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Producer Update: Natives List

Discussion in 'Patch & Reforged Discussion' started by Kam, Dec 7, 2017.

  1. MyPad

    MyPad

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    This might not be implemented in the near future due to its' (I presume it to be very difficult) difficulty, but could the files with an .ai extension receive the full benefits of the common.j natives? On board with this, could an ai generate an unlimited amount of attack captains at runtime (with recycling, of course)?

     
  2. Volchachka

    Volchachka

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    MyPad, You're can is describe about this in details? I'm just curious. Well I didn't understand a little.
     
  3. Kam

    Kam

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    Would someone mind culling through this thread and creating an updated feature list?
     
  4. Kyrbi0

    Kyrbi0

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    Here ya go:

    Updated Feature List
    - New neutral Tavern Hero


    Huh, that's a lot shorter than I thought. Weird.

    :D
     
  5. MyPad

    MyPad

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    LOL (Quite a hilarious juncture :p, but it is an Updated Feature List)

    @Kam

    Here are some of the updated natives list (No longer WIP, based on previous 4 pages)
    Code (vJASS):

    /*

        //NEW FEATURES
     
            LIBRARIES & SCOPES
            http://www.wc3c.net/vexorian/jasshelpermanual.html#lib
     
            GLOBALS BLOCK
            The ability to declare global variable directly in code. This tremendously facilitates installation of new system without the need for a separate 'variable creator' trigger.
            http://www.wc3c.net/vexorian/jasshelpermanual.html#gdf

            STRUCTS
            http://www.wc3c.net/vexorian/jasshelpermanual.html#stru
     
            2D ARRAYS
            http://www.wc3c.net/vexorian/jasshelpermanual.html#twodarray


        //NEW NATIVES

            Dynamically Change Fields At Runtime: the following is just a list of commonly requested
            properties that map-makers would enjoy having access to via triggers:
            - Get and set a unit’s ability/item cooldown time
            - Get and set attack damage, armor, attack range, attack speed, attack index, backswing, etc.
            - Get and set object editor fields at runtime, e.g. a unit’s model, a unit’s attack missile, set tooltips
            for units/abilities/items, set icons, etc.
            - Set a unit’s facing, pitch, and roll instantly (setting a unit’s facing currently has turn-speed delay)
            - Better control over a unit’s portrait
            - Set a unit’s maximum hit points and mana points++
            - Get a unit’s damage type
            - ‘Attack released event’ - an event that fires when an attack is released i.e. released projectile

            Some example are provided below, but in order of importance, 'getters' come before 'setters'. (eg: GetUnitGoldCost() is more important that SetUnitGoldCost(),
            though having both would be tremendously helpful in a lot of circumstances)

    */


    //Fixes
    native EnableOcclusion takes boolean flag returns nothing                                    //Possibly in reference to occlusion being broken in general? Details lacking.
    native TriggerRegisterUnitStateEvent takes trigger whichTrigger, unit whichUnit, unitstate whichState, limitop opcode, real limitval returns event
                                                                                                 //EQUAL is broken? Details lacking.
    native AddUnitToStock takes unit whichUnit, integer unitId, integer currentStock, integer stockMax returns nothing

    native UnitRemoveBuffs takes unit whichUnit, boolean positive returns nothing
        // Will trigger the unitevents and playerunitevents ....
        // Not really needs fix, but will trigger the appropriate events.

    native UnitRemoveBuffsEx takes unit whichUnit, boolean positive, boolean extraFlags ... returns nothing
        // Will trigger the unitevents and playerunitevents ....
        // Not really needs fix, but will trigger the appropriate events.

    native UnitRemoveAbility takes unit u, integer abilId returns boolean
        // Can be made so that when the abilId is a buff, the native will instead call DestroyBuff(GetUnitBuff(u, abilId))

    //The main tooltip of the added unit will always ignore color tags so the text will always appear to be white. Color tags should be parsed the same as all unit tooltips.
    /*
        With each of call of this function, the minimap is modified in a bugged way :
        The positions of units and the fog of war are modified to fit to the new camera bound but not the terrain, nor the destructables.
        The minimap is compressed (vertically) according to the current camera's rotation. With a rotation of 90°, there is no compression. With a rotation of 227.40, the minimap is fully compressed. Between 227.5 and 312.6, the game crashes.
        Moreover, the camera bounds will also be adjusted according to the rotation of the current camera. The camera bounds created will be a rectangle going trough the 4 points given and whose sides will be parallel to the camera.
    */

    native SetCameraBounds takes real x1, real y1, real x2, real y2, real x3, real y3, real x4, real y4 returns nothing

    /*
        Destroy all bound triggeraction objects.
        Currently it only destroys all bound events, triggercondition and the trigger itself leaving all triggeraction objects to leak unless explicitly destroyed before.
        Also destroy all currently scheduled trigger threads from that trigger.
        Currently destroying a trigger with scheduled trigger threads can cause handle stack corruption which has a high chance to cause Warcraft III to crash.
    */

    native DestroyTrigger takes trigger whichTrigger returns nothing

    function SmartCameraPanBJ takes player whichPlayer,location loc,real duration returns nothing
                                                                                                 //This BJ function is currently not net safe. Details explained: https://www.hiveworkshop.com/threads/fixing-smartcamerapanbj-desync.243334/

    constant native GetEventDamage takes nothing returns real                                    //Return the amount of life damage taken through an imperfect mana shield. Currently returns 0 or negative only even if the unit takes life damage through the shield.

    //Change suggestions
    native DisplayTimedTextToPlayer takes player toPlayer, real x, real y, real duration, string message returns nothing
                                                                                                 //Change it so that displaying text to a player with unique x and y does not move any other messages.

    //NEW TYPES
    type file extends handle
    type fileoption extends file
    type filedatatype extends file
    type proxy extends unit

    //REWORKED TYPES
    type ability extends handle
    type buff extends handle

    //NEW CONSTANTS

    constant abilitystate ABILITY_STATE_SILENCE                  // The state which determines the silence counter
    constant abilitystate ABILITY_STATE_HIDDEN                   // The state which determines the hide icon counter
    constant abilitystate ABILITY_STATE_PERMANENT                // The state which determines the permanent counter
                                                                 // Can be useful in making the permanent abilities temporary and stuff...
    constant abilitystate ABILITY_STATE_DISABLED                 // The sum of the silence and hide icon counters.
    constant abilitystate ABILITY_STATE_CHARGED                  // The charge counter of an ability. Can be seen in the Sentinel spell (Scout with trees).

    constant destructableevent DESTRUCTIBLE_DEATH                //Triggers when a destructible dies. I put this here to standardise the way destructible events work.
    constant destructableevent DESTRUCTIBLE_COMBAT               //Triggers when a destructible takes damage from a combat source. Ignores tree-harvesting.
    constant destructableevent DESTRUCTIBLE_HARVESTED            //Triggers when a destructible takes damage from a tree-harvest ability. Ignores combat damage.

        //  Either one of these events should run before DESTRUCTIBLE_DAMAGED, for differentiation purposes in DESTRUCTIBLE_DAMAGED

    constant destructableevent DESTRUCTIBLE_DAMAGED              //Triggers when a destructible takes any damage at all.

    constant minimapevent PING                                   //Trigger on a minimap ping
    constant minimapevent MINIMAP_BUTTON_PRESSED                 //Triggers when one of the associated minimap buttons have been pressed.

    constant mouseevent MOUSE_CLICK                              //Triggers on any mouse click. Conditions determine what mouse button that was (eg left click, right click, side clicks (aka mouse 4, mouse 5), etc)
    constant mouseevent MOUSE_RELEASE                            //Triggers when a mouse click is released. Again conditions determine what button was released.
    constant mouseevent MOUSE_MOVE                               //Triggers when the mouse begins to move.
    constant mouseevent MOUSE_WHEEL_ANY                          //Triggers when the mouse wheel scrolls up or down
    constant mouseevent MOUSE_WHEEL_UP                           //Triggers when the mouse wheel scrolls up
    constant mouseevent MOUSE_WHEEL_DOWN                         //Triggers when the mouse wheel scrolls down

    constant unitstate UNIT_STATE_LIFE_REGEN                     //Unit current life regeneration. Compatible with GetUnitState and SetUnitState.
    constant unitstate UNIT_STATE_MANA_REGEN                     //Unit current mana regeneration. Compatible with GetUnitState and SetUnitState.

    constant unitevent EVENT_UNIT_DAMAGE_POINT                   //Same as above, but a unitevent instead.
    constant unitevent EVENT_UNIT_MOVES                          //Fires when a unit moves.
    constant unitevent EVENT_UNIT_IDLES                          //Similarly to how worker icons appear at the bottom-left corner of the screen when idling, this event detects when ANY unit is idling.
    constant unitevent EVENT_UNIT_ENTERS_COMBAT                  //What it says on the tin - this event fires when a unit enters combat. Will be useful for in/out of combat regeneration, for example.
    constant unitevent EVENT_UNIT_EXITS_COMBAT                   //What it says on the tin - this event fires when a unit leaves combat. Will be useful for in/out of combat regeneration, for example.
    constant unitevent EVENT_UNIT_EVADE                          //The event triggers when a unit evades an attack using an evade ability (Evasion, Drunken Brawler, etc).
    constant unitevent EVENT_UNIT_REMOVED                        //The event triggers the instant before the unit is removed from the game. Units get removed from the game by a variety of sources such as triggers, decaying or merging.
    constant unitevent EVENT_UNIT_RESOURCE_RETURN                //The event triggers when a unit returns a resource such as from gathering.
    constant unitevent EVENT_UNIT_RESOURCE_HARVEST               //The event triggers when a unit harvests a resource. This event means the amount the unit is carrying has changed.
    constant unitevent EVENT_UNIT_BUFF_APPLY                     //The event triggers when a buff is applied to a unit. (i.e. The moment it exists on the unit.)
    constant unitevent EVENT_UNIT_BUFF_DISPEL                    //The event triggers when a buff is about to be removed from a unit. (in the next tick).

    constant playerunitevent EVENT_PLAYER_UNIT_BUFF_APPLY
    constant playerunitevent EVENT_PLAYER_UNIT_BUFF_DISPEL

    constant playerevent EVENT_PLAYER_ABILITY_PRESSED            //The event triggers when a player presses an ability button and begins targeting. Requires netsync from the player so is not instant. Most spell event natives like trigger unit and spell ability id work in response to this event.

    // These events would be very useful for most
    constant playerunitevent EVENT_PLAYER_UNIT_DAMAGE_POINT      //This triggers when a unit's attack is released - aka when a melee unit hits its target or a ranged unit launches a missile
    constant playerunitevent EVENT_PLAYER_UNIT_DAMAGED           //Same as EVENT_UNIT_DAMAGED except as a player unit event.
    constant playerunitevent EVENT_PLAYER_UNIT_EVADE             //Same as EVENT_UNIT_EVADE except as a player unit event.
    constant playerunitevent EVENT_PLAYER_UNIT_REMOVED           //Same as EVENT_UNIT_REMOVED except as a player unit event.
    constant playerunitevent EVENT_PLAYER_UNIT_RESOURCE_RETURN   //Same as EVENT_UNIT_RESOURCE_RETURN except as a player unit event.
    constant playerunitevent EVENT_PLAYER_UNIT_RESOURCE_HARVEST  //Same as EVENT_UNIT_RESOURCE_HARVEST except as a player unit event.

    constant movementtype MOVEMENT_TYPE_NONE                     //Used by natives below.
    constant movementtype MOVEMENT_TYPE_FOOT                     //Used by natives below.
    constant movementtype MOVEMENT_TYPE_HORSE                    //Used by natives below.
    constant movementtype MOVEMENT_TYPE_FLY                      //Used by natives below.
    constant movementtype MOVEMENT_TYPE_HOVER                    //Used by natives below.
    constant movementtype MOVEMENT_TYPE_FLOAT                    //Used by natives below.
    constant movementtype MOVEMENT_TYPE_AMPHIBIOUS               //Used by natives below.

    constant armortype ARMOR_TYPE_SMALL                          //Used by natives below.
    constant armortype ARMOR_TYPE_MEDIUM                         //Used by natives below.
    constant armortype ARMOR_TYPE_LARGE                          //Used by natives below.
    constant armortype ARMOR_TYPE_FORTIFIED                      //Used by natives below.
    constant armortype ARMOR_TYPE_NORMAL                         //Used by natives below.
    constant armortype ARMOR_TYPE_HERO                           //Used by natives below.
    constant armortype ARMOR_TYPE_DIVINE                         //Used by natives below.
    constant armortype ARMOR_TYPE_UNARMORED                      //Used by natives below.
    constant armortype ARMOR_TYPE_UNKNOWN                        //Invalid armor type. Has been observed randomly in game, likely as the result of a non fatal memory corruption error to the armor type field.

    constant herostat HERO_STAT_STR                              //Used by natives below.
    constant herostat HERO_STAT_AGI                              //Used by natives below.
    constant herostat HERO_STAT_INT                              //Used by natives below.

    constant mousebutton MOUSE_BUTTON_LEFT                       //Used by natives below.
    constant mousebutton MOUSE_BUTTON_RIGHT                      //Used by natives below.
    constant mousebutton MOUSE_BUTTON_MIDDLE                     //Used by natives below.

    constant catalog CATALOG_UNIT                                //Used by natives below.
    constant catalog CATALOG_ITEM                                //Used by natives below.
    constant catalog CATALOG_ABILITY                             //Used by natives below.
    constant catalog CATALOG_BUFF                                //Used by natives below.
    constant catalog CATALOG_UPGRADE                             //Used by natives below.
    constant catalog CATALOG_DOODAD                              //Used by natives below.
    constant catalog CATALOG_DESTRUCTABLE                        //Used by natives below.

    constant resourcetype RESOURCE_GOLD                          //Used by natives below.
    constant resourcetype RESOURCE_LUMBER                        //Used by natives below.

