HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Anything new in 1.17 common.j blizzard.j or common.ai?

09-20-2004, 07:48 PM#1
weaaddar
You know the drill. Can somebody do a difference scan between beta 406 and 1.17 retail versions?
09-21-2004, 12:20 AM#2
Zalamander
Quote:
Originally Posted by weaaddar
You know the drill. Can somebody do a difference scan between beta 406 and 1.17 retail versions?

Did file size compare in bytes on all 3 files, there was no difference.
09-21-2004, 04:42 PM#3
Vexorian
FC DOS command?

Edit: Anyways I don't think there are any changes if they were to change the natives again they would need a new beta patch version to test if there aren't any secondary effects
09-25-2004, 08:57 PM#4
Starcraftfreak
I compared the script files between 1.16 and 1.17 and provide you here with the new stuff. It is intended as a reference.

New stuff in common.j 1.17:

New Types:
Quote:
type attacktype extends handle
type damagetype extends handle
type weapontype extends handle
type soundtype extends handle
type lightning extends handle

New globals:
Quote:
constant attacktype ATTACK_TYPE_NORMAL = ConvertAttackType(0)
constant attacktype ATTACK_TYPE_MELEE = ConvertAttackType(1)
constant attacktype ATTACK_TYPE_PIERCE = ConvertAttackType(2)
constant attacktype ATTACK_TYPE_SIEGE = ConvertAttackType(3)
constant attacktype ATTACK_TYPE_MAGIC = ConvertAttackType(4)
constant attacktype ATTACK_TYPE_CHAOS = ConvertAttackType(5)
constant attacktype ATTACK_TYPE_HERO = ConvertAttackType(6)

constant damagetype DAMAGE_TYPE_UNKNOWN = ConvertDamageType(0)
constant damagetype DAMAGE_TYPE_NORMAL = ConvertDamageType(4)
constant damagetype DAMAGE_TYPE_ENHANCED = ConvertDamageType(5)
constant damagetype DAMAGE_TYPE_FIRE = ConvertDamageType(8)
constant damagetype DAMAGE_TYPE_COLD = ConvertDamageType(9)
constant damagetype DAMAGE_TYPE_LIGHTNING = ConvertDamageType(10)
constant damagetype DAMAGE_TYPE_POISON = ConvertDamageType(11)
constant damagetype DAMAGE_TYPE_DISEASE = ConvertDamageType(12)
constant damagetype DAMAGE_TYPE_DIVINE = ConvertDamageType(13)
constant damagetype DAMAGE_TYPE_MAGIC = ConvertDamageType(14)
constant damagetype DAMAGE_TYPE_SONIC = ConvertDamageType(15)
constant damagetype DAMAGE_TYPE_ACID = ConvertDamageType(16)
constant damagetype DAMAGE_TYPE_FORCE = ConvertDamageType(17)
constant damagetype DAMAGE_TYPE_DEATH = ConvertDamageType(18)
constant damagetype DAMAGE_TYPE_MIND = ConvertDamageType(19)
constant damagetype DAMAGE_TYPE_PLANT = ConvertDamageType(20)
constant damagetype DAMAGE_TYPE_DEFENSIVE = ConvertDamageType(21)
constant damagetype DAMAGE_TYPE_DEMOLITION = ConvertDamageType(22)
constant damagetype DAMAGE_TYPE_SLOW_POISON = ConvertDamageType(23)
constant damagetype DAMAGE_TYPE_SPIRIT_LINK = ConvertDamageType(24)
constant damagetype DAMAGE_TYPE_SHADOW_STRIKE = ConvertDamageType(25)
constant damagetype DAMAGE_TYPE_UNIVERSAL = ConvertDamageType(26)

