == MAP_CONTROL_USER then
if GetPlayerSlotState(ConvertedPlayer(GetForLoopIndexA())) == PLAYER_SLOT_STATE_PLAYING then
call CameraSetupApplyForPlayer( true, gg_cam_CMCam, ConvertedPlayer(i), 0.00 )
endif
endif
set i = i + 1
endloop
endfunction
//===========================================================================
function InitTrig_Camera takes nothing returns nothing
set gg_trg_Camera = CreateTrigger( )
call DisableTrigger( gg_trg_Camera )
call TriggerRegisterTimerEventPeriodic( gg_trg_Camera, 0.01 )
call TriggerAddAction( gg_trg_Camera, function Trig_Camera_Actions )
endfunction
// GUI-Friendly Damage Detection -- v1.2.1 -- by Weep
// http:// www.thehelper.net/forums/showthread.php?t=137957
//
// Requires: only this trigger and its variables.
//
// -- What? --
// This snippet provides a leak-free, GUI-friendly implementation of an "any unit takes
// damage" event. It requires no JASS knowledge to use.
//
// It uses the Game - Value Of Real Variable event as its method of activating other
// triggers, and passes the event responses through a few globals.
//
// -- Why? --
// The traditional GUI method of setting up a trigger than runs when any unit is damaged
// leaks trigger events. This snippet is easy to implement and removes the need to do
// you own GUI damage detection setup.
//
// -- How To Implement --
// 0. Before you copy triggers that use GDD into a new map, you need to copy over GDD
// with its GDD Variable Creator trigger, or there will be a problem: the variables
// won't be automatically created correctly.
//
// 1. Be sure "Automatically create unknown variables while pasting trigger data" is
// enabled in the World Editor general preferences.
// 2. Copy this trigger category ("GDD") and paste it into your map.
// (Alternately: create the variables listed in the globals block below, create a
// trigger named "GUI Friendly Damage Detection", and paste in this entire text.)
// 3. Create your damage triggers using Game - Value Of Real Variable as the event,
// select GDD_Event as the variable, and leave the rest of the settings to the default
// "becomes Equal to 0.00".
// The event responses are the following variables:
// GDD_Damage is the amount of damage, replacing Event Response - Damage Taken.
// GDD_DamagedUnit is the damaged unit, replacing Event Response - Triggering Unit.
// Triggering Unit can still be used, if you need to use waits.
// Read the -- Notes -- section below for more info.
// GDD_DamageSource is the damaging unit, replacing Event Response - Damage Source.
//
// -- Notes --
// GDD's event response variables are not wait-safe; you can't use them after a wait in
// a trigger. If you need to use waits, Triggering Unit (a.k.a. GetTriggerUnit()) can
// be used in place of GDD_DamageSource. There is no usable wait-safe equivalent to
// Event Damage or Damage Source; you'll need to save the values yourself.
//
// Don't write any values to the variables used as the event responses, or it will mess
// up any other triggers using this snippet for their triggering. Only use their values.
//
// This uses arrays, so can detect damage for a maximum of 8190 units at a time, and
// cleans up data at a rate of 33.33 per second, by default. This should be enough for
// most maps, but if you want to change the rate, change the value returned in the
// GDD_RecycleRate function at the top of the code, below.
//
// By default, GDD will not register units that have Locust at the moment of their
// entering the game, and will not recognize when they take damage (which can only
// happen if the Locust ability is later removed from the unit.) To allow a unit to have
// Locust yet still cause GDD damage events if Locust is removed, you can either design
// the unit to not have Locust by default and add it via triggers after creation, or
// edit the GDD_Filter function at the top of the code, below.
//
// -- Credits --
// Captain Griffin on wc3c.net for the research and concept of GroupRefresh.
//
// Credit in your map not needed, but please include this README.
//
// -- Version History --
// 1.2.1: Minor code cleaning. Added configuration functions. Updated documentation.
// 1.2.0: Made this snippet work properly with recursive damage.
// 1.1.1: Added a check in order to not index units with the Locust ability (dummy units).
// If you wish to check for damage taken by a unit that is unselectable, do not
// give the unit-type Locust in the object editor; instead, add the Locust ability
// 'Aloc' via a trigger after its creation, then remove it.
// 1.1.0: Added a check in case a unit gets moved out of the map and back.
// 1.0.0: First release.