    // IO types
    constant fileoption FILE_OPTION_READ_ONLY
    constant fileoption FILE_OPTION_WRITE_ONLY
    constant fileoption FILE_OPTION_READ_AND_WRITE
    constant fileoption FILE_OPTION_REWRITE
    constant fileoption FILE_OPTION_APPEND

    constant filedatatype FILE_DATA_STRING
    constant filedatatype FILE_DATA_INTEGER
    constant filedatatype FILE_DATA_BOOLEAN
    constant filedatatype FILE_DATA_REAL

    // Functions and natives
    // Most information for the natives can be implied. However, there is much to
    // elaborate further upon.
    native SynFileOpen takes player wplayer, fileoption fopt, string fpath returns file
    native SynFileClose takes file wfile returns boolean
    native IsFileExist takes file wfile returns boolean
    native SynFileRead takes file wfile, filedatatype wtype returns boolean
    native SynBinFileRead takes file wfile, filedatatype wtype, integer pos returns boolean
    native GetSynFileInteger takes nothing returns integer
    native GetSynFileString takes nothing returns string
    native GetSynFileReal takes nothing returns real
    native GetSynFileBoolean takes nothing returns boolean
    native SynFileWriteInt takes file wfile, filedatatype wtype, integer datawrite returns boolean
    native SynFileWriteBool takes file wfile, filedatatype wtype, boolean datawrite returns boolean
    native SynFileWriteStr takes file wfile, filedatatype wtype, string datawrite returns boolean
    native SynFileWriteReal takes file wfile, filedatatype wtype, real datawrite returns boolean
    native SynBinFileWriteInt takes file wfile, filedatatype wtype, integer pos, integer datawrite returns boolean
    native SynBinFileWriteBool takes file wfile, filedatatype wtype, integer pos, boolean datawrite returns boolean
    native SynBinFileWriteStr takes file wfile, filedatatype wtype, integer pos, string datawrite returns boolean
    native SynBinFileWriteReal takes file wfile, filedatatype wtype, integer pos, real datawrite returns boolean

    //Player natives
    constant function GetOrderingPlayer takes nothing returns player
    // This function should probably work with almost all "playerunitevent" events, and also with
    // the following "unitevents" - This is perhaps redundant since "playerunitevent" has the equivalent
    // for every "unitevent" mentioned above

    //Terrain
    function GetWaterZ takes real x, real y returns real                                //returns the water level (shallow or deep) since currently GetLocationZ() ignores water level.
    function GetCliffZ takes real x, real y returns real                                //related to this https://www.hiveworkshop.com/threads/calculating-a-flying-units-flyheight.270925/

    //Special Effects
    native AddSpecialEffectEffect takes string modelName, effect targetEffect, string attachPointName returns effect
                                                                                                 //Create a special effect attached to another special effect.
    native SetSpecialEffectEffect takes effect fx, effect targetEffect, string attachPointName returns nothing
                                                                                                 //Moves a special effect to the target special effect.
    native SetSpecialEffectX takes effect fx, real x returns nothing                           //Moves a special effect relative to the map x axis.
    native SetSpecialEffectY takes effect fx, real y returns nothing                           //Moves a special effect relative to the map y axis.
    native SetSpecialEffectZ takes effect fx, real z returns nothing                           //Moves a special effect relative to the map z axis.
    function SetSpecialEffectLoc takes effect fx, location where returns nothing                 //Moves a special effect to the location.
    function SetSpecialEffectTarget takes effect fx, widget targetWidget, string attachPointName returns nothing

                                                                                                //Moves a special effect to the target.
    native GetLocalSpecialEffectX takes effect fx returns real                                 //Returns the map relative x coordinate of where the effect is positioned. Not net safe for target effects.
    native GetLocalSpecialEffectY takes effect fx returns real                                 //Returns the map relative y coordinate of where the effect is positioned. Not net safe for target effects.
    native GetLocalSpecialEffectZ takes effect fx returns real                                 //Returns the map relative z coordinate of where the effect is positioned. Not net safe for target effects.

    native SetSpecialEffectScale takes effect fx, real x, real y, real z returns nothing       //Scales a special effect the same way one can scale destructables.
    native SetSpecialEffectRoll takes effect fx, real angle returns nothing                    //Set the roll angle of a special effect.
    native SetSpecialEffectPitch takes effect fx, real angle returns nothing                   //Set the pitch angle of a special effect.
    native SetSpecialEffectFacing takes effect fx, real angle returns nothing                  //Sets the XY facing angle of a special effect.
    native SetSpecialEffectColor takes effect fx, playercolor color returns nothing            //Alters the team color used by a special effect.

    //Unit Functions
    /*
        List of useful unit functions. Some are often requested.
    */
                       
    function GetUnitIconPath takes unit u returns string                                         //Returns the command card icon path of a unit.
    function GetUnitTypeIconPath takes integer unitId returns string                             //Returns the command card icon path of a unit type.
    function SetUnitIconPath takes unit u, string path returns nothing                           //Changes the command card icon path of a unit.

    function GetUnitModelPath takes unit u returns string                                        //Returns the model path of a unit.
    function GetUnitTypeModelPath takes integer unitId returns string                            //Returns the model path of a unit type.
    function SetUnitModelPath takes unit u, string path returns nothing                          //Changes the model path of a unit.

    native SetUnitName takes unit u, string name returns nothing                               //Changes the unit type name of a unit to the specified string.
        //  Needs fix - no behavior defined
    native SetHeroName takes unit u, string name returns nothing                               //Changes the hero name of a hero unit to the specified name. Does nothing to non hero units.
        //  Needs fix - no behavior defined

    function SetUnitLevel takes unit u, integer newLevel returns nothing                         //Set the unit level of a non hero unit to the specified level. Does nothing to heroes.

    function SetUnitMaxSpeed takes unit u, real r returns nothing                                //Does maximum and minimum unit speed even do anything? If so, the ability to modify those would be welcome. Units could be made to accelerate and decelerate like in Sc2.
    function GetUnitMaxSpeed takes unit u, nothing returns real
    function SetUnitMinSpeed takes unit u, real r returns nothing
    function GetUnitMinSpeed takes unit u, nothing returns real

    function GetUnitRangeAttack takes unit whichUnit, integer attackIndex returns real
    function SetUnitRangeAttack takes unit whichUnit, integer attackIndex, real newRange returns nothing

    function GetUnitAttackTime takes unit u, integer index returns real                          //Returns the cooldown time of a particular attack index (0 or 1) of a unit, with attack speed modifiers (eg: Glove of Haste, Cripple) factored in.
    function SetUnitAttackTime takes unit u, integer index, real amount returns nothing          //Set the base cooldown time of a particular attack index of a unit, reapplying all attack speed modifiers as appropiate.
    function ModifyUnitAttackTime takes unit u, integer index, real fraction returns nothing     //Applies fraction attack speed modifier to a particular attack index of a unit, being treated the same as other attack speed modifiers including limits.
    function GetUnitAttackDamageMin takes unit u, integer index returns integer                  //Returns the minimum attack damage of a particular attack index of a unit, with damage modifiers (eg: Command Aura, Claws of Attack +16) factored in.
    function GetUnitAttackDamageMax takes unit u, integer index returns integer                  //Returns the maximum attack damage of a particular attack index of a unit, with damage modifiers factored in.
    function SetUnitAttackDamageMin takes unit u, integer index, integer min returns nothing     //Changes the base minimum attack damage of a particular attack index of a unit to an exact value, reapplying all damage modifiers as appropiate. Will override bonuses from upgrades.
    function SetUnitAttackDamageMax takes unit u, integer index, integer max returns nothing     //Changes the base maximum attack damage of a particular attack index of a unit to an exact value, reapplying all damage modifiers as appropiate. Will override bonuses from upgrades.
    function ModifyUnitAttackDamage takes unit u, integer index, integer amount returns nothing  //Applies damage modifier to a particular attack index of a unit, being treated the same as other damage modifiers.

    function SetUnitMovementType takes unit u, movementtype movementType returns nothing         //Changes the movement type of a unit to the specified movement type.
    native GetUnitMovementType takes unit u returns movementtype                                //Get the movement type of a unit.

    function SetUnitVisionType takes unit u, boolean flying                                      //Changes the vision mechanics of a unit to either be ground (can be occluded by terrain) or flying (absolute).

    function SetItemStock takes unit u, integer itemId, integer stock returns nothing            //Set the stock of an item id in a shop to the specified number. Maximum stock count is respected and if full cooldown progress will be lost.
    function SetItemStockMax takes unit u, integer itemId, integer stock returns nothing         //Set the maximum stock permitted of an item id in a shop to the specified number. Maximum stock count is respected and if below current stock cooldown and stock items will be lost.
    function GetItemStock takes unit u, integer itemId returns integer                           //Get the stock available of an item id in a shop.
    function GetItemStockMax takes unit u, integer itemId returns integer                        //Get the maximum stock permitted of an item id in a shop.

    function GetLocalUnitZ takes unit u returns real                                             //Get the exact map relative z coordinate of the unit origin. This is the visual height of the unit in the game world. Not net safe.
    function GetUnitCollisionSize takes unit returns real                                        //Seturns the collision size of a unit. The returned value factors in collision size limits so might be smaller than in the object editor.
    function SetUnitFacingInstant takes unit u, real facingAngle returns nothing                 //Similar to SetUnitFacing but with angle change being instant with turn rate and orientation interpolation being ignored. Angle is in degrees.
    function SetUnitFacingInstantRad takes unit u, real facingAngle returns nothing              //Same as SetUnitFacingInstant except angle is in radians.
    function SetUnitFacingRad takes unit whichUnit, real facingAngle returns nothing             //Same as SetUnitFacing except angle is in radians.

    function GetUnitAttackCooldownRemaining takes unit u returns real                            //Returns the remaining time in game seconds of the currently occuring attack cooldown. Returns 0.0 if attack is not on cooldown.
    function SetUnitAttackCooldown takes unit u, real duration returns nothing                   //Sets the current attack cooldown time to a different value, potentially overriding/ignoring backswing point. Set to zero to cause the next attack to occur instantly. Can start attack cooldown.

    function GetUnitDamageType takes unit u, integer index returns attacktype
    function SetUnitDamageType takes unit u, integer index, attacktype newDamageType returns nothing

    //function UnitAttackTarget takes unit whichUnit, widget target, real amount, attacktype attackType, damagetype damageType, weapontype weaponType returns boolean
                                                                                                 //Similar to UnitDamageTarget but does so with the source's attack modifiers like Orb Effects, Critical Strike, Bash, Lifesteal, etc.
    function UnitDamageTargetEx takes unit whichUnit, widget target, real amount, attacktype attackType, damagetype damageType, weapontype weaponType returns boolean
                                                                                                 //Inherits the behavior of UnitAttackTarget

    //function UnitAttackArea takes unit whichUnit, real radius, real x, real y, real amount, attacktype attackType, damagetype damageType, weapontype weaponType, boolexpr filterFunc returns boolean
                                                                                                 //Just like UnitAttackTarget(), but this takes a boolexpr argument at the end to filter out unwanted victims. This is helpful in the case of area attacks with chance modifiers like bash.
    function UnitDamageAreaEx takes unit whichUnit, real radius, real x, real y, real amount, attacktype attackType, damagetype damageType, weapontype weaponType, filterfunc filterFunc returns boolean
                                                                                                 //Inherits the behavior of UnitAttackArea

    native UnitInterruptAttack takes unit u returns nothing                                    //Stops the current attack from occuring and triggers attack cooldown for the intended attack index. Call is only valid during backswing time or for trigger unit in response to EVENT_UNIT_ATTACKED and EVENT_PLAYER_UNIT_ATTACKED events.
    native GetUnitArmorType takes unit u returns armortype                                     //Returns the armor type of a unit.
    native SetUnitArmorType takes unit u, armortype armorType returns nothing                  //Sets the armor type of a unit.
    native GetUnitArmor takes unit u, boolean includeBonuses returns real                      //Returns the armor value of a unit. If includeBonuses is true then include all armor modifiers (eg: Devotion Aura, Faerie Fire).
    native SetUnitArmor takes unit u, real amount returns nothing                              //Changes the base armor value of a unit, reapplying all armor modifiers as appropiate.

    function ModifyUnitArmor takes unit u, real amount returns nothing                           //Applies armor modifier to a unit, being treated the same as all other armor modifiers.

    function UnitDisableMovement takes unit u, boolean flag returns nothing                      //toggles a unit's movement on or off. Currently feasible with SetUnitPropWindow to zero, but restoring requires radians but GetUnitDefaultPropWindow returns degrees. Not a big issue, but it's hidden information.
    function UnitDisableTurning    takes unit u, boolean flag returns nothing                    //toggles a unit's ability to turn on or off.
    function UnitDisableControl takes unit u boolean flag returns nothing                        //toggles whether a unit responds to player commands on or off. Can still respond to trigger commands.
    function UnitFullDisable takes unit u, boolean flag returns nothing                          //toggles whether a unit responds to ANY commands on or off. Similar to being stunned, but will not 'unstun' until UnitFullDisable is set to false.
    function UnitDisableAttack takes unit u, boolean flag returns nothing                        //Turns off one of the two attack indices. Currently feasible by adding Cargo Hold ability to the unit, but it disables both indices.
    function UnitDisableSelection takes unit u, boolean flag returns nothing                     //Same as giving Locust ability to a unit (Aloc), but can be enabled/disabled without any buggy side effects.

