function Init_Array takes nothing returns nothing
local integer Array_End = 10
local integer Array_Start = 1
loop
set udg_Malh_Array_Player[Array_Start] = Player(Array_Start)
set Array_Start = Array_Start + 1
exitwhen Array_Start > Array_End
endloop
endfunction
Name | Type | is_array | initial_value |
Acid | unit | No | |
AcidWaterRegion | rect | Yes | |
ActiveHumans | force | No | |
AI_Group | group | No | |
All_Allies | force | No | |
AllEnemies | force | No | |
ALLIES | force | No | |
BloodSplatter | sound | Yes | |
Bomb_AOE | real | No | |
Bomb_AType | attacktype | No | |
Bomb_Caster | unit | No | |
Bomb_Conditions | boolean | No | |
Bomb_Damage | real | No | |
Bomb_DType | damagetype | No | |
Bomb_Dummy | unit | No | |
Bomb_Dummy_Group | group | No | |
Bomb_Duration | real | No | |
Bomb_Hash | hashtable | No | |
Bomb_Index | integer | No | |
Bomb_Item_Type | itemcode | No | |
Bomb_Key_Id | integer | No | |
Bomb_Real | real | No | |
Bomb_SpellEffect | string | No | |
Bomb_Temp_Location | location | No | |
Bomb_Timer | timer | No | |
Button_Pressed | integer | No | |
BuyRegion | rect | No | |
CTWins | boolean | No | |
DashCaster | unit | Yes | |
DashDamage | real | Yes | |
DashDistance | integer | Yes | |
DashEffectCounter | integer | No | |
Dasher | unit | No | |
DashGroup1 | group | No | |
DashGroup2 | group | No | |
DashGroup3 | group | No | |
DashInteger | integer | Yes | |
DashPoint3 | location | Yes | |
DashPoint4 | location | Yes | |
DashPoint5 | location | Yes | |
DashReal1 | real | Yes | |
DashReal2 | real | Yes | |
DashSpeed | real | Yes | |
Death | integer | Yes | |
deathmeatchBool | boolean | No | |
DeathTimer | timer | Yes | |
DeathTimerWindow | timerdialog | Yes | |
Defeat | dialog | No | |
DGSL | location | No | |
DMdeaths1 | integer | No | |
DMdeaths2 | integer | No | |
Dunoname | boolean | No | |
DyingUnit | unit | No | |
ENEMIES | force | No | |
ExtraStreak_Chcker | boolean | Yes | |
ExtraStreak_Kills | integer | Yes | |
ExtraStreak_Sounds | sound | Yes | |
ExtraStreak_Strings | string | Yes | |
ExtraStreak_Timer | integer | Yes | |
ExtraStreakInt | integervar | No | |
FirstBlood | boolean | No | |
GDD__Integers | integer | Yes | |
GDD__LeftMapGroup | group | No | |
GDD__TriggerArray | trigger | Yes | |
GDD__UnitArray | unit | Yes | |
GDD_Damage | real | No | |
GDD_DamagedUnit | unit | No | |
GDD_DamageSource | unit | No | |
GDD_Event | real | No | |
Group | group | No | |
HeroDashBool | boolean | Yes | |
Heroes | unit | Yes | |
heroes | unit | Yes | |
HeroIcon | string | Yes | |
HeroNumber | integer | No | |
HeroType | unitcode | Yes | |
Index | integervar | No | |
Index_Loop | integer | No | |
IRS_Hashtable | hashtable | No | |
IRS_String | string | Yes | |
IRS_Switch | boolean | No | |
Item | item | Yes | |
item_var | item | No | |
KB2D_AllowTreeDestroy | boolean | No | |
KB2D_Angle | real | No | |
KB2D_Cutter | unit | No | |
KB2D_Dest | destructable | No | |
KB2D_Distance | real | No | |
KB2D_Duration | real | No | |
KB2D_Hash | hashtable | No | |
KB2D_Hit | boolean | No | |
KB2D_Key | integer | No | |
KB2D_Loc | location | No | |
KB2D_Loop | real | No | |
KB2D_LoopGroup | group | No | |
KB2D_Offset | location | No | |
KB2D_SFX | string | No | |
KB2D_Source | unit | No | |
KB2D_Target | unit | No | |
KB2D_TempGroup | group | No | |
KB2D_TempKey | integer | No | |
