Name | Type | is_array | initial_value |
AbilityArmor | integer | Yes | |
AbilityBoss | integer | Yes | |
AbilityEvasion | integer | Yes | |
AbilityHowlAura | integer | Yes | |
AbilityRegen | integer | Yes | |
AbilityUnholy | integer | Yes | |
AfterDestination | integer | Yes | |
AjustRange | real | Yes | |
AlreadyHit | group | Yes | |
Angle | real | Yes | |
Angle2 | real | No | |
ATKChaosList | string | No | |
ATKMagicList | string | No | |
ATKNormalList | string | No | |
ATKPierceList | string | No | |
ATKSiegeList | string | No | |
AttackType | attacktype | Yes | |
BerserkerRandom | integer | No | |
BlockCount | integer | Yes | |
BonusBlue | integer | No | |
BonusCount | integer | No | |
BonusOrange | integer | No | |
BonusPurple | integer | No | |
BonusRed | integer | No | |
BonusTeal | integer | No | |
BonusYellow | integer | No | |
BossUnit | unitcode | Yes | |
BossUnitCheck | integer | Yes | |
BuildNecromancerTower | group | No | |
ButtonBonusFood | button | Yes | |
ButtonBonusGold | button | Yes | |
ButtonBonusLumber | button | Yes | |
ButtonBonusManashield | button | Yes | |
ButtonBonusRange | button | No | |
ButtonEarthEgg | button | No | |
ButtonFireEgg | button | No | |
ButtonGold1 | button | No | |
ButtonGold2 | button | No | |
ButtonGoldEgg | button | No | |
ButtonIceEgg | button | No | |
ButtonLightningEgg | button | No | |
ButtonLumber1 | button | No | |
ButtonLumber2 | button | No | |
ButtonNatureEgg | button | No | |
ButtonNo | button | No | |
ButtonNormalGameplay | button | No | |
ButtonShadowEgg | button | No | |
ButtonSurvivalGameplay | button | No | |
ButtonWaterEgg | button | No | |
ButtonWindEgg | button | No | |
ButtonYes | button | No | |
cc_endtag | string | No | |
cc_players | string | Yes | |
ChampionWave1 | integer | No | |
ChampionWave2 | integer | No | |
ChampionWave3 | integer | No | |
ChampionWave4 | integer | No | |
ChampionWave5 | integer | No | |
ChooseAbility | dialog | No | |
ChooseBonus | dialog | Yes | |
ChooseEgg | dialog | No | |
ChooseGameplay | dialog | No | |
ChooseMinigame | dialog | No | |
ChoosePrize | dialog | No | |
CollisionRadius | real | Yes | |
CountCreeps | integer | No | |
Counter | integer | No | 1 |
Counter2 | integer | No | 0 |
CountTrees | integer | No | |
CreateString | integer | No | |
CreepGroup1 | group | No | |
CreepGroup2 | group | No | |
CreepGroup3 | group | No | |
CreepGroup4 | group | No | |
CreepGroup5 | group | No | |
CreepGroup6 | group | No | |
CreepGroup7 | group | No | |
CreepGroup8 | group | No | |
Damage | real | Yes | |
DamageMethod | integer | Yes | |
DamageSource | unit | Yes | |
DamageSpecialEffect | string | Yes | |
DamageSpecialEffectLocation | string | Yes | |
DEFFortifiedList | string | No | |
DEFHeavyList | string | No | |
DEFLightList | string | No | |
DEFMediumList | string | No | |
DEFUnarmoredList | string | No | |
Distance | real | Yes | |
Drag | boolean | Yes | |
Egg | unit | Yes | |
EggHP | integer | Yes | |
EggPositionBlue | location | No | |
EggPositionOrange | location | No | |
EggPositionPurple | location | No | |
EggPositionRed | location | No | |
EggPositionTeal | location | No | |
EggPositionYellow | location | No | |
EggSelect | integer | Yes | |
EnemyGroup | group | No | |
EnemyGroup_Champ | group | No | |
EnemyGroup_Copy | group | No | |
Evolution_Range | integer | Yes | 0 |
EvolutionFood | integer | Yes | |
ExplodeRadius | real | Yes | |
Explosion | integer | Yes | |
FirelordDmg | integer | No | |
FirelordUnit | unit | Yes | |
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 | |
Guldan | integer | Yes | 0 |
GuldanDmg | integer | No | |
GuldanMath | integer | No | |
HintString | string | Yes | |
HorizontalArc | real | Yes | |
HpIncrease | real | No | |
Income | integer | Yes | |
IncomeCreep | integer | Yes | |
IncomeMulti | integer | Yes | |
IncomeMultiText | integer | Yes | |
Index | integer | No | |
IndexReseter | integer | No | |
IntegerBlue | integer | No | |
IntegerC | integervar | Yes | |
IntegerOrange | integer | No | |
IntegerPurple | integer | No | |
IntegerRed | integer | No | |
IntegerTeal | integer | No | |
IntegerYellow | integer | No | |
Jump | boolean | Yes | |
Kills | integer | Yes | |
KillWarlockUnit | group | No | |
LastValidIndex | integer | No | |
LeaderboardValue | integer | Yes | |
Level_EndRoundGold | integer | Yes | |
Level_Integer | integer | No | |
Level_UnitType | unitcode | Yes | |
Level_UnitType_Copy | unitcode | Yes | |
Level_UnitTypeBonus | unitcode | Yes | |
LevelArmor_String | string | Yes | |
LevelATKType_String | string | Yes | |
LevelAttack_String | string | Yes | |
LevelBounty_Integer | integer | Yes | |
LevelBountyList | string | No | |
LevelDEFType_String | string | Yes | |
LevelDescript_String | string | Yes | |
LevelWaveArmor | integer | Yes | |