    function IsUnitSelectable takes unit u returns boolean                                       //returns true or false on whether a unit can be selected or not. Eg would return false on a unit with Locust ability (Aloc).
    function IsUnitInvulnerable takes unit u returns boolean                                     //returns whether a unit is invulnerable or not

    native UnitCancelTimedLife takes unit u returns nothing                                    //Cancels a previously applied UnitApplyTimedLife or automatic expiration timer of a summoned unit.
        //  Needs fix - Unintended behavior.

    function UnitApplyTimer takes unit u, integer buffId, real timeout returns timer             //Applies a non-fatal timer to a unit that shows the time ticking down like with a spell like Avatar or Metamorphosis. When the timer expires, a TimerRegisterExpireEvent fires.
    function UnitDisableItems takes unit u, boolean flag, boolean passive returns nothing        //Toggles whether a unit can use items. Item passive effects are optionally able to be turned on or off.
    function UnitDisableItem takes unit u, item iObj returns boolean                             //Disables a specific item if that item is in the inventory of the unit.

    function GetLocalTargetAttachmentX takes widget who, string attachmentname returns real      //Get the map relative x coordinate of the specified attachment site. Not net safe.
    function GetLocalTargetAttachmentY takes widget who, string attachmentname returns real      //Get the map relative y coordinate of the specified attachment site. Not net safe.
    function GetLocalTargetAttachmentZ takes widget who, string attachmentname returns real      //Get the map relative z coordinate of the specified attachment site. Not net safe.

    function UnitHideAbility takes unit u, integer abilityId, boolean flag returns nothing       //Shows or hide an ability command card button for the unit. Does not disable the ability itself.
    function UnitDisableAbility takes unit u, integer abilityId, boolean flag returns nothing    //Enables or disables an abilty for the unit. Will also disable passives.

    function GetUnitAbilityCooldownTimeout takes unit u, integer abilityId returns real          //Returns the cooldown time for an ability if the unit were to use it.
    function GetUnitAbilityCooldownRemaining takes unit u, integer abilityId returns real        //Returns the remaining cooldown time of an ability on a unit.
    function SetUnitAbilityCooldown takes unit u, integer abilityId, real timeout, real remaining returns nothing
                                                                                                 //Modifies the current cooldown progress of an ability for a unit. Timeout will clamp remaining for logical reasons. Set timeout or remaining to zero to instantly complete cooldown.
    function GetUnitAbilityManaCost takes unit u, integer abilityId returns integer              //Returns the potential mana cost of an ability for a unit.
    function IsUnitAbilityOnCooldown takes unit u, integer abilityId returns boolean             //Returns true if an ability is on cooldown for a unit.

    function UnitChangeUnitId takes unit u, integer unitid returns nothing                       //Changes the unit type ID of a unit. Results are the same as unit a morph ability except without needing an ability.
    function ReviveUnit takes unit u returns nothing                                             //Revives a dead unit at the position of its corpse. Mechanically the same as the unit being effected by Paladin's Resurrection ability.
                                                                                                 //Should affect all units, not those that leave a corpse

    function GroupEnumCorpsesInRange takes group g, real x, real y, real radius, boolexpr filter returns nothing
                                                                                                 //Convenience function to enum all corpses in range of a position.
    function GroupEnumCorpsesInRangeloc takes group g, location whichLocation, real radius, boolexpr filter returns nothing
                                                                                                 //Same as above but with location parameter.

    function GetUnitGoldCost takes integer unitid returns integer                                //AI native copied to normal JASS for convince.
    function GetUnitWoodCost takes integer unitid returns integer                                //AI native copied to normal JASS for convince.

    function IsUnitMoving takes unit u returns boolean                                           //Returns true if a unit is trying to move. The unit might not actually be moving if it is waiting for the pathfinder to attend to it.
    function IsUnitIdle takes unit u returns boolean                                             //Returns true if a unit is not moving, is not attacking, is not casting and is not using an item.
    function IsUnitInCombat takes unit u returns boolean                                         //Returns true if a unit has recently attacked or been attacked. Possibly tied into the forces under attack mechanics?

    /*
        Object Editor - Ability
    */

    //Recent changes made, the Obj prefix makes a bit more sense.
    function GetObjAbilityManaCost takes integer abilityId, integer level returns integer           //Returns the ability cost of an ability.
    function SetObjAbilityManaCost takes integer abilityId, integer level, integer newcost returns integer
    function GetObjAbilityCooldown takes integer abilityId, integer level returns real              //Returns the cooldown time of an ability.
    function SetObjAbilityCooldown takes integer abilityId, integer level, integer newcool returns integer

    /*
        NB: Abilities are reference from a global cache, so it stands to reason that a native that modifies independent of a unit will change that ability globally. While this is a nice
        tool to have, it would be even nicer to have the capability to modify them individually. However, this could hike up the performance cost of the game itself since every unit in the
        game will have its own personal version of that ability.
    */

    function GetUnitAbilityManaCost takes unit u, integer abilityId, integer level returns integer
    function SetUnitAbilityManaCost takes unit u, integer abilityId, integer level, integer newcost returns integer
    function GetUnitAbilityCooldown takes unit u, integer abilityId, integer level returns real
    function SetUnitAbilityCooldown takes unit u, integer abilityId, integer level, integer newcool returns integer

    function GetHeroPrimaryStat takes unit u returns herostat                                    //Returns the integer code for the attribute that is set as primary. Eg if the unit is a Paladin, it returns the id for Strength.
    function GetHeroPrimaryStatById takes integer unitid returns herostat                        //Same as above but references the object editor value instead of an actual unit.
    function SetHeroPrimaryStat takes unit u, herostat stat returns integer                      //Allows the game to individual modify which attribute of the hero becomes its primary. Damage modifier from primary hero stat has to be reapplied.
    function GetHeroStat takes herostat whichStat, unit whichHero, boolean includeBonuses returns integer
                                                                                                 //Mechanically same as the GetHeroStatBJ function except takes the new native herostat constants.
    function SetHeroStatEx takes unit whichHero, herostat whichStat, integer value, boolean permanent returns nothing
                                                                                                 //Mechanically similar to the SetHeroStat function except takes the new native herostat constants and can set permanence.
                                                                                                 //Existing natives should be reworked to call this new native. (not ideal, though)

    function GetUnitBonusDamage takes unit u returns integer                                     // Returns bonus damage of a unit.                                                                                      
    function SetUnitBonusDamage takes unit u, integer newDmg returns nothing                     // Sets the bonus damage of a unit.

    function GetBuilderUnit takes unit building returns unit                                     //Returns the unit that constructed a building/unit. In the case of buildings this should be the unit that converted the foundation into a unit.
    function GetUnitBuildProgress takes unit u returns real                                      //Returns the fraction (percent / 100) completion of a building/unit in progress. If the unit has no progress (already built) returns 1.0.
    function SetUnitBuildProgress takes unit u, real fraction returns nothing                    //Modifies the fraction completion of a building/unit in progress. A fraction of 1.0 causes the unit to be instantly completed. Does nothing to a unit that is complete.
    function GetUnitTrainProgress takes unit factory returns real                                //Returns the fraction completion of a unit that is being trained. Returns 1.0 if no unit is being trained.
    function SetUnitTrainProgress takes unit factory, real fraction returns nothing              //Modifies the fraction completion of a unit that is currently being trained. A fraction of 1.0 causes the unit to be instantly trained. Does nothing to a factory that is not training anything.
    function GetTrainingQueueSize takes unit factory returns integer                             //Returns the number of queued training orders.
    function GetMaxTrainingQueueSize takes unit factory returns integer                          //Returns the maximum number of queued training orders a factory allows.
    function CancelTraining takes unit factory, integer slot returns boolean                     //Cancels a train order from the training queue of a building determined by slot number (eg 0 - 6). Returns true if a unit was actually canceled.
    function ClearTrainingQueue takes unit factory returns boolean                               //Equivelant to calling CancelTraining on all occupied training slots of a building. Returns true if at least 1 training order was canceled.

    function GetItemAbilityCooldownRemaining takes item whichItem returns real                   //Returns the remaining cooldown time on a used item.
    function GetItemAbilityCooldownTimeoutById takes integer itemId returns real                 //Returns the default timeout cooldown of an item type.
    function SetItemAbilityCooldown takes item whichItem, real timeout, real remaining returns real
                                                                                                 //Sets the remaining cooldown time of an item to a specific value. Timeout will clamp remaining for logical reasons and might be ignored for unowned items. Set timeout or remaining to zero to instantly complete cooldown.
    function EnableItem takes item whichItem, boolean flag returns nothing                       //Enables/Disables an item. Items that are disabled provide no modifiers and cannot be used.

    function GetUnitBuildTime takes integer unitid returns integer                               //AI native ported to standard JASS.
    function GetHeroBuildTime takes integer unitid, player whichPlayer returns integer           //Returns the train time in seconds for a player to make the specified hero type. Factors in train time increases with sequential heroes in melee.
    function GetHeroReviveTime takes unit whichUnit returns integer                              //Returns the revive time in seconds for a player to revive the specified hero if it were dead.

    //Damage Event Extensions
    function GetEventDamageAttackType takes nothing returns attacktype                           //In response to a damage event returns the attacktype (Spell, Hero, Chaos, etc) of the damage.
    function GetEventDamageDamageType takes nothing returns damagetype                           //In response to a damage event returns the damagetype (unkown, magic, normal, enhanced, etc) of the damage.
    function GetEventDamageAbilityId takes nothing returns integer                               //In response to a damage event returns the ability ID that caused the damage. This ability can be a damage spell (Flame Strike, Storm Bolt, etc) or an attack modifier ability (Cold Arrow, orb of fire, etc). Normal attack damage returns some safe default value such as 0.
    //function GetEventDamageUnmodified takes nothing returns real                               //In response to a damage event returns the damage dealt to the unit before any modifications (armor, attacktype reduction, etc) were applied.
    function GetEventRawDamage takes nothing returns real                                        //Same as GetEventDamageUnmodified, but shorter in name
    //function GetEventDamageMana takes nothing returns real                                     //In response to a damage event returns the mana lost due to an active mana shield.
    function GetEventManaCost takes nothing returns real                                         //Should deprecate GetEventDamageMana due to it obtaining the manacost.

    //Spell Effect Extensions
    // function GetEventManaCost takes nothing returns real                                      //Described above
    function SetEventManaCost takes real newMana returns nothing                                 //Sets the mana cost of the ability cast or when unit is damaged.

    //Resource Event Extensions
    function GetEventResourceType takes nothing returns resourcetype                             //The resource type the event responded to. For example RESOURCE_LUMBER when a wisp unit gathers lumber.
    function GetEventResourceAmount takes nothing returns integer                                //The resource amount the event responded to. For example 10 when a Haunted Gold Mine extracts 10 gold.

    //UI Functions
    function ShowUI takes boolean flag returns nothing                                           //True/false arguments would show/hide the UI. That includes disabling the black borders at the top and bottom of the screen.
    function ShowManaBar takes boolean flag returns nothing                                      //Turns mana bar display over units on or off. Whether they display depends on the player's Gameplay options but this can overwrite that for a session.
    function SetPlayerHPBarColor takes player p, real red, real green, real blue returns nothing //Changes the health bar color of units belonging to a particular player.
    function SetPlayerMPBarColor takes player p, real red, real green, real blue returns nothing //Changes the mana bar color of units belonging to a particular player.
    function CreateBar takes real red, real green, real blue, real alpha returns bar             //'New' object type. Creates a bar (like the health bars above units) and colours them according to the values used. Eg recreating Protoss shields.
    function AttachBarTarget takes bar whichBar, widget target, real z returns nothing           //Attaches a bar to a unit, destructable, item etc with the option to move it up and down the z axis.
    function GetBarX takes bar whichBar returns real                                             //Returns the x coordinate of a bar.
    function GetBarY takes bar whichBar returns real                                             //Returns the y coordinate of a bar.
    function GetBarZ takes bar whichBar returns real                                             //Returns the z coordinate of a bar.
    function SetBarPos takes bar, real x, real y, real heightOffset returns nothing              //Manually repoisitions a bar to map relative coordinates like floating texts.
    function DisplayScreenMessage takes string s, real x, real y, real timeout returns nothing   //This displays a text message for a period but with respect to normalised X / Y value of the screen. Can overlap other text messages. An invalid timeout will automatically compute a timeout based on message length.
    function GetLocalDisplayResolutionHorizontal takes nothing returns real                      //Returns the horizontal resolution in pixels being used to display Warcraft III for the local client. Not net safe.
    function GetLocalDisplayResolutionVertical takes nothing returns real                        //Returns the vertical resolution in pixels being used to display Warcraft III for the local client. Not net safe.

    //Minimap Functions
    function GetPingX takes ping whichPing returns real                                          //returns the corresponding map relative x coordinate of a ping.
    function GetPingY takes ping whichPing returns real                                          //returns the corresponding map relative y coordinate of a ping.
    function TriggerRegisterPlayerPingEvent takes trigger whichTrigger, player whichPlayer returns event
                                                                                                 //New event that fires the trigger when the specified player sends a ping. Both GetTriggerPlayer and GetTriggerPing are valid with this event.
    function GetTriggerPing takes nothing returns ping                                           //In response to a player ping event returns the ping object that triggered the event.

