Advanced Script Library
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Generator.
Allows filling some elements with the return value.
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Returns true if unit usedUnit is invulnerable.
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Missing life of unit usedUnit in percent.
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Missing life of unit usedUnit.
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Missing mana of unit usedUnit in percent.
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Missing mana of unit usedUnit.
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http://www.cplusplus.com/reference/stl/list/
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http://www.mappedia.de/wiki/Tutorial:Gel%C3%A4ndenebel
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http://www.mappedia.de/wiki/Tutorial:Gel%C3%A4ndenebel
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http://www.mappedia.de/wiki/Tutorial:Gel%C3%A4ndenebel
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http://www.mappedia.de/wiki/Tutorial:Gel%C3%A4ndenebel
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http://www.wc3c.net/
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http://www.wc3c.net/showthread.php?t=101260
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http://www.wc3c.net/showthread.php?t=101407
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http://www.wc3jass.com/
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http://www.wc3jass.com/
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http://www.wc3jass.com/
Did not test desync yet.
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! runtextmacro A_STACK("private", "AIntegerStack", "integer")
runtextmacro A_STACK("private", "AIntegerStack", "integer")
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If you want to use an explicit gui action use this.
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Is called when character unit is changed. Change all registered specific unit events.
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The ASystemDebugger class provides a GUI for testing all systems of the ASL system module.
You can create characters, NPCs, quests etc. easily by using buttons.
Usually this reduces debugging time of the programer.
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This is the generic shortcut function interface.
id Id of the object which belongs to the function call.
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Use this method as track action if you want to have the generic tooltip.
You can also use another track action and call this method in your custom action.
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We do not want to use player forces ftw!!!
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adjacentFind
adjacentFindIf
binarySearch Copies elements in range position0, number0 into vector vector starting at index position1. Returns index of last copied element.
- Converts an ASCII char to an integer. ASCII is the American Keyboard Standard. Conversion of a char to ASCII works with the integer type: 'a' = 97.
- Provides the functionality of a single physical missile which is able to cause damage and to have a widget source and target or three coordinate values (x, y and z).
- Returns a rect at point with coordinates x and y and with width width and height height. RectFromCenterSizeBJ
- Returns angle between to points by using their coordinates and a centre. GetAngleBetweenPoints
- Returns angle between to points by using their coordinates. GetAngleBetweenPointsFromCentre AngleBetweenPoints
- Returns class of the character. Classes are used by class selection which allows user to choose between different classes/unit types which are during the game. AClass AClassSelection
- Returns if the character is movable. Unmovable characters are paused and invulnerable. Additionally all systems are disabled. setMovable
- Returns the first element value of vector. Returns the last element value of vector. Returns the last element index of vector. Returns the element at index index.
- Returns the polar projection location of a point by using its coordinates. GetPolarProjectionX GetPolarProjectionY PolarProjectionBJ
- Returns the rect where rect rect0 and rect1 cross each other. If both rects do not cross anywhere function will return null.
- Returns x value of a polar projection. GetPolarProjectionY GetPolarProjectionOfPoint
- Returns y value of a polar projection. GetPolarProjectionX GetPolarProjectionOfPoint
- cheat The string the player has to enter into the chat. exactMatch If this value is false user does not have to enter the exact string of cheat to run the cheat. For example if the cheat string is "setlevel" "setlevel 1000" does also work. action The function which will be called when player enters cheat string.
- fpsKeyMoveForward 87 - W fpsKeyMoveBackward 83 - S fpsKeyTurnRight 68 - D fpsKeyTurnLeft 65 - A refreshRate 0.01 speed 5.0 angle 90.0 stopWhileStanding false Character stops if no key is pressed.
- http://www.wc3c.net/showthread.php?t=106830
- refreshRate 0.01 speed 5.0 angle 90.0 stopWhileStanding false Character stops if no key is pressed.
- refreshRate 1.0 //If this value is 0.0 there is no text range 500.0 angle 30.0 //Grad 0-360 workerUnitType 'HPEA' showText true indicateTarget true textLevel Stufe
- separators Should be list of separating characters.
- shortcutHandlerUnitType The unit type of the unit which is selected during the display time of the GUI. It should have all shortcut abilities. shortcutHandlerX The x coordinate of the shortcut handlers position. shortcutHandlerY The y coordinate of the shortcut handlers position. textOk The text which is displayed as Ok text. shortcutOk The shortcut which is used for the Ok text.
- useFps false, new implementation, uses the left mouse key order "move" time 0.5 hitAnimation "attack" angle 20.0
- ACheat provides a simple cheat functionality. Cheats are string which the player has to enter in chat and which can provide everything the user wants them. Use the function interface ACheatOnCheatAction to specify your cheat action. Note that you can use GetEventPlayerChatString() to read the whole entered chat string.
- Added special effect.
- Added spell effect.
- Added spell effect.
- Adds a dynamic third person camera to the game. Its main purpose is to enable the user a highly configurable camera without the usual limitations of third person cameras. Using this camera you can basically use any kind of terrain on your map without caring about the cam falling below the terrain or clipping parts of the terrain. Note that you have to initialize AArrowKeys before initializing this struct.
- Adds a new element at the end of the list, right after its current last element. The content of this new element is initialized to value. This effectively increases the list size by one. Removes the last element in the list container, effectively reducing the list size by one. This calls the removed element's destructor. The list container is extended by inserting new elements before the element at position position with value value. This effectively increases the container size by number.
- Adds all units of group whichGroup to the group. destroy If this value is true group whichGroup will be destroyed after it has been added. clear If this value is true group whichGroup will be cleared after it has been added. This value has no effect if destroy is already true. If both parameters are false group whichGroup won't change. Unfortunately the method has to re-add all units (limited Warcraft 3 natives).
- Adds bonus of a specific property to unit. whichUnit Unit which should get bonus. bonusType Property type which is used for adding bonus. Possible values are: A_BONUS_TYPE_DAMAGE A_BONUS_TYPE_ARMOR A_BONUS_TYPE_LIFE A_BONUS_TYPE_MANA A_BONUS_TYPE_SIGHT_RANGE A_BONUS_TYPE_MANA_REGENERATION A_BONUS_TYPE_LIFE_REGENERATION amount Bonus amount which should be added. Returns if bonus was added successfully.
- Adds or removes the attack ability to unit usedUnit.
