Name | Type | is_array | initial_value |
AfterDamageEvent | real | No | |
Alemental_RainGroup | group | No | |
AOEDamageEvent | real | No | |
AOEDamageSource | unit | No | |
ARMOR_TYPE_ETHEREAL | integer | No | |
ARMOR_TYPE_FLESH | integer | No | |
ARMOR_TYPE_METAL | integer | No | |
ARMOR_TYPE_NONE | integer | No | |
ARMOR_TYPE_STONE | integer | No | |
ARMOR_TYPE_WOOD | integer | No | |
ArmorTypeDebugStr | string | Yes | |
ATTACK_TYPE_CHAOS | integer | No | |
ATTACK_TYPE_HERO | integer | No | |
ATTACK_TYPE_MAGIC | integer | No | |
ATTACK_TYPE_NORMAL | integer | No | |
ATTACK_TYPE_PIERCE | integer | No | |
ATTACK_TYPE_SIEGE | integer | No | |
ATTACK_TYPE_SPELLS | integer | No | |
AttackTypeDebugStr | string | Yes | |
Bamboo_HealCaster | unit | No | |
Bamboo_HutTimerDummy | unit | Yes | |
Bamboo_Points | location | Yes | |
Bamboo_StalksToHut | unit | Yes | |
Bamboo_TimerHut | unit | Yes | |
Bamboo_TriggeringUnit | unit | No | |
BodySlam_Activated | boolean | Yes | |
CargoEvent | real | No | |
CargoTransportGroup | group | Yes | |
CargoTransportUnit | unit | Yes | |
CheckDeathInList | boolean | Yes | |
CheckDeathList | integer | Yes | |
CheckDeathTimer | timer | No | |
ChenStormstout_E_Item | item | No | |
ChenStormstout_GeoCaster | unit | No | |
ChenStormstout_GeoPoint | location | No | |
ChenStormstout_Points | location | Yes | |
ChenStormstout_Q_CheckForW | boolean | Yes | |
ChenStormstout_Statsave | integer | Yes | |
ChenStormstout_Targets | unit | No | |
ChenStormstout_TempGroup | group | No | |
ChenStormstout_TriggeringUnit | unit | No | |
ChenStormstout_W_AltDummyCster | unit | Yes | |
ChenStormstout_W_CasterRef | unit | Yes | |
ChenStormstout_W_DummyCaster | unit | Yes | |
cl_blue | integer | Yes | |
cl_green | integer | Yes | |
cl_red | integer | Yes | |
ClearDamageEvent | trigger | No | |
CONVERTED_ATTACK_TYPE | attacktype | Yes | |
CONVERTED_DAMAGE_TYPE | damagetype | Yes | |
CustomValue | integer | No | |
CustomValue2 | integer | No | |
DAMAGE_FACTOR_BRACERS | real | No | |
DAMAGE_FACTOR_ELUNES | real | No | |
DAMAGE_FACTOR_ETHEREAL | real | No | |
DAMAGE_TYPE_ACID | integer | No | |
DAMAGE_TYPE_COLD | integer | No | |
DAMAGE_TYPE_DEATH | integer | No | |
DAMAGE_TYPE_DEFENSIVE | integer | No | |
DAMAGE_TYPE_DEMOLITION | integer | No | |
DAMAGE_TYPE_DISEASE | integer | No | |
DAMAGE_TYPE_DIVINE | integer | No | |
DAMAGE_TYPE_ENHANCED | integer | No | |
DAMAGE_TYPE_FIRE | integer | No | |
DAMAGE_TYPE_FORCE | integer | No | |
DAMAGE_TYPE_LIGHTNING | integer | No | |
DAMAGE_TYPE_MAGIC | integer | No | |
DAMAGE_TYPE_MIND | integer | No | |
DAMAGE_TYPE_NORMAL | integer | No | |
DAMAGE_TYPE_PLANT | integer | No | |
DAMAGE_TYPE_POISON | integer | No | |
DAMAGE_TYPE_SHADOW_STRIKE | integer | No | |
DAMAGE_TYPE_SLOW_POISON | integer | No | |
DAMAGE_TYPE_SONIC | integer | No | |
DAMAGE_TYPE_SPIRIT_LINK | integer | No | |
DAMAGE_TYPE_UNIVERSAL | integer | No | |
DAMAGE_TYPE_UNKNOWN | integer | No | |
DamageBlockingAbility | abilcode | No | |
DamageEvent | real | No | |
DamageEventAmount | real | No | |
DamageEventAOE | integer | No | |
DamageEventAOEGroup | group | No | |
DamageEventArmorPierced | real | No | |
DamageEventArmorT | integer | No | |
DamageEventAttackT | integer | No | |
DamageEventDamageT | integer | No | |
DamageEventDefenseT | integer | No | |
DamageEventLevel | integer | No | |
DamageEventOverride | boolean | No | |
DamageEventPrevAmt | real | No | |
DamageEventSource | unit | No | |
DamageEventsWasted | integer | No | |
DamageEventTarget | unit | No | |
DamageEventTrigger | trigger | No | |
DamageEventType | integer | No | |
DamageEventWeaponT | integer | No | |
DamageModifierEvent | real | No | |
DamageScalingUser | real | No | |
DamageScalingWC3 | real | No | |
DamageTypeBlocked | integer | No | |
DamageTypeCode | integer | No | |
DamageTypeCriticalStrike | integer | No | |
DamageTypeDebugStr | string | Yes | |
DamageTypeExplosive | integer | No | |
DamageTypeHeal | integer | No | |
DamageTypePure | integer | No | |
DamageTypePureExplosive | integer | No | |
DamageTypeReduced | integer | No | |
DeathEvent | real | No | |
DEFENSE_TYPE_DIVINE | integer | No | |
DEFENSE_TYPE_FORTIFIED | integer | No | |
DEFENSE_TYPE_HEAVY | integer | No | |
DEFENSE_TYPE_HERO | integer | No | |
DEFENSE_TYPE_LIGHT | integer | No | |
DEFENSE_TYPE_MEDIUM | integer | No | |
DEFENSE_TYPE_NORMAL | integer | No | |
DEFENSE_TYPE_UNARMORED | integer | No | |
DefenseTypeDebugStr | string | Yes | |
DetectRemoveAbility | abilcode | No | |
DetectTransformAbility | abilcode | No | |
DmgEvBracers | itemcode | No | |
DmgEvRecursionN | integer | No | |
DmgEvRunning | boolean | No | |
DmgEvStarted | boolean | No | |
DmgEvTimer | timer | No | |
DmgEvTrig | trigger | No | |
EnhancedDamageTarget | unit | No | |
Error | string | No | |
FloatingCask_BoomSound | sound | Yes | |
FloatingCask_BoomSoundEarth | sound | Yes | |
FloatingCask_BoomSoundStorm | sound | Yes | |
FloatingCask_DamageGroup | group | No | |
FloatingCask_EarthDisableGrp | group | No | |
FloatingCask_JumpGroup | group | No | |
FloatingCask_JumpPoint | location | Yes | |
FloatingCask_Real1 | real | Yes | |
FloatingCask_Real2 | real | Yes | |
FloatingCask_VaultSound | sound | Yes | |
heal_amount | real | No | |
heal_check | boolean | No | |
HEAL_CHECK_INTERVAL | real | No | |
heal_count | integer | No | |
heal_diff | real | No | |
heal_exitwhen | integer | No | |
heal_indexRef | integer | Yes | |
heal_indices | integer | Yes | |
heal_inSys | boolean | Yes | |
heal_integer | integervar | No | |
heal_lastLife | real | Yes | |
heal_life | real | No | |
heal_regen | real | Yes | |
heal_source | unit | No | |
heal_target | unit | No | |
HEAL_THRESHOLD | real | No | |
heal_timer | timer | No | |
HealEvent | real | No | |
HideDamageFrom | boolean | Yes | |
IndexedCasterDummy | unit | Yes | |
IsDamageCode | boolean | No | |
IsDamageMelee | boolean | No | |
IsDamageRanged | boolean | No | |
IsDamageSpell | boolean | No | |
IsUnitAlive | boolean | Yes | |
IsUnitBeingUnloaded | boolean | Yes | |
IsUnitNew | boolean | Yes | |
IsUnitPreplaced | boolean | Yes | |
IsUnitReincarnating | boolean | Yes | |
IsUnitRemoved | boolean | Yes | |
IsUnitTransforming | boolean | Yes | |
Kegbearer_FermentSound | sound | Yes | |
KillerOfUnit | unit | Yes | |
LastDamageHP | real | No | |
LastDmgPrevAmount | real | Yes | |
LastDmgPrevType | integer | Yes | |
LastDmgSource | unit | Yes | |
LastDmgTarget | unit | Yes | |
LastDmgValue | real | Yes | |
LastDmgWasSpell | boolean | Yes | |
LethalDamageEvent | real | No | |
LethalDamageHP | real | No | |
LocalPlayer | player | No | |
LoggingStation_Cart | unit | Yes | |
LoggingStation_CartDelivering | boolean | Yes | |
LoggingStation_CartLumberGroup | group | No | |
LoggingStation_CartStation | unit | Yes | |
LoggingStation_CartTreeFX | effect | Yes | |
LoggingStation_HarvestedTree | destructable | Yes | |
LoggingStation_HarvestSound | sound | Yes | |
LoggingStation_LoadedUnit | unit | No | |
LoggingStation_NumberOfTillers | integer | Yes | |
LoggingStation_Points | location | Yes | |
LoggingStation_StationedTree | unit | Yes | |
LoggingStation_StationGroup | group | No | |
LoggingStation_TillersStation | unit | Yes | |
LoggingStation_TriggeringUnit | unit | No | |
NextDamageOverride | boolean | No | |
NextDamageType | integer | No | |
NextHealAmount | real | No | |
NextHealSource | unit | No | |
NextHealTarget | unit | No | |
PandarenMusic | string | No | |
PCD_Ability | abilcode | No | |
PCD_AbilityRef | abilcode | Yes | |
PCD_DummyAbility | abilcode | No | |
PCD_DummyAbilityRef | abilcode | Yes | |
PCD_DummyCaster | unit | No | |
PCD_DummyCasterId | unitcode | No | |
PCD_Hashtable | hashtable | No | |
PCD_IndicatorStartId | abilcode | No | |
PCD_LevelStore | integer | Yes | |
PCD_Manacost | real | No | |
PCD_Time | real | No | |
PCD_TimerDummyReferrence | unit | Yes | |
PCD_Unit | unit | No | |
PCD_ValidTargetCheckId | abilcode | No | |
PCD_VTCBaseOrderId | string | No | |
PlayerColorCodes | string | Yes | |
PlayerIndex | integer | No | |
Praying_TempPoints | location | Yes | |
Preloaders | unit | No | |
regen_buildup | real | Yes | |
REGEN_EVENT_INTERVAL | real | No | |
REGEN_STRENGTH_VALUE | real | No | |
REGEN_THRESHOLD | real | No | |
regen_timeleft | real | Yes | |
SpellDamageAbility | abilcode | No | |
SummonerOfUnit | unit | Yes | |
TempGroup | group | No | |
TempGroup2 | group | No | |
TempInteger | integer | No | |
TempInteger2 | integer | No | |
TempPoints | location | Yes | |
TempReal | real | No | |
TempReal2 | real | No | |
TempReal3 | real | No | |
TempTree | destructable | No | |
TempUnit | unit | No | |
TempUnit2 | unit | No | |
TempUnit3 | unit | No | |
ThunderGrasp_IsClone | boolean | Yes | |
ThunderGrasp_TargetGroup | group | No | |
ThunderGrasp_TargetsClone | unit | Yes | |
ThundersGrasp_Clone | unit | Yes | |
ThundersGrasp_ClonesDisciple | unit | Yes | |
ThundersGrasp_IsChanneling | boolean | Yes | |
UDex | integer | No | |
UDexGen | integer | No | |
UDexLastRecycled | integer | No | |
UDexMax | integer | No | |
UDexNext | integer | Yes | |
UDexPrev | integer | Yes | |
UDexRecycle | integer | No | |
UDexUnits | unit | Yes | |
UDexWasted | integer | No | |
UMovNext | integer | Yes | |
UMovPrev | integer | Yes | |
UnitDamageRegistered | boolean | Yes | |
UnitIndexerEnabled | boolean | No | |
UnitIndexEvent | real | No | |
UnitIndexLock | integer | Yes | |
UnitMovementInterval | real | No | |
UnitMoving | boolean | Yes | |
UnitMovingEvent | real | No | |
UnitMovingX | real | Yes | |
UnitMovingY | real | Yes | |
UnitTypeEvent | real | No | |
UnitTypeOf | unitcode | Yes | |
WEAPON_TYPE_AM_CHOP | integer | No | |
WEAPON_TYPE_CH_SLICE | integer | No | |
WEAPON_TYPE_CL_SLICE | integer | No | |
WEAPON_TYPE_CM_SLICE | integer | No | |
WEAPON_TYPE_MH_BASH | integer | No | |
WEAPON_TYPE_MH_CHOP | integer | No | |
WEAPON_TYPE_MH_SLICE | integer | No | |
WEAPON_TYPE_MH_STAB | integer | No | |
WEAPON_TYPE_ML_CHOP | integer | No | |
WEAPON_TYPE_ML_SLICE | integer | No | |
WEAPON_TYPE_MM_BASH | integer | No | |
WEAPON_TYPE_MM_CHOP | integer | No | |
WEAPON_TYPE_MM_SLICE | integer | No | |
WEAPON_TYPE_MM_STAB | integer | No | |
WEAPON_TYPE_NONE | integer | No | |
WEAPON_TYPE_RH_BASH | integer | No | |
WEAPON_TYPE_WH_BASH | integer | No | |
WEAPON_TYPE_WH_SLICE | integer | No | |
WEAPON_TYPE_WL_BASH | integer | No | |
WEAPON_TYPE_WL_SLICE | integer | No | |
WEAPON_TYPE_WL_STAB | integer | No | |
WEAPON_TYPE_WM_BASH | integer | No | |
WEAPON_TYPE_WM_SLICE | integer | No | |
WEAPON_TYPE_WM_STAB | integer | No | |
WeaponTypeDebugStr | string | Yes | |
WildDogAtkSounds | sound | Yes | |
WineGourd_GetIdleTick | integer | Yes | |
WineGourd_HealFX | effect | Yes | |
WineGourd_MonkGroup | group | No | |
WineGourd_PickedUnit | unit | No | |
WorldMaxX | real | No | |
WorldMaxY | real | No |
//TESH.scrollpos=0
//TESH.alwaysfold=0
//==============================================================================
// Custom Race System by Archmage Owenalacaster
//==============================================================================
//
// Purpose:
// - Creates the starting units for custom races and replaces the standard
// Melee Initialization trigger. Custom races are selected by race and
// handicap.
