Name | Type | is_array | initial_value |
bool_Station_Has_Unit | boolean | No | |
int_Cnt | integer | No | |
int_Fake_Timer | integer | Yes | |
int_Group_Number | integer | No | |
int_GT_Hrs | integer | No | |
int_GT_Min | integer | No | |
int_GT_Sec | integer | No | |
int_Integer_C | integer | No | |
int_Number_to_Add | integer | No | |
int_Path_Map | integer | Yes | |
int_Player_Income | integer | Yes | |
int_Player_Lifes | integer | Yes | 0 |
int_Player_Number | integer | No | |
int_Station_Upgrade_Counter | integer | Yes | |
int_tempStation_Number | integer | No | |
int_ZoomCam | integer | Yes | |
it_Item_to_Add | itemcode | No | |
ita_Monster_Item | itemcode | Yes | |
ita_Tower_Item | itemcode | Yes | |
reg_Path_Connectors | rect | Yes | |
reg_PlacesToBuild | rect | Yes | |
reg_Spawn_Regions | rect | Yes | |
reg_Station_Regions | rect | Yes | |
reg_Team_Region | rect | Yes | |
reg_Tower_Location | rect | No | |
rel_Team_Round_Time | real | Yes | 30.00 |
str_GameTime | string | No | 00:00:00 |
str_Hint_List | string | Yes | |
str_Player_Color | string | Yes | |
tim_End_of_the_Game | timer | No | |
tim_RoundTimer | timer | Yes | |
u_SpawnStationHolder | unit | No | |
ua_builder | unit | Yes | |
uta_AutoSpawn_Units | unitcode | Yes | |
uta_Station_Monster | unitcode | Yes | |
uta_Tower_Units | unitcode | Yes |
This section is for map makers that have questions about how something works in
my map. I have thus deticated this area to explanation of some of the complpex
functions and concepts in hopes to make it easyer on anyone who wants to make
additions to my map.
NOTES ABOUT EDITING PLEASE READ BEFORE MAKING CHANGES
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
I am glad you have taken an intrest in my map to make changes, you are free to do
so under the shareware licence agreement provided by Blizzard.
I ask only the following:
*Do not remove my name from any part of this map, you may include yours but mine must stay
*Do not claim this wrok as your own, you can say you altered it but this is my map
*Do not protect this map, it is shareware under the intallectual property rights act
*Contact me (if you can) via e-mail([email protected]) or battle net(neo_genesis)
-- I'd like to see what neat ideas you come up with
Thats all I have provided below some things I think are important to understand
before making changes to this map. If you have questions you can contact me at
the places provided above.
Neo_Genesis
Starwin Entertainment
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Complex multi dimensonal Array (2D Arrys)
This map makes use of arrays in arrays, 2, 3 and 4 dimensonal arrays are used in
this map. JASS only supports 1 dimensonal arrays but there is a way around it as
explained below.
Lets say you have a 12 element long array (list), we want to make it a 2D array (table)
with 6 rows and 2 coloms. (as shown below)
Row |Col 1 2
1 | 1, 2; | JASS however can only see those numbers as a line.
2 | 3, 4; | 1,2,3,4,5,6,7,8,9,10,11,12;
3 | 5, 6; | We need to turn that line into the table on the left we can
4 | 7, 8; | do this with somthing called arrays in arrays. It is really
5 | 9, 10; | simple once you understand it.
6 | 11,12; | the first step is we need an index multipler since I picked an
array length divisable by 2 and 6 these will be the key values
our index number will be the player number (1-6) and our index multipler will be
the sub array length (in this case 2).
Stay with me here. The first row of the array (row 1) contains elements 1 and 2, the
second row contains elements 3 and 4, and so on to 6 which has 11 and 12.
in order to access these we need to use a kewl little function I created. As
shown below.
((row-1)x2)+col
We have effectivly created a 2D array (table) from a 1D array(list).
To access element 6 of the array your variables would have to equal:
((3-1)x2)+2 == 6
This map also uses 3D and 4D arrays. They are a lot more complex and you shouldnt
need to fiddle with them. Just know they work on the same priniple.
Attacks Items:
Item attacks are base off of the pheonix attack.
Range is aera of effect
Duration is how long until a unit can be attacked again
There are four parts to getting attack items. Units, items, ablities, arrays.
Units: A place holder since buildings cant buy items for themselfs
Items: the actual item added to the building
Ablitiy: The item attack and/or life bonus
Array: Two fold, one of units, one of items. These two arrays create what is
called a parral array, i.e. element 20 in one array is ~= element 20 in
the other array. This is due to the fact arrays can hold only one type
of data element. Items and units are diffrent types.
The Path Map:
The path map is a complex function of numbers used to determin what path a unit
will walk. It is worked so that if only two players were playing and they had a
running station on everyside the oppent would get monsters from every side.
There is however a flaw and the last player in the loop dose not get monster from
one of the sides. (i.e. 5 paths for player 1 come in on 4 sides for player 6 but
for player 5 the monster come from 5 sides)
if you can find a solution to this problem I would like to here it, good luck =p
Side note, no monster max mana should be set below 5. No monster should regen mana
Adding Items
Items in this game come in three parts, item, unit and list. When creating a new item
you must update all three. To make an item you must have a buildible unit with as
close as possible the same name. You must also prepare a paralle list of all items
and corisponding units.
NO WAIT COMMANDS:
In general there is always a better way to do somthing than to add in a wait
command. This map runs very heavy on For Loops a single wait command could cuase
major issues with the map and even cuase it to crash, it is recommend you avoid
using any and all wait commands.
Questions, comments, feedback?
email: [email protected] (note I do not accept attachments at this address)
or
bnet: Neo_Genesis