- Adds or removes the move ability to unit usedUnit.
- Basic case (in)sensitive pattern matching. Supported wildcard characters: * - matches 0 or more any characters ? - matches exactly 1 any character # - matches any digit, 0-9 [list] - matches any character in
(l, i, s and t in this example) [!list] - matches any character that isn't in the list Use \\* or \\? or \\[ to match a * or ? or [ respectively. To get a ] in a list, put it as first character of the list. To get a ! in a list, don't put it first. By common convention, special characters *, ? and # have no meaning when used in a list. If "case" is true, the matching is case sensitive.
- Bei den folgenden Zahlentypen muss die Zahl immer mit einer bestimmten Ziffernfolge beginnen. Ansonsten wird sie NICHT als eine solche Zahl erkannt. Dies ist eine Anlehnung an C++ und wahrscheinlich auch an vielen andere Sprachen: - 0% binär - 0 oktal - 0x hexadezimal Checks if string whichString is binary. whichString Checked string. Returns true if string whichString is binary.
- Beschreibung: Die Funktionen setzen eine Einheit auf angegebene Koordinaten, falls die Einheit auf diesen stehen könnte. Dabei wird die Betrachtung für jede Koordinate separat ausgeführt. Das heißt, die Einheit könnte in eine Achsenrichtung bewegt werden, auch wenn sie es in die Zweite nicht kann. Dadurch slidet sie an Grenzen, wenn die Bewegung in eine Richtung möglich ist. Die Funktionen returnen, ob die Einheit erfolgreich an die gegebenen Koordinaten bewegt wurde. Hinweise: Um zu entscheiden, ob die Einheit geblockt wird, wird ein kleiner Toleranzbereich genommen. Auf Bewegung bezogene Ereignisse werden ausgeführt, auch wenn die Einheit im Endeffekt zurückgesetzt wurde. Sowohl das Prüfen als auch das Zurücksetzen der Position erfolgt über Bewegungsaktionen, die auf die Einheit angewandt werden. Da die Funktionen wohl im Zusammenhang mit rekursiven Fortbewegungssystemen einer Einheit gebraucht werden (die vorigen Koordinaten einer Einheit werden ausgelesen, um sie zum Beispiel für die Ermittlung der Nächsten zu verarbeiten), muss man bei allen drei Funktionen die alten Positionsinformationen der Einheit mitliefern. Das ist besser für die Schnelligkeitsperformance, als wenn man es mehrfach ausliest.
- Bonus Mod's Number of abilities per bonus, if last power of 2 ability is -512, this shall be 10, and the maximum bonus would be 511 while the minimum -512.
- Call this method before you use this class! destroyOnPlayerLeaves If this value is true the character will be destroyed when his owner leaves game. shareOnPlayerLeaves If this value is true control over character will be shared with other character owners. destroyOnDeath If this value is false the character will be set unmovable when he dies otherwise he will be destroyed. useViewSystem Shows if the view system is used. useFocusSystem Shows if the focus system is used. useMovementSystem Shows if the movement system is used. useFightSystem Shows if the fight system is used. useRevivalSystem Shows if the revival system is used. useInventorySystem Shows if the inventory system is used. useTalkLogSystem Shows if the talk log system is used. AView AFocus AMovement AFight ARevival AInventory ATalkLog
- Call this method before you use this struct! Call this after a trigger sleep action, multiboard is created! Call this AFTER character creation/character class selection refreshRate Should be bigger than 0.0.
- Called ALog since RtC has its own Log function.
- Calls user-defined function unaryFunction for each element in range beginning at position position and ending at position position + number - 1. Function unaryFunction is called like this: call unaryFunction.execute(x) where x is the current element of iteration.
- Characters are represented by units in game. Returns character's unit.
- Checks if string which is an integer. which Checked string. Returns true if string which is an integer.
- Checks if string whichString contains only characters from character pool characterPool. Checks each single character. whichString String which should be checked. characterPool Character pool which will be used for comparing all characters. Returns if all characters from string whichString are contained by string pool characterPool.
- Checks if string whichString contains only special characters. whichString Checked string. Returns true if string whichString contains only special characters.
- Checks if string whichString contains only white-space characters. whichString Checked string. Returns true if string whichString contains only white-space characters.
- Checks if string whichString is a signature. whichString Checked string. Returns true if string whichString is a signature.
- Checks if string whichString is alphabetical. whichString Checked string. Returns true if string whichString contains only alphabetical characters.
- Checks if string whichString is hexadecimal. whichString Checked string. Returns true if string whichString is hexadecimal.
- Checks if string whichString is numeral. whichString Checked string. Returns true if string whichString contains only numeral characters.
- Checks if string whichString is octal. whichString Checked string. Returns true if string whichString is octal.
- Checks requirements of all equipped items. If some requirements aren't met the checked item is dropped. This should be called whenever character units attributes which are used for item type requirement change. Note: Now it should work while rucksack is opened, too.
- Checks whether a player is a playing user.
- Compute cumulative inner product of range Returns the result of accumulating initialValue with the inner products of the pairs formed by the elements of two ranges starting at position0 and position1. The two default operations (to add up the result of multiplying the pairs) have * to be overridden by parameters binaryOperation0 and binaryOperation1. The result of accumulating initialValue and the products of all the pairs of elements in the ranges starting at position0 and position1. C++ template example: template T inner_product ( InputIterator1 first1, InputIterator1 last1, InputIterator2 first2, T init ) { while (first1!=last1) init = init + (*first1++)*(*first2++); // or: init=binary_op1(init,binary_op2(*first1++,*first2++)) // for the binary_op's version return init; }
- Converts a number from any numeral system into an integer. The A in A2I stands for alpha-numeric. alphanumeric The alpha-numeric string which will be converted. chars The character pool of the numeral system. Returns the converted integer.
- Converts a specific number of seconds to a string with minutes and hours. Example: 120 seconds - 02:00.
- Converts an integer into any numeral system The A in I2A stands for alpha-numeric. value The integer value which will be converted. chars The character pool of the numeral system. Returns the converted value as string.
- Copies all elements into vector vector. Vectors should have the same size. Returns index of last copied element.
copyBackward
copyN
countIf
equal
equalIf
fill
fillN
- Created destructable.
- Created destructable.
- Created item.
- Created trackable.
- Created unit.