//
// Usage:
// - Register a new custom race with CustomRace.create(name, RACE, handicap)
// Handicaps: Valid handicap values are 1.0, 0.9, 0.8, 0.7, 0.6 and 0.5.
// - Register a new custom race for all handicaps of a single race with
// CustomRace.createAll(name, RACE)
// - Extend the registration of a race with c.register(RACE, handicap)
// - Set the townhall type with c.setTownHall(unitid)
// - Add a new worker type with c.addWorkerType(unitid, priority, qty)
// Priorities: c.NEAR_MINE spawns workers near the mine, where workers
// typically spawn.
// c.NEAR_HALL spawns workers near the town hall, where
// Ghouls spawn.
// - Add a random hero type with c.addHeroType(unitid)
// - Set the ai script used by computer players with c.setAIScript(stringpath)
// - Set a callback function with c.setCallback(CustomRaceCall.function)
// Callbacks: The callback is executed after all the starting units for a
// player are created, and its purpose is to provide enhanced
// initial behaviour for a race. A good example of this with the
// standard races would be the Undead Goldmine Haunting and
// Night Elves Goldmine Entangling.
// The callback function passes as arguments all the units
// generated in addition to the nearest goldmine detected.
// Please note that if a random hero is not created, the last
// argument will have a null value, so always do a check.
// - Get a player's custom race name string with GetPlayerCustomRaceName(player)
//
// Notes:
// - Supports a maximum of 24 custom races.
// - Maximum for worker and hero types are configurable.
//
// Requirements:
// - JassHelper version 0.9.E.0 or newer (older versions may still work).
//
// Installation:
// - Create a new trigger called CustomRaceSystem.
// - Convert it to custom text and replace all the code with this code.
//
// Special Thanks:
// - Alevice: He practically co-wrote the code.
// - cosmicat: His formula for circular unit formation.
// Co-developing the single-array registry.
//
//==============================================================================
library CustomRaceSystem initializer Init
//===========================================================================
// CONFIGURATION SECTION
//===========================================================================
globals
// Unit Type Constants
private constant integer MAX_WORKERTYPES = 4
private constant integer MAX_HEROTYPES = 4
endglobals
//===========================================================================
// END CONFIGURATION SECTION
//===========================================================================
function interface CustomRaceCall takes player play, group workers, unit goldmine, unit townhall, unit randhero returns nothing
private function r2S takes race r returns string
if r == RACE_HUMAN then
return "Human"
elseif r == RACE_ORC then
return "Orc"
elseif r == RACE_UNDEAD then
return "Undead"
elseif r == RACE_NIGHTELF then
return "Night Elf"
endif
return "Unknown"
endfunction
private function r2I takes race r returns integer
if r == RACE_HUMAN then
return 1
elseif r == RACE_ORC then
return 2
elseif r == RACE_UNDEAD then
return 3
elseif r == RACE_NIGHTELF then
return 4
endif
return 5
endfunction
globals
// Victory Defeat Variables
private string array KEY_STRUCTURE
private integer KEY_STRUCTURE_COUNT = 0
endglobals
//===========================================================================
// STRUCT DATA
//===========================================================================
private keyword createStartingUnits
struct CustomRace
string name
// Town Hall Variable
integer townhallType = 0
//string townhallName
// Town Hall name is not currently supported.
// Worker Variables
integer totalWorkerTypes = 0
integer array workerType[MAX_WORKERTYPES]
integer array workerPriority[MAX_WORKERTYPES]
integer array workerQty[MAX_WORKERTYPES]
// Random Hero Variables
integer totalHeroTypes = 0
integer array heroType[MAX_HEROTYPES]
// AI Script Directory String Variable
string aiscript = ""
// Callback Variable
private CustomRaceCall c
// Registry Variable
static integer array REGISTRY
// Spawn Priority Variables
static integer NEAR_MINE = 0
static integer NEAR_HALL = 1
static method get takes race r, real h returns CustomRace
return CustomRace(.REGISTRY[((r2I(r)-1)*6)+(10-R2I(h*10.))])
endmethod
method register takes race r, real h returns boolean
local CustomRace c = CustomRace.get(r,h)
if c != 0 then
debug call BJDebugMsg("|cffff0000Registration of "+.name+" failed due to conflict with "+c.name+" registered for "+r2S(r)+" race Handicap "+R2S(h))
return false
endif
set .REGISTRY[((r2I(r)-1)*6)+(10-R2I(h*10.))] = integer(this)
return true
endmethod
static method create takes string name, race r, real h returns CustomRace
local CustomRace c = CustomRace.allocate()
set c.name = name
if not c.register(r,h) then
call c.destroy()
return 0
endif
return c
endmethod
static method createAll takes string name, race r returns CustomRace
local CustomRace c = CustomRace.allocate()
set c.name = name
if not c.register(r,1.0) and not c.register(r,0.9) and not c.register(r,0.8) and not c.register(r,0.7) and not c.register(r,0.6) and not c.register(r,0.5) then
call c.destroy()
return 0
endif
return c
endmethod
method setTownHall takes integer hallid returns nothing
set .townhallType = hallid
set KEY_STRUCTURE[KEY_STRUCTURE_COUNT] = UnitId2String(hallid)
set KEY_STRUCTURE_COUNT = KEY_STRUCTURE_COUNT+1
endmethod
method addWorkerType takes integer workerid, integer priority, integer quantity returns nothing
set .workerType[.totalWorkerTypes] = workerid
set .workerPriority[.totalWorkerTypes] = priority
set .workerQty[.totalWorkerTypes] = quantity
set .totalWorkerTypes = .totalWorkerTypes+1
endmethod
method addHeroType takes integer heroid returns nothing
local integer i = 0
set .heroType[.totalHeroTypes] = heroid
set .totalHeroTypes = .totalHeroTypes+1
loop
call SetPlayerTechMaxAllowed(Player(i),heroid,1)
set i = i+1
exitwhen i == bj_MAX_PLAYERS
endloop
endmethod
private method getRandomHeroType takes nothing returns integer
local integer randomindex = GetRandomInt(0,.totalHeroTypes-1)
return .heroType[randomindex]
endmethod
method setAIScript takes string s returns nothing
set .aiscript = s
endmethod
method setCallback takes CustomRaceCall callb returns nothing
set .c = callb
endmethod
private method createRandomHero takes player p, location loc returns unit
local unit h = CreateUnitAtLoc(p, .getRandomHeroType(), loc, bj_UNIT_FACING)
if bj_meleeGrantHeroItems then
call MeleeGrantItemsToHero(h)
endif
return h
endmethod
method createStartingUnits takes player p returns nothing
local location startLoc = GetPlayerStartLocationLoc(p)
local location nearMineLoc = startLoc
local location nearTownLoc = startLoc
local location spawnLoc = startLoc
local location heroLoc = startLoc
local unit nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
local unit myTownhall = null
local unit myRandHero = null
local group workerGroup = CreateGroup()
local integer workertypeindex = 0
local integer workerqty = 0
local integer spawnPriority = 0
if nearestMine != null then
set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine),startLoc,320,0)
set nearTownLoc = MeleeGetProjectedLoc(startLoc,GetUnitLoc(nearestMine),288,0)
set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine),startLoc,384,45)
endif
set myTownhall = CreateUnitAtLoc(p,.townhallType,startLoc,bj_UNIT_FACING)
loop
exitwhen workertypeindex == .totalWorkerTypes
set spawnPriority = .workerPriority[workertypeindex]
if (spawnPriority==.NEAR_HALL) then
set spawnLoc = nearTownLoc
elseif(spawnPriority==.NEAR_MINE) then
set spawnLoc = nearMineLoc
endif
loop
call GroupAddUnit(workerGroup, CreateUnitAtLoc(p,.workerType[workertypeindex],PolarProjectionBJ(spawnLoc,65,(I2R(workerqty)*(360.00 / I2R(.workerQty[workertypeindex]))) + 90),bj_UNIT_FACING))
set workerqty = workerqty + 1
exitwhen workerqty >= .workerQty[workertypeindex]
endloop
call RemoveLocation(spawnLoc)
set workerqty = 0
set workertypeindex = workertypeindex+1
endloop
if (IsMapFlagSet(MAP_RANDOM_HERO) and .totalHeroTypes>0 ) then
set myRandHero = .createRandomHero(p,heroLoc)
else
call SetPlayerState(p,PLAYER_STATE_RESOURCE_HERO_TOKENS,bj_MELEE_STARTING_HERO_TOKENS)
endif
if(.c!=0) then
call .c.evaluate(p,workerGroup,nearestMine,myTownhall,myRandHero)
else
call DestroyGroup(workerGroup)
endif
if nearMineLoc != startLoc then
call RemoveLocation(nearMineLoc)
call RemoveLocation(nearTownLoc)
call RemoveLocation(heroLoc)
endif
call RemoveLocation(startLoc)
set startLoc = null
set nearMineLoc = null
set nearTownLoc = null
set spawnLoc = null
set heroLoc = null
set nearestMine = null
set myTownhall = null
set myRandHero = null
set workerGroup = null
endmethod
endstruct
globals
private string array PLAYER_RACE
endglobals
function GetPlayerCustomRaceName takes player p returns string
return PLAYER_RACE[GetPlayerId(p)]
endfunction
//===========================================================================
// UNIT CREATION SECTION
//===========================================================================
private function CreateStartingUnitsForAllPlayers takes nothing returns nothing
local integer index = 0
local player indexPlayer
local race playerRace
local CustomRace c
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set playerRace = GetPlayerRace(indexPlayer)
set c = CustomRace.get(playerRace,GetPlayerHandicap(indexPlayer)+0.01)
if (GetPlayerController(indexPlayer) == MAP_CONTROL_USER or (GetPlayerController(indexPlayer) == MAP_CONTROL_COMPUTER and c.aiscript != "" )) and c != 0 then
set PLAYER_RACE[index] = c.name
call c.createStartingUnits(indexPlayer)
elseif playerRace == RACE_HUMAN then
call MeleeStartingUnitsHuman(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
elseif playerRace == RACE_ORC then
call MeleeStartingUnitsOrc(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
elseif playerRace == RACE_NIGHTELF then
call MeleeStartingUnitsNightElf(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
elseif playerRace == RACE_UNDEAD then
call MeleeStartingUnitsUndead(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
else
call MeleeStartingUnitsUnknownRace(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
//===========================================================================
// CUSTOM MELEE AI SECTION
//===========================================================================
private function CustomMeleeStartingAI takes nothing returns nothing
local integer index = 0
local player indexPlayer
local race indexRace
local CustomRace c
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set indexRace = GetPlayerRace(indexPlayer)
set c = CustomRace.get(indexRace,GetPlayerHandicap(indexPlayer)+0.01)
call SetPlayerHandicap(indexPlayer,1.0)
if (GetPlayerController(indexPlayer) == MAP_CONTROL_COMPUTER) then
// Run a race-specific melee AI script.