//===================================================================
// Configurables.
function GDD_RecycleRate takes nothing returns real //The rate at which the system checks units to see if they've been removed from the game
return 0.03
endfunction
function GDD_Filter takes unit u returns boolean //The condition a unit has to pass to have it registered for damage detection
return GetUnitAbilityLevel(u, 'Aloc') == 0 //By default, the system ignores Locust units, because they normally can't take damage anyway
endfunction
//===================================================================
// This is just for reference.
// If you use JassHelper, you could uncomment this section instead of creating the variables in the trigger editor.
// globals
// real udg_GDD_Event = 0.
// real udg_GDD_Damage = 0.
// unit udg_GDD_DamagedUnit
// unit udg_GDD_DamageSource
// trigger array udg_GDD__TriggerArray
// integer array udg_GDD__Integers
// unit array udg_GDD__UnitArray
// group udg_GDD__LeftMapGroup = CreateGroup()
// endglobals
//===================================================================
// System code follows. Don't touch!
function GDD_Event takes nothing returns boolean
local unit damagedcache = udg_GDD_DamagedUnit
local unit damagingcache = udg_GDD_DamageSource
local real damagecache = udg_GDD_Damage
set udg_GDD_DamagedUnit = GetTriggerUnit()
set udg_GDD_DamageSource = GetEventDamageSource()
set udg_GDD_Damage = GetEventDamage()
set udg_GDD_Event = 1.
set udg_GDD_Event = 0.
set udg_GDD_DamagedUnit = damagedcache
set udg_GDD_DamageSource = damagingcache
set udg_GDD_Damage = damagecache
set damagedcache = null
set damagingcache = null
return false
endfunction
function GDD_AddDetection takes nothing returns boolean
// if(udg_GDD__Integers[0] > 8190) then
// call BJDebugMsg("GDD: Too many damage events! Decrease number of units present in the map or increase recycle rate.")
// ***Recycle rate is specified in the GDD_RecycleRate function at the top of the code. Smaller is faster.***
// return
// endif
if(IsUnitInGroup(GetFilterUnit(), udg_GDD__LeftMapGroup)) then
call GroupRemoveUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
elseif(GDD_Filter(GetFilterUnit())) then
set udg_GDD__Integers[0] = udg_GDD__Integers[0]+1
set udg_GDD__UnitArray[udg_GDD__Integers[0]] = GetFilterUnit()
set udg_GDD__TriggerArray[udg_GDD__Integers[0]] = CreateTrigger()
call TriggerRegisterUnitEvent(udg_GDD__TriggerArray[udg_GDD__Integers[0]], udg_GDD__UnitArray[udg_GDD__Integers[0]], EVENT_UNIT_DAMAGED)
call TriggerAddCondition(udg_GDD__TriggerArray[udg_GDD__Integers[0]], Condition(function GDD_Event))
endif
return false
endfunction
function GDD_PreplacedDetection takes nothing returns nothing
local group g = CreateGroup()
local integer i = 0
loop
call GroupEnumUnitsOfPlayer(g, Player(i), Condition(function GDD_AddDetection))
set i = i+1
exitwhen i == bj_MAX_PLAYER_SLOTS
endloop
call DestroyGroup(g)
set g = null
endfunction
function GDD_GroupRefresh takes nothing returns nothing
// Based on GroupRefresh by Captain Griffen on wc3c.net
if (bj_slotControlUsed[5063] == true) then
call GroupClear(udg_GDD__LeftMapGroup)
set bj_slotControlUsed[5063] = false
endif
call GroupAddUnit(udg_GDD__LeftMapGroup, GetEnumUnit())
endfunction
function GDD_Recycle takes nothing returns nothing
if(udg_GDD__Integers[0] <= 0) then
return
elseif(udg_GDD__Integers[1] <= 0) then
set udg_GDD__Integers[1] = udg_GDD__Integers[0]
endif
if(GetUnitTypeId(udg_GDD__UnitArray[udg_GDD__Integers[1]]) == 0) then
call DestroyTrigger(udg_GDD__TriggerArray[udg_GDD__Integers[1]])
set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = null
set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = udg_GDD__TriggerArray[udg_GDD__Integers[0]]
set udg_GDD__UnitArray[udg_GDD__Integers[1]] = udg_GDD__UnitArray[udg_GDD__Integers[0]]