- Creates a dummy unit which tries to harvest the filtered destructable. It should only used by filters. Returns true if the filtered destructable is a tree.
- Creates a new Warcraft-3-like group from the group. Returns a newly created group.
- Creates a single lightning which only can be seen by the player "user".
- Displays a message to the owner of the character.
- Displays text on the screen if the debug mode is enabled. DebugMsg: Your Message - Echoes Your Message to logs//war3erruser.txt Ursprünglich war es eine Platzhalter-Funktion.
- Doesn't pause or unpause already paused units. Doesn't try to unpause new created units. Doesn't use global variable. Saves a key on each unit to identify paused unit. Key is removed automatically when unit is removed from game. PauseAllUnitsBJ
- Doesn't use forces. PingMinimapForForce PingMinimapLocForForce PingMinimapForForceEx PingMinimapForPlayer PingMinimapLocForPlayer
- Each character has its own owner. This must be a human playing player. Each human playing player can own exact one character. Returns character's owning player
- Each human playing player can own exact one character. Use this method to set the unit of a player character. user The owner of the character. usedUnit The unit of the character. Returns player character.
- Exchanges the content of the vector by the content of vector, which is another vector object containing elements of the same type. Sizes may differ. After the call to this member function, the elements in this container are those which were in vector before the call, and the elements of vector are those which were in this.
- Functions following this function interface can be used as keypress event responses. key Parameter values: 0-up, 1-down, 2-right, 3-left pressed true-key was pressed, false-key was released
- Generates a random alphabetical character. Returns a random alphabetical character.
- Generates a random character from the character pool charPool. charPool Character pool which is used for generation of a random character. Returns a random character from the character pool charPool.
- Generates a random numeral character. Returns a random numeral character.
- Generates a random special character. Returns a random special character.
- Generates a random white-space character. Returns a random white-space character.
- Generats a random string with the length length. Is able to include various other characters. length The length of the returned value. includeNumberCharacters If this value is true number charactes will be added into the string pool. includeSpecialCharacters If this value is true special characters will be added into the string pool. includeWhiteSpaceCharacters If this value is true white-space characters will be added into the string pool. Returns a random string generated from the selected string pool.
- Global hash table is used by Advanced Script Library itself.
- I changed the function and called my own string functions.
- If it is 10, the hp, mana abilities will be: 10, 20,40,80,160,... If it is 1, they would be : 1,2,4,8,16,... If it is 5, they would be: 5,10,20,40,80,..
- If the character is set unmovable he will be stopped immediatly and can not move until he will be set movable. This method is used for dialogs or cinematic sequences. Besides it disables all character systems!
- If there aren't enough items in multiboard yet required onces will be added automatically. refreshRate If this value is bigger than 0 multiboard bar will be refreshed. horizontal This value is not dynamic.
- If you dock a main window it will be destroyed when the GUI will be destroyed. Container index.
- Information about SubString start = start char position, starts with 0: 0 = first char, StringLength - 1 = last char end = last char position, starts with 1: 1 = first char, StringLength = last char
- Initializes the spawn point system. Please call this method before using anything of this system. time The time which has to elapse before the unit respawns. effectPath The path of the effect which is shown when the unit respawns. If this value is null there won't be shown any effect. dropChance The chance (percentaged) for dropping items. owner The player who owns all spawn point units.
- Inserts a new element at the beginning of the list, right before its current first element. The content of this new element is initialized to value. This effectively increases the list size by one.
- Inserts string insertedString into string whichString at position position and returns the resulting string. whichString String into which string insertedString should be inserted. position Position where string insertedString should be inserted. insertedString String which should be inserted into string whichString at position position. Returns the new string with the inserted string.
- IsUnitOnRect returns true if the unit's collision circle ------------ interesects with a rect. Useful for example, in a "enter rect" event it will return true, unlike blizz' RectContainsUnit probably slower than RectContainsUnit
- It is possible to search in the string files of the mpq directory "ui/FrameDef". There are some general string files. tr means translation. native GetLocalizedString takes string source returns string
- Members of talks are called informations or infos. An info is a single object which informs the user about something like new quests or important things which happened. Infos can have their own condition, so player do not always get access to them. This allows the creator to write nice multiple choice dialogs for different classes or players. Additionally you're able to make infos permanent, so player can always use or get them if the condition is true. Since there probably will be some longer speeches of an information they're skipable by pressing a specific key. This must be explicit enabled when calling the struct initializer (AInfo.init).
- Merges vector into the vector, inserting all the elements of vector into the vector object at their respective ordered positions. This empties vector and increases the vector size.
- Methods are often called in their own threads -> TriggerSleepAction problem.
- Moves vectorNumber elements from vector vector at position vectorPosition into the vector container at the specified position position, effectively inserting the specified elements into the container and removing them from vector. This increases the container size by the amount of elements inserted, and reduces the size of vector by the same amount.
- Moves string movedString of string whichString to position newPosition and returns the resulting string. whichString String in which string movedString should be moved. movedString String which should be moved. newPosition Position to which string movedString should be moved. Returns the new string with the moved string.
- Moves the sub string of string whichString at position position and with length length to position newPosition and returns the resulting string. whichString String in which the sub string should be moved. position Start position of the sub string. length Length of the sub string. newPosition Position to which the sub string should be moved. Returns the new string with the moved string.
- New argument function. Is much faster because you don't have to filter all the arguments and don't have to convert the types by yourself. StringArg(StringArg(IntegerArg("You're %i years old and you're called %s. Besides you're %s.", 0), "Peter"), "gay")
- Original description: The function SetTerrainPathable sets a single 32x32 space on the pathing grid. However, SetTerrainType sets a 128x128 space on the terrain grid, and does not change the pathing for that space. If you want to change the pathing, you'd have to change the pathing for 16 individual points per terrain space. This function rectifies the situation by allowing you to change the pathing for a single space on the terrain grid, instead of a single space on the pathing grid. Note: In my tests, the alignment was correct. However, there might be cases where this isn't true, so if there is a problem I will change the numbers as needed.