if c != 0 and c.aiscript != "" then
call StartMeleeAI(indexPlayer, c.aiscript)
elseif (indexRace == RACE_HUMAN) then
call PickMeleeAI(indexPlayer, "human.ai", null, null)
elseif (indexRace == RACE_ORC) then
call PickMeleeAI(indexPlayer, "orc.ai", null, null)
elseif (indexRace == RACE_UNDEAD) then
call PickMeleeAI(indexPlayer, "undead.ai", null, null)
call RecycleGuardPosition(bj_ghoul[index])
elseif (indexRace == RACE_NIGHTELF) then
call PickMeleeAI(indexPlayer, "elf.ai", null, null)
else
// Unrecognized race.
endif
call ShareEverythingWithTeamAI(indexPlayer)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
//===========================================================================
// VICTORY DEFEAT SECTION
//===========================================================================
private function CustomGetAllyKeyStructureCount takes player whichPlayer returns integer
local integer i = 0
local integer keyStructs = 0
local integer playerIndex = 0
local player indexPlayer
loop
set indexPlayer = Player(playerIndex)
if (PlayersAreCoAllied(whichPlayer, indexPlayer)) then
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "townhall", true, true)
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "greathall", true, true)
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "necropolis", true, true)
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "treeoflife", true, true)
loop
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, KEY_STRUCTURE[i], true, true)
set i = i+1
exitwhen i == KEY_STRUCTURE_COUNT
endloop
endif
set playerIndex = playerIndex + 1
exitwhen playerIndex == bj_MAX_PLAYERS
endloop
return keyStructs
endfunction
private function CustomPlayerIsCrippled takes player whichPlayer returns boolean
local integer allyStructures = MeleeGetAllyStructureCount(whichPlayer)
local integer allyKeyStructures = CustomGetAllyKeyStructureCount(whichPlayer)
return (allyStructures > 0) and (allyKeyStructures <= 0)
endfunction
private function CustomCheckForCrippledPlayers takes nothing returns nothing
local integer playerIndex
local player indexPlayer
local boolean isNowCrippled
call MeleeCheckForLosersAndVictors()
if bj_finishSoonAllExposed then
return
endif
set playerIndex = 0
loop
set indexPlayer = Player(playerIndex)
set isNowCrippled = CustomPlayerIsCrippled(indexPlayer)
if (not bj_playerIsCrippled[playerIndex] and isNowCrippled) then
set bj_playerIsCrippled[playerIndex] = true
call TimerStart(bj_crippledTimer[playerIndex], bj_MELEE_CRIPPLE_TIMEOUT, false, function MeleeCrippledPlayerTimeout)
if (GetLocalPlayer() == indexPlayer) then
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], true)
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_WARNING_HUMAN"))
endif
elseif (bj_playerIsCrippled[playerIndex] and not isNowCrippled) then
set bj_playerIsCrippled[playerIndex] = false
call PauseTimer(bj_crippledTimer[playerIndex])
if (GetLocalPlayer() == indexPlayer) then
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], false)
if (MeleeGetAllyStructureCount(indexPlayer) > 0) then
if (bj_playerIsExposed[playerIndex]) then
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_UNREVEALED"))
else
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_UNCRIPPLED"))
endif
endif
endif
call MeleeExposePlayer(indexPlayer, false)
endif
set playerIndex = playerIndex + 1
exitwhen playerIndex == bj_MAX_PLAYERS
endloop
endfunction
private function CustomInitVictoryDefeat takes nothing returns nothing
local trigger checker = CreateTrigger()
local trigger trig
local integer index
local player indexPlayer
set bj_finishSoonTimerDialog = CreateTimerDialog(null)
call TriggerAddAction(checker, function CustomCheckForCrippledPlayers)
set trig = CreateTrigger()
call TriggerRegisterGameEvent(trig, EVENT_GAME_TOURNAMENT_FINISH_SOON)
call TriggerAddAction(trig, function MeleeTriggerTournamentFinishSoon)
set trig = CreateTrigger()
call TriggerRegisterGameEvent(trig, EVENT_GAME_TOURNAMENT_FINISH_NOW)
call TriggerAddAction(trig, function MeleeTriggerTournamentFinishNow)
set index = 0
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set bj_meleeDefeated[index] = false
set bj_meleeVictoried[index] = false
set bj_playerIsCrippled[index] = false
set bj_playerIsExposed[index] = false
set bj_crippledTimer[index] = CreateTimer()
set bj_crippledTimerWindows[index] = CreateTimerDialog(bj_crippledTimer[index])
call TimerDialogSetTitle(bj_crippledTimerWindows[index], MeleeGetCrippledTimerMessage(indexPlayer))
call TriggerRegisterPlayerUnitEvent(checker, indexPlayer, EVENT_PLAYER_UNIT_CONSTRUCT_CANCEL, null)
call TriggerRegisterPlayerUnitEvent(checker, indexPlayer, EVENT_PLAYER_UNIT_DEATH, null)
call TriggerRegisterPlayerUnitEvent(checker, indexPlayer, EVENT_PLAYER_UNIT_CONSTRUCT_START, null)
call TriggerRegisterPlayerAllianceChange(checker, indexPlayer, ALLIANCE_PASSIVE)
call TriggerRegisterPlayerStateEvent(checker, indexPlayer, PLAYER_STATE_ALLIED_VICTORY, EQUAL, 1)
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_DEFEAT)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerDefeated)
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_LEAVE)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerLeft)
else
set bj_meleeDefeated[index] = true
set bj_meleeVictoried[index] = false
if (IsPlayerObserver(indexPlayer)) then
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_LEAVE)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerLeft)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
call TimerStart(CreateTimer(), 2.0, false, function CustomCheckForCrippledPlayers)
endfunction
private function TimerAction takes nothing returns nothing
call SetFloatGameState(GAME_STATE_TIME_OF_DAY, bj_MELEE_STARTING_TOD)
call MeleeStartingHeroLimit()
call MeleeGrantHeroItems()
call MeleeStartingResources()
call MeleeClearExcessUnits()
call CreateStartingUnitsForAllPlayers()
call CustomMeleeStartingAI()
call CustomInitVictoryDefeat()
call DestroyTimer(GetExpiredTimer())
endfunction
private function Init takes nothing returns nothing
call TimerStart(CreateTimer(),0,false,function TimerAction)
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library NeutralHeroes initializer Init
function RestrictHeroToOne takes integer heroid returns nothing
local integer i = 0
loop
call SetPlayerTechMaxAllowed(Player(i),heroid,1)
set i = i+1
exitwhen i == bj_MAX_PLAYERS
endloop
endfunction
private function Init takes nothing returns nothing
// Neutral Heroes
call RestrictHeroToOne('Hlgr') // Dark Knight
call RestrictHeroToOne('Naka') // Elder Sage
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library HumanSetup initializer Init requires CustomRaceSystem
private function Init takes nothing returns nothing
local CustomRace c = CustomRace.create("Human",RACE_HUMAN,1.0)
call c.setTownHall('htow') // Town Hall
call c.addWorkerType('hpea',c.NEAR_MINE,5) // Peasant
call c.addHeroType('Hpal') // Paladin
call c.addHeroType('Hamg') // Archmage
call c.addHeroType('Hmkg') // Mountain King
call c.addHeroType('Hblm') // Blood Mage
call c.setAIScript("human.ai")
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library OrcSetup initializer Init requires CustomRaceSystem
private function Init takes nothing returns nothing
local CustomRace c = CustomRace.create("Orc",RACE_ORC,1.0)
call c.setTownHall('ogre') // Great Hall
call c.addWorkerType('opeo',c.NEAR_MINE,5) // Peon
call c.addHeroType('Obla') // Blademaster
call c.addHeroType('Ofar') // Far Seer
call c.addHeroType('Otch') // Tauren Chieftain
call c.addHeroType('Oshd') // Shadow Hunter
call c.setAIScript("orc.ai")
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library UndeadSetup initializer Init requires CustomRaceSystem
private function WorkerHideToggle takes nothing returns nothing
call ShowUnit(GetEnumUnit(),IsUnitHidden(GetEnumUnit()))
endfunction
private function HauntGoldMine takes player play, group workers, unit goldmine, unit townhall, unit randhero returns nothing
call ForGroup(workers,function WorkerHideToggle)
call BlightGoldMineForPlayerBJ(goldmine,play)
call ForGroup(workers,function WorkerHideToggle)
call DestroyGroup(workers)
endfunction
private function Init takes nothing returns nothing
local CustomRace c = CustomRace.create("Undead",RACE_UNDEAD,1.0)
call c.setTownHall('unpl') // Necropolis
call c.addWorkerType('uaco',c.NEAR_MINE,3) // Acolyte
call c.addWorkerType('ugho',c.NEAR_HALL,1) // Ghoul
call c.addHeroType('Udea') // Death Knight
call c.addHeroType('Ulic') // Lich
call c.addHeroType('Udre') // Dreadlord
call c.addHeroType('Ucrl') // Crypt Lord
call c.setCallback(CustomRaceCall.HauntGoldMine)
call c.setAIScript("undead.ai")
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library NightElfSetup initializer Init requires CustomRaceSystem
private function EntangleGoldMine takes player play, group workers, unit goldmine, unit townhall, unit randhero returns nothing
call SetUnitPosition(townhall,GetUnitX(goldmine),GetUnitY(goldmine))
call IssueTargetOrder(townhall, "entangleinstant", goldmine)
call DestroyGroup(workers)
endfunction
private function Init takes nothing returns nothing
local CustomRace c = CustomRace.create("Night Elf",RACE_NIGHTELF,1.0)
call c.setTownHall('etol') // Tree of Life
call c.addWorkerType('ewsp',c.NEAR_MINE,5) // Wisp
call c.addHeroType('Ekee') // Keeper of the Grove
call c.addHeroType('Emoo') // Priestess of the Moon
call c.addHeroType('Edem') // Demon Hunter
call c.addHeroType('Ewar') // Warden
call c.setCallback(CustomRaceCall.EntangleGoldMine)
call c.setAIScript("elf.ai")
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library ChenSetup initializer Init requires CustomRaceSystem
private function Init takes nothing returns nothing
local CustomRace c = CustomRace.create("Chen Stormstout",RACE_ORC,0.9)
local integer index = 0
local player indexPlayer
call c.setTownHall('o000') // Wandering Temple
call c.addWorkerType('h000',c.NEAR_MINE,5) // Tiller
call c.addHeroType('N001') // Pandaren Brewmaster
call c.setAIScript("ChenAI_DataFile.ai")
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
if GetPlayerRace(indexPlayer) == RACE_ORC and GetPlayerHandicap(indexPlayer) == 0.9 then
if GetLocalPlayer() == indexPlayer then
call ClearMapMusicBJ()
call StopMusicBJ(false)
set udg_PandarenMusic = "Music\\Pandaren1.mp3;Music\\Pandaren2.mp3;Music\\Pandaren3.mp3;Music\\Pandaren4.mp3"
call PlayMusic(udg_PandarenMusic)
endif
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
endlibrary
//TESH.scrollpos=21
//TESH.alwaysfold=0
library SimError initializer init
//**************************************************************************************************
//*
//* SimError
//*
//* Mimic an interface error message
//* call SimError(ForPlayer, msg)
//* ForPlayer : The player to show the error
//* msg : The error
//*
//* To implement this function, copy this trigger and paste it in your map.
