SetUnitsGUI

Events


Map initialization

Conditions

Actions


-------- Footman for All Players --------


Set UnitType = Footman


Set Players = AllPlayers


Trigger - Run AddType <gen> (ignoring conditions)


-------- Grunt for All Players except Player 2 (blue) --------


Set UnitType = Grunt


Set Players = AllPlayers


Trigger - Run AddType <gen> (ignoring conditions)


Set Players = (Player number of Player 2 (Blue))


Trigger - Run RemoveType <gen> (ignoring conditions)


-------- Ghoul for Player 1 (red) --------


Set UnitType = Ghoul


Set Players = (Player number of Player 1 (Red))


Trigger - Run AddType <gen> (ignoring conditions)


-------- Ghoul available normally for other players --------


Set AllowAll = True


Trigger - Run AllowNormalTraining <gen> (ignoring conditions)


-------- Archer for Player 2 (blue) --------


Set UnitType = Archer


Set Players = (Player number of Player 2 (Blue))


Trigger - Run AddType <gen> (ignoring conditions)


-------- Fel Stalker for Player 1 & 2 (red & blue) --------


Set UnitType = Fel Stalker


Set Players = (Player number of Player 1 (Red))


Trigger - Run AddType <gen> (ignoring conditions)


Set Players = (Player number of Player 2 (Blue))


Trigger - Run AddType <gen> (ignoring conditions)


-------- Fel Stalker can be trained more than once for Player 1 (red) --------


Set Players = (Player number of Player 1 (Red))


Set AllowMultiple = True


Trigger - Run AllowMultiple <gen> (ignoring conditions)


-------- Priest (Blood Mage model) for Player 1 (red) - using Dissipate animation --------


Set UnitType = Priest


Set Players = (Player number of Player 1 (Red))


Trigger - Run AddType <gen> (ignoring conditions)


Trigger - Run HasDissAnim <gen> (ignoring conditions)
ConfigureDissipateGUI

Events


Map initialization

Conditions

Actions


-------- Configure the Dissipate Effect --------


-------- -- These are the default settings --------


Set confDelay = 3.00


Set confOpacity = 200


Set confDuration = 2.00


Set confIncrement = 0.03


Set confHeight = 530.00


Trigger - Run ConfigureDissipate <gen> (ignoring conditions)


-------- Set Dissipate Effect per race --------


-------- -- These are the default settings --------


-------- -- Only Undead has a dissipate model w/ sound --------


Set Race = Undead


Set EffectString = Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl


Set Sound = No sound


Trigger - Run ConfigureDissSFX <gen> (ignoring conditions)


-------- -- Rest has no dissipate model, so setup sound --------


Set Race = Human


Set EffectString = <Empty String>


Set Sound = HumanDissipate1 <gen>


Trigger - Run ConfigureDissSFX <gen> (ignoring conditions)


Set Race = Orc


Set EffectString = <Empty String>


Set Sound = OrcDissipate1 <gen>


Trigger - Run ConfigureDissSFX <gen> (ignoring conditions)


Set Race = Night Elf


Set EffectString = <Empty String>


Set Sound = NightElfDissipate1 <gen>


Trigger - Run ConfigureDissSFX <gen> (ignoring conditions)


-------- -- Demon doesn't have its own diss sound --------


Set Race = Demon


Set EffectString = <Empty String>


Set Sound = HumanDissipate1 <gen>


Trigger - Run ConfigureDissSFX <gen> (ignoring conditions)


-------- -- 11 possible races (1 - Human, 2 - Orc, 3 - Undead, 4 - Nightelf, 5 - Demon, 7 - Other, 11 - Naga) --------


For each (Integer A) from 6 to 11, do (Actions)



Loop - Actions




Custom script: set udg_Race = ConvertRace(bj_forLoopAIndex)




Set EffectString = <Empty String>




Set Sound = HumanDissipate1 <gen>




Trigger - Run ConfigureDissSFX <gen> (ignoring conditions)
ConfigureReviveGUI

Events


Map initialization

Conditions

Actions


-------- Set Revive Effect per race --------


-------- -- These are the default settings --------


-------- -- Revive effects have sound attached, except Demon --------


Set Race = Human


Set EffectString = Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl


Set Sound = No sound


Trigger - Run ConfigureRevSFX <gen> (ignoring conditions)


Set Race = Orc


Set EffectString = Abilities\Spells\Orc\ReviveOrc\ReviveOrc.mdl


Set Sound = No sound


Trigger - Run ConfigureRevSFX <gen> (ignoring conditions)


Set Race = Undead


Set EffectString = Abilities\Spells\Undead\ReviveUndead\ReviveUndead.mdl


Set Sound = No sound


Trigger - Run ConfigureRevSFX <gen> (ignoring conditions)


Set Race = Night Elf


Set EffectString = Abilities\Spells\NightElf\ReviveNightElf\ReviveNightElf.mdl


Set Sound = No sound


Trigger - Run ConfigureRevSFX <gen> (ignoring conditions)


Set Race = Demon


Set EffectString = Abilities\Spells\Demon\ReviveDemon\ReviveDemon.mdl


Set Sound = ReviveHuman <gen>


Trigger - Run ConfigureRevSFX <gen> (ignoring conditions)


-------- -- 11 possible races (1 - Human, 2 - Orc, 3 - Undead, 4 - Nightelf, 5 - Demon, 7 - Other, 11 - Naga) --------


For each (Integer A) from 6 to 11, do (Actions)



Loop - Actions




Custom script: set udg_Race = ConvertRace(bj_forLoopAIndex)