    //Mouse input functions
    function GetLocalCursorTargetX takes nothing returns real                                    //Returns the map relative x coordinate that the local client cursor is targeting. If the cursor is not targeting anything on the map returns 0. Not net safe.
    function GetLocalCursorTargetY takes nothing returns real                                    //Returns the map relative y coordinate that the local client cursor is targeting. If the cursor is not targeting anything on the map returns 0. Not net safe.
    function GetLocalCursorTargetZ takes nothing returns real                                    //Returns the map relative z coordinate that the local client cursor is targeting. If the cursor is not targeting anything on the map returns 0. Not net safe.
    function SetLocalCursorX takes real x returns nothing                                        //Set the local client cursor position to the specified screen space normalised x coordinate.
    function SetLocalCursorY takes real y returns nothing                                        //Set the local client cursor position to the specified screen space normalised y coordinate.
    function IsLocalCursorOverUI takes nothing returns boolean                                   //Returns true if the cursor is currently not targeting the map. Not net safe.
    function IsLocalMouseButtonPressed takes mousebutton mouseButton returns boolean             //Returns true or false depending on which mouse button is being held down. Will be useful for click-and-drag functions. Not net safe.
    function TriggerRegisterPlayerMouseEvent takes whichTrigger, player whichPlayer, mouseevent mouseEvent returns event
                                                                                                 //Mouse click/drag/release events. All mouse events go here. See constants. Attaching this event causes periodic mouse sync traffic from the player.
    function GetTriggerMouseEvent takes nothing returns mouseevent                               //In response to player mouse event returns which mouseevent triggered the trigger.
    function GetTriggerMouseX takes nothing returns real                                         //In response to player mouse event returns the screen space normalised x coordinate the event occurred at. Is net safe.
    function GetTriggerMouseY takes nothing returns real                                         //In response to player mouse event returns the screen space normalised y coordinate the event occurred at. Is net safe.
    function GetTriggerMouseMapX takes nothing returns real                                      //In response to player mouse event returns the map relative x coordinate the event occurred at. Return value non 0.0 only if the mouse event targeted the map. Is net safe.
    function GetTriggerMouseMapY takes nothing returns real                                      //In response to player mouse event returns the map relative y coordinate the event occurred at. Return value non 0.0 only if the mouse event targeted the map. Is net safe.
    function GetTriggerMouseMapZ takes nothing returns real                                      //In response to player mouse event returns the map relative z coordinate the event occurred at. Return value non 0.0 only if the mouse event targeted the map. Is net safe.

    //Keyboard
    function TriggerRegisterPlayerKeyboardEvent takes trigger whichTrigger, player whichPlayer, keyboardbutton hotkey, boolean state returns event
                                                                                                 //Fires when the corresponding key is pressed by the player. The keyboardbutton constants are not mentioned but should cover most common keyboard buttons. If state is true then fires when key is pressed, otherwise fires when key is released. Attaching this event causes keyboard button sync traffic from the player.
    function GetTriggerKeyboardButton takes nothing returns keyboardbutton                       //In response to player keyboard event returns which button caused the event.
    function GetTriggerKeyboardState takes nothing returns boolean                               //In response to player keyboard event returns the state that caused the event. True if it was pressed, false if released.

    function GetLocalKeyboardButtonState takes keyboardbutton whichButton returns boolean        //Returns true if the local client has the specified keyboard button (eg arrow keys) depressed or false if released. Not net safe.

    //Destructable
    function IsDestructableTree takes destructable d returns boolean                             //Returns true if a destructable can be used as a tree. Otherwise false.
    function TriggerRegisterDestructibleEvent takes trigger whichTrigger, destructable d, destructableevent whichEvent returns event
                                                                                                 //Like TriggerRegisterUnitEvent. Some of the important event constants are listed but others might also exist.
    function TriggerRegisterAnyDestructibleEvent takes trigger whichTrigger, destructableevent whichEvent returns event
                                                                                                 //Like TriggerRegisterDestructibleEvent except applies to all destructables on the map, even ones yet to be created.
    //Trackables
    function SetTrackablePos takes trackable t, real x, real y returns nothing                   //Moves a trackable to the specified map realative coordinate.
    function SetTrackableZ takes trackable t, real z returns nothing                             //Sets the map realative z coordinate of the trackable. This disables automatic Z positioning.
    function SetTrackableZOffset takes trackable t, real zOffset returns nothing                 //Sets the Z offset of a trackable. This is realitive to the Z it is automatically positioned at. This enables automatic Z positioning.
    function GetTrackableX takes trackable t returns real                                        //Returns the map relative x coordinate of the trackable.
    function GetTrackableY takes trackable t returns real                                        //Returns the map relative y coordinate of the trackable.
    function GetTrackableZ takes trackable t returns real                                        //Returns the map relative z coordinate of the trackable if in map relative z mode. Returns the z offset if in automatic z mode.
    function DestroyTrackable takes trackable t returns nothing                                  //Trackables currently cannot be destroyed through triggers, so this native is needed for them to be useful.

    //Uberspalts
    function SetUbersplatPos takes ubersplat u, real x, real y returns nothing                   //Moves an ubersplat to a new map relative coordinate.
    function SetUbersplatScale takes ubersplat u, real x, real y returns nothing                 //Allows the distortion of an ubersplat. This is applied to the ubersplat in its default orientation before it is rotated.
    function SetUbersplatFacing takes ubersplat u, real angle returns nothing                    //Allows an ubersplat to be rotated. Useful for hazard markers or hit markers. Angle is in degrees.
    function SetUbersplatFacingRad takes ubersplat u, real angle returns nothing                 //Same as SetUbersplatFacing except angle is in radians.

    //Triggers
    function EvaluateBoolexpr takes boolexpr func returns boolean                                //Simple function to evaluate a boolexpr in a single call. Currently one has to bind it to a trigger as a condition, evaluate the trigger and then destroy the trigger after evaluation. The way the boolexpr is executed should be similar to the current trigger approach.

    //Benchmarking
    /*
        Whoever suggested these did not explain their purpose or what they are meant to do.
        I am guessing they are meant to be client local performance counters for measuring performance of various scripts.
        If this is the case then all calls made to these during multiplayer these should return default safe values that do nothing,

        StopWatch natives can be used to clock or benchmark the performance
        of certain snippets of code. They are intended to be used in single
        player, not multiplayer, which explains the safe default values.
    */

    function CreateStopWatch takes nothing returns stopwatch                                     //Create a performance counter stop watch.
    function StopWatchStart takes stopwatch returns nothing                                      //Start the stop watch, causing it to record time progression. If it has been paused, resumes recording.
    function GetStopWatchTime takes stopwatch returns real                                       //Pause the stop watch and get the current elapsed stop watch time, which is the sum of all time it has been left running.
    function StopWatchEnd takes stopwatch returns nothing                                        //Destroy the stop watch freeing all resources it used.
    function StopWatchPause takes stopwatch returns nothing                                      //Pause the stop watch causing it to stop recording time progression. If trying to accuratly measure execution time of a piece of script this should be called between game frames to prevent the stop watch measuring the game loop time.

    //Camera
    function UnlockCameraRotation boolean flag returns nothing                                   //True unlocks camera rotation with a mouse.
     
    //Debugging
    function DisplayErrorMsg takes string s, real duration returns nothing                       //Display the given error message string in the error message area. The message is also written out to an error log file.

    function GetOPLimit takes nothing returns integer                                            //Get the current remaining JASS thread operation limit. Due to how the JASS virtual machine works the returned value may be larger than the actual limit by the time it can be processed.
    function SetOPLimit takes integer newlimit returns nothing                                   //Changes the current JASS thread operation limit to the specified value. Due to how the JASS virtual machine works the actual limit may be slightly smaller than the specified amount by the time the function returns. Care must be taken when using this native as it negates the infinite loop protection offered by the operation limit.
    function ResetOPLimit takes nothing returns nothing                                          //Resets the current JASS thread operation limit to the default operation limit of that thread, as if it was freshly created. Due to how the JASS virtual machine works the actual limit may be smaller than the default amount by the time the function returns. Care must be taken when using this native as it negates the infinite loop protection offered by the operation limit.
                                                                                                 //Ideally, this function will be called on map close.
                                                                                             
    //Code
    type func extends code                                                                       //Function type to be used with debugging natives. Possibly has special syntax requirements to prevent code exploit.
    function TriggerRegisterJassOpLimitEvent takes trigger whichTrigger returns event            //Event fires in response to a JASS virtual machine thread crash as a result of the thread reaching its operation limit. Useful for detecting when a thread crash occurs.
    function TriggerRegisterJassDivideByZeroEvent takes trigger whichTrigger returns event       //Event fires in response to a JASS virtual machine thread crash as a result of attempted division by 0. Useful for detecting when a thread crash occurs.
    function TriggerRegisterJassNoBlockEvent takes trigger whichTrigger returns event            //Event fires in response to a JASS virtual machine thread crash as a result of attempting to block when blocking is not allowed (eg TriggerSleepAction in a condition function). Useful for detecting when a thread crash occurs.
    function GetTriggerFunction takes nothing returns func                                       //In response to all JASS thread crash events returns the function the crash occured at.
    function GetEventJassError takes nothing returns string                                      //In response to all JASS thread crash events returns a human readable string with as much information about the crash as possible. Intended to be printed out or logged to help map makers track down where/why a thread crash occured.
    function GetHandleIdCount takes nothing returns integer                                      //Returns the number of currently allocated handle ids. If this number is observed increasing as a game progresses there is likely an object leak of sorts.
    function GetHandleIdFreeCount takes nothing returns integer                                  //Returns the number of handle ids on the free handle id stack. If this number is very large then either the map has suffered from object count reduction over time or there was a step that required a large number of objects be created and destroyed.

    //Dialog
    function IsPlayerInDialog takes player p returns boolean                                     //Returns true if the player currently has any dialog box visible to them. Might require net sync.

    //Object Editor API
    /*
        Read only object editor API. Similar to StarCraft II catalog natives, hence the naming.
        The field string would be the attribute key in the object editor, ie "regenHP" for the unit's base health regeneration.
        Passing an invalid key (or one that would return an incorrect data type for the function) would return some sensible default (0, 0.0, null, etc).
    */

    function GetUnitTypeAttributeInteger takes catalog whichCatalog, integer typeId, string field returns integer
    function GetUnitTypeAttributeReal takes catalog whichCatalog, integer typeId, string field returns real
    function GetUnitTypeAttributeString takes catalog whichCatalog, integer typeId, string field returns string

    //Timer
    /*
        This is just a small adjustment, but an appreciable one.
    */

    function SetTimerRemaining takes timer t, real newTime returns nothing
        // Sets the remaining time. If negative, execute the handler code immediately.

    //Custom UI
    /*
        Someone suggested the ability to customize the UI similar to StarCraft II where one can place custom UI elements anywhere on a clients screen.
        They did not suggest an API to do this however.
        Due to the complexity of such an API I would suggest looking at StarCraft II's implementation which allows the UI to be heavilly customized.
    */


    //Ability type API
    /*
        This makes use of the ability type in jass, which is only ever useful in GUI.
        Of course, the GUI will have to be reworked a bit to accommodate the proper
        values.
    */

    function ConvertAbilityState takes integer i returns abilitystate
        // A native for the ability states...

    function SetUnitTypeAbilityCooldown takes unittype unitId, integer abilType, integer level, real cooldown returns boolean
        // This is the suggested name for the SetUnitAbilityCooldown native. Only changes the ability cooldown
        // of a specific unit type at a requested level. If successful, return true. Failure can mean that the cooldown is
        // the same or the ability doesn't exist on all units of the requested unitType.

    function GetUnitAbility takes unit u, integer abilId returns ability
        // This is to make use of the type ability.

    function GetAbilityCooldown takes ability abil returns real
        // returns the individual ability's cooldown. Does not create a new one, though!

    function GetAbilityLevelCooldown takes ability abil, integer level returns real
        // returns the individual ability's cooldown at a specified level.

    function SetAbilityCooldown takes ability abil, real newCool returns nothing
        // sets the individual ability's cooldown.

    function SetAbilityLevelCooldown takes ability abil, integer level, real newCool returns nothing
        // sets the individual ability's cooldown at a specified level.

    function SetUnitAbilityCooldown takes unit u, integer abilId, real newCool returns nothing
        // Should be made a wrapper to SetAbilityCooldown

    function SetUnitAbilityLevelCooldown takes unit u, integer abilId, integer level, real newCool returns nothing
        // Should be made a wrapper to SetAbilityLevelCooldown

    function GetAbilityState takes ability abil, abilitystate abilState returns integer
        // Returns certain things about the ability.

    function SetAbilityState takes ability abil, abilitystate abilState, integer newValue returns nothing
        if abilState == ABILITY_STATE_DISABLED or abilState == ABILITY_STATE_CHARGED then
            return
        endif
        // Sets the ability state of a certain ability.

    function IsAbilityCooldownPaused takes ability abil returns boolean
        //  Check if the cooldown is paused

    function AbilityPauseCooldown takes ability abil, boolean pause returns boolean
        if not (GetAbilityCooldown(abil) != 0.) then
            // You can resolve the epsilon in the double equal symbol operator
            return false
        endif
        // Pauses the cooldown of an ability, making for some interesting interactions...
        return true

    function SetAbilityCooldownRemaining takes ability abil, real newAmount returns boolean
        // Sets the remaining cooldown of an ability.
        // If negative, refreshes it immediately
        // If zero, refreshes on a 0-second timer interval.

    function IncAbilityCounter takes ability abil returns boolean
        if GetAbilityState(abil, ABILITY_STATE_CHARGED) == 0 then
            return false
        endif
        // Add a charge to the counter.
        return true

    function DecAbilityCounter takes ability abil returns boolean
        // An antithesis to the native AbilityAddCounter with an inverse boolean statement
     
    function GetAbilityCounter takes ability abil returns integer
        // Returns the value of the charge counter.

    function SetAbilityCounter takes ability abil, integer amount returns boolean
        // Checks if the ability has a counter, and modifies the amount. Setting it to 0 or less defaults it to 1.