- Other functions available for use are GetFullDamage and GetReducedDamage. GetFullDamage, when passed the actual damage a unit takes (In most cases, GetEventDamage from EVENT_UNIT_DAMAGED event callbacks) and a unit's armor, it will return how much damage was dealt before armor reduction. Similarly, GetReducedDamage, when given the base damage and armor, will return how much damage will be dealt after armor is considered. These functions DO NOT consider armor types in their calculations, so any further reductions or bonuses due to that will need to be considered BEFORE using these functions. I recommend using your damage detection system to modify and build your own armor types anyways. You can use the ObjectMerger call below in order to generate the ability for keeping units with maximum life lower than DAMAGE_TEST from dying when using GetUnitArmor on them. If you do not plan on editing the 'AIlz' ability in your map, you can keep the ObjectMerger call commented out and replace 'lif&' in the configuration constants with 'AIlz'. The 'AIlz' ability adds 50 max life, which is plenty for the script. Function Listing -- function GetUnitArmor takes unit u returns real function GetReducedDamage takes real baseDamage, real armor returns real function GetFullDamage takes real damage, real armor returns real
- Plays a sound for the player user.
- Provides NPC routine handling like in the game Gothic or Gothic II. You are able to assign day times and routine actions using the function interface ARouteAction. Additionally you can make periodic routines by setting a 'run rate'. If the assigned unit is paused, routine won't be runned until unit gets unpaused.
- Provides a kind of wrapper struct for common Warcraft 3 dialogs. Actually it's not only a wrapper since it's expands the whole functionality of dialogs by using ADialogButton instances. Besides it allows user to add more than 12 (or 16? Warcraft 3 limit) buttons by adding next and previous page buttons and splitting all 10-button groups into pages.
- Provides access to a global video. Global means that the video is played/shown for all character owners. The ASL character system doesn't support local videos which means videos for each single character owner. Videos can have initialization, play and stop actions which has to be defined as function interface functions. User can easily save and restore actors data by using methods saveActor and restoreActor. Additionally there is a method called actor which gives user access to an almost exact copy of the "first character". The first character is always the character of first player in list which still is online. List is starting with player 1 (id 0). Since you don't use character units (beside the copied one) they will be hidden in video initialization. Besides all units will be paused so you have to unpause a unit if you want to give orders (like move) to it. Videos can be skipped by pressing a user-defined key. If at least half of players want to skip a video (have pressed that key) it will be skipped.
- Provides damage recording functionality for a single target. The user is able to get all damage.
- Provides many functions for working with character pools and checking strings and characters for their content.
- Refresh events (without death events, there won't be any revival). Only use this method when replacing the character's unit for some time.
- Removes from the list number elements at position position. This effectively reduces the list size by number.
- Removes from the list all the elements for which predicate unaryPredicate returns true. This reduces the list size by the amount of elements removed. Predicate unaryPredicate can be implemented as a function taking one argument of the same type as the list and returning a boolean. The function calls unaryPredicate.evaluate(x) for each element (where i is the element). Any of the elements in the list for which this returns true, is removed from the container.
- Removes from the list all the elements with the specific value value. This reduces the list size by the amount of elements removed. Unlike method erase, which erases elements by their position, this method removes elements by their value. A similar method, removeIf, exists, which allows for a condition other than a plain value comparison to be performed on each element in order to determine the elements to be removed.
- Removes string removedString from string whichString and returns the resulting string. whichString String from which subString should be removed. removedString String which should be removed. Returns the new string without the removed string.
- Removes the first element in the list container, effectively reducing the list size by one. This doesn't call the removed element's destructor!
- Removes the sub string at position position with length length of string whichString and returns the resulting string. whichString String which is used for removing the sub string. position Position of the sub string which should be removed. length Length of the sub string which should be removed. Returns the new string without the sub string string.
- Replaces a part of a string and returns the resulting string. whichString String which is used for replacement operation. position Position where replacement should start. replacingString String which should replace a sub string of string whichString. Returns the new string with the replaced sub string.
- Replaces string replacedString in string whichString by string replacingString and returns the resulting string. Note that replacedString and do not have to have the same size. The function removes replacedString and inserts replacingString afterwards at replacedString's old position. whichString String which contains the sub string replacedString. replacedString Sub string of string whichString which should be replaced. replacingString String which should replace replacedString. Returns the new string with the replaced sub string.
- Represents the graphical user interface which can be used by all playing players. Each player can have exactly one GUI. A GUI contains main windows which are user-defined areas on the map. That's necessary because trackables, textes and images are map-placed objects and trackables aren't removable. When you destroy an instance all docked main windows will be destroy automatically. Besides user can access a single ADialog instance by using method dialog. There also is a simple implemention of shortcuts by creating an unit with shortcut abilities. Unfortunately a unit can only have 12 different abilities so you can't use all ASCII keys. Maybe shortcut abilities will be added dynamically (by checking which shortcuts are really necessary) in future.
- Requests all sub systems of the ASL. A system covers a specific range like character treatment or graphical user interfaces.
- Returns if a dialog or main window is shown to the user.
- Returns if info with index index has already been shown to the character which is talking currently to the NPC.
- Returns if the dialog is displayed to player.
- Returns the NPC's unit.
- Returns the Warcraft inventory slot number by a rucksack item index.
- Returns the angle between location location0 and location1 from centre location centre.
- Returns the centre location between location location0 and location1.
Achtung: Z muss ignoriert werden, da sich kein Punkt mit einem Z-Wert erstellen lässt.
- Returns the character which is talking currently to the NPC.
- Returns the distance between location location0 and location1.
Benutzt im Gegensatz zur originalen Funktion den Z-Wert.
- Returns the number of the last page (starting from 0).
For example: If there are three pages this method will return 2.
- Returns the page of a rucksack item by index.
- Returns the rucksack item index by a Warcraft inventory slot number.
- Returns the slot of the equipped item. If no item was found it returns -1.
- Returns the slot of the rucksack item. If not item was found it returns -1.
- Returns the z value of point with coordinates x and y.
- Returns true if all the elements in the range position1, number1 are equivalent to some element in position0, number0. The comparison uses comparator to test this; The value of an element, a, is equivalent to another one, b, when (not comparator.evaluate(a, b) and not comparator(b, a)). For the function to yield the expected result, the elements in the ranges shall be already ordered according to the same strict weak ordering criterion ( comparator). C++ template example: bool includes ( InputIterator1 first1, InputIterator1 last1, InputIterator2 first2, InputIterator2 last2 ) { while (first1!=last1) { if (*first2<*first1) break; else if (*first1<*first2) ++first1; else { ++first1; ++first2; } if (first2==last2) return true; } return false; } Returns true if every element in the range position1, number1 is contained in the range position0, number0, false otherwise.