KB2D_Timer | real | No | |
KB2D_TouchRadius | real | No | |
KB2D_U | unit | No | |
KB_Angle | real | Yes | |
KB_Casters | unit | Yes | |
KB_CountBuffs | integer | No | |
KB_DestroyTrees | boolean | Yes | |
KB_EffectCounter | integer | Yes | |
KB_EffectCounter2 | integer | Yes | |
KB_Effects_1 | string | Yes | |
KB_Effects_2 | string | Yes | |
KB_GeneralIntegers | integervar | Yes | |
KB_KnockbackedUnits | group | No | |
KB_Levels | integer | Yes | |
KB_MaxDistance | real | Yes | |
KB_ReachedDistance | real | Yes | |
KB_ReducedReal | real | No | |
KB_ReduceSpeedReal | real | Yes | |
KB_SpecificSpeed | real | Yes | |
KB_StartPositions | location | Yes | |
KB_TempPoint | location | Yes | |
KB_TempReal | real | No | |
KB_TotalKnockUnits | integer | No | |
KB_Units | unit | Yes | |
KBA_Caster | unit | No | |
KBA_DestroyTrees | boolean | No | |
KBA_DistancePerLevel | real | No | |
KBA_Level | integer | No | |
KBA_SpecialEffects | string | Yes | |
KBA_Speed | real | No | |
KBA_StartingPosition | location | No | |
KBA_TargetUnit | unit | No | |
Kill_Counter1 | integer | No | |
Kill_Counter2 | integer | No | |
Kills | integer | Yes | |
KILLS_COUNT | integer | No | |
KillSpree | integer | Yes | |
lboolean | boolean | No | |
loc | location | No | |
loopInt | integervar | No | |
lplayer | player | No | |
MainMultiboard | multiboard | No | |
Malh_Array_Player | player | Yes | Player00 |
Malh_Boolean_Int | integer | No | 0 |
Malh_Player_Death | integer | Yes | 0 |
Malh_Player_Kills | integer | Yes | 0 |
Malh_Team_Kills | integer | Yes | 0 |
Max_Rounds | real | No | |
Mode_Pick_Buttons | button | Yes | |
Modes | dialog | No | |
Money | integer | No | |
MultiboardCount | integer | No | |
NumAllies | integer | No | |
NumEnemies | integer | No | |
Player_Colors | string | Yes | |
Player_MMA | unit | Yes | |
Player_Multiboard_Position | integer | Yes | |
PlayerArray | player | Yes | |
PlayerDying | integer | No | |
PlayerKilling | integer | No | |
PlayerMBSlot | integer | No | |
PlayerName | string | No | |
Players_Current | force | No | |
Players_Left | integer | No | |
PlayersInTeamOne | integer | No | |
Point | location | No | |
RandomTarget | unit | No | |
Revive_Hash | hashtable | No | |
Revive_ID | integer | No | |
Revive_TimerWindow | timerdialog | Yes | |
Revive_Unit | unit | Yes | |
Rounds_Left | real | No | |
RuneRegionSpawn | rect | Yes | |
RuneSpawned | boolean | No | |
RuneType | itemcode | Yes | |
Sample_Group | group | No | |
Sample_Point | location | No | |
Score | integer | Yes | |
Streak_Bounty | integer | No | |
Streak_Kills | integer | Yes | |
Streak_Loop | integer | No | |
Streak_Sounds | sound | Yes | |
Streak_Strings | string | Yes | |
Team1 | integer | No | |
Team1Color | playercolor | No | |
Team2 | integer | No | |
Team2Color | playercolor | No | |
TeamColorGroup | group | No | |
TeamCT | force | No | |
temp_Group | group | No | |
Temp_Integer | integer | No | |
Temp_Player | player | No | |
Temp_String | string | No | |
Temp_Unit | unit | No | |
TempForce | force | No | |
TempGroup | group | No | |
TempLoc | location | No | |
TempPoint | location | No | |
TempUnit | unit | No | |
TimePlayed | integer | Yes | |
Unit | unit | No | |
unit_var | unit | No | |
UnitKills | integer | Yes | |
Units_Group | group | No | |
Victory | dialog | 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