    // Buffs
    /*
        This makes use of the buff type in jass, which is only ever useful in GUI.
        Of course, the GUI will have to be reworked a bit to accommodate the proper
        values.
    */

    function GetUnitBuff takes unit whichUnit, integer buffId returns buff
        // A function for getting a certain buff. Does not and should not create a new buff handle.

    function GetBuffLevel takes buff whichBuff returns integer
        // Sets the buff's level, which can properly be read by GetUnitAbilityLevel(unit, whichBuffId)

    function GetUnitFromBuff takes buff whichBuff returns unit
        // A function for returning the unit who has that buff...

    function DestroyBuff takes buff whichBuff returns boolean
        // Returns true if the buff exists.
        // Otherwise, return false.

    function SetBuffLevel takes buff whichBuff, integer level returns nothing
        // The setter function for level

    function DecBuffLevel takes buff whichBuff returns nothing                                  // Decreases the level of the buff
    function IncBuffLevel takes buff whichBuff returns nothing                                  // Increases the level of the buff

    function BuffApplyTimedLife takes buff whichBuff, real newTime returns nothing
        // Can also be made a resetter for when a buff is set to expire. If newTime is less than or equal to 0,
        // the buff is removed on the next tick (0-second timer)

    function BuffPauseTimedLife takes buff whichBuff, boolean pause returns nothing
        if pause then
            // Pauses the timer for the duration of the buff..
        else
            // Removes the buff on next tick.
        endif

    // Internal function:
    // function BuffGetTimer takes buff whichBuff returns timer
        // There would be no need for a timer handle here, since it only handles the timed life of the buff.
        // However, it can be made an internal function, where the existence of an internal timer will deter
        // mine permanence. If it exists, the buff is not permanent.

    function IsBuffPermanent takes buff whichBuff returns boolean
        // As stated above, if an internal timer exists, the buff is not permanent.

    function BuffGetRemaining takes buff whichBuff returns real
        // Returns the remaining amount of time for the buff.
        // Aura buffs, by default, are permanent.
        // If permanent, the result should be 0. Else it returns the remaining duration of the timer.
        // Following the convention of TypeGetRemaining

    function SetBuffPermanent takes buff whichBuff, boolean permanent returns nothing
        // Should be reduced to one function...

    function UnitAddBuff takes unit whichUnit, integer buffId returns boolean
        // If a buff already exists, it will just return false
        // If it doesn't exist, the buff added will be considered a permanent buff.

    // Based on the object data.
    function IsBuffPositive takes buff whichBuff returns boolean
        // Returns true if a buff is beneficial (e.g. cast by an ally, or a beneficial dummy spell cast by enemy)
        // Otherwise, returns false.

    function SetBuffPositive takes buff whichBuff, boolean flag returns boolean
        // A corresponding setter to the positive buff effect.

    function GetBuffTooltip takes buff whichBuff returns string
    function GetBuffTooltipEx takes buff whichBuff returns string
    function GetBuffTooltipLength takes buff whichBuff returns integer
    function GetBuffName takes buff whichBuff returns string

    function SetBuffTooltip takes buff whichBuff, string newText returns nothing             // Sets main tooltip
    function SetBuffTooltipEx takes buff whichBuff, string newText returns nothing           // Sets extra info
    function SetBuffTooltipLength takes buff whichBuff, integer newLength returns nothing    // Sets the total length of description of buff.
    function SetBuffName takes buff whichBuff, string newName returns nothing                // Sets the name of the buff.

    function BuffGetEventFlag takes nothing returns boolean
        // Returns true if the buff triggered the playerunitevents through normal means. Otherwise,
        // If the buff triggered the events through native functions, return false.

    constant function GetTriggerBuff takes nothing returns buff
        // Gets the buff that triggered events EVENT_PLAYER_UNIT_BUFF_APPLY and EVENT_PLAYER_UNIT_BUFF_DISPEL

    constant function BuffExpired takes nothing returns boolean
        // As an event response native to EVENT_PLAYER_UNIT_BUFF_DISPEL. The buff is still in the unit
        // but is about to be removed.
        // If true, the buff was dispelled through normal means. Otherwise, it was just forcefully dispelled.
        // Removing the buffs through triggers will trigger the EVENT_PLAYER_UNIT_BUFF_DISPEL event.

    //NOTES
    /*
        This list of suggested additions is meant as a way to streamline existing processes or change them entirely.
    */


    //Proxies
    /*
        Proxies are essentially units - dummy casters to be exact, that are less performance-heavy. They have no collision, no model (though you may attach something to their "origin"), no
        movement type, nothing. They only move through triggers (SetUnitX/Y) and can cast spells regardless of mana cost, tech requirement, cooldown. They can also cast an unlimited amount
        of spells without any downtime so potentially only 1 proxy will ever be needed per map, or per player. One key aspect to proxies is that all actions they take is creditted to a source
        unit, so this way if a proxy kills a unit using a spell, the game will register the source unit as having earned that kill. Depending on the allegiance of the source will determine
        whether a target can be hit with a spell or not (eg: if the source is an ally of the target of the Proxy, the Proxy cannot cast Storm Bolt at the target).

        NB: the Proxy type is affected by most of the relevant unit triggers, like SetUnitX/Y and RemoveUnit. It can be added to unit groups, etc.
    */

    type proxy extends unit

    function CreateAbilityProxy takes unit source, real x, real y, real z returns proxy    //This is essentially a dummy of which all the actions it takes will be credited to the source.
    function SetProxySource takes proxy dummy, unit source returns nothing               //Modifies the source of the proxy.

    //ApllySpellEffect
    /*
        This approach is an attempt to change the way modders apply spells to targets. Rather than using dummy units, what if spells - and their corresponding effect - could be cast directly on
        a target unit/point? There are multiple ways in which we thought this could happen, but ultimately it's up to the people with the source code who will know how best to do this.
    */


    Method 1

        The ApplySpellEffect idea will look like spells can be cast at any point, anywhere. However, there's' the issue of auras, which means that those natives should probably return something other than a boolean (maybe a spelleffect type?)

        function ApplySpellEffect takes player owner, real x, real y, integer abilcode returns nothing                           //returns false for spells that only affect the caster (eg. Storm Crow Form)
        function ApplySpellEffectTarget takes player owner, unit target, integer abilcode returns boolean                        //returns null if the target is invalid (eg Spell immune, invulnerable, etc)
        function ApplySpellEffectPoint takes player owner, real xcast, real ycast, real zcast, real xtarget, real ytarget, integer abilcode returns boolean //returns false on untargertable context (eg Inferno over water, Force of Nature with no trees)
        function ApplySpellEffectChanneled takes player owner, real x, real y, real timeout, integer abilcode returns boolean    //ends after the timer has expired. The timeout overrides the spell's internal duration.
        function ApplySpellEffectTargetChanneled takes player owner, unit target, real timeout, integer abilcode returns boolean                    
        function ApplySpellEffectPointChanneled takes player owner, real xcast, real ycast, real zcast, real xtarget, real ytarget, real timeout, integer abilcode returns boolean


    Method 2

        While the above could work, I suppose it's' hardly the most elegant solution to go around. User MindWorX suggested the atomic approach:

        local leveldata data = CreateLevelData()
        call SetLevelDataDuration(1.00)
        call SetLevelDataDataA(RealData(10))
        call SetLevelDataDataB(RealData(100))
        call ApplyBuff(target, 'Ahea', data)


    Method 3

        Implement structs and have Struct-based triggers to use.

        local leveldata data = CreateAbility()
        set leveldata.Duration = 1.00
        set leveldata.DataA = RealData(10)
        //etc...

     


    NOTE:
    Some of the suggested functions have already been implemented in the PTR, though not all of them have been covered.
     
    Last edited: Mar 17, 2018
  6. Dark-Zalor

    Dark-Zalor

    Joined:
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    How to get the last version of 1.29 with all the fixes, I've already download and install the 1.29 on the blizzard website. When I go to battlenet I can download some updates then the game crashes.

    Here is the message :
    "There was an error applying the upgrade"

    //// EDIT ////
    Ok I've uploaded my game with the launcher

    Now I have errors on my globals and structs with sharpCraft
    Error : Unknown compile error(Syntax error)
    Before I made the update I didn't have that error with the world editor I checked on the SharpCraft launcher the paths of the editor and game are corrects
     
    Last edited: Mar 17, 2018
  7. Spellbound

    Spellbound

    Joined:
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    Make sure that your blizzard launcher is up and running. You need to be logged into the launcher for the update to patch properly.
     
  8. Raised

    Raised

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    I would like to recompose the list. (I'll list all options except of already implemented (if they've no issues) and add some comments from bug report thread). Pls. PM me if there's nobody already responsible for this. There's no reason to do this all together.

    @MyPad, why u haven't mentioned my post? I hope that this is not you final list.
     
    Last edited: Mar 17, 2018
  9. Wareditor

    Wareditor

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    It's better to have multiple lists because one person will never reflect the needs of all the community.
    I am also working on a list :)
     
  10. Raised

    Raised

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    Kk. I see.
     
  11. MyPad

    MyPad

    Spell Reviewer

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    Sorry, didn't see that quote. Anyway,

     
  12. Raised

    Raised

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    I see. I thought that community managers gonna either assemble/compose the list themselves or delegate this right to someone else.

    Here's a final list.
    Code (vJASS):
    // ENHANCEMENTS

    Dr Super Good:

    native DestroyTrigger takes trigger whichTrigger returns nothing

    // * Destroy all bound triggeraction objects. Currently it only destroys all bound events, triggercondition and the trigger itself leaving all triggeraction objects to leak unless explicitly destroyed before.
    // * Also destroy all currently scheduled trigger threads from that trigger. Currently destroying a trigger with scheduled trigger threads can cause handle stack corruption which has a high chance to cause Warcraft III to crash.

    // * Strings should be automatically garbage collected or at least a native should exist that can be periodically called to help free up disused strings.
    // * Pausing a periodic timer should not cause the timer to lose the periodic status.
    // * Creating quests during map initialization should not cause a game crash.
    // * Local handles declared with the local keyword should automatically cause the reference counter to be decremented at the end of a function just like local handles declared as function arguments.
    // * Creating units should not cause a permanent memory leak.

    native SetUnitFlyHeight takes unit u, real newHeight, real rate returns nothing //This should affect non-flying units or units with 0 (zero) movement speed.
    native SetItemPosition takes item i, real x, real y, real z returns nothing //Allow to set item Z
    native AddUnitToStock takes unit whichUnit, integer unitId, integer currentStock, integer stockMax returns nothing //The main tooltip of the added unit will always ignore color tags so the text will always appear to be white. Color tags should be parsed the same as all unit tooltips.
    native DisplayTimedTextToPlayer takes player toPlayer, real x, real y, real duration, string message returns nothing //Change it so that displaying text to a player with unique x and y does not move any other messages.
    native GetEventDamage takes boolean unresisted returns real //This is just another idea
    native SetCameraBounds takes real x1, real y1, real x2, real y2, real x3, real y3, real x4, real y4 returns nothing //With each of call of this function, the minimap is modified in a bugged way: The positions of units and the fog of war are modified to fit to the new camera bound but not the terrain, nor the destructables. The minimap is compressed (vertically) according to the current camera's rotation. With a rotation of 90°, there is no compression. With a rotation of 227.40, the minimap is fully compressed. Between 227.5 and 312.6, the game crashes. Moreover, the camera bounds will also be adjusted according to the rotation of the current camera. The camera bounds created will be a rectangle going trough the 4 points given and whose sides will be parallel to the camera.
    native SmartCameraPanBJ takes player whichPlayer,location loc,real duration returns nothing //This BJ function is currently not net safe. Details explained: https://www.hiveworkshop.com/threads/fixing-smartcamerapanbj-desync.243334/

    // * Camera view distance minimum value should be decreased from 100 to 1. This is required to get rid of ticks in first person camera

    // GENERAL

    // * Multidimensional arrays

    function UnlockGameCamera takes player p, boolean flag, boolean invert returns nothing //Allows specified player to rotate the camera freely with the mouse. By default pins camera target, if flag, rotates camera eye
    function GetCameraMapZ takes real x, real y returns real //Returns coordinate of the projection of specified point at invisible plane on which game camera moves.
    function GetFlightMapZ takes real x, real y returns real //Returns coordinate of the projection of specified point at invisible plane on which flying units are moving.

    function SetWidgetTexure takes widget whichWidget, string texturePath, integer replaceableId returns boolean
    function GetWidgetTexure takes widget whichWidget returns string

    function EvaluateBoolexpr takes boolexpr func returns boolean //Simple function to evaluate a boolexpr in a single call. Currently one has to bind it to a trigger as a condition, evaluate the trigger and then destroy the trigger after evaluation. The way the boolexpr is executed should be similar to the current trigger approach.


    // EDITOR

    // * Ability to rotate decorations in WorldEditor (pitch,yaw,roll) In other words - remove prehictoric restrictions.
    // * Ability to draw custom path map (instead of spamming path blockers). Path blockers affects FPS significantly if are spammed at big amounts, especially with non-default camera angles.
    // * Ability to specify texture path for most of objects


    //RESOURCE EVENT EXTENSIONS

    type resourcetype extends handle

    constant playerevent EVENT_PLAYER_RESOURCE_COLLECTED

    constant resourcetype RESOURCETYPE_LUMBER
    constant resourcetype RESOURCETYPE_GOLD

    function GetEventResourceType takes nothing returns resourcetype //The resource type the event responded to. For example RESOURCE_LUMBER when a wisp unit gathers lumber.
    function GetEventResourceAmount takes nothing returns integer //The resource amount the event responded to. For example 10 when a Haunted Gold Mine extracts 10 gold.