- Reverses a string that it will be written backwards and returns the resulting string. whichString String which should be reversed. Returns the new reversed string.
- Searches for position of string searchedString in string whichString. If searchedString is not contained by whichString function will return -1 otherwise it will return its position. whichString String which should contain searched string. searchedString String which is searched. If the string was found it returns its position otherwise it will return -1.
- Sets units bonus of a specific property to 0. If bonus is set to 0 saved hash table data is cleared automatically. whichUnit Unit which should bonus cleared of. bonusType Property type which is used for adding bonus. Possible values are: A_BONUS_TYPE_DAMAGE A_BONUS_TYPE_ARMOR A_BONUS_TYPE_LIFE A_BONUS_TYPE_MANA A_BONUS_TYPE_SIGHT_RANGE A_BONUS_TYPE_MANA_REGENERATION A_BONUS_TYPE_LIFE_REGENERATION Returns if bonus was cleared successfully.
- Sets units bonus of a specific property. whichUnit Unit which should get bonus. bonusType Property type which is used for setting bonus. Possible values are: A_BONUS_TYPE_DAMAGE A_BONUS_TYPE_ARMOR A_BONUS_TYPE_LIFE A_BONUS_TYPE_MANA A_BONUS_TYPE_SIGHT_RANGE A_BONUS_TYPE_MANA_REGENERATION A_BONUS_TYPE_LIFE_REGENERATION amount Bonus amount which should be set. Returns if bonus was set successfully.
- Shows a transmission with text text and sound playedSound from unit usedUnit for player usedPlayer. playedSound If this value is null sound duration will be bj_NOTHING_SOUND_DURATION.
- Shows or hides image shownImage for player user. user Player who the image is shown or hidden to. shownImage Image handle which should be shown or hidden. show If this value is true image shownImage will be shown otherwise it will be hidden.
- Shows the talk's Warcraft 3 dialog. If no info has been added start page is shown automatically.
- Sicheres Iterieren per FirstOfGroup Heyhey, dieser Bug (oder Feature, je nachdem wie mans nimmt) hat mich etwa 4 Stunden debuggen gekostet. Hintergrund: Wie ihr wisst kann man ja über eine Unitgroup iterieren (und diese dabei leeren) (Die Gruppe nenne ich einfach mal g): local unit u loop set u = FirstOfGroup(g) exitwhen u == null //HIER das mit der unit machen was man machen will call GroupRemoveUnit(g,u) endloop Tja, nur blöd dass das buggy ist, sobald einmal eine unit in der Gruppe aus dem Spiel entfernt wurde ohne sie vorher ordnungsgemäß aus der Gruppe zu removen. Das wusste ich bisher auch nicht. Beispiel: Wir adden in eine Gruppe 4 units. Dann entfernen wir die erste geaddete unit per RemoveUnit(...) aus dem Spiel. Nun ist die Gruppe kaputt (zumindest für das Iterieren per FirstOfGroup()). Denn FirstOfGroup(g) wird nun null liefern, die schleife endet also sofort obwohl drei units in der Group sind. Denn die "Lücke" die die unit hinterlassen hat bleibt in der Group. Und das blödeste: Diese lücke können wir auch nicht mehr per call GroupRemoveUnit(FirstOfGroup()) entfernen, da ja FoG nun null zurückliefert und GroupRemoveUnit(null) nichts macht. ALSO VORSICHT! Das FirstOfGroup(...) null zurückliefert heisst nicht unbedingt, dass die Gruppe leer ist! Deshalb hab ich mir eine kleine Funktion geschrieben die äquivalent zu einem Aufruf von FirstOfGroup ist, aber solche Lücken erkennt und die Gruppe automatisch repariert sobald sie auf so eine Lücke trifft, hier ist sie: Die Idee: Erstmal führt die Funktion ein normales FirstOfGroup auf die gewünschte Gruppe aus. Liefert dieser aufruf NICHT null, klappt ja alles perfekt, dann gibt sie einfach die unit zurück. Liefert der Aufruf aber null können zwei Fälle eingetreten sein: 1.) Die Group ist tatsächlich empty 2.) Wir sind auf eine Lücke gestoßen die repariert werden muss. Das überprüfen wir einfach indem wir ein GroupIsEmpty-derivat aufrufen. Liefert es true zurück war die gruppe wirklich leer und wir können null returnen. sonst reparieren wir sie, das geht so: Wir kopieren per ForGroup alle units in eine swap gruppe. Dabei werden lücken nicht mitkopiert, da ForGroup so schlau ist und solche lücken beim iterieren nicht beachtet. Dann leeren wir die gruppe und kopieren einfach die units aus der swapgruppe zurück und fertig ist die reparierte Gruppe auf die wir nun ein erneutes FirstOfGroup aufrufen um die wirkliche first unit zu ermitteln die wir zurück geben. Ich empfehle euch dringend diese Funktion zu benutzen wenn ihr über eine Group per FirstOfGroup iterieren wollt, aber nicht sicher sein könnt, dass keine unit jemals aus dem Spiel entfernt wurde (was auch nach dem normalen tod und dekay automatisch passiert) die in der Gruppe war. Hoffe ich kann euch damit die Stunden des Bugfixen die ich hatte ersparen...
- Similar to PanCameraToTimedLocWithZForPlayer but does not use location.
- Similar to RotateCameraAroundLocBJ but does not use location.
- Similar to SmartCameraPanBJ but does not use location and uses Z value. Does not use z!
- Similar to SmartCameraPanBJ but does not use location.
- Similar to SmartCameraPanForPlayer but does not use one single player.
- So here you set each of the bonus abilities, 0 is damage, 1 armor, 2 health, and 3 mana The second numbers are the powers (2^1 is 1, 2^2=4, 2^3=8, ... Remember: Last power ability should be negative.
- Sorts the elements in the container from lower to higher. The sorting is performed by comparing the elements in the container in pairs using a sorting algorithm. The comparisons are perfomed using function binaryPredicate, which performs weak strict ordering (this basically means the comparison operation has to be transitive and irreflexive).
- Sub libraries provide functions for preloading of files from wc3sdk MPQ archives.
