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  1. MyPad

    [vJASS] [Snippet] Mouse Utility

    This is a snippet that makes mouse coordinate detection easier for the user. It allows the user to determine the mouse's map coordinates in runtime without having to ever depend on events that the user would usually have to listen to. This also has the added bonus of returning an individual...
  2. 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...
  3. TriggerHappy

    [vJASS] Sync (Game Cache)

    Documentation Uses: SyncInteger (Required) PlayerUtils (Optional) Demo Map: Codeless Save and Load (Multiplayer) Core System library Sync requires SyncInteger, optional PlayerUtils /*************************************************************** * * v1.3.0, by TriggerHappy *...
  4. 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...
  5. 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 ///////////////////...
  6. 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...
  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. 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...
  9. 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...
  10. 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 ¯¯¯¯¯¯¯¯¯¯¯...
  11. 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...
  12. 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...
  13. 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...
  14. 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...
  15. 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...
  16. 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...
  17. 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...
  18. Bannar

    [Snippet] String

    Jass implementation of string library from c++ accommodated for jass environment. /***************************************************************************** * * String v2.3.0.6 * by Bannar aka Spinnaker * * Jass version of string library. *...
  19. 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...
  20. 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...
  21. Cokemonkey11

    [System] Guardian (StructuredDD Extension)

    Guardian Preface: Guardian is an extremely simple system which prevents a unit from taking lethal damage. If a unit is logged in the system, it will propagate a chain of callback effects assigned by the user. This system is made purely for preventing units from dying, and exists as a separate...
  22. Kazeon

    [Snippet] GradientText

    Description A simple library used to add degradated color effect to any inputted message. Requirements - HexString by Spinnaker - JNGP Code library GradientText /* v3.2 */ requires HexString /********************************************************************************************...
  23. 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...
  24. 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...
  25. 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...
  26. 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...
  27. TriggerHappy

    [Snippet] AutoFly

    I thought Azlier had posted his script here, but I guess not (I know Nestharus had a version at one point). This basically removes the overhead of adding crow form to units before applying a custom fly-height. Requires UnitDex. library AutoFly initializer onInit requires UnitDex...
  28. 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...
  29. 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...
  30. azlier

    [System] Rectwraps

    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~ Rectwraps ~~ By Azlier ~~ Documentation ripped off from Jesus4Lyf ~~ //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // What is Rectwraps? // - Rectwraps are essentially...
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