constant weapontype WEAPON_TYPE_WHOKNOWS = ConvertWeaponType(0)
constant weapontype WEAPON_TYPE_METAL_LIGHT_CHOP = ConvertWeaponType(1)
constant weapontype WEAPON_TYPE_METAL_MEDIUM_CHOP = ConvertWeaponType(2)
constant weapontype WEAPON_TYPE_METAL_HEAVY_CHOP = ConvertWeaponType(3)
constant weapontype WEAPON_TYPE_METAL_LIGHT_SLICE = ConvertWeaponType(4)
constant weapontype WEAPON_TYPE_METAL_MEDIUM_SLICE = ConvertWeaponType(5)
constant weapontype WEAPON_TYPE_METAL_HEAVY_SLICE = ConvertWeaponType(6)
constant weapontype WEAPON_TYPE_METAL_MEDIUM_BASH = ConvertWeaponType(7)
constant weapontype WEAPON_TYPE_METAL_HEAVY_BASH = ConvertWeaponType(8)
constant weapontype WEAPON_TYPE_METAL_MEDIUM_STAB = ConvertWeaponType(9)
constant weapontype WEAPON_TYPE_METAL_HEAVY_STAB = ConvertWeaponType(10)
constant weapontype WEAPON_TYPE_WOOD_LIGHT_SLICE = ConvertWeaponType(11)
constant weapontype WEAPON_TYPE_WOOD_MEDIUM_SLICE = ConvertWeaponType(12)
constant weapontype WEAPON_TYPE_WOOD_HEAVY_SLICE = ConvertWeaponType(13)
constant weapontype WEAPON_TYPE_WOOD_LIGHT_BASH = ConvertWeaponType(14)
constant weapontype WEAPON_TYPE_WOOD_MEDIUM_BASH = ConvertWeaponType(15)
constant weapontype WEAPON_TYPE_WOOD_HEAVY_BASH = ConvertWeaponType(16)
constant weapontype WEAPON_TYPE_WOOD_LIGHT_STAB = ConvertWeaponType(17)
constant weapontype WEAPON_TYPE_WOOD_MEDIUM_STAB = ConvertWeaponType(18)
constant weapontype WEAPON_TYPE_CLAW_LIGHT_SLICE = ConvertWeaponType(19)
constant weapontype WEAPON_TYPE_CLAW_MEDIUM_SLICE = ConvertWeaponType(20)
constant weapontype WEAPON_TYPE_CLAW_HEAVY_SLICE = ConvertWeaponType(21)
constant weapontype WEAPON_TYPE_AXE_MEDIUM_CHOP = ConvertWeaponType(22)
constant weapontype WEAPON_TYPE_ROCK_HEAVY_BASH = ConvertWeaponType(23)

constant effecttype EFFECT_TYPE_MISSILE = ConvertEffectType(5)
constant effecttype EFFECT_TYPE_LIGHTNING = ConvertEffectType(6)

constant soundtype SOUND_TYPE_EFFECT = ConvertSoundType(0)
constant soundtype SOUND_TYPE_EFFECT_LOOPED = ConvertSoundType(1)

New functions:
Quote:
constant native ConvertAttackType takes integer i returns attacktype
constant native ConvertDamageType takes integer i returns damagetype
constant native ConvertWeaponType takes integer i returns weapontype
constant native ConvertSoundType takes integer i returns soundtype

constant native GetEventDamageSource takes nothing returns unit

native DecUnitAbilityLevel takes unit whichUnit, integer abilcode returns integer
native IncUnitAbilityLevel takes unit whichUnit, integer abilcode returns integer
native SetUnitAbilityLevel takes unit whichUnit, integer abilcode, integer level returns integer

native UnitInventorySize takes unit whichUnit returns integer

native UnitDropItemPoint takes unit whichUnit, item whichItem, real x, real y returns boolean
native UnitDropItemSlot takes unit whichUnit, item whichItem, integer slot returns boolean
native UnitDropItemTarget takes unit whichUnit, item whichItem, widget target returns boolean

native UnitDamagePoint takes unit whichUnit, real delay, real radius, real x, real y, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType returns boolean
native UnitDamageTarget takes unit whichUnit, widget target, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType returns boolean

native IssueInstantPointOrder takes unit whichUnit, string order, real x, real y, widget instantTargetWidget returns boolean
native IssueInstantPointOrderById takes unit whichUnit, integer order, real x, real y, widget instantTargetWidget returns boolean

native AddLightning takes string codeName, boolean checkVisibility, real x1, real y1, real x2, real y2 returns lightning
native DestroyLightning takes lightning whichBolt returns boolean
native MoveLightning takes lightning whichBolt, boolean checkVisibility, real x1, real y1, real x2, real y2 returns boolean
native GetLightningColorA takes lightning whichBolt returns real
native GetLightningColorR takes lightning whichBolt returns real
native GetLightningColorG takes lightning whichBolt returns real
native GetLightningColorB takes lightning whichBolt returns real
native SetLightningColor takes lightning whichBolt, real r, real g, real b, real a returns boolean

native GetAbilityEffect takes string abilityString, effecttype t, integer index returns string
native GetAbilityEffectById takes integer abilityId, effecttype t, integer index returns string
native GetAbilitySound takes string abilityString, soundtype t returns string
native GetAbilitySoundById takes integer abilityId, soundtype t returns string
09-25-2004, 09:12 PM#5
Starcraftfreak
New stuff in Blizzard.j 1.17:

New globals:
Quote:
lightning bj_lastCreatedLightning = null

New functions:
Quote:
function AddLightningLoc takes string codeName, location where1, location where2 returns lightning
set bj_lastCreatedLightning = AddLightning(codeName, true, GetLocationX(where1), GetLocationY(where1), GetLocationX(where2), GetLocationY(where2))
return bj_lastCreatedLightning
endfunction

//===========================================================================
function DestroyLightningBJ takes lightning whichBolt returns boolean
return DestroyLightning(whichBolt)
endfunction

//===========================================================================
function MoveLightningLoc takes lightning whichBolt, location where1, location where2 returns boolean
return MoveLightning(whichBolt, true, GetLocationX(where1), GetLocationY(where1), GetLocationX(where2), GetLocationY(where2))
endfunction

