Search results

  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. 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...
  3. 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...
  4. Aniki

    [vJASS] BJObjectId

    BJObjectId - makes working with the default WE object-id(s) easier The "default WE object-id(s)" are those automatically assigned to objects after creation in the editor, i.e: e000, A001, I002, etc. You've probably seen/written stuff like this: globals integer array my_items integer...
  5. TriggerHappy

    [vJASS] PlayerUtils

    System Code library PlayerUtils /************************************************************** * * v1.2.9 by TriggerHappy * * This library provides a struct which caches data about players * as well as provides functionality for manipulating player colors. * * Constants *...
  6. 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...
  7. 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...
  8. 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...
  9. 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. */ //...
  10. Zwiebelchen

    Dungeon Generator & Stamp

    After almost two days of non-stop working on this, I finally finished my masterpiece. This baby allows generating complete dungeons and cave designs directly by RNG. For dungeons, it applies a pattern of rooms and connects them with corridors; caves on the other hand are generated by using...
  11. Flux

    [vJASS] Buff System

    //! novjass Buff System v1.30 by Flux Handles all interactions of self-defined Buffs. Features: - Can dispel...
  12. TriggerHappy

    [vJASS] GameStatus (Replay Detection)

    Simple API for detecting if the game is online, offline, or a replay. This library is especially useful for giving the ability to run code specifically in replays. For example, you could display debug messages throughout your game that only display in replays. If someone is having an issue with...
  13. AGD

    [vJASS] [Snippet] Multidimensional Array

    Multidimensional Array v1.2b Description MultidimensionalArray library allows users to have up to 5 dimensional arrays. I didn't go for more than 5 because I don't think its needed anyway and just in case someone might find a need for arrays with 5+ dimensions, they can simply copy-paste a...
  14. TriggerHappy

    [vJASS] Spacebar Detection (Multiplayer)

    Requires: SyncInteger Code: library SpacebarDetect initializer Init requires SyncInteger /*************************************************************** * * v1.0.3 by TriggerHappy * ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ * * Allows detection of when...
  15. 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...
  16. 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...
  17. 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 *...
  18. 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...
  19. 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...
  20. 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/...
  21. 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...
  22. AGD

    [Snippet] Unit Recycler

    UNIT RECYCLER v1.4.1 This system allows you to recycle units. This can be helpful to Hero Defense maps like AoS, Dota, and similar maps which requires periodic spawning/creation of certain units. This is also helpful in other cases as well. See the attached map below for the demo. [Since...
  23. Flux

    [vJASS] Movespeed

    library Movespeed /* Movespeed v1.21 by Flux Applies a stacking movespeed modification to a unit through code. Formula: New Movespeed = (Default Movespeed + Total FlatBonus)*(1 + Total PercentBonus)...
  24. AGD

    [Snippet] BindUnitMovement

    BindUnitMovement v1.1 Importing - Make an new trigger in the trigger editor of your map - Go to the Edit tab and click "Convert to custom script" - Delete the text in that trigger and paste code found below - You're done Script library BindUnitMovement /* v1.1 */requires /*...
  25. 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...
  26. 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...
  27. AGD

    [vJASS] [System] Motion Sensor

    Motion Sensor v1.4.0 Note: As of version v1.4.0, there have been major changes in the API. To maintain backwards compatibility, library MotionSensorBC is available below. Just put it in your map and all will be seamless. Please read the script header for the complete documentation and for...
  28. AGD

    [Snippet] Resource Preloader

    RESOURCE PRELOADER v1.5.0 This snippet allows to preload your map resources. When first time a resource is created in your map, it lags a bit. In order to prevent that, this system preloads them at map initialization. This system simplifies your tasks in preloading with its simple APIs...
  29. 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...
  30. 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...
  31. 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 ¯¯¯¯¯¯¯¯¯¯¯...
  32. 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...
  33. 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...
  34. Adiktuz

    [Snippet] MapBounds

    /* *=================================================================================* * Map Bounds 1.2 * * By Adiktuz...
  35. 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...
  36. 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...
  37. Bannar

    [vJASS] [Snippet] InventoryEvent

    A system to catch a unit's inventory events. I've been using successfully for quite some time now. /***************************************************************************** * * InventoryEvent v1.0.1.8 * by Bannar * * For intuitive inventory event handling. *...
  38. 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...
  39. Flux

    [vJASS] GetUnitIdRace

    library GetUnitIdRace /****************************************************************** GetUnitIdRace v1.00 by Flux Allows you to get the race of a unit based on the rawcode...
  40. 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...
  41. 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...
  42. PurgeandFire

    [System] Combat State

    Combat State A quick, awesome library I made to register when a unit "enters combat" or "leaves combat". The idea has been around for a while, but I haven't seen any libraries/systems for it except for this one: http://www.thehelper.net/forums/showthread.php/91529-In-Combat-Status Which uses...
  43. B

    [Snippet] IsDestructableTree

    Easily distinguish between trees and other types of destructables. For best optimization make sure the harvester unit doesn't get indexed by your unit indexing system ( in case you use one in your map ) library IsDestructableTree uses optional UnitIndexer /* v1.3.1...
  44. 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...
  45. 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 ///////////////////...
  46. 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...
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