- Talks are a kind of dialogs with NPCs which are implemented by using the Warcraft 3 dialog natives. This means that choices in the form of dialog buttons are shown to a character owner. If the owner presses any button an user-defined function will be called where the user can define the whole talk. One talk contains one or several infos (AInfo). These infos contain the user-defined function and an user-defined condition. Besides they can have various other properties. Note that only one character owner can use one talk at the same time. There is no support for several character owners talking to the same NPC, yet.
- The Advanced Script Libray library. Request this library if you want to use any system of the ASL.
- The Bonus Mod (originally created by
- The first version, with no parameters, removes all but the first element from every consecutive group of equal elements in the vector container. Notice that an element is only removed from the vector if it is equal to the element immediately preceding it. Thus, this function is specially useful for sorted lists.
- The index of the first field (column or row) which is not used by the bar (alignment is left to right and up to bottom).
- The same as AUnitAddBonus with a negative amount but a little bit more logic and readable in my opinion. Removes bonus of a specific property to unit.
- The second version (template function), has the same behavior, but takes a specific function to perform the comparison operation in charge of determining the insertion points. The comparison function has to perform weak strict ordering (which basically means the comparison operation has to be transitive and irreflexive). The merging is performed using two iterators: one to iterate through x and another one to keep the insertion point in the vector object; During the iteration of x, if the current element in x compares less than the element at the current insertion point in the list object, the element is removed from x and inserted into that location, otherwise the insertion point is advanced. This operation is repeated until either end is reached, in which moment the remaining elements of x (if any) are moved to the end of the list object and the function returns (this last operation is performed in constant time).
Common quick sort algorithm.
- This creates a trackable at the given coordinates that floats above the ground with the height specified by z. It works by creating an invisible platform, creating the trackable and removing the platform again. This function is extra since it uses more memory and isn't always required.
- This function takes as a parameters the distance that the parabolic movement should move (d) and the maximum height the projectile will flight (h). So x is a value between 0 and d, and the function will return the height for that value. As a side note, if x < 0 or x > d then this function will return negative values.
- This library provides some cheats only usable in debug mode to test your map. Cheat list: clear - Clears screen messages for cheating player. info - Shows some information about selected unit of cheating player. setlevel - Sets level for selected unit of cheating player. kill - Kills selected unit of cheating player. copy - Copies selected unit of cheating player. giveall - Resets hit points, mana and all ability cooldowns of selected unit of cheating player. damage - Damages selected unit. benchmarks - Shows all benchmarks. units - Shows all units. items - Shows all items. destructables - Shows all destructables. string - Runs string debug. interface - Runs interface debug. signal - Runs signal debug.
- This struct can be used for time measurement of important code parts. If you're using the japi it uses specific watch natives for exact time measures. Otherwise it uses the default Warcraft timer.
- This struct represents a single RPG character. Each player can own exactly one character. You can configure the character systems and enable or disable the several character system modules. Each module makes the system requiring more memory, so clearly think of which system modules are required and which aren't.
- Undocks a main window from GUI. If a main window is undocked there won't be any relationships between it and the GUI anymore.
- Uses z values, too. Returns the distance between two points.
- You could use globals instead of locals for dummy and player.
- Z has to be ignored since you're unable to create a location with its z value. Returns the centre between two points by using their coordinates.
- cameraSetup The camera setup which is used as the players view on the main window.
tooltipSoundPath The path of the sound which is played when player drags the cursor over the related object. If this value is null there won't be played any sound.
- character Used character.
usedAbility The ability which has to be casted by the unit of the character to run the cast action and which has to be skilled for the unit of the character to run the teach action.
- character Used character.
usedAbility The ability which has to be casted by the unit of the character to run the cast action and which has to be skilled for the unit of the character to run the teach action.
- default vectors, Jass data types max instances = required struct space / biggest array member size 400000 is struct space maximum max instances = 50000 / 100 = 500
- divident This value represents the divident which is used for comparing the number of skipping players with the number of requested skipping players for skipping the video.
- effectPath If this value is null there is no effect
soundPath If this value is null there is no sound.
- equipmentType If this value is -1 it will always be added to rucksack.
- menuKey The key which should be pressed by the player for showing the debugger's GUI.
- pingBlue Default is 100.0.
- pingGreen Default is 100.0.
- pingRate If this value is 0.0 or smaller there won't be any pings.
- pingRed Default is 100.0.
- sc means shortcut. native GetLocalizedHotkey takes string source returns integer
- shortcut If this value is -1 main window won't have any shortcut.
- the following constant determines the behaviour of the vertical and horizontal variables. For example, if a player presses the up key and then presses the down key afterwards while still holding the up key, the vertical variable will be set to -1. Then, if the player releases the down key while still keeping the up key pressed, if RESUME_PREVIOUS_KEY is true the vertical variable will be set back to 1, else it will be set to 0.
- these are the external functions that get called when an arrow key is pressed/released you can set these variables to your functions that follow the Event function interface you don't need a different function for each event, you can set all these variables to a single function, since the function's parameters tell you what event occured.
- unitType Should be the type of a hero
- untested
- untested
- untested
- user The debugging player.
- user The owner of the character.
The character instance.
- war3err DumpGlobalHT - prints the names and values of all global variables to logs//war3err.txt
- width Width of argument string in characters (if it is too short there will be inserted space characters).
- ! import "Core/Net/Import.j"
import "Core/Net/Import.j"
- ! runtextmacro AHashTableHandleOperationMacro("agent", "Agent", "agent") ///
runtextmacro AHashTableHandleOperationMacro("agent", "Agent", "agent") ///
- ! runtextmacro optional A_STRUCT_DEBUG("\"AQuestItem\"")
runtextmacro optional A_STRUCT_DEBUG("\"AQuestItem\"")
- ! runtextmacro optional A_STRUCT_DEBUG("\"AQuest\"")
runtextmacro optional A_STRUCT_DEBUG("\"AQuest\"")
- /! external ObjectMerger w3a AIlz lif& anam "GetUnitArmorLifeBonus" ansf "" Ilif 1 30 aite 0
external ObjectMerger w3a AIlz lif& anam "GetUnitArmorLifeBonus" ansf "" Ilif 1 30 aite 0
- /! import "Systems/Gui/Struct Gui Layout.j"
import "Systems/Gui/Struct Gui Layout.j"
- /STL map
map
- A paused missile won't be moved until it gets unpaused.
