| 10-31-2004, 09:45 PM | #1 |
I was able to use Ultraedit and get this comparison. Im sure most of you are aware of these but its always nice to see all the info: common j new stuff: ======= !> type attacktype extends handle !> type damagetype extends handle !> type weapontype extends handle !> type soundtype extends handle !> type lightning extends handle !> 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 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_AREA_EFFECT = ConvertEffectType(4) !> 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) !> constant native GetEventDamageSource takes nothing returns unit !> native GetHeroProperName takes unit whichHero returns string !> 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 UnitAddType takes unit whichUnit, unittype whichUnitType returns boolean !> native UnitRemoveType takes unit whichUnit, unittype whichUnitType 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 AND HERE IS THE BLIZZARD.J comparison: ======= !> lightning bj_lastCreatedLightning = null !> 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 UnitRemoveTypeBJ takes unittype whichType, unit whichUnit returns boolean !> return UnitRemoveType(whichUnit, whichType) !> endfunction !> //=========================================================================== !> function UnitAddTypeBJ takes unittype whichType, unit whichUnit returns boolean !> return UnitAddType(whichUnit, whichType) !> 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 !> function SetPlayerTaxRateBJ takes integer rate, playerstate whichResource, player sourcePlayer, player otherPlayer returns nothing !> call SetPlayerTaxRate(sourcePlayer, otherPlayer, whichResource, rate) !> endfunction !> //=========================================================================== !> function GetPlayerTaxRateBJ takes playerstate whichResource, player sourcePlayer, player otherPlayer returns integer !> return GetPlayerTaxRate(sourcePlayer, otherPlayer, whichResource) !> endfunction !> //=========================================================================== !> function IssueTargetItemOrder takes unit whichUnit, string order, widget targetWidget returns boolean !> return IssueTargetOrder( whichUnit, order, targetWidget ) !> endfunction !> function GroupTargetItemOrder takes group whichGroup, string order, widget targetWidget returns boolean !> return GroupTargetOrder( whichGroup, order, targetWidget ) !> endfunction !> 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) Hope this is helpful! Rod |
| 11-01-2004, 02:57 PM | #2 |
About time they put the GetEventDamageSource native in there. The rest is all pretty much useless for me at this point it time, but I am sure I will use them one day. |
