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  1. 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...
  2. 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...
  3. Aniki

    [vJASS] Bitops

    Bitops is a fork of the Binary library by d07.RiV. The Binary library implemented the functions NOT, SHL, SHR, AND, OR, XOR for integers wihch did not have their signed bit set. This library implements the functions as if their arguments are unsigned 32-bit integers (Jass2 has only signed...
  4. Flux

    [vJASS] [System] Polygon

    This resource allows you to create a Polygon. A Polygon has all the functionality (and more) a rect has; it can detect when a unit enters/leaves the Polygon.. It can enumerate/pick all items, destructables, units inside the Polygon (with filter option). It can instantly change position just like...
  5. 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...
  6. 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...
  7. 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...
  8. 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...
  9. TriggerHappy

    [vJASS] SyncInteger

    Recommended: Sync Library Demo Map: Codeless Save and Load (Multiplayer) Core System library SyncInteger uses optional UnitDex /*or any unit indexer*/, optional GroupUtils, optional xebasic, optional PlayerUtils /*************************************************************** * * v1.2.1, by...
  10. 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...
  11. 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...
  12. 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...
  13. Bannar

    [Snippet] Weather

    Struct family I've made some time ago. It was first made in GUI via request few years ago. This might be usefull for users working with weathereffects. Provides nicely coupled api to ease creation and management of weathereffects. You can not define 2 instances of WeatherEffect given rect r if...
  14. 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...
  15. muzzel

    [System] BuffHandler

    System BuffHandler requires: AIDS TimerUtils library BuffHandler requires AIDS, TimerUtils //******************************************* //* .___. //* / \ //* | O _ O | //* / \_/ \ //* .' / \ `. //* / _| |_ \ //* (_/ | | \_) //* \...
  16. 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...
  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. L

    [Snippet] Debug

    library DebugToolkit /*! by LuizBills | v1.1.0 */ globals private constant real MSG_DURATION = 60 // seconds private constant string COLOR_LOG = "FFFFFF" private constant string COLOR_WARN = "FF851B" private constant string COLOR_ERROR =...
  19. Nestharus

    Resources That Have Yet To Be Coded

    If you find yourself at a loss for what to code or want to contribute to the community, then try your hand at coding one of these highly useful resources that has yet to be coded. Furthermore, there are plenty of current libraries that deserve updates (not listed). Designs and specifications...
  20. 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 *...
  21. 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...
  22. D.O.G.

    [Snippet] ZLibrary

    Functions require 1 custom destructable. Object Merger script for generating destructable is inside code, demo map is attached to the post. library ZLibrary //// by D.O.G. version 2.6 //// /////////////////////////////////////////////// /////////////////// A P I ///////////////////...
  23. 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...
  24. 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...
  25. IcemanBo

    [vJASS] [Snippet] TileDefinition

    Info A specific terrain tile is defined by it's terrain type, but also through coordinates. While there exists a native GetTerrainType(), there is no native to get the geographical data of it. TileDefinition can give these geographical information about the location of a terrain tile. It can...
  26. 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...
  27. edo494

    [System] ChatCommand

    Finally something useful from me library ChatCommand uses StringIterator /* Made by: edo494 Version: 1.2 Requires: StringIterator - http://www.hiveworkshop.com/forums/jass-resources-412/snippet-stringiterator-246143/ This Library provides very easy way to...
  28. Bannar

    [Snippet] GetClosestWidget

    Old. Special thanks to Bribe, baassee and Troll-Brain. Rewritten. Modularity, configurability and efficiency - sums up the update. Note: treeOnly parameter (destructable module) cease to exist, reasoning: there is a filter argument already, thus if you want to seach for trees-only do it there...
  29. Bannar

    [Snippet] Bitwise

    Moved here from Byte Not to not spam Mag's thread, plus it's probably more convivient for you to have snippet at the top instead of looking through the thread. Here I provide merged library which contains all miscellanous "byte" snippets. Though, each of bitwese operator could be implement...
  30. edo494

    [Snippet] StringIterator

    pretty simple, wrote in under hour, but I wanted to share this piece for anyone that does something like I did with chat modes and dont want to write 100 additional lines of code library StringIterator /* Made by: edo494 Version: 1.0 Description...
  31. TriggerHappy

    [Snippet] PreventSave

    PreventSave - Disable Game Saving library PreventSave initializer onInit /*************************************************************** * * v1.0.1 by TriggerHappy * ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ * This library allows you to enable or disable...
  32. 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...
  33. PurgeandFire

    [Snippet] Dialog Wrapper

    This is a wrapper to ease the creation of dialogs. It does not offer bonus functionality, but it will ease the process of creating dialogs by giving you a clear API with nice documentation. That is the only goal of this snippet. I realized shortly after I made this that The_Witcher already...
  34. iAyanami

    [System] Stun

    library StunSystem uses Table //******************************************************************************** // Stun - Version 1.2.0.0 - By iAyanami aka Ayanami //******************************************************************************** // // Stun: // - An...
  35. edo494

    [Snippet] GetUnitCount

    library GetUnitCount uses UnitIndexer/* by edo494 v1.2 requires - UnitIndexer: http://www.hiveworkshop.com/forums/jass-resources-412/system-unit-indexer-172090/ API: function GetUnitCount takes nothing returns integer - returns current number of...
  36. Zwiebelchen

    [System] DestructableHider

    library DestructableHider initializer init /* by Zwiebelchen v1.3 Destructables create an enormous amount of overhead on warcraft III maps, almost the same as units, especially walkable destructables. Thus, a large amount of destructables...
  37. 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...
  38. 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...
  39. Almia

    [Snippet] SkillBuild

    library SkillBuild /* v1.3 ************************************************************************************* * * AI System Member * * Allows AIs to automatically learn abilites * ************************************************************************************* * * */ uses /* * *...
  40. Bannar

    [Snippet] ConstructEvent

    Provides functionality of generic CONSTRUCT events, replacing them in functionality. An addition event: INTERRUPTED is also defined. Allows to retrieve unit which actually started construction of given structure. Catches: - orc/ne/special by checking workers position - hum and ud by measuring...
  41. Cokemonkey11

    [System] Shield

    Shield Preface Have you ever noticed that League of Legends contains many shield-based abilities? And DotA has very few? This isn't a coincidence. JASS simply doesn't contain an API for shields. There's no easy way to "shield a unit for up to 50 damage for up to 10 seconds" without long...
  42. Cokemonkey11

    [System] DamageType (StructuredDD Extension)

    DamageType Preface: DamageType is a resource which extends the functionality of StructuredDD, a damage detection engine. DamageType allows the client to detect whether the damage a unit receives is: An attack A spell From code The advantage of this system is that it is incredibly user...
  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. mckill2009

    IsUnitEngageable

    This s a simple one function that undetects un-engageable(non-attackable) units... It's main purpose is for AI making...e.g. if an AI searches an enemy target, it will filter out non-attackable units, thus not wasting time to lock to the unit that cannot be attacked... Used by my AI systems...
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