//* Unless of course you are actually reading the library from wc3c's scripts section, then just
//* paste the contents into some custom text trigger in your map.
//*
//**************************************************************************************************
//==================================================================================================
globals
private sound error
endglobals
//====================================================================================================
function SimError takes player ForPlayer, string msg returns nothing
set msg="\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n|cffffcc00"+msg+"|r"
if (GetLocalPlayer() == ForPlayer) then
call ClearTextMessages()
call DisplayTimedTextToPlayer( ForPlayer, 0.52, 0.96, 2.00, msg )
endif
endfunction
private function init takes nothing returns nothing
set error=CreateSoundFromLabel("InterfaceError",false,false,false,10,10)
//call StartSound( error ) //apparently the bug in which you play a sound for the first time
//and it doesn't work is not there anymore in patch 1.22
endfunction
endlibrary
function Skill_Chen takes unit u, integer level returns nothing
// ELEMENTAL GEOMANCY
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'A00E' )
// HAPPY HOUR
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'A00H' )
// EXOTIC INGREDIENTS
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'A00D' )
// STORM, EARTH, AND FIRE
elseif (level == 6) then
call SelectHeroSkill( u, 'A00G' )
endif
endfunction
function Skill_Paladin takes unit u, integer level returns nothing
// HOLY LIGHT
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AHhb' )
// DEVOTION AURA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AHad' )
// DIVINE SHIELD
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AHds' )
// RESURRECTION
elseif (level == 6) then
call SelectHeroSkill( u, 'AHre' )
endif
endfunction
function Skill_Archmage takes unit u, integer level returns nothing
// WATER ELEMENTAL
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AHwe' )
// BRILLIANCE AURA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AHbz' )
// BLIZZARD
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AHab' )
// MASS TELEPORT
elseif (level == 6) then
call SelectHeroSkill( u, 'AHmt' )
endif
endfunction
function Skill_MountainKing takes unit u, integer level returns nothing
// STORM BOLT
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AHtb' )
// BASH
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AHbh' )
// THUNDER CLAP
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AHtc' )
// AVATAR
elseif (level == 6) then
call SelectHeroSkill( u, 'AHav' )
endif
endfunction
function Skill_Bloodmage takes unit u, integer level returns nothing
// FLAME STRIKE
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AHfs' )
// SIPHON MANA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AHdr' )
// BANISH
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AHbn' )
// PHOENIX
elseif (level == 6) then
call SelectHeroSkill( u, 'AHpx' )
endif
endfunction
function Skill_Blademaster takes unit u, integer level returns nothing
// WINDWALK
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AOwk' )
// CRITICAL STRIKE
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AOcr' )
// MIRROR IMAGE
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AOmi' )
// BLADESTORM
elseif (level == 6) then
call SelectHeroSkill( u, 'AOww' )
endif
endfunction
function Skill_Farseer takes unit u, integer level returns nothing
// FERAL SPIRIT
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AOsf' )
// CHAIN LIGHTNING
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AOcl' )
// FAR SIGHT
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AOfs' )
// EARTHQUAKE
elseif (level == 6) then
call SelectHeroSkill( u, 'AOeq' )
endif
endfunction
function Skill_Chieftain takes unit u, integer level returns nothing
// WARSTOMP
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AOws' )
// ENDURENCE AURA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AOae' )
// SHOCKWAVE
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AOsh' )
// REINCARNATION
elseif (level == 6) then
call SelectHeroSkill( u, 'AOre' )
endif
endfunction
function Skill_ShadowHunter takes unit u, integer level returns nothing
// HEALING WAVE
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AOhw' )
// HEX
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AOhx' )
// SERPENT WARD
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AOsw' )
// BIG BAD VODOO
elseif (level == 6) then
call SelectHeroSkill( u, 'AOvd' )
endif
endfunction
function Skill_DeathKnight takes unit u, integer level returns nothing
// DEATH COIL
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AUdc' )
// UNHOLY AURA
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AUau' )
// DEATH PACT
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AUdp' )
// ANIMATE DEAD
elseif (level == 6) then
call SelectHeroSkill( u, 'AUan' )
endif
endfunction
function Skill_Lich takes unit u, integer level returns nothing
// FROST NOVA
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AUfn' )
// DARK RITUAL
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AUdr' )
// FROST ARMOR
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AUfu' )
// DEATH AND DECAY
elseif (level == 6) then
call SelectHeroSkill( u, 'AUdd' )
endif
endfunction
function Skill_Dreadlord takes unit u, integer level returns nothing
// CARRION SWARM
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AUcs' )
// VAMPIRIC AURA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AUav' )
// SLEEP
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AUsl' )
// INFERNO
elseif (level == 6) then
call SelectHeroSkill( u, 'AUin' )
endif
endfunction
function Skill_CryptLord takes unit u, integer level returns nothing
// CARRION BEETLES
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AUcb' )
// SPIKED CARAPACE
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AUts' )
// IMPALE
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AUim' )
// LOCUST SWARM
elseif (level == 6) then
call SelectHeroSkill( u, 'AUls' )
endif
endfunction
function Skill_Priestress takes unit u, integer level returns nothing
// SEARING ARROW
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AEfa' )
// TRUESHOT AURA
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AEar' )
// SCOUT
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AEst' )
// STARFALL
elseif (level == 6) then
call SelectHeroSkill( u, 'AEsf' )
endif
endfunction
function Skill_Keeper takes unit u, integer level returns nothing
// FORCE OF NATURE
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AEfn' )
// ENTANGLING ROOTS
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AEer' )
// THORNS AURA
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AEah' )
// TRANQUILITY
elseif (level == 6) then
call SelectHeroSkill( u, 'AEtq' )
endif
endfunction
function Skill_DemonHunter takes unit u, integer level returns nothing
// MANA BURN
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AEmb' )
// EVASION
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AEev' )
// IMMOLATION
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AEim' )
// METAMORPHOSIS
elseif (level == 6) then
call SelectHeroSkill( u, 'AEme' )
endif
endfunction
function Skill_Warden takes unit u, integer level returns nothing
// SHADOW STRIKE
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AEsh' )
// BLINK
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AEbl' )
// FAN OF KNIVES
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AEfk' )
// VENGEANCE
elseif (level == 6) then
call SelectHeroSkill( u, 'AEsv' )
endif
endfunction
////////////////////////////////////////////////////////////////////////////////////////
//
// Find hero and level
//
////////////////////////////////////////////////////////////////////////////////////////
function Trig_Choose_Hero_Spell_Actions takes unit u returns nothing
local integer level
set level = GetHeroLevel(u)
//////////////////////////////
// HUMAN
if (GetUnitRace(u) == RACE_HUMAN) then
//////////////////////////////
// PALADIN
if (GetUnitTypeId(u) == 'Hpal' ) then
call Skill_Paladin(u, level)
// ARCHMAGE
elseif (GetUnitTypeId(u) == 'Hamg' ) then
call Skill_Archmage(u, level)
// MOUNTAIN KING
elseif (GetUnitTypeId(u) == 'Hmkg' ) then
call Skill_MountainKing(u, level)
// BLOODMAGE
elseif (GetUnitTypeId(u) == 'Hblm' ) then
call Skill_Bloodmage(u, level)
endif
//////////////////////////////
// ORC
elseif (GetUnitRace(u) == RACE_ORC) then
//////////////////////////////
// BLADEMASTER
if (GetUnitTypeId(u) == 'Obla' ) then
call Skill_Blademaster(u, level)
// FARSEER
elseif (GetUnitTypeId(u) == 'Ofar' ) then
call Skill_Farseer(u, level)
// TAUREN CHIEFTAIN
elseif (GetUnitTypeId(u) == 'Otch' ) then
call Skill_Chieftain(u, level)
// SHADOW HUNTER
elseif (GetUnitTypeId(u) == 'Oshd' ) then
call Skill_ShadowHunter(u, level)
// CHEN STORMSTOUT
elseif (GetUnitTypeId(u) == 'N001' ) then
call Skill_Chen(u, level)
endif
//////////////////////////////
// UNDEAD
elseif (GetUnitRace(u) == RACE_UNDEAD) then
//////////////////////////////
// DEATH KNIGHT
if (GetUnitTypeId(u) == 'Udea' ) then
call Skill_DeathKnight(u, level)
// LICH
elseif (GetUnitTypeId(u) == 'Ulic' ) then
call Skill_Lich(u, level)
// DREADLORD
elseif (GetUnitTypeId(u) == 'Udre' ) then
call Skill_Dreadlord(u, level)
// CRYPT LORD
elseif (GetUnitTypeId(u) == 'Ucrl' ) then
call Skill_CryptLord(u, level)
endif
//////////////////////////////
// NIGHT ELF
elseif (GetUnitRace(u) == RACE_NIGHTELF) then
//////////////////////////////
// KEEPER OF THE GROVE
if (GetUnitTypeId(u) == 'Ekee' ) then
call Skill_Keeper(u, level)
// PRIESTRESS OF THE M
elseif (GetUnitTypeId(u) == 'Emoo' ) then
call Skill_Priestress(u, level)
// DEMON HUNTER
elseif (GetUnitTypeId(u) == 'Edem' ) then
call Skill_DemonHunter(u, level)
// WARDEN
elseif (GetUnitTypeId(u) == 'Ewar' ) then
call Skill_Warden(u, level)
endif
//////////////////////////////
endif
endfunction
//===========================================================================
//function InitTrig_Choose_Hero_Spell takes nothing returns nothing
// set gg_trg_Choose_Hero_Spell = CreateTrigger( )
// call TriggerAddAction( gg_trg_Choose_Hero_Spell, function Trig_Choose_Hero_Spell_Actions )
//endfunction
//===========================================================================
//
// Damage Engine 5.4.2.3 - update requires copying of the JASS script
//
//===========================================================================
library DamageEngine initializer Init
globals
private timer alarm = CreateTimer()
private boolean alarmSet = false
//Values to track the original pre-spirit Link/defensive damage values
private boolean canKick = true
private boolean totem = false
private real lastAmount = 0.00
private real lastPrevAmt = 0.00
private integer lastType = 0
private boolean lastCode = false
private real lastPierced = 0.00
private integer armorType = 0
private integer lastArmor = 0
private integer lastPrevArmor = 0
private integer defenseType = 0
private integer lastDefense = 0
private integer lastPrevDefense = 0
//Stuff to track recursive UnitDamageTarget calls.