- ASpawnPoint provides the functionality of common creep spawn points, mostly used in RPG maps.
- Adds a new elment to stack.
- Adds all damage amounts and returns the result.
- Adds all data from vector vector.
Das Ergebnis ist ein Vektor, der vom Punkt 0 zur Spitze vom Vektor "this" verläuft, wenn man diesen an die Spitze des Vektors "vector" legt.
- Adds scaled vector vector which is scaled by value factor.
Note that vector vector won't be changed!
- All the elements in the vector container are dropped: they are removed from the vector container, leaving it with a size of 0.
- Ambient.mpq - Models/Ambient/Grassland/*.mdx
- Assigns new content to the container, dropping all the elements contained in the container object before the call and replacing them by those specified by the parameters:
- Auf WC3Jass.com wurde die lokale Erzeugung ebenfalls so angewandt.
- Call this AFTER character creation/character class selection
- Condition and action definition must be above!!!!!!!!!!!!!!!!!!!!!!
- Convenience method.
Assigns a function to a shortcut. The function gets the AGui instance as argument.
- Convenience method.
Shows a simple dialog with an OK button.
message Displayed message.
- Converts player color playerColor to a string.
- Converts string colorString to a player color.
- Copied from the new FPS mod.
- Copys all data from vector vector.
- Creates a copy of item usedItem at position with coordinates x and y.
- Creates a single special effect on widget's target attachement point attachPoint with model file model path.
The created special effect is only visible to player user.
- Creates a single special effect which only can be seen by player user.
- Creates a vector by filling it with elements of vector other.
- Creatures.mpq - Models/Creatures/Humans/*.mdx
- Creatures.mpq - Textures/Creatures/Humans/*.mdx
- DON'T MAKE HIM UNMOVABLE, disables all systems!
- Die Entfernung zwischen zwei Einheiten.
Da es die nativen Funktionen GetUnitX() und GetUnitY() gibt, dürfte es schneller sein, als erst Locations der Einheiten zu erzeugen und diese zu vergleichen.
Achtung: Nur verwenden, wenn man auch wirklich den Z-Wert braucht.
Returns the distance between units.
- Die Farbe des Feldes mit Wert wird je nach Anteil des Wertes vom Maximalwert gesetzt.
- Displays a message to each owner of every character.
- Displays a message to the owners of all other characters.
- Do not access.
- Do not use this library, it is unfinished!
- Do not use this library, it is unfinished!
- Do not use this library, it is unfinished!
- Do not use.
- Do not use.
- Do not use.
- Do not use.
- Do not use.
- Does not create any locations.
- Doesn't create locations.
- Don't use the constructor.
Use getPlayerGui.
Shortcuts will be disabled first.
- Drop item
Makes the given unit drop the given item
Note: This could potentially cause problems if the unit is standing
right on the edge of an unpathable area and happens to drop the
item into the unpathable area where nobody can get it...
- Each shortcut (including special shortcuts) can have its own action.
Additionally you can add shortcuts to widgets that they'll get the widgets action automatically.
- Erst aufrufen, nachdem man die Länge gesetzt hat.
- First call after setting the length.
- Flash restarts when enabling the indicator.
- Flushes all data of a hashtable key.
- Flushes all data of the hashtable.
- For the second version, accepting a binary predicate, a specific comparison function to determine the "uniqueness" of an element can be specified. In fact, any behavior can be implemented (and not only a plain comparison), but notice that the function will call binaryPredicate.evaluate(x, x - 1)) for all pairs of elements (where x is an element) and remove x from the list if the predicate returns true.
- Friend relation to AClassSelection, don't use.
- Friend relation to AClassSelection, don't use.
- Friend relation to AClassSelection, don't use.
- Friend relation to AClassSelection, don't use.
- Friend relation to ADialogButton.
- Friend relation to AShrine, don't use.
- Friend relation to AShrine, don't use.
- Friend relation to AShrine.
Use it to setup the time.
- Friend relation to ASpell, don't use.
- Friend relation to ASpell, don't use.
- Friend relation to ATalk, don't use.
- Friend relation to ATalk, don't use.
- Friend relationship to AInfo, do not use.
- Friend relationship to AInfo, do not use.
- Friend relationship to AQuestItem, do not use.
- Friend relationship to AQuestItem, do not use.
- Friend relationship to AWidget, do not use.
- Friend relationship to AWidget, do not use.
- Functions for distance and offset. These are linear mathematical functions y = mx+t.
- Füllt einen Elementebereich mit dem Rückgabewert einer benutzerdefinierten Funktion.
- If character will be destroyed automaticly you don't have to call this method.
user The owner of the character.
- If you want to start a video and there are some spawn points near the scene you can disable them during the video.
- Important: Set all shortcuts when before showing the GUI.
When hiding the GUI all shortcut actions will be reseted (because of the different main windows).
- Item types of chargable items should always be ITEM_TYPE_CHARGED!
- Just required for the move order and for item dropping.
- Just required for the move order and for item dropping.
- Just required for the move order and for item dropping.
- Loads GUI users camera data and selection from time before he has enabled the GUI.
- Make sure that you've set minimum and maximum change time before!
- Makes a unit flyable by adding and removing the ability Crow Form.
Thus you can change its high.
- Makes a unit select- or unselectable by removing or adding the gasshopper ability.
- Makes the missile unpaused which means that it will be moved next time when the periodic trigger moves all unpaused missiles.
- Multiplies all values with the value of factor.
Ist der Betrag des Wertes grer oder gleich 1 oder kleiner als 0, so verlängert sich der Vektor.
Anderenfalls wird der Vektor kürzer.
- Multiplies each value from vector vector and returns the sum of all results.
Ist das Ergebnis 0, so entsteht ein rechter Winkel, wenn man die beiden Vektoren mit ihren Spitzen aneinander legt.
- Next and previous page buttons are in vector!
- No flash, just when you change the state!
Description also is not used as start property because you do not always use the quest log.
- Not checked yet.
- Note that after unit existingUnit has died there will be spawned a new RANDOM unit from unit pool.
weight Weight of added unit type. This value has no effects if addType is false.
Returns the number of the added unit in the unit group.
- OnCollisionFunction functions can be set by method setOnCollisionFunction and will be called when missile collides.
