- Joined
- Nov 3, 2013
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- 989
Checking on Producer Update: Natives List there's that list of new events, functions, and what not that were added and were going to be added.
There's been a few patches since then, but the post hasn't been updated for almost a year by now. So were anything further added besides those events listed as added?
Right now I'm specifically looking at:
But there were a lot of other handy events and functions like
and so on that would be nice, but I don't know whether they exist or not.
There's been a few patches since then, but the post hasn't been updated for almost a year by now. So were anything further added besides those events listed as added?
Right now I'm specifically looking at:
JASS:
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.
JASS:
function SetUnitMovementType takes unit u, movementtype movementType returns nothing
//Changes the movement type of a unit to the specified movement type.
function GetUnitMovementType takes unit u returns movementtype
//Get the movement type of a unit.
JASS:
// > UNIT ATTACK
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 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 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 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.