Search results

  1. L

    [vJASS] [System] Physical Damage Detection

    Detection of Physical and Spell Damage > GUI Version available here < 1. Introduction and motivation I remember the problem of how to detect physical damage when I stopped mapping years ago. Back then there was no real way to achieve this, and so it is still said today. Although I found...
  2. Bribe

    [System] ArrowKeyEvent

    If you want to centralize all the arrow key events in your map and keep your workload as short and sweet as possible, I have designed this library for you. library ArrowKeyEvent /* ========================================================================= ArrowKeyEvent version 1.2.0.0...
  3. Bribe

    [Snippet] New Table

    Table is based on the philosophy that you can use one hashtable for your whole map. What it does is divide one hashtable into many different components, and each system in the map can have its own share of the hashtable. Taking advantage of parent keys and child keys to their fullest extent, the...
  4. Bannar

    [Snippet] RegisterEvent pack

    A non-trigger registering for native event types. Instead of creating multiple small threads I've decided to upload this as a pack. This resource is also available on github. Back in time when Maggy released RPUE I've written few additional, small snippets to provide similar functionality for...
  5. Bribe

    [Snippet] SpellEffectEvent

    A handy approach to using spell effect responses. You can assign an event to fire for only a specific ability code, or when any ability is cast. API is intuitive and avoids creating tons and tons of handles to get the job done. This kind of thing has similar approaches by other people but this...
  6. Flux

    [vJASS] [System] Illusion

    library Illusion /* Illusion v1.33 by Flux Allows easy creation of Illusion with any damage factor. */ requires DamageEvent, DamageModify/* http://www.hiveworkshop.com/threads/damagepackage.287101/...
  7. Flux

    [vJASS] DamagePackage

    A modular Damage Detection System. Contains libraries for your damage detection, distinction and manipulation needs. //! novjass /* DamagePackage v1.44 Documentation by Flux...
  8. Berb

    [System] Custom Projectiles

    WarCraft III: Custom Projectiles v2.2.0 by Berb Optional Dummy model with necessary pitch rotations (for pitch rotation projectile) ProjectileArt Module Requirements JassHelper Vector Library (by Anitarf) Important Special thanks to Vestras and Kenny for the Slow Time art. This...
  9. Bribe

    [vJASS] [Snippet] GUI Unit Indexer -> vJass Plugin

    GUI Unit Indexer with vJass syntax has been realized with this groundbreaking tool. The idea for this came from the user, Spellbound. Note that no changes to the GUI code were needed to make this happen, so the only thing a user would need to do is import this script and make the library a...
  10. Aniki

    [vJASS] players

    PlayerArray - what force should've been library PlayerArray //! novjass General notes: A PlayerArray is a 1 based array (indices start from 1, not 0), that has a capacity for 16 elements, because 16 is the value of the bj_MAX_PLAYER_SLOTS = 16 (from blizzard.j) variable. A...
  11. TriggerHappy

    [System] UnitDex - Unit Indexer

    System Code library UnitDex uses optional WorldBounds, optional GroupUtils /*************************************************************** * * v1.2.2, by TriggerHappy * ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ * UnitDex assigns every unit an unique...
  12. Bribe

    [System] MissileRecycler

    Recycles missile dummy units while considering their facing angle. Warning: this uses an ObjectMerger statement to create a dummy unit with the rawcode 'dumi'. I have saved over my original test map data so I will have to rebuild the original tests I was using with this resource one day. Until...
  13. Bannar

    [vJASS] [Containers] Vector<T>

    Implementation of dynamic contiguous array. Adds lot of additional functionality when working with arrays. Compared to Array<T> comsumes more memory to manage storage, thus container can grow dynamically. Designed to give even more options and control to <type> array. Data is stored within...
  14. Bribe

    [Snippet] Order Event

    Like SpellEffectEvent, but this one is for catching orders. Also like SpellEffectEvent, this is pretty much as lightweight as it gets. Update to version 3.0.0.0 - now requires Table due to some orders having very high indices. Thanks to Spellbound for pointing this out. Also, I improved the...
  15. Zwiebelchen

    Bresenham Pathchecker

    I was sick of not having a robust IsPathWalkable function that actually checks on a cell-by-cell basis, so I wrote my own based on the Bresenham algorithm of pixel graphics, which is a bit faster than one that uses trigonometry and lots of divisions and multiplications. I think this should be...
  16. IcemanBo

    [vJASS] SequenceT

    Code library Sequence /* v1.2 -- 12.11.2017 -- By IcemanBo -- https://www.hiveworkshop.com/threads/sequencet.274244/#post2772894 */ requires /* */ VectorT /* hiveworkshop.com/forums/submissions-414/containers-vector-t-248942/ */ Alloc /* any alloc. */ //...
  17. Bribe