//===========================================================================
function GetLightningColorABJ takes lightning whichBolt returns real
return GetLightningColorA(whichBolt)
endfunction

//===========================================================================
function GetLightningColorRBJ takes lightning whichBolt returns real
return GetLightningColorR(whichBolt)
endfunction

//===========================================================================
function GetLightningColorGBJ takes lightning whichBolt returns real
return GetLightningColorG(whichBolt)
endfunction

//===========================================================================
function GetLightningColorBBJ takes lightning whichBolt returns real
return GetLightningColorB(whichBolt)
endfunction

//===========================================================================
function SetLightningColorBJ takes lightning whichBolt, real r, real g, real b, real a returns boolean
return SetLightningColor(whichBolt, r, g, b, a)
endfunction

//===========================================================================
function GetLastCreatedLightningBJ takes nothing returns lightning
return bj_lastCreatedLightning
endfunction

//===========================================================================
function GetAbilityEffectBJ takes string abilityString, effecttype t, integer index returns string
return GetAbilityEffect(abilityString, t, index)
endfunction

//===========================================================================
function GetAbilitySoundBJ takes string abilityString, soundtype t returns string
return GetAbilitySound(abilityString, t)
endfunction


//===========================================================================

function DecUnitAbilityLevelSwapped takes integer abilcode, unit whichUnit returns integer
return DecUnitAbilityLevel(whichUnit, abilcode)
endfunction

//===========================================================================
function IncUnitAbilityLevelSwapped takes integer abilcode, unit whichUnit returns integer
return IncUnitAbilityLevel(whichUnit, abilcode)
endfunction

//===========================================================================
function SetUnitAbilityLevelSwapped takes integer abilcode, unit whichUnit, integer level returns integer
return SetUnitAbilityLevel(whichUnit, abilcode, level)
endfunction

//===========================================================================

function UnitDropItemPointBJ takes unit whichUnit, item whichItem, real x, real y returns boolean
return UnitDropItemPoint(whichUnit, whichItem, x, y)
endfunction

//===========================================================================
function UnitDropItemPointLoc takes unit whichUnit, item whichItem, location loc returns boolean
return UnitDropItemPoint(whichUnit, whichItem, GetLocationX(loc), GetLocationY(loc))
endfunction

//===========================================================================
function UnitDropItemSlotBJ takes unit whichUnit, item whichItem, integer slot returns boolean
return UnitDropItemSlot(whichUnit, whichItem, slot-1)
endfunction

//===========================================================================
function UnitDropItemTargetBJ takes unit whichUnit, item whichItem, widget target returns boolean
return UnitDropItemTarget(whichUnit, whichItem, target)
endfunction

//===========================================================================

//===========================================================================
function UnitInventorySizeBJ takes unit whichUnit returns integer
return UnitInventorySize(whichUnit)
endfunction

//===========================================================================
function UnitDamagePointLoc takes unit whichUnit, real delay, real radius, location loc, real amount, attacktype whichAttack, damagetype whichDamage returns boolean
return UnitDamagePoint(whichUnit, delay, radius, GetLocationX(loc), GetLocationY(loc), amount, true, false, whichAttack, whichDamage, WEAPON_TYPE_WHOKNOWS)
endfunction

//===========================================================================
function UnitDamageTargetBJ takes unit whichUnit, unit target, real amount, attacktype whichAttack, damagetype whichDamage returns boolean
return UnitDamageTarget(whichUnit, target, amount, true, false, whichAttack, whichDamage, WEAPON_TYPE_WHOKNOWS)
endfunction

Changed functions (changes are highlighted in red):
Quote:
function MeleeStartingHeroLimit takes nothing returns nothing
local integer index

set index = 0
loop
// max heroes per player
call SetPlayerMaxHeroesAllowed(bj_MELEE_HERO_LIMIT, Player(index))

// each player is restricted to a limit per hero type as well
call ReducePlayerTechMaxAllowed(Player(index), 'Hamg', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Hmkg', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Hpal', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Hblm', bj_MELEE_HERO_TYPE_LIMIT)

call ReducePlayerTechMaxAllowed(Player(index), 'Obla', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ofar', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Otch', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Oshd', bj_MELEE_HERO_TYPE_LIMIT)

call ReducePlayerTechMaxAllowed(Player(index), 'Edem', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ekee', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Emoo', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ewar', bj_MELEE_HERO_TYPE_LIMIT)

call ReducePlayerTechMaxAllowed(Player(index), 'Udea', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Udre', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ulic', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ucrl', bj_MELEE_HERO_TYPE_LIMIT)

call ReducePlayerTechMaxAllowed(Player(index), 'Npbm', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nbrn', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nngs', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nplh', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nbst', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nalc', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ntin', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nfir', bj_MELEE_HERO_TYPE_LIMIT)

set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
09-26-2004, 11:04 PM#6
Vexorian
StarcraftFreak, the question was if there was any difference between the retail 1.17 and the beta 1.17