Name | Type | is_array | initial_value |
InventoryOpenClosed | boolean | No | false |
ItemCount | integer | No | |
Temp_Group | group | No |
function Trig_Map_Msg_Actions takes nothing returns nothing
set udg_ItemCount = 256
call DisplayTimedTextToForce( GetPlayersAll(), 65.00, "TRIGSTR_023" )
endfunction
//===========================================================================
function InitTrig_Map_Msg takes nothing returns nothing
set gg_trg_Map_Msg = CreateTrigger( )
call TriggerAddAction( gg_trg_Map_Msg, function Trig_Map_Msg_Actions )
endfunction
function Trig_Inventory_OpenClose_Func001Func009A takes nothing returns nothing
call ShowUnitHide( GetEnumUnit() )
endfunction
function Trig_Inventory_OpenClose_Func001C takes nothing returns boolean
if ( not ( udg_InventoryOpenClosed == false ) ) then
return false
endif
return true
endfunction
function Trig_Inventory_OpenClose_Actions takes nothing returns nothing
if ( Trig_Inventory_OpenClose_Func001C() ) then
call ShowUnitShow( gg_unit_hpea_0342 )
call ShowUnitShow( gg_unit_hpea_0339 )
call ShowUnitShow( gg_unit_hpea_0338 )
call ShowUnitShow( gg_unit_hpea_0341 )
call ShowUnitShow( gg_unit_hpea_0340 )
call ShowUnitShow( gg_unit_hpea_0343 )
set udg_InventoryOpenClosed = true
else
set udg_Temp_Group = GetUnitsOfPlayerAndTypeId(Player(0), 'hpea')
call ForGroupBJ( udg_Temp_Group, function Trig_Inventory_OpenClose_Func001Func009A )
set udg_InventoryOpenClosed = false
// Call DestroyGroup(udg_TempGroup)
endif
endfunction
//===========================================================================
function InitTrig_Inventory_OpenClose takes nothing returns nothing
set gg_trg_Inventory_OpenClose = CreateTrigger( )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Inventory_OpenClose, Player(0) )
call TriggerAddAction( gg_trg_Inventory_OpenClose, function Trig_Inventory_OpenClose_Actions )
endfunction
function Trig_Invenory_Initialization_Func002A takes nothing returns nothing
call ShowUnitHide( GetEnumUnit() )
endfunction
function Trig_Invenory_Initialization_Actions takes nothing returns nothing
set udg_Temp_Group = GetUnitsOfPlayerAndTypeId(Player(0), 'hpea')
call ForGroupBJ( udg_Temp_Group, function Trig_Invenory_Initialization_Func002A )
// Call DestroyGroup(udg_TempGroup)
endfunction
//===========================================================================
function InitTrig_Invenory_Initialization takes nothing returns nothing
set gg_trg_Invenory_Initialization = CreateTrigger( )
call TriggerAddAction( gg_trg_Invenory_Initialization, function Trig_Invenory_Initialization_Actions )
endfunction
function Trig_Inventory_Initialization_2_Actions takes nothing returns nothing
call UnitRemoveAbilityBJ( 'AInv', gg_unit_hpea_0343 )
call UnitAddAbilityBJ( 'A003', gg_unit_hpea_0343 )
endfunction
//===========================================================================
function InitTrig_Inventory_Initialization_2 takes nothing returns nothing
set gg_trg_Inventory_Initialization_2 = CreateTrigger( )
call TriggerAddAction( gg_trg_Inventory_Initialization_2, function Trig_Inventory_Initialization_2_Actions )
endfunction
function Trig_Respawn_and_more_Func001002002 takes nothing returns boolean
return ( GetUnitTypeId(GetFilterUnit()) != 'Hblm' )
endfunction
function Trig_Respawn_and_more_Func002A takes nothing returns nothing
call SetUnitAcquireRangeBJ( GetEnumUnit(), 200.00 )
call UnitAddAbilityBJ( 'A002', GetEnumUnit() )
endfunction
function Trig_Respawn_and_more_Actions takes nothing returns nothing
set udg_Temp_Group = GetUnitsInRectMatching(GetPlayableMapRect(), Condition(function Trig_Respawn_and_more_Func001002002))
call ForGroupBJ( udg_Temp_Group, function Trig_Respawn_and_more_Func002A )
// Call DestroyGroup(udg_TempGroup)
endfunction
//===========================================================================
function InitTrig_Respawn_and_more takes nothing returns nothing
set gg_trg_Respawn_and_more = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Respawn_and_more, 0.30 )
call TriggerAddAction( gg_trg_Respawn_and_more, function Trig_Respawn_and_more_Actions )
endfunction
function Trig_Hero_Revive_Func001C takes nothing returns boolean
if ( not ( udg_InventoryOpenClosed == true ) ) then
return false
endif
return true
endfunction
function Trig_Hero_Revive_Actions takes nothing returns nothing
if ( Trig_Hero_Revive_Func001C() ) then
call ForceUICancelBJ( Player(0) )
else
endif
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_013" )
call TriggerSleepAction( 10.00 )
call ReviveHeroLoc( GetLastCreatedUnit(), GetRectCenter(gg_rct_Respawn), false )
endfunction
//===========================================================================
function InitTrig_Hero_Revive takes nothing returns nothing
set gg_trg_Hero_Revive = CreateTrigger( )
call TriggerRegisterUnitEvent( gg_trg_Hero_Revive, gg_unit_Hblm_0000, EVENT_UNIT_DEATH )
call TriggerAddAction( gg_trg_Hero_Revive, function Trig_Hero_Revive_Actions )
endfunction