    [Snippet] IPool

    Updated! Script: library IPool requires Table, Alloc /* IPool 3.0.0.0 by Bribe Special thanks to Pyrogasm on wc3c.net for the original Pools resource, and to Rising_Dusk for popularizing it. Quick Intro of IPool: Do you want a random integer from a multiple-choice list instead of a number...
  18. Kazeon

    [vJASS] [Snippet] RapidSound

    Code library RapidSound requires optional TimerUtils globals // Actually, just leave this value private constant real MIN_DELAY_FACTOR = 4.0 endglobals /* v1.6 Description ¯¯¯¯¯¯¯¯¯¯¯ Allows you to play sounds rapidly and flawlessly...
  19. Kazeon

    [vJASS] [Snippet] LockBone

    Code library LockBone uses optional TimerUtils, optional Table, optional MissileRecycler /* v1.6 */ globals // If only you don't use MissileRecycler private constant integer DUMMY_ID = 'dumi' endglobals /* Description ¯¯¯¯¯¯¯¯¯¯¯...
  20. B

    [vJASS] TextSplat2

    You may be aware of TextSplat. It's a great alternative to texttag handles. As THW user there were a few things I disliked in TextSplat: Does not work with Bribes Table Suspended/permanent TextSplats keep the periodic timer running. I worked myself into TextSplat and changed the code, so it...
  21. Magtheridon96

    [System] SoundTools

    This system allows you to play a sound immediately after creating it (Which is impossible inside Warcraft III) Basically, all what it does is start a timer and play the sound. It also recycles these sounds to decrease the amount of RAM used up. /***********************************************...
  22. B

    [vJASS] Missile

    Missile A library made to handle, optimize and ease projectile creation in your map. Core - Missile snippetTutorial - How to use MissileMiscellaneous library Missile Requirements Optional requirements Creators and destructors Module MissileStruct Static method...
  23. B

    [vJASS] ImageTools

    ImageTools For you image needs About Images in Warcraft III There is an excellent documentation about the image handle on wc3.net. Main issues when it come to images: 1. An invalid filepath crashes the game. 2. An invalid imagetype ( index ) crashes the game. 3. Using native...
  24. N

    [System] GetCamOffset

    GetCamOffset(x,y) is the only function to access from outside the library. It returns the camera z offset on a given terrain position, useful for placing the camera correctly for 3rd person cams and so on... however, does not work for destructables with an overfly-z-size, nor for water for...
  25. B

    [vJASS] CameraEQNoise

    CameraEQNoise Create timed camera shake for a player. library CameraEQNoise You will need TimerUtils or a backwards compatible version of it, to use CameraEQNoise. Be aware the the API is not safe in local traffic blocks, therefore avoid using GetLocalPlayer() in combination with...
  26. vuongkkk

    [System] VTexttag

    This is a small system that helps to render a texttag following timeline (using algorithm) Code: Now all in one // ============================================== library DTT /* DynamicTextTag ver 2.3 - vuongkkk */ /* ============================================== * * - What is it...
  27. Bannar

    [Containers] List<T>

    Implementation of double-linked list. Yeah, there were ton of lists already, yet this time its almost complete implementation of list from c++ containers std. Bigger brother of ForwardList<T>. Adds lot of additional functionality when working with lists. Allows to sort list using top-down merge...
  28. L

    [System] Matrices

    Matrix operations are a very basic concept in Mathematics and many problems can be solved easy and elegant with them. Unfortunatly Warcraft 3 does not provide any of them, so this system aims to close this gap and provide various methods to deal with matrices. Enclosed is the system code...
  29. Kazeon

    [Snippet] IsUnitCorpse

    library IsUnitCorpse initializer onInit /* Simple library used to check whether a unit has become a corpse or not. How to use: - You must have a dummy caster at your OE - Copy this trigger into your map - Save your map, then re-open it...
  30. PurgeandFire

    [System] Track

    Track Yes, another remake of an old system. :jd: Although, I believe this one is a bit warranted. It is basically Trackable2 but improved to be more efficient in terms of handles (only creates for active players) and to allow for mass-generation without freezing. (because Trackable2 would...
  31. watermelon_1234

    [Snippet] Dummy Reuser

    This snippet is intended to allow different unit-type dummy units to be recycled. The documentation is inside the code. A test-map is also attached with a simple spell showing the recycling in action. //==========================================================================================...
  32. MoCo

    [vJASS] [Snippet] Field of View (IsUnitInSight + IsUnitBehind)

    Hey everyone, this is a small library that provides 2 functions, one for detecting if a unit is within the field of view of another unit, and one for detecting if a unit is behind another unit (using a specified angle). For example, these functions can be used for stealth gameplay involving...
  33. IcemanBo

    [vJASS] [Snippet] GetUnitScale

    Description is in code. Code library GetUnitScale /* v1.3 Provides functionality to get a unit's current and default scale. The system expects the default scale value to be exactly 1.00. If you modified the value in the object editor for a specific unit, you have to...
  34. Bannar