private boolean eventsRun = false
private boolean kicking = false
private integer damageStack = 0
private unit array sourceStack
private unit array targetStack
private real array amountStack
private attacktype array attackTStack
private damagetype array damageTStack
private weapontype array weaponTStack
private integer array userTrigStack
private integer array typeStack
//Added in 5.4 to silently eliminate infinite recursion.
private integer userTrigs = 9
private integer eventTrig = 0
private integer array nextTrig
private trigger array userTrig
private boolean array trigFrozen
//Added/re-tooled in 5.4.1 to allow forced recursion (for advanced users only).
private constant integer LIMBO = 16 //Recursion will never go deeper than LIMBO.
private integer array levelsDeep //How deep the user recursion currently is.
public boolean inception = false //You must set DamageEngine_inception = true before dealing damage to utlize this.
//When true, it allows your trigger to potentially go recursive up to LIMBO.
private boolean dreaming = false
private boolean array inceptionTrig //Added in 5.4.2 to simplify the inception variable for very complex DamageEvent trigger.
private integer sleepLevel = 0
private group proclusGlobal = CreateGroup() //track sources of recursion
private group fischerMorrow = CreateGroup() //track targets of recursion
//Improves readability in the code to have these as named constants.
private constant integer MOD_EVENT = 1
private constant integer SHIELD_EVENT = 4
private constant integer DAMAGE_EVENT = 5
private constant integer ZERO_EVENT = 6
private constant integer AFTER_EVENT = 7
private constant integer LETHAL_EVENT = 8
private constant integer AOE_EVENT = 9
//private string crashStr = ""
endglobals
//GUI Vars:
/*
Retained from 3.8 and prior:
----------------------------
unit udg_DamageEventSource
unit udg_DamageEventTarget
unit udg_EnhancedDamageTarget
group udg_DamageEventAOEGroup
integer udg_DamageEventAOE
integer udg_DamageEventLevel
real udg_DamageModifierEvent
real udg_DamageEvent
real udg_AfterDamageEvent
real udg_DamageEventAmount
real udg_DamageEventPrevAmt
real udg_AOEDamageEvent
boolean udg_DamageEventOverride
boolean udg_NextDamageType
boolean udg_DamageEventType
boolean udg_IsDamageSpell
//Added in 5.0:
boolean udg_IsDamageMelee
boolean udg_IsDamageRanged
unit udg_AOEDamageSource
real udg_LethalDamageEvent
real udg_LethalDamageHP
real udg_DamageScalingWC3
integer udg_DamageEventAttackT
integer udg_DamageEventDamageT
integer udg_DamageEventWeaponT
//Added in 5.1:
boolean udg_IsDamageCode
//Added in 5.2:
integer udg_DamageEventArmorT
integer udg_DamageEventDefenseT
//Addded in 5.3:
real DamageEventArmorPierced
real udg_DamageScalingUser
//Added in 5.4.2 to allow GUI users to re-issue the exact same attack and damage type at the attacker.
attacktype array udg_CONVERTED_ATTACK_TYPE
damagetype array udg_CONVERTED_DAMAGE_TYPE
*/
private function RunTrigs takes integer i returns nothing
local integer cat = i
if dreaming then
//call BJDebugMsg("Tried to run triggers while triggers were already running.")
return
endif
set dreaming = true
//call BJDebugMsg("Start of event running")
loop
set i = nextTrig[i]
exitwhen i == 0
exitwhen cat == MOD_EVENT and (udg_DamageEventOverride or udg_DamageEventType*udg_DamageEventType == 4)
exitwhen cat == SHIELD_EVENT and udg_DamageEventAmount <= 0.00
exitwhen cat == LETHAL_EVENT and udg_LethalDamageHP > 0.405
//set crashStr = "Bout to inspect " + I2S(i)
if not trigFrozen[i] and IsTriggerEnabled(userTrig[i]) then
set eventTrig = i
//set crashStr = "Bout to evaluate " + I2S(i)
if TriggerEvaluate(userTrig[i]) then
//set crashStr = "Bout to execute " + I2S(i)
call TriggerExecute(userTrig[i])
endif
//set crashStr = "Ran " + I2S(i)
//call BJDebugMsg("Ran " + I2S(i))
//if not (udg_DamageEventPrevAmt == 0.00 or udg_DamageScalingWC3 == 0.00 or udg_DamageEventAmount == 0.00) then
// if cat == MOD_EVENT then
// set udg_DamageScalingUser = udg_DamageEventAmount/udg_DamageEventPrevAmt
// elseif cat == SHIELD_EVENT then
// set udg_DamageScalingUser = udg_DamageEventAmount/udg_DamageEventPrevAmt/udg_DamageScalingWC3
// endif
//elseif udg_DamageEventPrevAmt == 0.00 then
// call BJDebugMsg("Prev amount 0.00 and User Amount " + R2S(udg_DamageEventAmount))
//elseif udg_DamageEventAmount == 0.00 then
// call BJDebugMsg("User amount 0.00 and Prev Amount " + R2S(udg_DamageEventPrevAmt))
//elseif udg_DamageScalingWC3 == 0.00 then
// call BJDebugMsg("WC3 amount somehow 0.00")
//endif
//set crashStr = "Filtered " + I2S(i)
//elseif i > 9 then
// if trigFrozen[i] then
// call BJDebugMsg("User Trigger is frozen")
// else
// call BJDebugMsg("User Trigger is off")
// endif
endif
endloop
//call BJDebugMsg("End of event running")
set dreaming = false
endfunction
private function OnAOEEnd takes nothing returns nothing
if udg_DamageEventAOE > 1 then
call RunTrigs(AOE_EVENT)
set udg_DamageEventAOE = 1
endif
set udg_DamageEventLevel = 1
set udg_EnhancedDamageTarget = null
set udg_AOEDamageSource = null
call GroupClear(udg_DamageEventAOEGroup)
endfunction
private function AfterDamage takes nothing returns nothing
if udg_DamageEventPrevAmt != 0.00 and udg_DamageEventDamageT != udg_DAMAGE_TYPE_UNKNOWN then
call RunTrigs(AFTER_EVENT)
endif
endfunction
private function Finish takes nothing returns nothing
local integer i = 0
local integer exit
if eventsRun then
//call BJDebugMsg("events ran")
set eventsRun = false
call AfterDamage()
endif
if canKick and not kicking then
//call BJDebugMsg("can kick")
if damageStack > 0 then
set kicking = true
//call BJDebugMsg("Clearing queued damage instances: " + I2S(damageStack))
loop
set exit = damageStack
set sleepLevel = sleepLevel + 1
loop
set udg_NextDamageType = typeStack[i]
//call BJDebugMsg("Stacking on " + R2S(amountStack[i]))
call UnitDamageTarget(sourceStack[i], targetStack[i], amountStack[i], true, false, attackTStack[i], damageTStack[i], weaponTStack[i])
call AfterDamage()
set i = i + 1 //Need to loop bottom to top to make sure damage order is preserved.
exitwhen i == exit
endloop
//call BJDebugMsg("Exit at: " + I2S(i))
exitwhen i == damageStack
endloop
//call BJDebugMsg("Terminate at at: " + I2S(i))
set sleepLevel = 0
loop
set i = i - 1
set trigFrozen[userTrigStack[i]] = false //Only re-enable recursive triggers AFTER all damage is dealt.
set levelsDeep[userTrigStack[i]] = 0 //Reset this stuff if the user tried some nonsense
exitwhen i == 0
endloop
//call BJDebugMsg("Cleared queued damage instances: " + I2S(damageStack))
set damageStack = 0 //Can only be set after all the damage has successfully ended.
set kicking = false
endif
call GroupClear(proclusGlobal)
call GroupClear(fischerMorrow)
//elseif kicking then
// call BJDebugMsg("Somehow still kicking")
//else
// call BJDebugMsg("Cannot kick")
endif
endfunction
private function ResetArmor takes nothing returns nothing
if udg_DamageEventArmorPierced != 0.00 then
call BlzSetUnitArmor(udg_DamageEventTarget, BlzGetUnitArmor(udg_DamageEventTarget) + udg_DamageEventArmorPierced)
endif
if armorType != udg_DamageEventArmorT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_ARMOR_TYPE, armorType) //revert changes made to the damage instance
endif
if defenseType != udg_DamageEventDefenseT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_DEFENSE_TYPE, defenseType)
endif
endfunction
private function FailsafeClear takes nothing returns nothing
//call BJDebugMsg("Damage from " + GetUnitName(udg_DamageEventSource) + " to " + GetUnitName(udg_DamageEventTarget) + " has been messing up Damage Engine.")
//call BJDebugMsg(R2S(udg_DamageEventAmount) + " " + " " + R2S(udg_DamageEventPrevAmt) + " " + udg_AttackTypeDebugStr[udg_DamageEventAttackT] + " " + udg_DamageTypeDebugStr[udg_DamageEventDamageT])
call ResetArmor()
set canKick = true
set totem = false
set udg_DamageEventAmount = 0.00
set udg_DamageScalingWC3 = 0.00
if udg_DamageEventDamageT != udg_DAMAGE_TYPE_UNKNOWN then
call RunTrigs(DAMAGE_EVENT) //Run the normal on-damage event based on this failure.
set eventsRun = true //Run the normal after-damage event based on this failure.
endif
call Finish()
endfunction
private function WakeUp takes nothing returns nothing
set alarmSet = false //The timer has expired. Flag off to allow it to be restarted when needed.