    // SPECIAL EFFECT API

    function GetSpecialEffectScale takes effect whichEffect returns real

    function GetSpecialEffectPitch takes effect whichEffect returns real
    function GetSpecialEffectYaw takes effect whichEffect returns real
    function GetSpecialEffectRoll takes effect whichEffect returns real

    function GetSpecialEffectR takes effect whichEffect returns integer
    function GetSpecialEffectG takes effect whichEffect returns integer
    function GetSpecialEffectB takes effect whichEffect returns integer
    function GetSpecialEffectA takes effect whichEffect returns integer

    function GetSpecialEffectTimeScale takes effect whichEffect returns real


    // DESTRUCTIBLE API

    constant destructableevent EVENT_DESTRUCTIBLE_DEATH
    constant destructableevent EVENT_DESTRUCTIBLE_COMBAT
    constant destructableevent EVENT_DESTRUCTIBLE_HARVESTED
    constant destructableevent EVENT_DESTRUCTIBLE_DAMAGED

    function GetDestructableType takes destructable d returns integer
    function TriggerRegisterDestructibleEvent takes trigger whichTrigger, destructable d, destructableevent whichEvent returns event
    function TriggerRegisterAnyDestructibleEvent takes trigger whichTrigger, destructableevent whichEvent returns event


    // TRACKABLE API

    function SetTrackablePos takes trackable t, real x, real y returns nothing //Moves a trackable to the specified map realative coordinate.
    function SetTrackableZ takes trackable t, real z returns nothing //Sets the map realative z coordinate of the trackable. This disables automatic Z positioning.
    function SetTrackableZOffset takes trackable t, real zOffset returns nothing //Sets the Z offset of a trackable. This is realitive to the Z it is automatically positioned at. This enables automatic Z positioning.
    function GetTrackableX takes trackable t returns real //Returns the map relative x coordinate of the trackable.
    function GetTrackableY takes trackable t returns real //Returns the map relative y coordinate of the trackable.
    function GetTrackableZ takes trackable t returns real //Returns the map relative z coordinate of the trackable if in map relative z mode. Returns the z offset if in automatic z mode.
    function DestroyTrackable takes trackable t returns nothing //Trackables currently cannot be destroyed through triggers, so this native is needed for them to be useful.


    // DIALOG API

    function IsPlayerInDialog takes player p returns boolean //Returns true if the player currently has any dialog box visible to them. Might require net sync.
    //========================================================================================================================================


    // BUFF API

    unitevent EVENT_UNIT_BUFF_APPLIED
    unitevent EVENT_UNIT_BUFF_EXPIRED //Triggers when the buff expires or gets removed

    function UnitApplyBuff takes unit u, integer rawcode, integer level returns nothing //Applies specified buff and pauses dissipation timer. StartBuffDissipation can be called later on to remove the paused state and to set the timeout
    function UnitRemoveBuff takes unit u, integer rawcode returns nothing

    function GetEventBuffApplied takes nothing returns integer //Returns buff rawcode
    function GetEventBuffExpired takes nothing returns integer //Returns buff rawcode

    function StartBuffDissipation takes unit u, integer rawcode, real timeout returns nothing //Starts dissipation timer or rewrites the dissipation timeout
    function PauseBuffDissipation takes unit u, integer rawcode, boolean flag returns nothing //Pauses dissipation timer
    function IsBuffDissipating takes unit u, integer rawcode returns boolean

    function SetBuffPositive takes unit u, integer rawcode, boolean flag returns nothing //By default this parameter inherits buff type settings
    function IsBuffPositive takes unit u, integer rawcode returns boolean

    function SetBuffLevel takes unit u, integer rawcode, integer level returns nothing
    function SetBuffTip takes unit u, integer rawcode, string tip returns nothing
    function SetBuffUbertip takes unit u, integer rawcode, string tip returns nothing
    function SetBuffArt takes unit u, integer rawcode, string path returns nothing

    function GetTriggerBuff takes nothing returns integer
    function GetBuffTimeout takes unit u, integer rawcode returns real
    function GetBuffElapsed takes unit u, integer rawcode returns real
    function GetBuffRemaining takes unit u, integer rawcode returns real
    function GetBuffLevel takes unit u, integer rawcode returns integer //Actually this can be achieved with current methods, but one must use GetUnitAbilityLevel(buffRawcode) function which is not intuitive.
    function GetBuffTip takes unit u, integer rawcode returns string
    function GetBuffUbertip takes unit u, integer rawcode returns string
    function GetBuffArt takes unit u, integer rawcode returns string


    // APPLY ABILITY API

    constant playerevent EVENT_PLAYER_ABILITY_PRESSED //The event triggers when a player presses an ability button and begins targeting. Requires netsync from the player so is not instant. Most spell event natives like trigger unit and spell ability id work in response to this event.
    function GetPlayerAbilityPressed takes player returns integer

    function UnitApplyAbilityAtPoint takes integer abilCode, unit caster, real x, real y, boolean cast returns nothing
    function UnitApplyAbilityOnTarget takes integer abilCode, unit caster, widget target, boolean cast returns nothing
    //Applies specified ability from target's name (even if target hasn't such ability) does not waste mana or goes in CD. Boolean defines if it's required to have this ability in order to be able to cast it (just like Issue Immediate/Target/Point/Etc Order but takes abilId as an argument). Non-targeted abilities can still be applied at specified location if cast flag is marked otherwise at caster's location.


    // CUSTOM CONTROLS API

    type playerkey extends handle

    constant playerevent EVENT_PLAYER_INPUT //Basically any key (mouse or keyboard)

    constant playerkey KEY_A
    constant playerkey KEY_B
    constant playerkey KEY_C
    constant playerkey KEY_D
    constant playerkey KEY_E
    ...
    constant playerkey KEY_SPACE
    constant playerkey KEY_SHIFT
    ...
    constant playerkey KEY_MOUSE_LEFT
    constant playerkey KEY_MOUSE_RIGHT
    constant playerkey KEY_MOUSE_WHEEL_UP
    constant playerkey KEY_MOUSE_WHEEL_DOWN
    ...
    //ETC

    function GetTriggerKey takes nothing returns playerkey //Returns pressed/released key in response to EVENT_PLAYER_INPUT playerevent. Returns values like those: key_A, key_B, key_SPACE, key_MOUSE_1..., key_MOUSE_1234, etc.
    function GetPlayerKeyState takes player p, playerkey k returns boolean //Returns true if the key is pressed


    // CUSTOM UI API

    function GetPlayerMouseScreenX takes player p, returns real
    function GetPlayerMouseScreenY takes player p, returns real

    function GetPlayerDisplayResolutionHorizontal takes player p, returns real
    function GetPlayerDisplayResolutionVertical takes player p, returns real
     
    function HideUIForPlayer takes player p, boolean flag returns nothing //Hides default UI and makes it so that the game renders at whole screen. Does not hide the player cursor.
    function HideCursorForPlayer takes player p, boolean flag returns nothing //Hides the cursor for player.

    function AllowPlayerCursorFlicking takes player p, boolean on returns nothing //Enables/disables cursor flicking (change of color)

    function SetPlayerCursorPosition takes player p, real x, real y returns nothing
    function LockPlayerCursorPosition takes player p, boolean flag returns nothing
    function SetPlayerCursorColor takes player p, integer r, integer g, integer b returns nothing //Sets a custom coloration for players cursor

    function GetPlayerCursorR takes player p, returns integer
    function GetPlayerCursorG takes player p, returns integer
    function GetPlayerCursorB takes player p, returns integer

    function SetPlayerCursorModel takes player p, string model returns nothing //Changes cursor’s model
    function GetPlayerCursorModel takes player p, returns string

    // Model

    type uimodel extends handle

    function CreateUIModel takes real x, real y, string path, string texture, integer layer returns uimodel
    function DestroyUIModel takes uimodel u returns nothing

    function ShowUIModel takes uimodel u, boolean flag returns nothing
    function IsUIModelVisible takes uimodel returns boolean

    function GetOverlappedUIModel takes real x, real, y returns uimodel //returns the uimodel at the top layer of specified position

    function SetUIModelScale takes uimodel u, real s returns nothing
    function SetUIModelPosition takes uimodel u, real x, real y returns nothing
    function SetUIModelModel takes uimodel u, string path returns nothing
    function SetUIModelTexture takes uimodel u, string path returns nothing
    function SetUIModelLayer takes uimodel u, integer h returns nothing //Default UI should be on layer 0
    function SetUIModelAnimation takes uimodel, string animation returns nothing
    function SetUIModelAnimationSpeed takes uimodel, real speed returns nothing

    function GetUIModelScale takes uimodel u returns real
    function GetUIModelModel takes uimodel u returns string //Returns path
    function GetUIModelTexture takes uimodel u returns string
    function GetUIModelX takes uimodel u returns real
    function GetUIModelY takes uimodel u returns real
    function GetUIModelLayer takes uimodel u returns integer

    // Text

    type uitext extends handle

    function CreateUIText takes real x, real y, string text, real textsize, integer layer returns uitext
    function DestroyUIText takes uitext u returns nothing

    function ShowUIText takes uitext u, boolean flag returns nothing
    function IsUITextVisible takes uitext returns boolean

    function SetUITextPosition takes uitext u, real x, real y returns nothing
    function SetUITextText takes uitext u, string text returns nothing
    function SetUITextSize takes uitext u, real t returns nothing
    function SetUITextLayer takes uitext u, integer h returns nothing

    function GetUITextText takes uitext u returns string
    function GetUITextSize takes uitext u returns real
    function GetUITextX takes uitext u returns real
    function GetUITextY takes uitext u returns real
    function GetUITextLayer takes uitext u returns integer

    // Tooltip

    type uitooltip extends handle // Tooltip is drawn over other layers

    function CreateUITooltip takes real x, real y, real width, real heigth, string text returns uitooltip
    function DestroyUITooltip takes uitooltip u returns nothing

    function ShowUITooltip takes uitooltip u, boolean flag returns nothing
    function IsUITooltipVisible takes uitext returns boolean

    function SetUITooltipPosition takes uitooltip u, real x, real y returns nothing
    function SetUITooltipWidth takes uitooltip u, real w returns nothing
    function SetUITooltipHeight takes uitooltip u, real h returns nothing
    function SetUITooltipText takes uitooltip u, string t returns nothing

    function GetUITooltipX takes uitooltip u returns real
    function GetUITooltipY takes uitooltip u returns real
    function GetUITooltipWidth takes uitooltip u returns real
    function GetUITooltipHeight takes uitooltip u returns real
    function GetUITooltipText takes uitooltipu returns string


    // ITEM API

    function SetItemColor takes item i, integer r, integer g, integer b, real t returns nothing

    function GetItemColorR takes item i returns integer // Red
    function GetItemColorG takes item i returns integer
    function GetItemColorB takes item i returns integer
    function GetItemColorT takes item i returns real// Transparency

    function GetItemZ takes item i returns real

    function PauseItemAbilityCooldown takes item i, integer abilcode, boolean flag returns nothing
    function IsItemAbilityCooldownPaused takes item i, integer abilcode returns boolean

    function SetItemAbilityCooldown takes item i, integer abilcode, real cd returns nothing
    function SetItemAbilityCooldownRemaining takes item i, integer abilcode, real cd returns nothing

    function GetItemAbilityCooldown takes item i, integer abilcode returns real
    function GetItemAbilityCooldownElapsed takes item i, integer abilcode returns real
    function GetItemAbilityCooldownRemaining takes item i, integer abilcode returns real

    function SetItemLevel takes item i, integer level returns nothing

    function SetItemTooltip takes item whichItem, string tip returns nothing
    function SetItemExtendedTooltip takes item whichItem, string tip returns nothing

    function SetItemIconPath takes item whichItem, string path returns nothing
    function GetItemIconPath takes item whichItem returns string

    function SetItemModel takes item i, string path returns nothing
    function GetItemModel takes item i returns string


    // ABILITY API

    // Setters

    function SetAbilityCooldown takes integer abilCode, integer level, real cooldown returns nothing
    function SetAbilityIcon takes integer abilCode, integer level, string path returns nothing
    function SetAbilityManaCost takes integer abilCode, integer level, real manacost returns nothing
    function SetAbilityOnIcon takes integer abilCode, string path returns nothing
    function SetAbilityOnTooltip takes integer abilCode, integer level, string text returns nothing
    function SetAbilityOnUberTooltip takes integer abilCode, integer level, string text returns nothing

    function SetUnitAbilityCooldownRemaining takes unit u, integer abilId, real time returns nothing //May be higher than unit ability cooldown.
    function SetUnitAbilityPosition takes unit u, integer abilCode, real x, real y returns nothing
    function SeUnittAbilityOnPosition takes unit u, integer abilCode, real x, real y returns nothing
    function SetUnitAbilityIcon takes unit u, integer abilCode, integer level, string path returns nothing
    function SetUnitAbilityResearchTooltip takes unit u, integer abilCode, integer level, string text returns nothing
    function SetUnitAbilityResearchExtendedTooltip takes unit u, integer abilCode, integer level, string text returns nothing
    function SetUnitAbilityTooltip takes unit u, integer abilCode, integer level, string text returns nothing
    function SetUnitAbilityExtendedTooltip takes unit u, integer abilCode, integer level, string text returns nothing
    function SetUnitAbilityOnIcon takes unit u, integer abilCode, string path returns nothing
    function SetUnitAbilityOnTooltip takes unit u, integer abilCode, integer level, string text returns nothing
    function SetUnitAbilityOnUberTooltip takes unit u, integer abilCode, integer level, string text returns nothing