    [Snippet] Real2D

    Interpretation of real point with helper classes. Real2D is a parent struct to Point and Size structs, and is similar to a Pair object of two reals with ctor, dctor and set2 members to manage its instances. Both Point Coord and Size are a useful data structures for graphics operations. Point...
  35. Bannar

    [Snippet] HexString

    Nothing special, small snippet written as kind of supplement to Ascii. Function HS2I may seem pointless since hex values e.g. 0x2000 are automaticaly converted to decimal integral value. Currently exists for the sake of completeness. Credits to TheDamien for his hash formula designed for...
  36. Magtheridon96

    [Snippet] RawCodeIndexer

    This snippet just makes my life easier. I won't have to keep saving data into hashtables, I can simply use arrays and store data based on some index below 8190. It may seem stupid to you, but it makes things seem a bit more readable for me. /******************************************* * *...
  37. TheWrecker

    The Filtering System

    The main purpose of making the Filtering System was to shorten those long many-line condition blocks to only one “if” statement so people don’t have to waste their time writing same thing over and over again. Advocacy/descriptive post (by Magtheridon96): The Filtering System This is usable by...
  38. Cokemonkey11

    [System] DummyUnitStack

    DummyUnitStack Preface This system is designed to accommodate spell designers who want to use spam-loads of effects, are trying to use dummy casters but static global ones aren't behaving properly, and anything else you can think of for having pre-loaded dummy units on the fly. Design...
  39. Malhorne

    [Snippet] Complex Numbers

    If it can be used by someone I share it : library Complex/* ************************************************************************************ * Description * ------------------------- * * This is a library that allows you to use complex number to do some gemotry *...
  40. TriggerHappy

    [Snippet] TimedHandles

    Use this to destroy a handle after X amount of seconds. TimerUtils is optional. library TimedHandles uses optional TimerUtils /************************************************************** * * v1.0.5 by TriggerHappy * ---------------------- * * Use this to destroy a handle after X...
  41. Anachron

    [Snippet] Stack

    This is my Stack library, full of features. For the purpose of this library, requirements, changelog, api and more check the script header! As always, I am happy about any feedback I get. //...
  42. Doomlord

    [Snippet] DelayedDummyRecycler

    Extension for Nestharus' Dummy that addresses quite a few annoying issues. Thanks to Geries and BPower for their help in improving this snippet. library DelayedDummyRecycler /* v1.0.0.7 ************************************************************************************* * * Delay dummy...
  43. edo494

    [Snippet] GetLastCastAbility

    Hope this will be more useful then my first submission library GetLastCastAbility uses Table, RegisterPlayerUnitEvent, UnitIndexer /* by edo494 version 1.8d * *============================================================================ * * Requires: * * Table by Bribe -...
  44. Cokemonkey11

    [System] StructuredDD (Structured Damage Detection)

    [System] StructuredDD StructuredDD Preface: StructuredDD is a damage detection system which enables users to register a pseudo-generic "unit damaged" event. Many systems exist to accomplish the same result, but the intended design paradigms represented by StructuredDD make it unique...
  45. mckill2009

    [Snippet] Damage Calculator

    /* =====DamageCalculator v1.1 =====By Mckill2009 I don't know if this site has this snippet already but I'm posting it anyway to get feedbacks, basically this is a small code that can get the random damage from a certain unit based on what is written in the object editor. Take note...
  46. Magtheridon96

    [Snippet] MessageQueue

    This will 'merge' DisplayTimedTextToPlayer calls in the same trigger-function-call-stack. DisplayTimedTextToPlayer is, after all, a heavy function call. /********************************** * * MessageQueue * v1.0.0.0 * By Magtheridon96 * * - Enqueues messages to display with *...
  47. Cokemonkey11

    [System] Knockback3D

    Knockback3D Preface Jumps, Knockbacks, and throws are a common jass implementation because there are many design objectives desired for their behavior. No system does everything, and this is no different, but I do hope its features are useful to you. Limitations There are a few important...
  48. Cokemonkey11

    [Snippet] TemporaryHeroAttribute

    TemporaryHeroAttribute Preface: I don't know if any system exists which does this, but if there is a public one, I doubt it's this simple/efficient. I've created this to aid the creation of a spell which I'm helping create for a fellow hive user. If anyone has a request/bug report, I'd be...
  49. Zwiebelchen

    [System] TabReader (Music Interpreter)

    What is this? Basicly, it's a guitar tab interpreter system for Warcraft III, allowing to import very few highly compressed sounds and generate music with them, kind of like a MIDI interpreter software. It was designed to be used in combination with Guitar Pro, but is also compatible to any...
  50. D.O.G.

    [Snippet] Press Spacebar Event

    [System] Press Spacebar and Backspaces Events Following system allows to call functions when spacebar or backspace is pressed. Made by me (D.O.G.). Please, give credits if used. Map with working example attached to the post. Few issues: System work in single player only! Requires dummy unit...
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