//if dreaming then
// set dreaming= false
// call BJDebugMsg("Timer set dreaming to False")
// call BJDebugMsg(crashStr)
//endif
if totem then
//Something went wrong somewhere; the WarCraft 3 engine didn't run the DAMAGED event despite running the DAMAGING event.
call FailsafeClear()
else
if not canKick and damageStack > 0 then
//call BJDebugMsg("Damage Engine recursion deployment was failing with application of: " + R2S(udg_DamageEventAmount))
set canKick = true
endif
call Finish() //Wrap up any outstanding damage instance
endif
call OnAOEEnd() //Reset things so they don't perpetuate for AoE/Level target detection
set udg_DamageEventPrevAmt = 0.00 //Added in 5.4.2.1 to try to squash the Cold Arrows glitch (failed to do it)
endfunction
private function CalibrateMR takes nothing returns nothing
set udg_IsDamageMelee = false
set udg_IsDamageRanged = false
set udg_IsDamageSpell = udg_DamageEventAttackT == 0 //In Patch 1.31, one can just check the attack type to find out if it's a spell.
if udg_DamageEventDamageT == udg_DAMAGE_TYPE_NORMAL and not udg_IsDamageSpell then //This damage type is the only one that can get reduced by armor.
set udg_IsDamageMelee = IsUnitType(udg_DamageEventSource, UNIT_TYPE_MELEE_ATTACKER)
set udg_IsDamageRanged = IsUnitType(udg_DamageEventSource, UNIT_TYPE_RANGED_ATTACKER)
if udg_IsDamageMelee and udg_IsDamageRanged then
set udg_IsDamageMelee = udg_DamageEventWeaponT > 0// Melee units play a sound when damaging
set udg_IsDamageRanged = not udg_IsDamageMelee // In the case where a unit is both ranged and melee, the ranged attack plays no sound.
endif // The Huntress has a melee sound for her ranged projectile, however it is only an issue
endif //if she also had a melee attack, because by default she is only UNIT_TYPE_RANGED_ATTACKER.
endfunction
private function OnPreDamage takes nothing returns boolean
local unit src = GetEventDamageSource()
local unit tgt = GetTriggerUnit()
local real amt = GetEventDamage()
local attacktype at = BlzGetEventAttackType()
local damagetype dt = BlzGetEventDamageType()
local weapontype wt = BlzGetEventWeaponType()
//call BJDebugMsg("First damage event running")
if dreaming then
//call BJDebugMsg("Dreaming")
if amt != 0.00 then
//Store recursive damage into a queue from index "damageStack" (0-15)
//This damage will be fired after the current damage instance has wrapped up its events.
//This damage can only be caused by triggers.
set amountStack[damageStack] = amt
set sourceStack[damageStack] = src
set targetStack[damageStack] = tgt
set attackTStack[damageStack] = at
set damageTStack[damageStack] = dt
set weaponTStack[damageStack] = wt
set userTrigStack[damageStack] = eventTrig
if udg_NextDamageType == 0 then
set typeStack[damageStack] = udg_DamageTypeCode
else
set typeStack[damageStack] = udg_NextDamageType
endif
//Next block added in 5.4.1 to allow *some* control over whether recursion should kick
//in. Also it's important to track whether the source and target were both involved at
//some earlier point, so this is a more accurate and lenient method than before.
set inception = inception or inceptionTrig[eventTrig]
call GroupAddUnit(proclusGlobal, udg_DamageEventSource)
call GroupAddUnit(fischerMorrow, udg_DamageEventTarget)
if kicking and IsUnitInGroup(src, proclusGlobal) and IsUnitInGroup(tgt, fischerMorrow) then
if inception and not trigFrozen[eventTrig] then
set inceptionTrig[eventTrig] = true
if levelsDeep[eventTrig] < sleepLevel then
set levelsDeep[eventTrig] = levelsDeep[eventTrig] + 1
if levelsDeep[eventTrig] >= LIMBO then
set trigFrozen[eventTrig] = true
endif
endif
else
set trigFrozen[eventTrig] = true
endif
endif
set damageStack = damageStack + 1
//call BJDebugMsg("damageStack: " + I2S(damageStack) + " levelsDeep: " + I2S(levelsDeep[eventTrig]) + " sleepLevel: " + I2S(sleepLevel))
call BlzSetEventDamage(0.00) //queue the damage instance instead of letting it run recursively
endif
else
if not kicking then
//Added 25 July 2017 to detect AOE damage or multiple single-target damage
if alarmSet then
if totem then
if dt != DAMAGE_TYPE_SPIRIT_LINK and dt != DAMAGE_TYPE_DEFENSIVE and dt != DAMAGE_TYPE_PLANT then
//if 'totem' is still set and it's not due to spirit link distribution or defense retaliation,
//the next function must be called as a debug. This reverts an issue I created in patch 5.1.3.
call FailsafeClear()
else
set totem = false
set lastAmount = udg_DamageEventAmount
set lastPrevAmt = udg_DamageEventPrevAmt //Store the actual pre-armor value.
set lastType = udg_DamageEventType //also store the damage type.
set lastCode = udg_IsDamageCode //store this as well.
set lastArmor = udg_DamageEventArmorT
set lastPrevArmor = armorType
set lastDefense = udg_DamageEventDefenseT
set lastPrevDefense = defenseType
set lastPierced = udg_DamageEventArmorPierced
set canKick = false
endif
else
call Finish()
endif
if src != udg_AOEDamageSource then //Source has damaged more than once
call OnAOEEnd() //New damage source - unflag everything
set udg_AOEDamageSource = src
elseif tgt == udg_EnhancedDamageTarget then
set udg_DamageEventLevel= udg_DamageEventLevel + 1 //The number of times the same unit was hit.
elseif not IsUnitInGroup(tgt, udg_DamageEventAOEGroup) then
set udg_DamageEventAOE = udg_DamageEventAOE + 1 //Multiple targets hit by this source - flag as AOE
endif
else
call TimerStart(alarm, 0.00, false, function WakeUp)
set alarmSet = true
set udg_AOEDamageSource = src
set udg_EnhancedDamageTarget= tgt
endif
call GroupAddUnit(udg_DamageEventAOEGroup, tgt)
endif
set udg_DamageEventType = udg_NextDamageType
set udg_IsDamageCode = udg_NextDamageType != 0
set udg_DamageEventOverride = dt == null //Got rid of NextDamageOverride in 5.1 for simplicity
set udg_DamageEventPrevAmt = amt
set udg_DamageEventSource = src
set udg_DamageEventTarget = tgt
set udg_DamageEventAmount = amt
set udg_DamageEventAttackT = GetHandleId(at)
set udg_DamageEventDamageT = GetHandleId(dt)
set udg_DamageEventWeaponT = GetHandleId(wt)
call CalibrateMR() //Set Melee and Ranged settings.
set udg_DamageEventArmorT = BlzGetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_ARMOR_TYPE) //Introduced in Damage Engine 5.2.0.0
set udg_DamageEventDefenseT = BlzGetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_DEFENSE_TYPE)
set armorType = udg_DamageEventArmorT
set defenseType = udg_DamageEventDefenseT
set udg_DamageEventArmorPierced = 0.00
set udg_DamageScalingUser = 1.00
set udg_DamageScalingWC3 = 1.00
if amt != 0.00 then
if not udg_DamageEventOverride then
call RunTrigs(MOD_EVENT)
//All events have run and the pre-damage amount is finalized.
call BlzSetEventAttackType(ConvertAttackType(udg_DamageEventAttackT))
call BlzSetEventDamageType(ConvertDamageType(udg_DamageEventDamageT))
call BlzSetEventWeaponType(ConvertWeaponType(udg_DamageEventWeaponT))
if udg_DamageEventArmorPierced != 0.00 then
call BlzSetUnitArmor(udg_DamageEventTarget, BlzGetUnitArmor(udg_DamageEventTarget) - udg_DamageEventArmorPierced)
endif
if armorType != udg_DamageEventArmorT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_ARMOR_TYPE, udg_DamageEventArmorT) //Introduced in Damage Engine 5.2.0.0
endif
if defenseType != udg_DamageEventDefenseT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_DEFENSE_TYPE, udg_DamageEventDefenseT) //Introduced in Damage Engine 5.2.0.0
endif
call BlzSetEventDamage(udg_DamageEventAmount)
endif
//call BJDebugMsg("Ready to deal " + R2S(udg_DamageEventAmount))
set totem = true
else
call RunTrigs(ZERO_EVENT)
set canKick = true
call Finish()
endif
endif
set src = null
set tgt = null
set inception = false
set udg_NextDamageType = 0
return false
endfunction
//The traditional on-damage response, where armor reduction has already been factored in.
private function OnDamage takes nothing returns boolean
local real r = GetEventDamage()
//call BJDebugMsg("Second damage event running")
if dreaming or udg_DamageEventPrevAmt == 0.00 then
//if dreaming then
// call BJDebugMsg("Dreaming")
//else
// call BJDebugMsg("Prev amount is zero")
//endif
return false
endif
if totem then
set totem = false //This should be the case in almost all circumstances
else
call AfterDamage() //Wrap up the outstanding damage instance
set canKick = true
//Unfortunately, Spirit Link and Thorns Aura/Spiked Carapace fire the DAMAGED event out of sequence with the DAMAGING event,
//so I have to re-generate a buncha stuff here.
set udg_DamageEventSource = GetEventDamageSource()
set udg_DamageEventTarget = GetTriggerUnit()
set udg_DamageEventAmount = lastAmount
set udg_DamageEventPrevAmt = lastPrevAmt
set udg_DamageEventAttackT = GetHandleId(BlzGetEventAttackType())
set udg_DamageEventDamageT = GetHandleId(BlzGetEventDamageType())
set udg_DamageEventWeaponT = GetHandleId(BlzGetEventWeaponType())
set udg_DamageEventType = lastType
set udg_IsDamageCode = lastCode
set udg_DamageEventArmorT = lastArmor
set udg_DamageEventDefenseT = lastDefense
set udg_DamageEventArmorPierced = lastPierced
set armorType = lastPrevArmor
set defenseType = lastPrevDefense
call CalibrateMR() //Apply melee/ranged settings once again.
endif
call ResetArmor()
if udg_DamageEventAmount != 0.00 and r != 0.00 then
set udg_DamageScalingWC3 = r / udg_DamageEventAmount
elseif udg_DamageEventAmount > 0.00 then
set udg_DamageScalingWC3 = 0.00
else
set udg_DamageScalingWC3 = 1.00
set udg_DamageScalingUser = udg_DamageEventAmount / udg_DamageEventPrevAmt
endif
set udg_DamageEventAmount = udg_DamageEventAmount*udg_DamageScalingWC3
if udg_DamageEventAmount > 0.00 then
//This event is used for custom shields which have a limited hit point value
//The shield here kicks in after armor, so it acts like extra hit points.
call RunTrigs(SHIELD_EVENT)
set udg_LethalDamageHP = GetWidgetLife(udg_DamageEventTarget) - udg_DamageEventAmount
if udg_LethalDamageHP <= 0.405 then
call RunTrigs(LETHAL_EVENT) //Added 10 May 2019 to detect and potentially prevent lethal damage. Instead of
//modifying the damage, you need to modify LethalDamageHP instead (the final HP of the unit).
set udg_DamageEventAmount = GetWidgetLife(udg_DamageEventTarget) - udg_LethalDamageHP
if udg_DamageEventType < 0 and udg_LethalDamageHP <= 0.405 then
call SetUnitExploded(udg_DamageEventTarget, true) //Explosive damage types should blow up the target.
endif
endif
set udg_DamageScalingUser = udg_DamageEventAmount/udg_DamageEventPrevAmt/udg_DamageScalingWC3
endif
call BlzSetEventDamage(udg_DamageEventAmount) //Apply the final damage amount.