    // Getters

    GetUnitAbilityIcon takes unit u, integer abilCode, integer level returns string
    GetUnitAbilityPosX takes unit u, integer abilCode returns integer
    GetUnitAbilityPosY takes unit u, integer abilCode returns integer
    GetUnitAbilityResearchTooltip takes unit u, integer abilCode, integer level returns string
    GetUnitAbilityResearchExtendedTooltip takes unit u, integer abilCode, integer level returns string
    GetUnitAbilityTooltip takes unit u, integer abilCode, integer level returns string
    GetUnitAbilityExtendedTooltip takes unit u, integer abilCode, integer level returns string
    GetUnitAbilityOnIcon takes unit u, integer abilCode returns string
    GetUnitAbilityOnPosX takes unit u, integer abilCode returns integer
    GetUnitAbilityOnPosY takes unit u, integer abilCode returns integer
    GetUnitAbilityOnTooltip takes unit u, integer abilCode, integer level returns string
    GetUnitAbilityOnUberTooltip takes unit u, integer abilCode, integer level returns string


    // UNIT API

    // Types

    type movementtype extends handle
    type targettype extends handle
    type defensetype extends handle
    type deathtype extends handle
    type armortype extends handle
    type shadowimage extends handle
    type attribute extends handle
    type attackindex extends handle

    constant targettype TARGETTYPE_AIR
    constant targettype TARGETTYPE_ALIVE
    constant targettype TARGETTYPE_ALLIED
    constant targettype TARGETTYPE_ANCIENT
    constant targettype TARGETTYPE_DRIDGE
    constant targettype TARGETTYPE_DEAD
    constant targettype TARGETTYPE_DEBRIS
    constant targettype TARGETTYPE_DECORATION
    constant targettype TARGETTYPE_ENEMY
    constant targettype TARGETTYPE_FRIEND
    constant targettype TARGETTYPE_GROUND
    constant targettype TARGETTYPE_HERO
    constant targettype TARGETTYPE_INVULNERABLE
    constant targettype TARGETTYPE_ITEM
    constant targettype TARGETTYPE_MECHANICAL
    constant targettype TARGETTYPE_NEUTRAL
    constant targettype TARGETTYPE_NON_ANCIENT
    constant targettype TARGETTYPE_NON_HERO
    constant targettype TARGETTYPE_NON_SUICIDAL
    constant targettype TARGETTYPE_NONE
    constant targettype TARGETTYPE_NOT_SELF
    constant targettype TARGETTYPE_ORGANIC
    constant targettype TARGETTYPE_PLAYER_UNITS
    constant targettype TARGETTYPE_SELF
    constant targettype TARGETTYPE_STRUCTURE
    constant targettype TARGETTYPE_SUICIDAL
    constant targettype TARGETTYPE_TERRAIN
    constant targettype TARGETTYPE_TREE
    constant targettype TARGETTYPE_VUlNERABLE
    constant targettype TARGETTYPE_WALL
    constant targettype TARGETTYPE_WARD

    constant armortype ARMORTYPE_ETHEREAL
    constant armortype ARMORTYPE_FLESH
    constant armortype ARMORTYPE_METAL
    constant armortype ARMORTYPE_STONE
    constant armortype ARMORTYPE_WOOD

    constant defensetype DEFENSETYPE_NORMAL
    constant defensetype DEFENSETYPE_SMALL
    constant defensetype DEFENSETYPE_MEDIUM
    constant defensetype DEFENSETYPE_LARGE
    constant defensetype DEFENSETYPE_FORTIFIED
    constant defensetype DEFENSETYPE_HERO
    constant defensetype DEFENSETYPE_DIVINE
    constant defensetype DEFENSETYPE_UNARMORED

    constant deathtype CANT_RAISE_NO_DECAY
    constant deathtype CAN_RAISE_NO_DECAY
    constant deathtype CANT_RAISE_DOES_DECAY
    constant deathtype CAN_RAISE_DOES_DECAY

    constant shadowimage SHADOWIMAGE_NONE
    constant shadowimage SHADOWIMAGE_FLYER
    constant shadowimage SHADOWIMAGE_NORMAL

    constant attribute ATTRIBUTE_STR
    constant attribute ATTRIBUTE_AGI
    constant attribute ATTRIBUTE_INT

    constant attackindex ATTACK_INDEX_NONE
    constant attackindex ATTACK_INDEX_FIRST
    constant attackindex ATTACK_INDEX_SECOND
    constant attackindex ATTACK_INDEX_NONE

    constant movementtype MOVEMENT_TYPE_NONE
    constant movementtype MOVEMENT_TYPE_FOOT
    constant movementtype MOVEMENT_TYPE_HORSE
    constant movementtype MOVEMENT_TYPE_FLY
    constant movementtype MOVEMENT_TYPE_HOVER
    constant movementtype MOVEMENT_TYPE_FLOAT
    constant movementtype MOVEMENT_TYPE_AMPHIBIOUS

    constant armortype ARMOR_TYPE_SMALL
    constant armortype ARMOR_TYPE_MEDIUM
    constant armortype ARMOR_TYPE_LARGE
    constant armortype ARMOR_TYPE_FORTIFIED
    constant armortype ARMOR_TYPE_NORMAL
    constant armortype ARMOR_TYPE_HERO
    constant armortype ARMOR_TYPE_DIVINE
    constant armortype ARMOR_TYPE_UNARMORED //Used by natives below.
    constant armortype ARMOR_TYPE_UNKNOWN //Invalid armor type. Has been observed randomly in game, likely as the result of a non fatal memory corruption error to the armor type field.

    // Functions

    function GetUnitBuildTime takes integer unitid returns integer //AI native ported to standard JASS.
    function GetHeroBuildTime takes integer unitid, player whichPlayer returns integer //Returns the train time in seconds for a player to make the specified hero type. Factors in train time increases with sequential heroes in melee.
    function GetHeroReviveTime takes unit whichUnit returns integer //Returns the revive time in seconds for a player to revive the specified hero if it were dead.

    function GetBuilderUnit takes unit building returns unit //Returns the unit that constructed a building/unit. In the case of buildings this should be the unit that converted the foundation into a unit.
    function GetUnitBuildProgress takes unit u returns real //Returns the fraction (percent / 100) completion of a building/unit in progress. If the unit has no progress (already built) returns 1.0.
    function SetUnitBuildProgress takes unit u, real fraction returns nothing //Modifies the fraction completion of a building/unit in progress. A fraction of 1.0 causes the unit to be instantly completed. Does nothing to a unit that is complete.
    function GetUnitTrainProgress takes unit factory returns real //Returns the fraction completion of a unit that is being trained. Returns 1.0 if no unit is being trained.
    function SetUnitTrainProgress takes unit factory, real fraction returns nothing //Modifies the fraction completion of a unit that is currently being trained. A fraction of 1.0 causes the unit to be instantly trained. Does nothing to a factory that is not training anything.
    function GetTrainingQueueSize takes unit factory returns integer //Returns the number of queued training orders.
    function GetMaxTrainingQueueSize takes unit factory returns integer //Returns the maximum number of queued training orders a factory allows.
    function CancelTraining takes unit factory, integer slot returns boolean //Cancels a train order from the training queue of a building determined by slot number (eg 0 - 6). Returns true if a unit was actually canceled.
    function ClearTrainingQueue takes unit factory returns boolean //Equivelant to calling CancelTraining on all occupied training slots of a building. Returns true if at least 1 training order was canceled.

    function SetUnitVisionType takes unit u, boolean flying //Changes the vision mechanics of a unit to either be ground (can be occluded by terrain) or flying (absolute).

    function UnitCancelTimedLife takes unit u returns nothing //Cancels a previously applied UnitApplyTimedLife or automatic expiration timer of a summoned unit.
    function UnitApplyTimer takes unit u, integer buffId, real timeout returns timer //Applies a non-fatal timer to a unit that shows the time ticking down like with a spell like Avatar or Metamorphosis. When the timer expires, a TimerRegisterExpireEvent fires.
    function UnitDisableItems takes unit u, boolean flag, boolean passive returns nothing //Toggles whether a unit can use items. Item passive effects are optionally able to be turned on or off.

    function ReviveUnit takes unit u returns nothing //Revives a dead unit at the position of its corpse. Mechanically the same as the unit being effected by Paladin's Resurrection ability.

    function SetUnitSpeed takes unit u, real speed returns nothing
    function GetUnitSpeed takes unit u returns real

    function SetUnitTurnRate takes unit u, real tr returns nothing
    function GetUnitTurnRate takes unit u returns real

    function SetUnitMovementType takes unit u, movementtype type returns nothing
    function GetUnitMovementType takes unit u, returns movementtype

    function SetUnitFoodCost takes unit u, integer i returns nothing
    function GetUnitFoodCost takes unit u returns integer

    function SetUnitFoodProduced takes unit u, integer i returns nothing
    function GetUnitFoodProduced takes unit u returns integer

    function SetUnitLevel takes unit u, integer level returns nothing
    //function GetUnitLevel takes unit u returns integer

    function SetUnitFormationRank takes unit u integer rank returns nothing
    function GetUnitFormationRank takes unit u returns integer

    function SetUnitTransportSize takes unit u, integer size returns nothing
    function GetUnitTransportSize takes unit u returns integer

    function UnitShowMinimapIcon takes unit u, boolean show returns nothing
    function IsUnitMinimapIconShown takes unit u returns boolean

    function UnitAllowSelection takes unit u, boolean flag returns nothing
    //function IsUnitSelectable takes unit u returns boolean

    function UnitDisablePlayerControl takes unit u boolean flag returns nothing //toggles whether a unit responds to player commands on or off. Can still respond to trigger commands.
    function IsPlayerUnitControlDisabled takes unit u returns boolean

    function UnitDisableAIControl takes unit u boolean b returns nothing //Allow/disallow attack if there was no player command or running away while being attacked.
    function IsUnitControlledByAI takes unit u returns boolean

    function SetHeroPrimaryAttribute takes unit u, attribute a, boolean preserveStats returns nothing //preserveStats makes it so that such parameters as attack speed, armor, hp and mana remains the same, otherwise they should be recalculated
    function GetHeroPrimaryAttribute takes unit u returns attribute

    function SetUnitCollisionSize takes unit u, real size returns nothing

    function SetUnitSoundSet takes unit u, string soundset returns nothing
    function GetUnitSoundSet takes unit u returns string

    function SetUnitMovementSound unit u, string sound returns nothing
    function GetUnitMovementSound takes unit u returns string

    function GetUnitBlendTime takes unit u returns real

    function SetUnitCastBackswing takes unit u, real r returns nothing
    function GetUnitCastBackswing takes unit u returns real

    function SetUnitCastPoint takes unit u, real r returns nothing
    function GetUnitCastPoint takes unit u returns real

    function SetUnitRunSpeed takes unit u real speed returns nothing
    function GetUnitRunSpeed takes unit u returns real

    function SetUnitWalkSpeed takes unit u real speed returns nothing
    function GetUnitWalkSpeed takes unit u returns real

    function SetUnitDeathTime takes unit u, real t returns nothing
    function GetUnitDeathTime takes unit u returns real

    function AllowUnitWaterShadow takes unit u boolean flag returns nothing
    function HaveUnitWaterShadow takes unit u returns boolean

    function SetUnitIcon takes unit u, string icon returns nothing
    function GetUnitIcon takes unit u returns string

    function SetUnitIconScoreScreen takes unit u, string icon returns nothing
    function GetUnitIconScoreScreen takes unit u returns string

    function SetUnitMaximumRollAngle takes unit u, real r returns nothing
    function GetUnitMaximumRollAngle unit u returns real

    function SetUnitMaximumPitchAngle takes unit u, real p returns nothing
    function GetUnitMaximumPitchAngle unit u returns real

    function SetUnitModel takes unit u, real string returns nothing
    function GetUnitModel takes unit u returns string

    function SetUnitOccluderHeight takes unit u, real h returns nothing
    function GetUnitOccluderHeight takes unit u returns real

    function SetUnitOrientationInterpolation takes unit u, integer oi returns nothing
    function GetUnitOrientationInterpolation takes unit u returns integer

    function SetUnitProjectileImpactZSwimming takes unit u, real z returns nothing
    function GetUnitProjectileImpactZSwimming takes unit u returns real

    function SetUnitProjectileImpactZ takes unit u, real z returns nothing
    function GetUnitProjectileImpactZ takes unit u returns real

    function SetUnitProjectileLaunchX takes unit u, real z returns nothing
    function GetUnitProjectileLaunchX takes unit u returns real

    function SetUnitProjectileLaunchY takes unit u, real z returns nothing
    function GetUnitProjectileLaunchY takes unit u returns real

    function SetUnitProjectileLaunchZSwimming takes unit u, real z returns nothing
    function GetUnitProjectileLaunchZSwimming takes unit u returns real

    function SetUnitProjectileLaunchZ takes unit u, real z returns nothing
    function GetUnitProjectileLaunchZ takes unit u returns real

    function AllowUnilProjectileScaling takes unit u, boolean flag returns nothing
    function IsUnitProjectileScalingAllowed takes unit u returns boolean

    function SetUnitSelectionHeight takes unit u, real height returns nothing
    function GetUnitSelectionHeight takes unit u returns real

    function AllowUnitSelectionOnWater takes unit u boolean flag returns nothing
    function IsUnitSelectionOnWaterAllowed takes unit u returns boolean

    function SetUnitSelectionScale takes unit u, real size returns nothing
    function GetUnitSelectionScale takes unit u returns real

    function SetUnitShadowImage takes unit u, shadowimage si returns nothing
    function GetUnitShadowImage takes unit u returns shadowimage

    function SetUnitShadow takes unit u, real width, real height, centerX, centerY returns nothing
    function GetUnitShadowWidth takes unit u returns real
    function GetUnitShadowHeight takes unit u returns real
    function GetUnitShadowCenterX takes unit u returns real
    function GetUnitShadowCenterY takes unit u returns real