- OnDeathFunction functions can by set by method setOnDeathFunction and will be called when missile hits target.
- Perform the first update, and then arrange future updates.
- Plays a sound for the player user by its file path.
Note that sound paths has to be preloaded before they can be played.
Otherwise the sound will just be played for the second time.
user Player who can hear the sound.
soundPath Played sound file.
- Preloads a sound file by its path.
Note that sound paths has to be preloaded before they can be played.
Otherwise the sound will just be played for the second time.
soundPath Preloaded sound file.
- Projects vector vector.
Passt die Richtung des Vektors "this" an die Richtung des Vektors "vector" an ohne dabei die Länge des Vektors "this" zu verändern.
- Provides a simple signal template struct (oriented on Qt and the Boost signal library).
Does not support signal return values.
- Provides access to a single hashtable instance.
- Provides several functions for unit handling.
- Rects are not removed by this struct!
- Removes all contained units.
- Removes the first found item with item type id itemTypeId.
- Represents an item type, not an item object!
- Resets all shortcut actions!
- Returns the angle between two $TYPENAME$s.
Da es die Natives "Get$TYPENAME$X" und "Get$TYPENAME$Y" gibt, dürfte es schneller sein als erst Locations der $TYPENAME$s zu erzeugen und diese zu vergleichen.
- Returns the centre location between two $TYPENAME$s.
Achtung: Z muss ignoriert werden, da sich kein Punkt mit einem Z-Wert erstellen lässt.
- Returns the difference of the two vectors vector0 and in a new vector instance.
- Returns the distance between two $TYPENAME$s.
Da es die Natives "Get$TYPENAME$X" und "Get$TYPENAME$Y" gibt, dürfte es schneller sein als erst Locations der $TYPENAME$s zu erzeugen und diese zu vergleichen.
Achtung: Beim Ignorieren des Z-Wertes "z0" und "z1" 0 bergeben.
- Returns the multiplication of the two vectors vector0 and in a new vector instance.
untested
- Returns the product of the two vectors vector0 and in a new vector instance.
- Returns the projection of the two vectors vector0 and in a new vector instance.
untested
- Returns the supreme element and removes it from stack.
- Reverses the order of the elements in the list container.
- Rotates a vector through angle.
Only x and y will be changed. Rotation on z axis is not possible yet.
- Saves GUI users camera data and selection in game.
- Sets the function which should return the value of the multiboard bar when it refreshs.
- Shows or hides leaderboard usedLeaderboard for player user.
- Shows the current page in the inventory of the character's unit
In general you do not have to call this method. The system handles itself.
- Stacks everything in rucksack which is stackable.
- Starts the missile from coordinates x, y, and z with angle angle.
- Stops the missile. This means that the missile will be destroyed, damage will be distributed, a death effect will be shown, a death sound will be played and the death function will be executed.
- Subtracts all data from vector vector.
Das Ergebnis ist ein Vektor, der von der Spitze des Vektors "vector" zur Spitze des Vektors "this" verläuft.
Achtung: Der Vektor verläuft immer vom 2. Wert zum 1. Wert der Subtraktion.
- Test of all core string functions.
- The onShowCondition will be checked before the main window should be displayed.
If it returns false the main window won't be displayed.
- The fps common.j file is required.
Do not use this library, it is unfinished!
- The rtc.j file is required.
Jumping is not implemented yet.
Do not use this library, it is unfinished!
- This function I discovered myself (and with the help of Captain Griffen). Simply put, if your
actually playing a game, it will return true HOWEVER if your viewing the game as a replay it
will return false. The function has been tested in MultiPlayer and it now causes no desyncs
(by tested I mean vigorously tested by IceFrog for like 3 months). There is only one
downside, and that is the function uses up one pause.
There might be a second version of the function that doesn't use up a pause (discovered by
Strilanc) however there are a couple of issues with it
How does it work?
Simply put a replay is just a file that contains the inputs from the various players when
playing a game. However when Wc3 views a replay, there are differences then if you were
physically playing the game. One of the differences is pausing. If you are actually playing
and you pause a game, it is paused. However during a replay, if you pause a game the replay
simply finishes at the point you paused the game, if the game is resumed some time later then
the replay completely skips the pause phase. There are only a few things that work in real
time during pauses when your playing the game (anything else you do during the pause just
gets 'suspended' until the game is resumed). The 2 things that work in real time are camera
angles and trigger sleep action.
The function works by moving the camera during the pause. If the camera is moved during the
pause, then you are playing the actual game. If the camera isn't moved then it is the replay
(since the pause phase is totally skipped)
- It is HIGHLY recommended that you save the returning value of the function into a boolean
variable i.e.
set someboolean = IsInGame()
So you only call the function once (since it takes up a pause)
- This library contains the ASpell struct which is used for character spells.
- This library contains the ASpell struct which is used for character spells.
- This method is based on the JassHelper manual's example.
- This method won't be called in the constructor.
It is a dynamic creation.
- This struct is a basic inheritance struct for SLK tables.
SLK tables are used by Warcraft 3 for saving object data of various kinds of objects like doodads, units etc..
- This struct represents exactly one spell which is owned by a character.
- This struct represents exactly one spell which is owned by a character.
- Unnecessary since unitLeaves uses index, too.
- Used by ADialogButtonAction.
- Used by AInfo.
- Used by AQuestItem, do not use.
- Uses the default Jass type image to treat images in GUIs.
- Usually you do not have to call this method. The system handles itself.
- Usually you do not need this method. It is used by ADialog.
- Usually you don't have to call this method since talks will be activated by a specific unit order.
- Vector will be cleared before destruction.
- Waits in video.
Returns true if video was skipped
- Waits until no video is running.
interval Check interval.
- Why should it be contained by ACharacter?
- Will be destroyed when player leaves the game.
- With the new change to the function, it no longer needs to be synchronized however you should
still initialize it like this because it has been reported that selecting units +
triggersleepaction can cause desyncs
- You do not have to clear the dialog in the start action!
- You have to call this method at the end of your video action.
Since there is an execution of the action, TriggerSleepAction functions will be ignored, so this method could not be called by the play method.
- findFirstOf
- inplaceMerge
maxElement
minElement
- Ändert die Höhe einer Einheit.
Die neue Höhe muss >= der Bodenhöhe an dem Punkt, an dem sich die Einheit befindet, sein.