set udg_GDD__UnitArray[udg_GDD__Integers[0]] = null
set udg_GDD__Integers[0] = udg_GDD__Integers[0]-1
endif
set udg_GDD__Integers[1] = udg_GDD__Integers[1]-1
endfunction
function GDD_LeaveMap takes nothing returns boolean
local boolean cached = bj_slotControlUsed[5063]
if(udg_GDD__Integers[2] < 64) then
set udg_GDD__Integers[2] = udg_GDD__Integers[2]+1
else
set bj_slotControlUsed[5063] = true
call ForGroup(udg_GDD__LeftMapGroup, function GDD_GroupRefresh)
set udg_GDD__Integers[2] = 0
endif
call GroupAddUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
set bj_slotControlUsed[5063] = cached
return false
endfunction
// ===========================================================================
function InitTrig_GUI_DD takes nothing returns nothing
local region r = CreateRegion()
call RegionAddRect(r, GetWorldBounds())
call TriggerRegisterEnterRegion(CreateTrigger(), r, Condition(function GDD_AddDetection))
call TriggerRegisterLeaveRegion(CreateTrigger(), r, Condition(function GDD_LeaveMap))
call GDD_PreplacedDetection()
call TimerStart(CreateTimer(), GDD_RecycleRate(), true, function GDD_Recycle)
set r = null
endfunction
function Trig_Pillage_Conditions takes nothing returns boolean
if GetUnitAbilityLevelSwapped('A010', udg_GDD_DamageSource) != 0 then
if GetPlayerState(GetOwningPlayer(udg_GDD_DamageSource), PLAYER_STATE_RESOURCE_GOLD) > 0 then
if IsUnitType(udg_GDD_DamagedUnit, UNIT_TYPE_STRUCTURE) == true then
if IsUnitEnemy(udg_GDD_DamagedUnit, GetOwningPlayer(udg_GDD_DamageSource)) == true then
return true
endif
endif
endif
endif
return false
endfunction
function Trig_Pillage_Actions takes nothing returns nothing
set udg_tempreal = I2R(GetPlayerState(GetOwningPlayer(udg_GDD_DamagedUnit), PLAYER_STATE_RESOURCE_GOLD))
if ( udg_tempreal - ( udg_GDD_Damage / 2.00 ) ) >= 0.00 then
set udg_tempreal = ( udg_GDD_Damage / 2.00 )
else
endif
call AdjustPlayerStateBJ( R2I(udg_tempreal), GetOwningPlayer(udg_GDD_DamageSource), PLAYER_STATE_RESOURCE_GOLD )
call AdjustPlayerStateBJ( ( 0 - R2I(udg_tempreal) ), GetOwningPlayer(udg_GDD_DamagedUnit), PLAYER_STATE_RESOURCE_GOLD )
call DestroyEffect( AddSpecialEffect( "UI\\Feedback\\GoldCredit\\GoldCredit.mdl", GetUnitX(udg_GDD_DamageSource), GetUnitY(udg_GDD_DamageSource)))
endfunction
//===========================================================================
function InitTrig_Pillage takes nothing returns nothing
set gg_trg_Pillage = CreateTrigger( )
call TriggerRegisterVariableEvent( gg_trg_Pillage, "udg_GDD_Event", EQUAL, 0 )
call TriggerAddCondition( gg_trg_Pillage, Condition( function Trig_Pillage_Conditions ) )
call TriggerAddAction( gg_trg_Pillage, function Trig_Pillage_Actions )
endfunction
function Trig_HeightDmg_Conditions takes nothing returns boolean
if udg_GDD_Damage > 0.00 then
return true
endif
return false
endfunction
function Trig_HeightDmg_Actions takes nothing returns nothing
set udg_point[1] = GetUnitLoc(udg_GDD_DamageSource)
set udg_point[2] = GetUnitLoc(udg_GDD_DamagedUnit)
set udg_tempreal = GetLocationZ(udg_point[1])
if ( udg_tempreal - GetLocationZ(udg_point[2]) ) >= 100.00 then
call DisableTrigger( GetTriggeringTrigger() )
call UnitDamageTarget(udg_GDD_DamageSource, udg_GDD_DamagedUnit, ( udg_GDD_Damage * 0.30 ), false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, null)
call EnableTrigger( GetTriggeringTrigger() )
endif
call RemoveLocation(udg_point[1])
call RemoveLocation(udg_point[2])
endfunction
//===========================================================================
function InitTrig_HeightDmg takes nothing returns nothing
set gg_trg_HeightDmg = CreateTrigger( )
call TriggerRegisterVariableEvent( gg_trg_HeightDmg, "udg_GDD_Event", EQUAL, 0 )
call TriggerAddCondition( gg_trg_HeightDmg, Condition( function Trig_HeightDmg_Conditions ) )
call TriggerAddAction( gg_trg_HeightDmg, function Trig_HeightDmg_Actions )
endfunction