LevelWaveCount_Integer | integer | Yes | |
LevelWaveCountList | string | No | |
LevelWaveHP | integer | Yes | |
LevelWaveMoveSpeed | integer | Yes | |
LongPathGroup | group | No | |
LoopIndex | integervar | No | |
ManaShieldCheck | integer | Yes | |
MaxLevel_Integer | integer | No | |
MinigameGold | integer | Yes | |
MinigameLumber | integer | Yes | |
MinigameVotes | integer | No | |
Missile | unit | Yes | |
MissileEffect | effect | Yes | |
MissileEffectString | string | Yes | |
MissileSize | real | Yes | |
ModeVotes | integer | No | |
Multiboard_Spots | integer | Yes | |
MultiboardVar | multiboard | No | |
MyListString | string | No | |
MyUnit | unit | Yes | |
NecromancerWindWalk | group | No | |
NumberArray | integer | Yes | |
NumberOfShamanlvl3 | group | No | |
NumberOfShamanlvl4 | group | No | |
NumberOfShamanlvl5 | group | No | |
player_colour | integer | No | |
player_row | integer | No | |
PlayerGrougForMinigame | force | No | |
PlayerGroup | force | No | |
PlayerNumber | integer | No | |
Point | location | No | |
Point2 | location | No | |
PointDemon | location | No | |
RandomCreepNumber | integer | No | |
RandomIndex | integer | No | |
RandomInteger | integer | No | |
RandomInteger2 | integer | No | |
RandomNumber | integer | No | |
RandomNumber2 | integer | No | |
RandomNumber3 | integer | No | |
RandomNumber4 | integer | No | |
RandomNumberAI | integer | No | |
RandomTower | integer | No | |
RandomUnit | unit | No | |
Range | real | No | |
Rangeeffect | effect | Yes | |
RedRegion | rect | No | |
ReinforcementBlue | integer | No | |
ReinforcementBlueBonus | integer | No | |
ReinforcementOrange | integer | No | |
ReinforcementOrangeBonus | integer | No | |
ReinforcementPurple | integer | No | |
ReinforcementPurpleBonus | integer | No | |
ReinforcementRed | integer | No | |
ReinforcementRedBonus | integer | No | |
ReinforcementTeal | integer | No | |
ReinforcementTealBonus | integer | No | |
ReinforcementYellow | integer | No | |
ReinforcementYellowBonus | integer | No | |
RemoveSkeleton | group | No | |
RemoveTotemAndSkeleton | group | No | |
SkeletalMageAbility | integer | Yes | |
SkeletonArcherCount | integer | Yes | |
SkeletonMageCount | integer | Yes | |
SkeletonWarriorCount | integer | Yes | |
Spawn_Timer | timer | No | |
Speed | real | Yes | |
StartPoint | location | Yes | |
TargetsAllies | boolean | Yes | |
Temp_Integer | integer | No | |
Temp_Integer2 | integer | No | |
Temp_Integer3 | integer | No | |
Temp_Integer4 | integer | No | |
Temp_Real | real | No | |
Temp_String | string | No | |
Temp_String3 | string | No | |
TempBlockPoint | location | Yes | |
TempBlockPoint2 | location | Yes | |
TempDemonGroup | group | No | |
TempGroup | group | No | |
TempGroup11 | group | No | |
TempGroup2 | group | No | |
TempGroup22 | group | No | |
TempGroup22_Champ | group | No | |
TempGroup22_Copy | group | No | |
TempGroup3 | group | No | |
TempGroup4 | group | No | |
TempGroup5 | group | No | |
TempGroup6 | group | No | |
TempGroupAbility | group | No | |
TempGroupDark | group | No | |
TempGroupMinigame | group | No | |
TempGroupMinigame2 | group | No | |
TempGroupTjek | group | No | |
TempGroupTjek2 | group | No | |
TempGroupTjek3 | group | No | |
TempGroupTjek4 | group | No | |
TempGroupTjek5 | group | No | |
TempGroupTjek6 | group | No | |
TempGroupTjek7 | group | No | |
TempGroupTjek8 | group | No | |
TempGroupUnstuck | group | No | |
TempLongPathPoint | location | No | |
TempOffset | location | No | |
TempPath1 | group | No | |
TempPath2 | group | No | |
TempPath3 | group | No | |
TempPath4 | group | No | |
TempPath5 | group | No | |
TempPath6 | group | No | |
TempPoint | location | No | |
TempPoint2 | location | No | |
TempPoint3 | location | No | |
TempPoint4 | location | No | |
TempPoint5 | location | No | |
TempPointBerserker | location | No | |
TempReal | real | No | |
TempTreePoint | location | No | |
TempUnits | group | No | |
TempUnitType | unitcode | No | |
TerrainandBoundaryReaction | integer | Yes | |
TrainGroup | group | No | |
Value | integer | Yes | |
ValueGroup | group | No | |
VerticalArc | real | Yes | |
VoteTimer | timer | No | |
WarMill | integer | Yes | |
WarMillBlue | unitcode | Yes | |
WarMillCounter1 | integer | No | |
WarMillCounter2 | integer | No | |
WarMillCounter3 | integer | No | |
WarMillCounter4 | integer | No | |
WarMillCounter5 | integer | No | |
WarMillCounter6 | integer | No | |
WarMillOrange | unitcode | Yes | |
WarMillPurple | unitcode | Yes | |
WarMillRed | unitcode | Yes | |
WarMillTeal | unitcode | Yes | |
WarMillYellow | unitcode | Yes | |
WaveGroup | group | Yes | |
WhichDoctor | integer | No | |
WichtDocterCounter | integer | No |
// 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_Friendly_Damage_Detection 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