if udg_DamageEventDamageT != udg_DAMAGE_TYPE_UNKNOWN then
call RunTrigs(DAMAGE_EVENT)
endif
set eventsRun = true
if udg_DamageEventAmount == 0.00 then
call Finish()
endif
return false
endfunction
//===========================================================================
private function Init takes nothing returns nothing
local trigger trig = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_DAMAGED) //Thanks to this I no longer have to create an event for every unit in the map.
call TriggerAddCondition(trig, Filter(function OnDamage))
set trig = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_DAMAGING) //The new 1.31 event which fires before damage.
call TriggerAddCondition(trig, Filter(function OnPreDamage))
set trig = null
endfunction
public function DebugStr takes nothing returns nothing
local integer i = 0
loop
set udg_CONVERTED_ATTACK_TYPE[i] = ConvertAttackType(i)
exitwhen i == 6
set i = i + 1
endloop
set i = 0
loop
set udg_CONVERTED_DAMAGE_TYPE[i] = ConvertDamageType(i)
exitwhen i == 26
set i = i + 1
endloop
set udg_AttackTypeDebugStr[0] = "SPELLS" //ATTACK_TYPE_NORMAL in JASS
set udg_AttackTypeDebugStr[1] = "NORMAL" //ATTACK_TYPE_MELEE in JASS
set udg_AttackTypeDebugStr[2] = "PIERCE"
set udg_AttackTypeDebugStr[3] = "SIEGE"
set udg_AttackTypeDebugStr[4] = "MAGIC"
set udg_AttackTypeDebugStr[5] = "CHAOS"
set udg_AttackTypeDebugStr[6] = "HERO"
set udg_DamageTypeDebugStr[0] = "UNKNOWN"
set udg_DamageTypeDebugStr[4] = "NORMAL"
set udg_DamageTypeDebugStr[5] = "ENHANCED"
set udg_DamageTypeDebugStr[8] = "FIRE"
set udg_DamageTypeDebugStr[9] = "COLD"
set udg_DamageTypeDebugStr[10] = "LIGHTNING"
set udg_DamageTypeDebugStr[11] = "POISON"
set udg_DamageTypeDebugStr[12] = "DISEASE"
set udg_DamageTypeDebugStr[13] = "DIVINE"
set udg_DamageTypeDebugStr[14] = "MAGIC"
set udg_DamageTypeDebugStr[15] = "SONIC"
set udg_DamageTypeDebugStr[16] = "ACID"
set udg_DamageTypeDebugStr[17] = "FORCE"
set udg_DamageTypeDebugStr[18] = "DEATH"
set udg_DamageTypeDebugStr[19] = "MIND"
set udg_DamageTypeDebugStr[20] = "PLANT"
set udg_DamageTypeDebugStr[21] = "DEFENSIVE"
set udg_DamageTypeDebugStr[22] = "DEMOLITION"
set udg_DamageTypeDebugStr[23] = "SLOW_POISON"
set udg_DamageTypeDebugStr[24] = "SPIRIT_LINK"
set udg_DamageTypeDebugStr[25] = "SHADOW_STRIKE"
set udg_DamageTypeDebugStr[26] = "UNIVERSAL"
set udg_WeaponTypeDebugStr[0] = "NONE" //WEAPON_TYPE_WHOKNOWS in JASS
set udg_WeaponTypeDebugStr[1] = "METAL_LIGHT_CHOP"
set udg_WeaponTypeDebugStr[2] = "METAL_MEDIUM_CHOP"
set udg_WeaponTypeDebugStr[3] = "METAL_HEAVY_CHOP"
set udg_WeaponTypeDebugStr[4] = "METAL_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[5] = "METAL_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[6] = "METAL_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[7] = "METAL_MEDIUM_BASH"
set udg_WeaponTypeDebugStr[8] = "METAL_HEAVY_BASH"
set udg_WeaponTypeDebugStr[9] = "METAL_MEDIUM_STAB"
set udg_WeaponTypeDebugStr[10] = "METAL_HEAVY_STAB"
set udg_WeaponTypeDebugStr[11] = "WOOD_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[12] = "WOOD_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[13] = "WOOD_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[14] = "WOOD_LIGHT_BASH"
set udg_WeaponTypeDebugStr[15] = "WOOD_MEDIUM_BASH"
set udg_WeaponTypeDebugStr[16] = "WOOD_HEAVY_BASH"
set udg_WeaponTypeDebugStr[17] = "WOOD_LIGHT_STAB"
set udg_WeaponTypeDebugStr[18] = "WOOD_MEDIUM_STAB"
set udg_WeaponTypeDebugStr[19] = "CLAW_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[20] = "CLAW_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[21] = "CLAW_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[22] = "AXE_MEDIUM_CHOP"
set udg_WeaponTypeDebugStr[23] = "ROCK_HEAVY_BASH"
set udg_DefenseTypeDebugStr[0] = "LIGHT"
set udg_DefenseTypeDebugStr[1] = "MEDIUM"
set udg_DefenseTypeDebugStr[2] = "HEAVY"
set udg_DefenseTypeDebugStr[3] = "FORTIFIED"
set udg_DefenseTypeDebugStr[4] = "NORMAL" //Typically deals flat damage to all armor types
set udg_DefenseTypeDebugStr[5] = "HERO"
set udg_DefenseTypeDebugStr[6] = "DIVINE"
set udg_DefenseTypeDebugStr[7] = "UNARMORED"
set udg_ArmorTypeDebugStr[0] = "NONE" //ARMOR_TYPE_WHOKNOWS in JASS, added in 1.31
set udg_ArmorTypeDebugStr[1] = "FLESH"
set udg_ArmorTypeDebugStr[2] = "METAL"
set udg_ArmorTypeDebugStr[3] = "WOOD"
set udg_ArmorTypeDebugStr[4] = "ETHEREAL"
set udg_ArmorTypeDebugStr[5] = "STONE"
endfunction
//This function exists mainly to make it easier to switch from another DDS, like PDD.
function UnitDamageTargetEx takes unit src, unit tgt, real amt, boolean a, boolean r, attacktype at, damagetype dt, weapontype wt returns boolean
if udg_NextDamageType == 0 then
set udg_NextDamageType = udg_DamageTypeCode
endif
call UnitDamageTarget(src, tgt, amt, a, r, at, dt, wt)
return dreaming
endfunction
public function SetupEvent takes trigger whichTrig, string var, integer index returns nothing
local integer max = 1
local integer off = 0
local integer exit = 0
local integer i
if var == "udg_DamageModifierEvent" then //MOD_EVENT 1-4 -> Events 1-4
if index < 3 then
set exit = index + 1
endif
if nextTrig[1] == 0 then
set nextTrig[1] = 2
set nextTrig[2] = 3
set trigFrozen[2] = true
set trigFrozen[3] = true
endif
set max = 4
elseif var == "udg_DamageEvent" then //DAMAGE_EVENT 1,2 -> Events 5,6
set max = 2
set off = 4
elseif var == "udg_AfterDamageEvent" then //AFTER_EVENT -> Event 7
set off = 6
elseif var == "udg_LethalDamageEvent" then //LETHAL_EVENT -> Event 8
set off = 7
elseif var == "udg_AOEDamageEvent" then //AOE_EVENT -> Event 9
set off = 8
else
return
endif
set i = IMaxBJ(IMinBJ(index, max), 1) + off
//call BJDebugMsg("Root index: " + I2S(i))
loop
set index = i
set i = nextTrig[i]
exitwhen i == exit
endloop
set userTrigs = userTrigs + 1 //User list runs from index 10 and up
set nextTrig[index] = userTrigs
set nextTrig[userTrigs] = exit
set userTrig[userTrigs] = whichTrig
//call BJDebugMsg("Registered " + I2S(userTrigs) + " to " + I2S(index))
endfunction
private function PreSetup takes trigger whichTrig, string var, limitop op, real value returns nothing
call SetupEvent(whichTrig, var, R2I(value))
endfunction
hook TriggerRegisterVariableEvent PreSetup
endlibrary
//===========================================================================
function UnitEventDestroyGroup takes integer i returns nothing
if udg_CargoTransportGroup[i] != null then
call DestroyGroup(udg_CargoTransportGroup[i])
set udg_CargoTransportGroup[i] = null
endif
endfunction
function UnitEventCheckAfter takes nothing returns nothing
local integer i = 0
loop
set i = udg_CheckDeathList[i]
exitwhen i == 0
if udg_IsUnitNew[i] then
//The unit was just created.
set udg_IsUnitNew[i] = false
elseif udg_IsUnitTransforming[i] then
//Added 21 July 2017 to fix the issue re-adding this ability in the same instant
set udg_UDex = i
set udg_UnitTypeEvent = 0.00
set udg_UnitTypeEvent = 1.00
set udg_UnitTypeOf[i] = GetUnitTypeId(udg_UDexUnits[i]) //Set this afterward to give the user extra reference
set udg_IsUnitTransforming[i] = false
call UnitAddAbility(udg_UDexUnits[i], udg_DetectTransformAbility)
elseif udg_IsUnitAlive[i] then
//The unit has started reincarnating.
set udg_IsUnitReincarnating[i] = true
set udg_IsUnitAlive[i] = false
set udg_UDex = i
set udg_DeathEvent = 0.50
set udg_DeathEvent = 0.00
endif
set udg_CheckDeathInList[i] = false
endloop
//Empty the list
set udg_CheckDeathList[0] = 0
endfunction
function UnitEventCheckAfterProxy takes integer i returns nothing
if udg_CheckDeathList[0] == 0 then
call TimerStart(udg_CheckDeathTimer, 0.00, false, function UnitEventCheckAfter)
endif
if not udg_CheckDeathInList[i] then
set udg_CheckDeathList[i] = udg_CheckDeathList[0]
set udg_CheckDeathList[0] = i
set udg_CheckDeathInList[i] = true
endif
endfunction
function UnitEventOnUnload takes nothing returns nothing
local integer i = udg_UDex
call GroupRemoveUnit(udg_CargoTransportGroup[GetUnitUserData(udg_CargoTransportUnit[i])], udg_UDexUnits[i])
set udg_IsUnitBeingUnloaded[i] = true
set udg_CargoEvent = 0.00
set udg_CargoEvent = 2.00
set udg_CargoEvent = 0.00
set udg_IsUnitBeingUnloaded[i] = false
if not IsUnitLoaded(udg_UDexUnits[i]) or IsUnitType(udg_CargoTransportUnit[i], UNIT_TYPE_DEAD) or GetUnitTypeId(udg_CargoTransportUnit[i]) == 0 then
set udg_CargoTransportUnit[i] = null
endif
endfunction
function UnitEventOnDeath takes nothing returns boolean
local integer pdex = udg_UDex
set udg_UDex = GetUnitUserData(GetTriggerUnit())
if udg_UDex != 0 then
set udg_KillerOfUnit[udg_UDex] = GetKillingUnit() //Added 29 May 2017 for GIMLI_2
set udg_IsUnitAlive[udg_UDex] = false
set udg_DeathEvent = 0.00
set udg_DeathEvent = 1.00
set udg_DeathEvent = 0.00
set udg_KillerOfUnit[udg_UDex] = null
if udg_CargoTransportUnit[udg_UDex] != null then
call UnitEventOnUnload()
endif
endif
set udg_UDex = pdex
return false
endfunction
function UnitEventOnOrder takes nothing returns boolean
local integer pdex = udg_UDex
local unit u = GetFilterUnit()
local integer i = GetUnitUserData(u)
if i > 0 then
set udg_UDex = i
if GetUnitAbilityLevel(u, udg_DetectRemoveAbility) == 0 then
if not udg_IsUnitRemoved[i] then
set udg_IsUnitRemoved[i] = true
set udg_IsUnitAlive[i] = false
set udg_SummonerOfUnit[i] = null
//For backwards-compatibility:
set udg_DeathEvent = 0.00
set udg_DeathEvent = 3.00
set udg_DeathEvent = 0.00
//Fire deindex event for UDex:
set udg_UnitIndexEvent = 0.00
set udg_UnitIndexEvent = 2.00
set udg_UnitIndexEvent = 0.00
set udg_UDexNext[udg_UDexPrev[i]] = udg_UDexNext[i]
set udg_UDexPrev[udg_UDexNext[i]] = udg_UDexPrev[i]
// Recycle the index for later use
set udg_UDexUnits[i] = null
set udg_UDexPrev[i] = udg_UDexLastRecycled
set udg_UDexLastRecycled = i
call UnitEventDestroyGroup(i)
endif
elseif not udg_IsUnitAlive[i] then
if not IsUnitType(u, UNIT_TYPE_DEAD) then
set udg_IsUnitAlive[i] = true
set udg_DeathEvent = 0.00
set udg_DeathEvent = 2.00
set udg_DeathEvent = 0.00
set udg_IsUnitReincarnating[i] = false
endif
elseif IsUnitType(u, UNIT_TYPE_DEAD) then
if udg_IsUnitNew[i] then
//This unit was created as a corpse.