    function SetUnitShadowTexture takes unit u, string path returns nothing
    function GetUnitShadowTexture takes unit u returns string

    function SetUnitSpecialart takes unit u, string path returns nothing
    function GetUnitSpecialart takes unit u returns string

    function SetUnitAttackAnimationBackswingPoint takes unit u, integer ai, real v returns nothing
    function GetUnitAttackAnimationBackswingPoint takes unit u, integer ai, returns real

    function SetUnitAttackAnimationDamagePoint takes unit u, integer ai, real v returns nothing
    function GetUnitAttackAnimationDamagePoint takes unit u, integer ai, returns real

    function SetUnitAttackAoEDamageFull takes unit u, integer ai, real AoE returns nothing
    function GetUnitAttackAoEDamageFull takes unit u, integer ai, returns real

    function SetUnitAttackAoEDamageMedium takes unit u, integer ai, real AoE returns nothing
    function GetUnitAttackAoEDamageMedium takes unit u, integer ai, returns real

    function SetUnitAttackAoEDamageSmall takes unit u, integer ai, real AoE returns nothing
    function GetUnitAttackAoEDamageSmall takes unit u, integer ai, returns real

    function SetUnitAttackAoETargetAllowed takes unit u, integer ai, targettype target, boolean allowed returns nothing
    function GetUnitAttackAoETargetAllowed takes unit u, integer ai, targettype target returns boolean

    function SetUnitAttackType takes unit u, integer ai, attacktype at returns nothing
    function GetUnitAttackType takes unit u, integer ai returns attacktype

    function SetUnitAttackDamageFactorMedium takes unit u, integer ai, real fm returns nothing
    function GetUnitAttackDamageFactorMedium takes unit u, integer ai, returns real

    function SetUnitAttackDamageFactorSmall takes unit u, integer ai, real fs returns nothing
    function GetUnitAttackDamageFactorSmall takes unit u, integer ai, returns real

    function SetUnitAttackDamageLossFactor takes unit u, integer ai, real lf returns nothing
    function GetUnitAttackDamageLossFactor takes unit u, integer ai, returns real

    function SetUnitAttackDamageSpillDistance takes unit u, integer ai, real distance returns nothing
    function GetUnitAttackDamageSpillDistance takes unit u, integer ai, returns real

    function SetUnitAttackDamageSpillRadius takes unit u, integer ai, real radius returns nothing
    function GetUnitAttackDamageSpillRadius takes unit u, integer ai, returns real

    function SetUnitAttackMaxTargets takes unit u, integer ai, integer amount returns nothing
    function GetUnitAttackMaxTargets takes unit u, integer ai returns integer

    function SetUnitAttackProjectileArc takes unit u, integer ai, real arc returns nothing
    function GetUnitAttackProjectileArc takes unit u, integer ai returns real

    function SetUnitAttackProjectile takes unit u, integer ai, string path returns nothing
    function GetUnitAttackProjectile takes unit u, integer ai returns string

    function SetUnilAttackProjectileHoming takes unit u, integer ai, boolean flag returns nothing
    function IsUnitAttackProjectileHoming takes unit u, integer ai returns boolean

    function SetUnitAttackProjectileSpeed takes unit u, integer ai, real speed returns nothing
    function GetUnitAttackProjectileSpeed takes unit u, integer ai returns real

    function SetUnitAttackRangeMotionBuffer takes unit u, integer ai, real range returns nothing
    function GetUnitAttackRangeMotionBuffer takes unit u, integer ai returns real

    function SetUnitAttackTargetAllowed takes unit u, integer ai, targettype type, boolean allowed returns nothing
    function GetUnitAttackTargetAllowed takes unit u, integer ai, targettype type returns boolean

    function SetUnitWeaponSound takes unit u, integer ai, string path returns nothing
    function GetUnitWeaponSound takes unit u, integer ai, returns string

    function SetUnitAttackIndex takes unit u, attackindex index returns nothing
    function GetUnitAttackIndex takes unit u returns attackindex

    function SetUnitDeathType takes unit u, deathtype dt returns nothing
    function GetUnitDeathType takes unit u returns deathtype

    function SetUnitDefenseBase takes unit u, real armor returns nothing
    function GetUnitDefenseBase takes unit u returns real

    function SetUnitArmorType takes unit u, armortype at returns nothing
    function GetUnitArmorType takes unit u returns armortype

    function SetUnitWeaponType takes unit u, integer ai, weapontype wt returns nothing
    function GetUnitWeaponType takes unit u, integer ai, returns weapontype

    function SetUnitDefenseType takes unit u, defensetype d returns nothing
    function GetUnitDefenseType takes unit u returns defensetype

    function SetUnitTargetType takes unit u, targettype target returns nothing
    function GetUnitTargetType takes unit u returns targettype

    function SetUnitAttackUpgradeBonus takes unit u, integer ai, integer amount returns nothing
    function GetUnitAttackUpgradeBonus takes unit u, integer ai, returns integer

    function SetUnitDefenseUpgradeBonus takes unit u, real newBonus returns nothing
    function GetUnitDefenseUpgradeBonus takes unit u returns real

    function SetUnitMinimumAttackRange takes unit u, real range returns nothing
    function GetUnitMinimumAttackRange takes unit u returns real

    function SetUnitAttackRange takes unit u, integer ai, real range returns nothing
    function GetUnitAttackRange takes unit u, integer ai returns real

    function SetUnitAcquisitionRange takes unit u, real r returns nothing
    function GetUnitAcquisitionRange takes unit u returns real

    function SetUnitCasterUpgradeArt takes unit u, string icon returns nothing
    function GetUnitCasterUpgradeArt takes unit u returns string

    function SetUnitCasterUpgradeName takes unit u, integer level, string name returns nothing
    function GetUnitCasterUpgradeName takes unit u, integer level returns string

    function SetUnitCasterUpgradeTip takes unit u, integer index, string name returns nothing
    function GetUnitCasterUpgradeTip takes unit u, integer index, returns string



    // TERRAIN API

    function GetWaterLevelZ takes real x, real y returns real //Returns Z of water level at specified position
    function IsPointPathable takes real x, real y, movementtype mt returns boolean
    //========================================================================================================================================


    // BENCHMARKING API
    /*
        Whoever suggested these did not explain their purpose or what they are meant to do.
        I am guessing they are meant to be client local performance counters for measuring performance of various scripts.
        If this is the case then all calls made to these during multiplayer these should return default safe values that do nothing.
    */

    function CreateStopWatch takes nothing returns stopwatch //Create a performance counter stop watch.
    function StopWatchStart takes stopwatch returns nothing //Start the stop watch, causing it to record time progression. If it has been paused, resumes recording.
    function GetStopWatchTime takes stopwatch returns real //Pause the stop watch and get the current elapsed stop watch time, which is the sum of all time it has been left running.
    function StopWatchEnd takes stopwatch returns nothing //Destroy the stop watch freeing all resources it used.
    function StopWatchPause takes stopwatch returns nothing //Pause the stop watch causing it to stop recording time progression. If trying to accuratly measure execution time of a piece of script this should be called between game frames to prevent the stop watch measuring the game loop time.



    // DEBUGGING API

    type func extends code //Function type to be used with debugging natives. Possibly has special syntax requirements to prevent code exploit.

    function DisplayErrorMsg takes string s, real duration returns nothing //Display the given error message string in the error message area. The message is also written out to an error log file.

    function GetOPLimit takes nothing returns integer //Get the current remaining JASS thread operation limit. Due to how the JASS virtual machine works the returned value may be larger than the actual limit by the time it can be processed.
    function SetOPLimit takes integer newlimit returns nothing //Changes the current JASS thread operation limit to the specified value. Due to how the JASS virtual machine works the actual limit may be slightly smaller than the specified amount by the time the function returns. Care must be taken when using this native as it negates the infinite loop protection offered by the operation limit.
    function ResetOPLimit takes nothing returns nothing //Resets the current JASS thread operation limit to the default operation limit of that thread, as if it was freshly created. Due to how the JASS virtual machine works the actual limit may be smaller than the default amount by the time the function returns. Care must be taken when using this native as it negates the infinite loop protection offered by the operation limit.

    function TriggerRegisterJassOpLimitEvent takes trigger whichTrigger returns event //Event fires in response to a JASS virtual machine thread crash as a result of the thread reaching its operation limit. Useful for detecting when a thread crash occurs.
    function TriggerRegisterJassDivideByZeroEvent takes trigger whichTrigger returns event //Event fires in response to a JASS virtual machine thread crash as a result of attempted division by 0. Useful for detecting when a thread crash occurs.
    function TriggerRegisterJassNoBlockEvent takes trigger whichTrigger returns event //Event fires in response to a JASS virtual machine thread crash as a result of attempting to block when blocking is not allowed (eg TriggerSleepAction in a condition function). Useful for detecting when a thread crash occurs.
    function GetTriggerFunction takes nothing returns func //In response to all JASS thread crash events returns the function the crash occured at.
    function GetEventJassError takes nothing returns string //In response to all JASS thread crash events returns a human readable string with as much information about the crash as possible. Intended to be printed out or logged to help map makers track down where/why a thread crash occured.
    function GetHandleIdCount takes nothing returns integer //Returns the number of currently allocated handle ids. If this number is observed increasing as a game progresses there is likely an object leak of sorts.
    function GetHandleIdFreeCount takes nothing returns integer //Returns the number of handle ids on the free handle id stack. If this number is very large then either the map has suffered from object count reduction over time or there was a step that required a large number of objects be created and destroyed.
     
    Last edited: Apr 11, 2018
  13. anby

    anby

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    Code (vJASS):
    function GetSpecialEffectAttachX takes effect fx returns real //Get value from X axis of the attachment point.
    function GetSpecialEffectAttachY takes effect fx returns real //Get value from Y axis of the attachment point.
    function GetSpecialEffectAttachZ takes effect fx returns real //Get value from Z axis of the attachment point.
    function GetSpecialEffectAttachYaw takes effect fx returns real //Get Yaw value from the special effect attachment.
    function GetSpecialEffectAttachPitch takes effect fx returns real //Get Pitch value from the special effect attachment.
    function GetSpecialEffectAttachRoll takes effect fx returns real //Get Roll value from the special effect attachment.
     
     
    Last edited: Mar 29, 2018
  14. Wareditor

    Wareditor

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    @MyPad @Raised
    Please keep in mind what was added in 1.29 already and comment it from your lists

    @anby what does this mean?
     
  15. Spellbound

    Spellbound

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    I think what anby's function does is it unbinds a special effect from an attachment point on a unit so it can be manipulated freely. Could be useful, imo.
     
  16. anby

    anby

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    Yes, especially for cinematics but also partial transformation, weapon both magic vfx smooth translation in case of projection/ejection from the targets.
     
    Last edited: Mar 20, 2018
  17. LordTalbot

    LordTalbot

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    Refering to the first post by Kam. I see a lot of new constants and functions beeing added. All these can only be used with custom scripts? I think I know how to use the functions via the custom script action but what about the constants? I don't see a possibility in WorldEdit to use scriptcode for an event. So atm it seems like I can check the "clicked mouse button" under conditions but there is no "mouse button is clicked" event (there is only one for the mousewheel).

    Will these functions and constants make it into the puzzleworld of the Trigger Editor? They sure are great!
    Also I don't see a new native for attack range, can't change it. All the other stated new natives are there though.

    How about spelldamage? I could make very good use of a way to get the damage dealt by a spell or to modify the damage field of spells themselfs. Meaning any kind of support for dynamic spell damage like increasing dealt damage by a fixed value or a factor.

    Wonderful stuff whatsoever!
     
  18. deepstrasz

    deepstrasz

    Map Reviewer

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    So, will you guys implement the play animation, change vertex colouring for doodads?
     
  19. MyPad

    MyPad

    Spell Reviewer

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    I think some of these functions might be useful.

    Code (vJASS):

    // Animation sequences
    function GetAnimationTimeout takes string modelFile, string anim returns real
        // This returns the duration of the sequence converted from key-frames to float-seconds.

    function GetUnitAnimationTimeout takes unit u, string anim returns real
        // A wrapper function for GetAnimationTimeout but for units.
        return GetAnimationTimeout(GetUnitModelFile(u), anim)

    function GetUnitCurrentAnimationTimeout takes unit u, string anim returns real
        // A function that gets the animation timeout and adjusts to the time scale of the unit.
        // For instance, if the time-scale of the unit is 2, then the duration is halved.

        // However, for additional protection, a safe default value of 0 will be returned
        // when the time scale is 0.
        return GetAnimationTimeout(GetUnitModelFile(u), anim)/GetUnitTimeScale(u)

    function GetDestructableAnimTimeout takes destructable d, string anim returns real
    function GetDestructableCurrentAnimTimeout takes destructable d, string anim returns real

    function GetItemAnimationTimeout takes item i, string anim returns real
    function GetItemCurrentAnimationTimeout takes item i, string anim returns real

    constant colorType BASIC_COLOR_RED = ConvertColorType(1)
    constant colorType BASIC_COLOR_GREEN = ConvertColorType(2)
    constant colorType BASIC_COLOR_BLUE = ConvertColorType(4)
    constant colorType BASIC_COLOR_ALPHA = ConvertColorType(8)

    function GetWidgetVertexColor takes widget w, colorType c returns real
        // Returns the vertex coloring of a desired widget.
        // In retrospect, the functions above could be replaced with
        // just GetWidgetAnimationTimeout or something.
     
     
  20. DracoL1ch

    DracoL1ch

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    Animations aren't in sync, at all, completely local and unreliable