Set EffectString = Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl




Set Sound = No sound




Trigger - Run ConfigureRevSFX <gen> (ignoring conditions)
ConfigureAbilitiesGUI

Events


Map initialization

Conditions

Actions


-------- These are the default settings --------


-------- Set Fly Ability (used to lift unit during dissipate) --------


Set abilFly = Storm Crow Form


-------- Set Locust Ability (used to make unit unselectable) --------


Custom script: set udg_abilSelect = 'Aloc'


Trigger - Run ConfigureAbilities <gen> (ignoring conditions)


-------- Add Meld Abilities (removed on death) --------


Set abilMeld = Shadow Meld


Trigger - Run RemoveAbilOnDeath <gen> (ignoring conditions)


Set abilMeld = Shadow Meld (Instant)


Trigger - Run RemoveAbilOnDeath <gen> (ignoring conditions)


Set abilMeld = Shadow Meld (Akama)


Trigger - Run RemoveAbilOnDeath <gen> (ignoring conditions)
SetUnitsJASS

Events


Map initialization

Conditions

Actions


-------- Footman for All Players --------


Custom script: call SetTypeRevivable('hfoo', 16)


-------- Grunt for All Players except Player 2 (blue) --------


Custom script: call SetTypeRevivable('ogru', 16)


Custom script: call UnsetTypeRevivable('ogru', 1)


-------- Ghoul for Player 1 (red) --------


Custom script: call SetTypeRevivable('ugho', 0)


-------- Ghoul available normally for other players --------


Custom script: call AllowNormalTraining('ugho', true)


-------- Archer for Player 2 (blue) --------


Custom script: call SetTypeRevivable('earc', 1)


-------- Fel Stalker for Player 1 & 2 (red & blue) --------


Custom script: call SetTypeRevivable('nfel', 0)


Custom script: call SetTypeRevivable('nfel', 1)


-------- Fel Stalker can be trained more than once for Player 1 (red) --------


Custom script: call AllowMultiple('nfel', 0, true)


-------- Priest (Blood Mage model) for Player 1 (red) - using Dissipate animation --------


Custom script: call SetTypeRevivable('hmpr', 0)


Custom script: call SetTypeHasDissipate('hmpr', true)
ConfigureDissipateJASS

Events


Map initialization

Conditions

Actions


-------- Configure the Dissipate Effect --------


-------- -- These are the default settings --------


Custom script: call ConfigureDissipate(3, 200, 2, 0.03, 530)


-------- Set Dissipate Effect per race --------


-------- -- These are the default settings --------


-------- -- Only Undead has a dissipate model w/ sound --------


Custom script: call ConfigureDissSFX(RACE_UNDEAD, "Objects\\Spawnmodels\\Undead\\UndeadDissipate\\UndeadDissipate.mdl", null)


-------- -- Rest has no dissipate model, so setup sound --------


Custom script: call ConfigureDissSFX(RACE_HUMAN, null, gg_snd_HumanDissipate1)


Custom script: call ConfigureDissSFX(RACE_ORC, null, gg_snd_OrcDissipate1)


Custom script: call ConfigureDissSFX(RACE_NIGHTELF, null, gg_snd_NightElfDissipate1)


-------- -- Demon doesn't have its own diss sound --------


Custom script: call ConfigureDissSFX(RACE_DEMON, null, gg_snd_HumanDissipate1)


-------- -- 11 possible races (1 - Human, 2 - Orc, 3 - Undead, 4 - Nightelf, 5 - Demon, 7 - Other, 11 - Naga) --------


For each (Integer A) from 6 to 11, do (Actions)



Loop - Actions




Custom script: call ConfigureDissSFX(ConvertRace(bj_forLoopAIndex), null, gg_snd_HumanDissipate1)
ConfigureReviveJASS

Events


Map initialization

Conditions

Actions


-------- Set Revive Effect per race --------


-------- -- These are the default settings --------


-------- -- Revive effects have sound attached, except Demon --------


Custom script: call ConfigureRevSFX(RACE_HUMAN, "Abilities\\Spells\\Human\\ReviveHuman\\ReviveHuman.mdl", null)


Custom script: call ConfigureRevSFX(RACE_ORC, "Abilities\\Spells\\Orc\\ReviveOrc\\ReviveOrc.mdl", null)


Custom script: call ConfigureRevSFX(RACE_UNDEAD, "Abilities\\Spells\\Undead\\ReviveUndead\\ReviveUndead.mdl", null)


Custom script: call ConfigureRevSFX(RACE_NIGHTELF, "Abilities\\Spells\\NightElf\\ReviveNightElf\\ReviveNightElf.mdl", null)


Custom script: call ConfigureRevSFX(RACE_DEMON, "Abilities\\Spells\\Demon\\ReviveDemon\\ReviveDemon.mdl", gg_snd_ReviveHuman)


-------- -- 11 possible races (1 - Human, 2 - Orc, 3 - Undead, 4 - Nightelf, 5 - Demon, 7 - Other, 11 - Naga) --------


For each (Integer A) from 6 to 11, do (Actions)



Loop - Actions




Custom script: call ConfigureRevSFX(ConvertRace(bj_forLoopAIndex), "Abilities\\Spells\\Human\\ReviveHuman\\ReviveHuman.mdl", null)
ConfigureAbilitiesJASS

Events

Conditions

Actions


-------- These are the default settings --------


-------- Add Meld Abilities (removed on death) --------


Custom script: call RemoveAbilOnDeath('Ashm')


Custom script: call RemoveAbilOnDeath('Sshm')


Custom script: call RemoveAbilOnDeath('Ahid')


-------- Set Fly Ability (used to lift unit during dissipate) --------


Custom script: call SetFlyAbil('Arav')


-------- Set Locust Ability (used to make unit unselectable) --------


Custom script: call SetSelectAbil('Aloc')