GrapesOfWath
Sound Reviewer
- Joined
- Mar 31, 2012
- Messages
- 210
(MOST RECENT FILES HERE)
Hey guys, attached, I have files that you can use locally to make your GUI triggering experience better.How to use:
As these are modified game files, you need to enable "local files" to use them. Follow this tutorial to do so. After that, drop these files in your install directory, under the folder path:
Code:
_retail_/UI
_retail_/replaceabletextures/worldeditui (for the icons)
What does it do?
Triggerdata.txt is the main ingredient here, this file has been organized so that 99.999% of all actions are grouped together by category. This file also adds functions to GUI, including, but not limited to: memory cleanup functions (remove location/region, destroy group/force), enable user control, change minimap image, item pool manipulation (including item pool variables), order queue natives, getlocalplayer (for conditions), etc. etc.I have also added (LEAKS) to the end of a lot of functions that cause leaks
I do plan to organize more stuff and add more functions later, but I figured I'd share this now, as it is very useful to us GUI users.
IMPORTANT:
If you have other people that you send your map to to work on, they must have these files as well if you use any of the new functions added, otherwise they will be replaced with Error lines on load. These files do not cause any issues with online play, and maps created with the assistance of these files can be played by people that do not have them.To use the GetUnitGoldCost, GetUnitWoodCost, UnitAlive, and GetUnitBuildTime functions, this code must be present in your map header
JASS:
native GetUnitGoldCost takes integer unitid returns integer
native GetUnitWoodCost takes integer unitid returns integer
native UnitAlive takes unit id returns boolean
native GetUnitBuildTime takes integer unitid returns integer
Lua:
//! endusercode
native GetUnitGoldCost takes integer unitid returns integer
native GetUnitWoodCost takes integer unitid returns integer
native UnitAlive takes unit id returns boolean
native GetUnitBuildTime takes integer unitid returns integer
//! beginusercode
- Tauren, Dead, and Giant types for IsUnitType comparisons
- RemoveLocation, RemoveRect, DestroyGroup, DestroyForce
- SetUnitAnimationByIndex
- EnableUserUI
- BlzChangeMinimapTerrainTex (sets minimap image)
- DisplayTextToPlayer (for displaying text to 1 player without having to worry about player group leaks)
- Itempool and Unitpool manipulation (GUI Itempool/Unitpool variables, Destroy Itempool/Unitpool, Add Item/Unit Type to pool, Remove Item/Unit Type from pool, Place Random Item/Unit)
- CreateUnitAtLoc (creates 1 unit at a location, doesn't set bj_lastCreatedUnit though)
- Order queue natives (except for the "instant" ones because I have no idea what those are for)
- GetUnitGoldCost and GetUnitWoodCost (although these do still need to be defined in your map header if you're using jass)
- BlzGroupUnitAt (gets unit from group at specified index)
- GetTriggerDestructible
- GetLocalPlayer
- All frame natives
- BlzDecPlayerTechResearched
- AddPlayerTechResearched
- BlzDisplayChatMessage
- BlzEnableCursor
- BlzGetUnitAbilityByIndex
- BlzGetAbilityId
- BlzGetAnimName
- BlzGetPlayerTownHallCount
- BlzGetSpecialEffectScale
- Cheat
- ConvertPlayerColor
- CripplePlayer
- DisplayLoadDialog
- EnableUserControl
- FirstOfGroup
- GetPlayerTypedUnitCount
- GetUnitX
- GetUnitY
- IsUnitLoaded
- IssueTargetOrderById
- IssuePointOrderByIdLoc
- IssueImmediateOrderById
- BlzPauseUnitEx
- GetLocationZ
- SetUnitX, SetUnitY
- UnitAlive
- GetUnitBuildTime
- GetTriggerWidget
Attachments
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