set udg_IsUnitAlive[i] = false
set udg_DeathEvent = 0.00
set udg_DeathEvent = 1.00
set udg_DeathEvent = 0.00
elseif udg_CargoTransportUnit[i] == null or not IsUnitType(u, UNIT_TYPE_HERO) then
//The unit may have just started reincarnating.
call UnitEventCheckAfterProxy(i)
endif
elseif GetUnitAbilityLevel(u, udg_DetectTransformAbility) == 0 and not udg_IsUnitTransforming[i] then
set udg_IsUnitTransforming[i] = true
call UnitEventCheckAfterProxy(i) //This block has been updated on 21 July 2017
endif
if udg_CargoTransportUnit[i] != null and not udg_IsUnitBeingUnloaded[i] and not IsUnitLoaded(u) or IsUnitType(u, UNIT_TYPE_DEAD) then
call UnitEventOnUnload()
endif
set udg_UDex = pdex
endif
set u = null
return false
endfunction
function UnitEventOnSummon takes nothing returns boolean
local integer pdex = udg_UDex
set udg_UDex = GetUnitUserData(GetTriggerUnit())
if udg_IsUnitNew[udg_UDex] then
set udg_SummonerOfUnit[udg_UDex] = GetSummoningUnit()
set udg_UnitIndexEvent = 0.00
set udg_UnitIndexEvent = 0.50
set udg_UnitIndexEvent = 0.00
endif
set udg_UDex = pdex
return false
endfunction
function UnitEventOnLoad takes nothing returns boolean
local integer pdex = udg_UDex
local integer i = GetUnitUserData(GetTriggerUnit())
local integer index
if i != 0 then
set udg_UDex = i
if udg_CargoTransportUnit[i] != null then
call UnitEventOnUnload()
endif
//Loaded corpses do not issue an order when unloaded, therefore must
//use the enter-region event method taken from Jesus4Lyf's Transport.
if not udg_IsUnitAlive[i] then
call SetUnitX(udg_UDexUnits[i], udg_WorldMaxX)
call SetUnitY(udg_UDexUnits[i], udg_WorldMaxY)
endif
set udg_CargoTransportUnit[i] = GetTransportUnit()
set index = GetUnitUserData(udg_CargoTransportUnit[i])
if udg_CargoTransportGroup[index] == null then
set udg_CargoTransportGroup[index] = CreateGroup()
endif
call GroupAddUnit(udg_CargoTransportGroup[index], udg_UDexUnits[i])
set udg_CargoEvent = 0.00
set udg_CargoEvent = 1.00
set udg_CargoEvent = 0.00
set udg_UDex = pdex
endif
return false
endfunction
function UnitEventEnter takes nothing returns boolean
local integer pdex = udg_UDex
local integer i = udg_UDexLastRecycled
local unit u = GetFilterUnit()
if udg_UnitIndexerEnabled and GetUnitAbilityLevel(u, udg_DetectRemoveAbility) == 0 then
//Generate a unique integer index for this unit
if i == 0 then
set i = udg_UDexMax + 1
set udg_UDexMax = i
else
set udg_UDexLastRecycled = udg_UDexPrev[i]
endif
//Link index to unit, unit to index
set udg_UDexUnits[i] = u
call SetUnitUserData(u, i)
//For backwards-compatibility, add the unit to a linked list
set udg_UDexNext[i] = udg_UDexNext[0]
set udg_UDexPrev[udg_UDexNext[0]] = i
set udg_UDexNext[0] = i
set udg_UDexPrev[i] = 0
set udg_CheckDeathInList[i] = false
call UnitAddAbility(u, udg_DetectRemoveAbility)
call UnitMakeAbilityPermanent(u, true, udg_DetectRemoveAbility)
call UnitAddAbility(u, udg_DetectTransformAbility)
set udg_UnitTypeOf[i] = GetUnitTypeId(u)
set udg_IsUnitNew[i] = true
set udg_IsUnitAlive[i] = true
set udg_IsUnitRemoved[i] = false
set udg_IsUnitReincarnating[i] = false
set udg_IsUnitPreplaced[i] = udg_IsUnitPreplaced[0] //Added 29 May 2017 for Spellbound
call UnitEventCheckAfterProxy(i)
//Fire index event for UDex
set udg_UDex = i
set udg_UnitIndexEvent = 0.00
set udg_UnitIndexEvent = 1.00
set udg_UnitIndexEvent = 0.00
else
set udg_UDex = GetUnitUserData(u)
if udg_CargoTransportUnit[udg_UDex] != null and not IsUnitLoaded(u) then
//The unit was dead, but has re-entered the map.
call UnitEventOnUnload()
endif
endif
set udg_UDex = pdex
set u = null
return false
endfunction
//===========================================================================
function UnitEventInit takes nothing returns nothing
local integer i = bj_MAX_PLAYER_SLOTS //update to make it work with 1.29
local player p
local trigger t = CreateTrigger()
local trigger load = CreateTrigger()
local trigger death = CreateTrigger()
local trigger summon = CreateTrigger()
local rect r = GetWorldBounds()
local region re = CreateRegion()
local boolexpr enterB = Filter(function UnitEventEnter)
local boolexpr orderB = Filter(function UnitEventOnOrder)
set udg_WorldMaxX = GetRectMaxX(r)
set udg_WorldMaxY = GetRectMaxY(r)
call RegionAddRect(re, r)
call RemoveRect(r)
call UnitEventDestroyGroup(0)
call UnitEventDestroyGroup(1)
set udg_CheckDeathList[0] = 0
set udg_UnitIndexerEnabled = true
call TriggerRegisterEnterRegion(CreateTrigger(), re, enterB)
call TriggerAddCondition(load, Filter(function UnitEventOnLoad))
call TriggerAddCondition(death, Filter(function UnitEventOnDeath))
call TriggerAddCondition(summon, Filter(function UnitEventOnSummon))
loop
set i = i - 1
set p = Player(i)
call SetPlayerAbilityAvailable(p, udg_DetectRemoveAbility, false)
call SetPlayerAbilityAvailable(p, udg_DetectTransformAbility, false)
call TriggerRegisterPlayerUnitEvent(summon, p, EVENT_PLAYER_UNIT_SUMMON, null)
call TriggerRegisterPlayerUnitEvent(t, p, EVENT_PLAYER_UNIT_ISSUED_ORDER, orderB)
call TriggerRegisterPlayerUnitEvent(death, p, EVENT_PLAYER_UNIT_DEATH, null)
call TriggerRegisterPlayerUnitEvent(load, p, EVENT_PLAYER_UNIT_LOADED, null)
call GroupEnumUnitsOfPlayer(bj_lastCreatedGroup, p, enterB)
exitwhen i == 0
endloop
set summon = null
set death = null
set load = null
set re = null
set enterB = null
set orderB = null
set p = null
set r = null
set t = null
endfunction
function InitTrig_Unit_Event takes nothing returns nothing
endfunction
//TESH.scrollpos=75
//TESH.alwaysfold=0
function IsUnitMovementTracked takes integer i returns boolean
return udg_UMovPrev[i] != 0 or udg_UMovNext[0] == i
endfunction
function UnitMovementRegister takes nothing returns boolean
local integer i = udg_UDex
if not IsUnitMovementTracked(i) and TriggerEvaluate(gg_trg_Is_Unit_Moving_Config) then
set udg_UMovPrev[udg_UMovNext[0]] = i
set udg_UMovNext[i] = udg_UMovNext[0]
set udg_UMovNext[0] = i
set udg_UnitMovingX[i] = GetUnitX(udg_UDexUnits[i])
set udg_UnitMovingY[i] = GetUnitY(udg_UDexUnits[i])
endif
return false
endfunction
function UnitMovementUnregister takes nothing returns boolean
local integer i = udg_UDex
if IsUnitMovementTracked(i) then
set udg_UnitMoving[i] = false
set udg_UMovNext[udg_UMovPrev[i]] = udg_UMovNext[i]
set udg_UMovPrev[udg_UMovNext[i]] = udg_UMovPrev[i]
set udg_UMovPrev[i] = 0
endif
return false
endfunction
function RunUnitMovementEvent takes integer i, real e returns nothing
local integer pdex = udg_UDex
if e == 1.00 then
set udg_UnitMoving[i] = true
else
set udg_UnitMoving[i] = false
endif
set udg_UDex = i
set udg_UnitMovingEvent = e
set udg_UnitMovingEvent = 0.00
set udg_UDex = pdex
endfunction
//===========================================================================
// This function runs periodically to check if units are actually moving.
//
function UnitMovementTracker takes nothing returns nothing
local integer i = 0
local integer n
local real x
local real y
loop
set i = udg_UMovNext[i]
exitwhen i == 0
set x = GetUnitX(udg_UDexUnits[i])
set y = GetUnitY(udg_UDexUnits[i])
if x != udg_UnitMovingX[i] or y != udg_UnitMovingY[i] then
set udg_UnitMovingX[i] = x
set udg_UnitMovingY[i] = y
if not udg_UnitMoving[i] then
if GetUnitTypeId(udg_UDexUnits[i]) != 0 then
call RunUnitMovementEvent(i, 1.00)
else
set n = udg_UDex
set udg_UDex = i
set i = udg_UMovPrev[i] //avoid skipping checks
call UnitMovementUnregister()
set udg_UDex = n
endif
endif
elseif udg_UnitMoving[i] then
call RunUnitMovementEvent(i, 2.00)
endif
endloop
endfunction
//===========================================================================
function InitTrig_Is_Unit_Moving takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterVariableEvent(t, "udg_UnitIndexEvent", EQUAL, 1.00)
call TriggerAddCondition(t, Filter(function UnitMovementRegister))
set t = CreateTrigger()
call TriggerRegisterVariableEvent(t, "udg_UnitIndexEvent", EQUAL, 2.00)
call TriggerAddCondition(t, Filter(function UnitMovementUnregister))
if gg_trg_Is_Unit_Moving_Config != null then
call TriggerExecute(gg_trg_Is_Unit_Moving_Config)
else
call ExecuteFunc("Trig_Is_Unit_Moving_Config_Actions")
endif
call TimerStart(CreateTimer(), udg_UnitMovementInterval, true, function UnitMovementTracker)
endfunction