- Joined
- Apr 3, 2010
- Messages
- 1,889
Just remove any line with variables that you will use.
These are just some variables that I found that are initiated by default that can be destroyed.
These are generally safe to destroy, but I don't think you should bother with these unless you really care to remove these things in your map.
I just made this snippet to help myself understand what can be manipulated safely that blizzard initiated on maps by default.
Includes:
These are just some variables that I found that are initiated by default that can be destroyed.
These are generally safe to destroy, but I don't think you should bother with these unless you really care to remove these things in your map.
I just made this snippet to help myself understand what can be manipulated safely that blizzard initiated on maps by default.
Includes:
- Killing Quest sounds
- Killing the rescue sound
- Removing the cycle of the day and night sound cycles
- Remove marketplace remove item and replenish functionality (I presume)
JASS:
library DeleteUselessWEData initializer init
private function init takes nothing returns nothing
//Kill Quest sounds
call KillSoundWhenDone(bj_questCompletedSound)
call KillSoundWhenDone(bj_questDiscoveredSound)
call KillSoundWhenDone(bj_questUpdatedSound)
call KillSoundWhenDone(bj_questFailedSound)
call KillSoundWhenDone(bj_questHintSound)
call KillSoundWhenDone(bj_questItemAcquiredSound)
call KillSoundWhenDone(bj_questSecretSound)
call KillSoundWhenDone(bj_questCompletedSound)
call KillSoundWhenDone(bj_questWarningSound)
//Other
call KillSoundWhenDone(bj_rescueSound)
//To stop cycles of sounds
call DestroyTrigger(bj_dncSoundsDawn)
call DestroyTrigger(bj_dncSoundsDusk)
call DestroyTrigger(bj_dncSoundsDay)
call DestroyTrigger(bj_dncSoundsNight)
//For Neutral Passive Marketplaces (I presume)
//Stops replenish items
call DestroyTimer(bj_stockUpdateTimer)
//Stops items from being removed when bought
call DestroyTrigger(bj_stockItemPurchased)
endfunction
endlibrary
JASS:
library DeleteUselessWEData initializer init
private function Delete_bj_FORCE_PLAYER takes nothing returns nothing
local integer i = 0
loop
call DestroyForce(bj_FORCE_PLAYER[i])
exitwhen i == 15
set i = i + 1
endloop
endfunction
private function init takes nothing returns nothing
set filterIssueHauntOrderAtLocBJ = null
set filterEnumDestructablesInCircleBJ = null
set filterGetUnitsInRectOfPlayer = null
set filterGetUnitsOfTypeIdAll = null
set filterGetUnitsOfPlayerAndTypeId = null
set filterMeleeTrainedUnitIsHeroBJ = null
set filterLivingPlayerUnitsOfTypeId = null
set bj_cineModePriorSpeed = null
call KillSoundWhenDone(bj_questCompletedSound)
call KillSoundWhenDone(bj_questDiscoveredSound)
call KillSoundWhenDone(bj_questFailedSound)
call KillSoundWhenDone(bj_questHintSound)
call KillSoundWhenDone(bj_questItemAcquiredSound)
call KillSoundWhenDone(bj_questSecretSound)
call KillSoundWhenDone(bj_questCompletedSound)
call KillSoundWhenDone(bj_questWarningSound)
call KillSoundWhenDone(bj_rescueSound)
call RemoveRect(bj_mapInitialPlayableArea)
call RemoveRect(bj_mapInitialCameraBounds)
call DestroyForce(bj_FORCE_ALL_PLAYERS)
call DestroyTimer(bj_stockUpdateTimer)
call DestroyTimer(bj_gameStartedTimer)
call DestroyTrigger(bj_delayedSuspendDecayTrig)
call DestroyTrigger(bj_queuedExecTimeout)
call DestroyTrigger(bj_dncSoundsDawn)
call DestroyTrigger(bj_dncSoundsDusk)
call DestroyTrigger(bj_dncSoundsDay)
call DestroyTrigger(bj_dncSoundsNight)
call DestroyTrigger(bj_stockItemPurchased)
call Delete_bj_FORCE_PLAYER()
endfunction
endlibrary
Last edited: