Some parts of it is missing, please post your reply and I will add it to the list. Thanks.
Trigger Index
Contents:
PART I
1.General
2.AI
3.Animation
4.Camera
5.Cinematic
6.Countdown Timer
7.Destructible
8.Dialog
9.Environment
10.Floating Text
11.Game
12.Game Cache
13.Hero
14.Items
15.Image
16.Leaderboard
17.Lightning
18.Melee Game
19.Multiboard
20.Neutral Building
]21.Player
22.Player Group
23.Quest
24.Region
25.Seletion
26.Sound
27.Special Effect
28.Trigger
29.Unit
30.Unit Group
31.Ubersplat
32.Visibility
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PART II
33.Preset Unit Functions
34.Preset String Functions
35.Preset Integer Functions
36.Preset Real Functions
37.Preset Unit-Type Functions
38.Preset Item Functions
39.Preset Unit Group Functions
40.Preset Player-Group Functions
41.Preset Item-Type Functions
42.Preset Item-Class Functions
42.Preset Point Functions
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PART I
1.General
Do Nothing - Does nothing.
Wait - Waits a time (seconds)
Wait (Gametime) - Waits a time (Gametime)
Wait For Condition - Waits until a certain preset condition comes true
Wait for Sounds - Waits until a certain sound plays
Set Variable - Sets a variable of your choice to a value of your choice
Skip Remaining Actions - Skips all remaining actions in the current trigger
If/Then/Else, Multiple Functions - If conditions = Values, then do Actions, else do Actions
If/Then/Else - If a condition = Value, then do Action, else do Action
For each integer A, do Multiple Actions - Runs a loop for # - # times, and remembers how many times it has looped as Integer A
For each integer B, do Multiple Actions - Runs a loop for # - # times, and remembers how many times it has looped as Integer B
For each integer Variable, do Multiple Actions - Runs a loop for # - # times, and remembers how many times it has looped as Variable
For each integer A, do Action - Runs a loop for # - # times, and remembers how many times it has looped as Integer A
For each integer B, do Action - Runs a loop for # - # times, and remembers how many times it has looped as Integer B
For each integer Variable, do Action - Runs a loop for # - # times, and remembers how many times it has looped as Variable
2.AI
Start Melee AI Script - Starts an AI script for a designated player (Should be computer).
Start Campaign AI script - Starts a campaign AI script for a designated player (Should be computer).
Send AI Command - Sends a custom AI command for a designated player (Should be computer).
Ignore Units Guard Position - Ignores a specific unit, and all AI commands to that player will not effect that specific unit.
Ignore All Units Guard Position - Ignores ALL units of a specific player, as if they aren't there for the AI.
Recycle Unit Guard Position - Resets the unit, so it can get commands from the AI again.
Lock AI Guard Position - Makes it unable to change weather it will take commands or not.
3.Animation
Play Unit Animation - Plays a units animation. Common animations are: stand - walk - stand work - death - +more, to find the extra ones, click the unit in the unit pallet, and at the left side of the screen, change the animation.
Play Unit Animation (Specific Rarity) - Plays a units animation based on the rarity, if the command givin is common, put common, if rare, put rare.
Queue Unit Animation - Queues a units animation so it will do it as soon as it is finished the previous one.
Reset Unit Animation - Resets the units animation, so it will be standing again.
Add/Remove animation Tag - Adds a tag to a unit, for example a unit without the stand work animation, you could add it to them.
Lock Body-Part Facing - Makes a certain body part face another unit, for example, you could make a peasents head face another peasents head.
Reset Body-Part Facing - Makes the unit face normally.
Change Unit Size - Changes the size of a unit
Change Unit Vertex Coloring - Changes the units coloring based on RGB(Red, Green, Blue) and Transparency.
Change Unit Animation Speed - The higher the animation speed, the faster the unit seems to do something. If I set it to 500 for example, he would seem to run really fast, but he would still move the same speed as set.
Change Unit Turn Speed - Changes the turning speed of a unit.
Change Unit Blend Time - Changes how fast the units body-parts will face another unit
Change Unit Flying Height - Changes the flying height of a unit, but only if it already flys.
Change Unit Prop Window Angle - ????
Play Destructible Animation - Plays a destructibles animation.
Queue Destructibles Animation - Makes the destructible do the animation once it is finished current animations
Change Destructible Animation Speed - Same as the unit animation speed, except to a destructible
Play Animation for Doodads in a Region - Plays an animation for all doodads in a preset region
Play Animation for Doodads in a Circle - Plays an animation for all doodads in a circle
4.Cameras
Apply Camera Object(Timed) - Will apply a preplaced camera from the editor.
Pan Camera(Timed) - Will pan the camera to a preset region over time.
Pan Camera with Interpolated Height - Pans the camera to a place with a preset height.
Pan Camera as Nessecary - Pans the camera to a place ONLY IF NECESSARY, if you are already at the place, it will not try to pan there.
Set Camera Field(Timed) - Sets a camera field over time.
Rotate Camera around point - Will rotate the camera around a point for (Number)°.
Lock Camera to Unit - Locks the camera to a unit.
Lock Camera Orientation to unit - Locks the camera to a unit offset by something.
Play cinematic sequence - Will play a premade cinimatic sequence (Unnessicary)
Stop Camera - Stops the camera for a player no matter where it is going.
Reset Game Camera - Resets the camera entirely for a player.
Change Camera Smoothing Factor - Will make the camera very smooth and nice if set to a high number.
Reset camera smoothing factor - Sets the cameras smoothing factor to normal.
Sway camera source - Sways the camera source for a player with a velocity and magnitude.
Sway camera target - Sways the camera target for a player with a velocity and magnitude.
Shake Camera - Will shake the camera up and down for a player with magnitude.
Stop Shaking/swaying camera - Pretty clear itself...
Extend/shrink camera bounds - Will allow your camera to go farther around the map or less far around the map then before.
Set Camera Bounds - Locks the camera to a specific region, rendering you unable to move out of that region
Set Camera-Spacebar point - Sets the point where if you press spacebar it will take you there.
5.Cinimatics
Transmission from Unit - Sends a transmission to a player from a unit with text and sound and time.
Transmission From Unit Type - Sends a transmission to a player from a unit-type with text and sound and time.
Subtitle Override - Will show the text even if the user has Subtitles turned Off.
Cinimatic Mode - Turns cinimatic mode on or off for a player group
Cinimatic Mode (Timed) - Turns cinimatic mode on or off for a player group for a time.
Fade Filter - Fades in/out/in and out over a time, with an image
Advanced Filter - A more advanced way to use a fade filter, with the extra options of blending, and start/end color.
Show/Hide filter - Shows/Hides a fade filter for all players
Ping Minimap - Pings the minimap at a region for a time
Ping Minimap with Color - Pings the minimap at a region for a time with color.
Flash a Speech indicater for a unit - Puts a little circle of your color underneath a unit for a split second.
Flash a Speech Indicater for a Destructible - Puts a little circle of your color underneath a destructible for a split second.
Flash a Speech Indicater for an Item - Puts a little circle of your color underneath an item for a split second.
Clear Text Messages - Clears all messages on the screen.
Letterbox Mode On - Turns letterbox mode on
Letterbox Mode Off - Turns letterbox mode off
Disable User Control - Disables user control for a player group.
Enable User Control - Enables user control for a player group.
Enable/Disable Occlusion - This will clear all trees/objects in the way of the camera, by making them transparent.
Enable/Disable Boundary Tinting - This will tint the boundary if enabled
6.Countdown Timers
Start Timer - Starts a timer as a one-shot/repeating timer.
Pause Timer - Pauses/unpauses a timer.
Create Timer Window - Creates a window for a timer, for the players in game to see.
Destroy Timer Window - Destroys the window for a timer.
Hide Timer Window for player - Hides/Shows a timer window for a player.
Hide Timer Window - Hides/Shows a timer window.
Change Timer Window Title - Changes the title of a timer window
Change Timer Window Title Color - Changes the color of a title for a timer window
Change Timer Window Time Color - Changes the Color of the Time for a Timer Window
7.Destructible
Create - Creates a destructible at a point with a scale, facing, and variation.
Create(dead) - Creates a dead destructible at a point with a scale, facing, and variation.
Kill - Kills a destructible
Remove - Removes a destructible
Ressurect - Ressurects a destructible
Show/Hide - Shows/Hides a destructible
Set Life to Percentage - Sets the life of a destructible to a preset percent
Set Life to Value - Sets the life of a destructible to a preset value
Set Max Life - Sets the max life of a destructible to a value
Open/Close/Destroy Gate - Opens/Closes/Destroys a gate.
Open/Close Elevator Walls - Opens/Closes an elevator wall for entrance
Set Elevator Height - Sets the hieght of an elevator.
Make Invulnerable/Vulnerable - Makes a destructible Invulnerable or Vulnerable
Set Occlusion Height - Sets the height of a destructible that would become invisible if the camera cannot see through it.
Pick Every Destructible In Region and do Actions - Self Explanitory.
Pick Every Destructible In Circle and do Actions - Self Explanitory.
Pick Every Destructible In Circle and do Action - Self Explanitory.
Pick Every Destructible In Region and do Action - Self Explanitory.
8.Dialog
Show/Hide - Shows/hides a dialog box for a specific player
Change Title - Changes the Title of a Dialog Box
Create Dialog Button - Creates a button for a dialog box
Clear - Removes all buttons and labels on a dialog box
[anchor]Environment[/anchor]
9.Environment
Create Weather Effect - Creates a weather effect on a region
Enable/Disable Weather Effect - Enables or Disables a weather effect
Remove Weather Effect - Removes the Weather Effect Specified
Create Terrain Deformation: Crater - Creates a crater like hole in the ground at a point, with a preset depth and width.
Create Terrain Deformation: Ripple - Creates a ripple at a point for a time, with a preset depth and width
Create Terrain Deformation: Wave - Creates a wave in the terrain at a point for a time, with a preset depth and width
Create Terrain Deformation: Random - Will create a random terrain deformation at a point, with a preset depth between 2 numbers and a width.
Stop Terrain Deformation - Stops a specified terrain deformation.
Stop All Terrain Deformations - Stops ALL terrain deformations.
Turn Water Deformation On/off - Enables the terrain deformations to effect the surface of the water, or just the terrain underneath.
Change Terrain Type - Changes the type of terrain at a point with size and variation
Turn Terrain Pathing On/Off - VERY useful trigger, enables the walkability/flyability/etc on a certain terrain type.
Set Water Tinting Color - Sets the water color based on RGB, and transparency.
Set Sky - Changes the sky visable in game.
Set Fog - Sets fog style and amount, and color.
Reset Fog - Sets the fog to the initial.
Create/Remove Blight Region - Creates or Removes a region of blight for a player.
Create/Remove Blight Circle - Creates or Removes a circle of blight for a player.
10.Floating Text
Create Floating Text at Point - Creates Floating Text at a point with a Message, Color, size, and Z Offset.
Create Floating Text Above Unit - Creates Floating Text Above a Unit with a Message, Color, Size and Z Offset.
Destroy - Destroys the specified floating text.
Show/Hide - Shows/Hides the specified floating text for a player group.
Set Velocity - Sets the velocity of a floating text to an integer and an angle.
Change Color - Changes the color of Floating Text based on RGB, and transparency.
Change Position to Point - Moves the Text to another Point
Change Position to Unit - Moves the Text to a Unit
Change Text - Changes the Message of a Floating Text.
Suspend/Resume - ????
Perminant/Expires - Decides weather a Floating Text will expire, or if it is there for the entire game.
Change Lifespan - Changes the time the floating text will show.
Change Fading Age - Changes how long it will take for the text to fade away.
Change Age - Sets how long the Text has been Showing.
11.Game
Text Message(Auto-Timed) - Displays a Message to a Player Group, for a time based on how long the message is.
Text Message(Explicitly Timed) - Displays a Message to a Player Group for the time Specified.
Pause Game - Pauses the Game, as if a player had pressed Pause from the start menu.
Unpause Game - Unpauses the game, as if a player had press Resume form the start menu.
Set Game Speed - Sets the game speed(Not sure what effect it has)
Lock Game Speed - Prevents the speed from being changed
Unlock Game Speed - Allows the speed to be changed
Set Map Flag - Sets a certain flag on/off. This can be very useful:
Use Handicaps - Enables use of handicaps
Allow Observers - Allows observers
Observers on Defeat - Decides weather observers are allowed to watch after the game is over
Lock Resource Trading - Disables the Trading of Resourses
Restrict Resource Trading to Allies - Duh.
Lock Alliance Settings - Makes the players unable to change whom they are allies with.
Hide Alliance Changes - Makes the Players unable to See whom they are allies with.
Map Transitioned - No clue.
Use Random Heros - No clue.
Use Random Races - Picks a random race, no matter which race you have chosen.
Visibility: Hide Terrain - Makes the map hidden
Visibility: Explored - Makes the map Visible, but not seeable.
Visibility: Always Visible - Makes the map entirely visible.
Set Time of Day - Sets the time of day to a Real Number.
Set Time of Day Speed - Changes the speed that the clock ticks, based on Percentage.
Turn Night/Day Cycle On/Off - The clock will still tick, but the night/day cycle will stop. It will always be day/night, depending on what it is when this is run.
Share Vision and Full Unit Control with Team - Shares Vision and Full Unit Control with the specified players entire team.
Give Units to Neutral Victim - Gives all of the specified players units to Neutral Victim.
Set Next Level - Sets the Next Level for a Campaign map.
Victory - Gives victory to a player.
Defeat - Gives defeat to a player, with a message.
Load Game - Loads a map.
Save and Load Game - Saves current game, and loads a new one.
Save Game and Change Level - Saves Current Game, and Goes to a new level.
Rename Saved-Game folder - Renames the folder which saved files get saved into(Unnessicary)
Delete Saved-Game Folder - Deletes the specified folder with saved games in it.
Copy Saved-Game - Copys a Saved Game file with a new name.
Set Campaign Screen - Sets the image for the campaign screen.
Enable/Disable Mission - Enables or Disables a mission.
Enable/Disable Campaign - Enables or Disables a campaign.
Enable/Disable Cinimatic - Enables or Disables a Cinimatic.
Show/Hide a Custom Campaign button - Shows or Hides a Campaign Button Number on the Campaign Screen.
Set Ally Color Filtering - Sets weather the Ally Colors show up on the minimap/real map or not.
Show/Hide Creep Camp Icons for the Minimap - Simple.
Enable/Disable Minimap Buttons - Enables or Disables the use of the buttons beside the minimap in game.
Enable/Disable Selection - Enables or Disables selection of Units and/or the Selection Circles
Enable/Disable Drag-Selection - Enables or Disables the drag-selection and/or the drag-selection box.
Enable/Disable Pre-Selection - Not sure.
Force UI key - Forces a Player to Press a key.(Should work if that key is a hotkey)
Force UI Cancel - Forces a player to press the escape key.
Preload File - Preloads a model/skin file to reduce lag when a unit with that skin/model is created.
Begin Preloading - Starts the preloading
Preload Batch - Opens a JASS based file which has a series of lines, of all the files to preload. This will prevent a lot of Preload File triggers.
12.Game-Cache(Note: This is used mostly for single player maps.)
Create Game Cache - Creates a Game Cache with a Filename.
Save Game Cache - Saves the Game Cache
Store Unit - Stores a unit into the Game Cache, with a label.
Store Real - Stores a Real into the Game Cache, with a label.
Store Integer - Stores a Integer into the Game Cache, with a label.
Store Boolean - Stores a Boolean into the Game Cache, with a label.
Store String - Stores a String into the Game Cache, with a label.
Restore Unit Facing Angle - Restores a Labeled unit from a game cache in a region with a facing angle.
Restore Unit Facing Point - Restores a Labeled unit from a game cache in a region with a facing point.
Reload All - Loads all game cache data on the harddrive.
Clear Game Cache - Clears a game cache of all memory.
Clear Category - Clears all data inside a category of the cache.
13.Hero
Learn Skill - Learns a skill for a hero
Set Level - Sets the level of a hero to an Integer.
Set Experience - Sets the Experience of a Hero to an Integer.
Add Experience - Adds Experience to a Hero
Enable/Disable Experience Gain - Enables or Disables the gaining of experience for a unit.
Set Experience Rate - Sets the Rate of EXP gain for a player, based on a percent.
Revive(Instantly) - Revives a Unit Instantly at a point.
Modify Hero Attribute - Adds/Sets/Subtracts the Str/Agi/Int of a hero to an Integer.
Modify Hero Skill Points - Adds/Sets/Subtracts Skill Points to a Hero.
Reserve Hero Buttons - ????
Give Item to Hero - Instantly moves an item into the specified heros inventory. If it is full, it will be at his feet.
Create Item for Hero - Creates an item directly into the specified heros inventory. If it is full it will be at his feet.
Drop Item from Hero - Drops an item from a hero to put it at his feet.
Drop Item from Hero Inventory Slot - Drops an item from a specific inventory slot in a hero.
Use Item on a Unit - Uses an item on a Unit. If the item does nothing, nothing will happen.
Use Item on a Point - Uses an Item on a Point. If the item does nothing, nothing will happen.
Use Item on a Destructible - Uses an Item on a Destructible. If the item does nothing, nothing will happen.
Use Item - Uses an item, if the item requires a target, nothing will happen.
14.Item
Create - Creates an item at a point
Remove - Removes an item
Show/Hide Item - Shows or Hides an item in the game.
Move(Instantly) - Moves an Item Instantly to a Point
Set Life - Sets the life of an item
Set Charges Remaining - Sets the amount of uses left in an item.
Make Invulnerable/Vulnerable - Obvious.
Make Pawnable - Makes an item sellable or not sellable to a store.
Make Undropable - Makes an Item unable to be Dropped or Moved.
Make Items Drop from Heros Upon Death - Makes items drop from heros when they die. You can set this so it Doesn't and it will be useful.
Change Owner - Changes the owner of an item.
Set Custom Value - Sets the custom value of an item to an Integer. Can be very useful.
Pick every Item in Region and do Actions - Self Explanitory.
Pick every Item in Region and do Action - Self Explanitory.
15.Image
Create - Creates an image with a path at a point and with a type.
Destroy - Destroys an image.
Show/Hide - Shows or Hides an Image in game.
Change Constant Height - Changes the height of an image.
Change Position - Changes the position of an image.
Change Color - Changes the color of an image based on RBG, with transparency.
Change Rendering State - Enables or Disables rendering state for an image(????)
Change Render Always State - Enables or Disables render always state for an image(????)
Change above water State - Enables or Disables above water state for an image(????)
Change Type - Changes the type of image.
16.Leaderboard
Create - Creates a leaderboard with a title
Destroy - Destroys a leaderboard.
Sort - Sorts a leaderboard by Value/Player/Label in Acending/Decending order.
Show/Hide - Shows or Hides a leaderboard.
Change Title - Changes the title of a leaderboard.
Change Label Colors - Changes the color of a label, based on RBG, with transparency.
Change Value Colors - Changes the color of a value, based on RBG, with transparency.
Change Style - Changes the Style of a Leaderboard to: Show/Hide title, Show/Hide Labels, Show/Hide Values, and Show/Hide Icons.
Add Player - Adds a player to the leaderboard.
Remove Player - Removes a plaer from the leaderboard.
Change Player Label - Changes what the player is called on the leaderboard.
Change Player Label Color - Changes what color the label is, based on RBG, with transparency.
Change Player Value - Changes the value for a player to an Integer.
Change Player Value Color - Changes the color of a players value, based on RBG, with transparency.
Change Player Style- Changes the style of a player to: Show/Hide Label, Show/Hide Value, and Show/Hide Icon.
17.Lightning
Create - Creates a lightning effect with a path, from a source, to a target.
Destroy - Destroys a lightning effect.
Move Lightning Effect - Moves a lightning effect to a source and a target.
Set Lightning Effect Color - Changes the Color of the Lightning Effect.
18.Melee Game
*These are self explanitory*
Use Melee Time of Day
Hero Limits
Hero Starting Items
Set Starting Resources
Remove Excess Units
Create Starting Units
Run AI
Victory/Defeat Conditions
Create Starting Units for Player
19.Multiboard
Create - Creates a Multiboard with an amount of Rows and Columns, and a title.
Destroy - Destroys a Multiboard.
Show/Hide - Shows or Hides a Multiboard
Show/Hide all Multiboards - Shows or Hides ALL Multiboards.
Minimize/Maximize - Minimizes or maximizes a multiboard
Clear - Clears a multiboard of all values and labels.
Change Title - Changes the title of a multiboard.
Change Title Color - Changes the Color of the Title, based on RBG, with transparency.
Change Number of Rows - Changes the number of rows
Change Number of Columns - Changes the number of columns.
Set Item Display Style - Sets the display style for an item in a Row x Column, to Show/Hide text and Show/Hide icons.
Set Item Text - Changes the Text of an Item in Row x Column.
Set Item Color - Changes the color of an item in Row x Column, based on RBG, with transparency.
Set Item Width - Changes the width of an item
Set Item Icon - Sets the Icon shown for an item
20.Neutral Building
Add Gold to Gold mine - Adds an Integer amount of gold to a gold mine
Set Resources of Gold Mine - Sets the amount of gold in a gold mine.
Haunt Gold mine - Haunts a gold mine instantly for a player.
Enable/Disable Waygate - Enables or DIsables the use of a waygate.
Set Waygate Destination - Sets the point the waygate takes you.
Change Special Minimap Icon - Changes the Minimap Icon for a specific building.
Turn Special Minimap Icon On/Off - Turns the minimap icon On or Off for a building.
Add Item-Type to Marketplace - Adds an item of a type to a marketplace.
Add Item-Type to all Marketplaces - Adds an item of a type to all marketplaces.
Add Unit-Type to Marketplace - Adds an unit of a type to a marketplace.
Add Unit-Type to all Marketplaces - Adds an unit of a type to all marketplaces.
Remove Item-Type to Marketplace - Removes an item of a type to a marketplace.
Remove Item-Type to all Marketplaces - Removes an item of a type to all marketplaces.
Remove Unit-Type to Marketplace - Removes an unit of a type to a marketplace.
Remove Unit-Type to all Marketplaces - Removes an unit of a type to all marketplaces.
Limit Item Slots - Limits the amount of items in a shop.
Limit Item Slots(All Shops) - Limits the amount of items in all shops.
Limit Unit Slots - Limits the amount of units in a shop.
Limit Unit Slots(All Shops) - Limits the amount of units in all shops.
21.Player
Set Property - Sets the gold/lumber/availabler free heros/gold upkeep rate/lumber upkeep rate/total gold gathered/total lumber gathered/food used/food cap/food max/game result to an Integer for a player.
Add Property - adds gold/lumber/availabler free heros/gold upkeep rate/lumber upkeep rate/total gold gathered/total lumber gathered/food used/food cap/food max/game result with an Integer for a player.
Turn Player Flag On/off - Turns a player flag on or off for a player. Unfollowable/Gives Bounty/Allied Victory.
Invert Incom(Tax) - Gives a Percent of the players income to another player.
Enable/Disable sleeping for all creeps - Enables or Disables sleeping for all creeps.
Set Alliance - Sets an alliance from a player to a player.
Set Aspect of Alliance - Changes an aspect of an alliance from one player to another.
Enable/Disable Ability - Enables or Disables an ability for a Player. A disabled ability will not show up.
Set Training/Construction availability of a unit - Sets the availability of a unit for a player.
Limit Training of Unit-Type - Limits the Amount of Units available to train for a player. -1 will be infinite.
Limit Training Of Heros - Limits the Amount of Heros available to train for a player. -1 is infinite.
Set Current Tech Reaserch Level - Sets the level of a reaserch tech for a player.
Set Max Reaserch level - Sets the maximum levels of a reaserch tech for a player.
Change Color - Changes the player color of a player.
Set Handicap - Sets a handicap for a player.
Show/Hide in Score Screen - Shows or Hides a player in the score screen.
Set Name - Sets the Name of a Player.
22.Player Group
Pick Every Player in Player Group and Do Actions - Does Actions for each Player in a Player group.
Pick Every Player in Player Group and Do Action - Does an Action for each Player in a Player group.
Add Player - Adds a player to a player group.
Remove - Removes a player from a player group.
Clear - Clears a player group of all players.
Set Alliance - Sets the alliance of all players in a player group.
23.Quest
Quest Message - Displays a quest message to a player group. (Plays a sound based on type of message)
Create Quest - Creates a quest with a title, description, and icon.
Destroy Quest - Removes a quest from the game.
Enable/Disable Quest - Enables or Disables a quest. A disabled quest will not show in the list.
Mark Quest as completed - Marks a quest as completed.
Mark Quest as Failed - Marks a quest as failed.
Mark Quest as Discovered - Marks a quest as discovered.
Change Quest Title - Changes the title for a quest.
Change Title Description - Changes the description for a quest.
Create Quest Requirement - Changes the requirements for a quest.
Mark Quest Requirement as Completed - Marks a quest requirement as completed.
Change Quest Requirement Description - Changes the description of a Qest Requirement.
Create Quest Defeat Condition - Creates a defeat condition
Destroy Quest Defeat Condition - Destroys a quest defeat condition
Change Quest Defeat Condition Description - Changes the description for a quest.
Flash Quest Dialog Button - Makes the quests(F9) button flash.
24.Region
Move - Moves a region to a point.
25.Selection
Clear Selection for Player - Clears the Selection for a Player.
Select Unit Group for Player - Selects a unit group for a player.
Select Unit for Player - Selects a unit for a player.
Add Unit to Selection for Player - OmgDUH!!!!
Remove Unit from Selection for Player - Don't even ask.
Clear - Diselects EVERY unit from EVERY player in the ENTIRE map.
Select Unit Group - Selects a unit group for EVERY PLAYER.
Select Unit - Selects a unit for EVERY PLAYER
Add Unit - Adds a unit to ALL PLAYERS selection.
Remove Unit - Removes a unit from ALL PLAYERS selection.
26.Sound
Play Sound - Plays a sound.
Play sound at Point - Plays a 3d sound at a point.
Play sound on Unit - Plays a 3d sound on a unit.
Play sound from Offset - Plays a sound from offset.
Stop Sound - Stops a sound.
Destroy Sound - Destroys a sound.
Set Sound Volume - Sets the volume of a sound.
Skip to Sound Offset - Skips to a point in the sound and plays from there.
Set sound cutoff distance - Skips to a point in the sound and knows to stop there.
Set Sound Pitch - Changes the pitch of a sound.
Attach 3D sound to unit - Duh.
Set 3D sound Position - Changes the position of a 3D sound.
Set 3D sound Distances - Changes the distance of a 3D sound.
Add/Remove a 3D sound accross a region - Duh.
Use Daytime Ambient sound - Uses a sound based on an environment for an area.
Use Night time Ambient sound - Uses a sound based on an environment for an area.
Enable/Disable Dawn/Dusk sounds - Duh.
Set Music List - Sets the music list with a starting song.
Set Music List - Sets the music list with a random starting song.
Clear Music List - Clears the music list of all music.
Play Music - Plays a music.
Play Music from Offset - Plays a unit from a point.
Play Music Theme - Plays a music theme.
Play Music Theme from Offset - Skips to a point in the Music and starts from there.
Stop Music Theme - Stops Music Theme.
Stop Music - Stops the music.
Resume Music - Resumes the music.
Set Music Volume - Sets the volume to a percentage.
Skip to Music Offset - Skips to a point in the music.
Skip to Music Theme Offset - Skips to a point in the music theme.
Set Volume Channel - Changes the volume of a Music.
Change all Volume Channels for Cinimatic - Changes the Volume Level of Cinimatic Speech.
Set All Volume Channels for Speech - Changes the volume Level of Unit Speech
Reset All Volume Channels - Resets the volume channels
27.Special Effect
Create Special effect at Point - Creates a special effect at a point from a path.
Create Special effect on unit - Creates a special effect on a unit from a path.
Destroy Special Effect - Destroys a special effect.
28.Trigger
Turn Off - Turns off the specified trigger
Turn On - Turns on the specified trigger.
Run(Checking Conditions) - Runs a trigger only if the conditions are true.
Run(Ignoring Conditions) - Runs a trigger ignoring conditions.
Add To Trigger Queue - Adds a trigger to the queue, so it will run after the current triggers are finished.
Remove From Trigger Queue - Removes from the queue.
Clear Trigger Queue - Clears all triggers in the queue.
Clear Trigger Queue of Pending Triggers - Clears all Pending Triggers in the queue.
Add New Event - Adds a new event to the specified trigger.
29.Unit
Create Units Facing Angle - Creates an Integer Amount of a Unit-Type of units at a Point for a player, facing an angle.
Create Units Facing Point - Creates an Integer Amount of a Unit-Type of units at a Point for a player, facing a point.
Create Corpse - Creates a corpse of a Unit-Type for a player at a Region.
Create Permenant Corpse - Creates a corpse which will never expire of a Unit-Type for a player at a region.
Kill - Kills a unit.
Remove - Removes a unit.
Explode - Explodes a unit.
Replace - Replaces a unit with another one.
Hide - Hides/Shows a unit on the map.
Change Color - Changes the color of a unit to a preset color.
Change Owner - Changes the owner of a unit.
Share Vision - Shares the vision of a specific unit to another player.
Move Unit Instantly - Moves a unit instantly.
Move unit and Face Angle Instantly - Moves a unit with a new facing angle to a point instantly.
Move unit and Face Point Instantly - Moves a unit with a new facing point to a point instantly.
Set Rally Point to Point - Sets a units rally point to a point.
Set Rally Point to Unit - Sets the rally point to a unit.
Set Rally Point to Destructible - Sets the rally point to a destructible.
Set Life - Sets a units life to a percent
Set Mana - Sets a units mana to a percent.
Set Life - Sets a units life to a value
Set Mana - Sets a units mana to a value.
Make Invulnerable/Vulnerable - Duh.
Pause/Unpase - Gets rid of all abilities on the unit, including move, and build.
Pause/Unpase all units - Gets rid of all abilities on every unit, including move, and build.
Pause/Unpase Expiration timer for a unit - Summoned units have expiration timers. This will pause or unpause one.
Add Expiration Timer - Adds an expiration timer for a unit.
Make Unit Explode on Death - Makes the unit explode when it dies.
Suspend Corpse Decay - Stops the corpse decay.
Reset Ability Cooldowns - Resets all ability cooldowns.
Set Building Construction Progress - Sets the progress of a building construction to a percent.
Set Building Upgrade Progress - Sets the progress of a building upgrading to a percent.
Make Unit Sleep - Makes a unit sleep.
Make Unit Sleep At Night - Makes a Unit Sleep at Night.
Wake Up - Makes a unit Wake up.
Turn Alarm Generation on/off - Turns off or on the sound alerts like, "Our allies forces are under attack!"
Rescue Unit - Rescues a unit for a player, transfering ownership to them.
Make Unit Rescuable - Makes a unit rescuable by a player group.
Set Rescue Range - Sets the range of a unit being rescued.
Set Rescue Behavior for Units - Sets the color of the rescuable units.
Set Rescue Behavior for Buildings - Sets the color of the rescuable buildings.
Enable/Disable Supply Range for Unit - ????
Make Unit Face Unit - Makes a unit face another unit over a time.
Make Unit Face Point - Makes a unit face a point over a time.
Make Unit Face Angle - Makes a unit face an angle over a time.
Set Movement Speed - Changes the speed of a unit.
Turn Collision on/off - Makes units uncolliding with other units.
Set Acusition Range - Sets the range that units see other units to attack.
Set Custom Value - Sets the custom value of a unit.
Remove Buffs - Removes all buffs from a unit.
Remove Buffs By Type - Removes all buffs of a type from a unit.
Remove Specific Buff - Removes a buff of a type from a unit.
Add Ability - Adds an ability to a unit
Remove Ability - Removesan ability from a unit.
Add Classification - Adds a classification from a unit.
Remove Classification - Removes a classification from a unit.
Issue Order Targeting a Unit - Issues an order targeting a unit.
Issue Order Targeting a Point - Issues an order targeting a point.
Issue Order Targeting a Destructible - Issues an order targeting a destructible.
Issue Order Targeting an item - Issues an order targeting an item.
Issue Order with no target - Issues an order with no target.
Issue Train/Upgrade Order- Issues a train/upgrade order to a unit.
Issue Reaserch Order- Issues a reaserch order to a unit.
Issue Build Order- Issues a build order to a unit.
Issue Drop Item Order- Issues a drop item order to a unit.
Issue Move item Order- Issues a move item order to a unit.
Issue Give Item Order- Issues a give item order to a unit.
Damage Area - A unit deals damage to a circle centered on a point with a Real number damage.
Damage Target - A unit deals damage to a unit with a Real number damage.
Decrease Level of Ability for Unit - Duh.
Increase Level of Ability for Unit - Duh.
Set Level of Ability for Unit - Duh.
30.Unit Group
Pick Every Unit in Unit Group and Do Actions - Self Explanitory.
Pick Every Unit in Unit Group and Do Action - Self Explanitory.
Add Unit - Adds a unit to a unit group
Add Unit Group - Adds all units in a unit group into another unit group.
Remove Unit - Removes a unit from a unit group.
Remove unit Group - Removes all units of another unit group from another Unit Group.
Clear - Removes all units from a unit group.
Issue Order Targeting a Unit - Issues an order targeting a unit.
Issue Order Targeting a Point - Issues an order targeting a point.
Issue Order Targeting a Destructible - Issues an order targeting a destructible.
Issue Order Targeting an item - Issues an order targeting an item.
Issue Order with no target - Issues an order with no target.
Issue Train- Issues a train order to a unit.
31.Ubersplat
Create - Creates an ubersplat at a point.
Destroy - Destroys an ubersplat.
Reset - Resets an ubersplat.
Finish - Finishes an ubersplat.
Show/Hide - Shows or Hides an ubersplat.
Change Rendering State - Enables or Disables rendering state for an image
Change Render Always State - Enables or Disables render always state for an image
32.Visibility
Self Explanitory:
Enable Fog of War
Disable Fog of War
Enable Black Mask
Disable Black Mask
Create Visibility Modifier Region - Creates a type of visibility across a region for a player.
Create Visibility Modifier Circle - Creates a type of visibility across a circle for a player.
Enable Visibility Modifier - Enable a visibility modifier.
Disable Visibility Modifier - Disable a visibility modifier.
Destroy Visibility Modifier - Destroy a visibility modifier
Tutorial of Simple GUI!!!
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Re: Tutorial of Simple GUI!!!
PART II
33.Preset Unit Functions
Last Created Unit - Self Explanible.
Last Restored Unit - The last unit to be restored via Game Cache.
Last Replaced Unit - The last unit to be replaced via the Replace Unit trigger.
Last Haunted Gold mine - The last gold mine to be haunted by a trigger.
Picked unit - The unit(s) picked with a Pick Every Unit in Unit Group trigger.
Matching Unit - Use this when picking a unit group matching a condition.
Random Unit from Unit Group - Duh.
Event Responses: (Self Explanitory)
Attacked Unit
Attacking Unit
Buying Unit
Cancelled Structure
Casting Unit
Constructing Structure
Constructed Structure
Damage Source
Decaying Unit
Dying Unit
Entering Unit
Hero Manipulating Item
Killing Unit
Learning Hero
Leaving Unit
Leveling Hero
Loading Unit
Ordered Unit
Ownership-Changed Unit
Reaserching Unit
Revivable Hero
Reviving Hero
Selling Unit
Sold Unit
Summoned Unit
Summoning Unit
Target Unit of Order being Issued
Target unit Of Ability Being Cast
Targeted Unit
Trained Unit
Transporting Unit
Triggering Unit
Rally-Point as Unit - Will count the rally pointed unit as a unit, if the unit has a rally point ON a unit.
34.Preset String Functions
Concentate Strings - Merges two strings together.
Substring - Uses the 2 points specified and picks the text in between.
Convert Integer to String - Converts an integer into a string.
Convert Real to String - Converts a real into a string.
Convert Real to Formatted String - Converts a real into a string, but only the substring of it specified.
Convert Order to String - Converts an order into a string.
Convert Unit-Type to String - Converts a unit type into a string.
Convert Externalized String - ????
Convert String Case - Converts a string into Lowercase or Uppercase.
Destructible Name - The name of a destructible.
Entered Chat String - The chat string entered.
Matched Chat String - Used with conditions.
Saved-Game Filename - The name of the save game file.
Ability Name - The name of an ability.
Ability Effect Art - The art shown when an ability is cast.
Ability Effect Sound Name - The name of the sound played when an ability is cast.
Load String Value - The value of a load string in a game cache.
Hero Proper Name - The proper name of a hero.
Item Name - The name of an Item
Multiboard Title - The title of a multiboard.
Player Name - The name of a player.
Trigger Name - The name of a Trigger.
Unit Name - The name of a unit.
35.Preset Integer Functions
Arithmitic - A function with a +/- or /,*.
For Loop Integer A - Remembers the number of times an Integer A Loop as run as a number.
For Loop Integer B - Remembers the number of times an Integer B Loop as run as a number.
String Length - The length of a string.
Convert Real to Integer - Duh.
Convert String to Integer - Duh.
Elevator Height - The height of an elevator.
Terrain Cliff Level - The height of a cliff at a region.
Terrain Variance - The terrain variance at a point
Learned Skill Level - The level of a Learned Skill
Number of Players - The number of players in the current game.
Number of Teams - The number of teams in the current game.
Ally Color Filter Setting - The setting of how the color of the allies are displayed, for example if it's at the original settings, you're white, the others are any color, if its at 2, then you're teal, and enemies are red.
Tournement Finish Rule - The rule about when a tourny will finish
Tournement Melee Score - The score of a player.
Load Integer Value - The value of an integer stored in a Game Cache.
Hero Level - The level of the specified hero.
Hero Exp - The exp on the hero.
Hero Attribute - The number of attribute points on str/agi/int and includes/excludes item/ability bonuses.
Unspent Skillpoints - The number of unspent skill points on a hero.
Item Level - The level of an item
Item Charges Remaining - The charges left on an item
Custom Value of Item - The custom value of an item
Leaderbard Position - The position of a player on a leaderboard.
Random Number - A random number between 2 numbers.
Min - The smallest number of the two specified.
Max - The largest number of the two specified.
Abs - The absolute of the number, (5 is 5, -5 is 5).
Sign - Returns the sign of the number, -1 for negative and 1 for positive.
For extra math help - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Modulo - Calculates 2 numbers and finds out the remainder if devided.
Row Count - The number of rows in a multiboard
Column Count - The number of Columns in a multiboard.
Gold Remaining - The gold left in a gold mine.
Player Property - The number of *Player Property* from a player.
Player Tax Rate - The rate of tax that you may have set earlier.
Player Score - The score of a player.
Player Number - The number of a player.
Count Structures - The amount of structures owned by a player.
Count Non-Structures - The amount of non-structures(units) owned by a player.
Current Research Level - The level of a tech for a player.
Max Research Level - The max level of a tech for a player.
Player Team - The number of a players team.
Count Players In Player Group - Duh.
Count Units in Unit Group - Duh.
Count Living Units Owned by Player - Counts the amount of living units of a type owned by a player.
Supply Used - The amount of space a unit takes up in a boat.
Supply Provided - The amount of space a unit has to pick up other units.
Supply Used by Unit-Type - The amount of space a unit-type takes up in a boat.
Supply Provided by Unit-Type - The amount of space a unit-type has to pick up other units.
Point Value of Unit - The custom point value of a unit.
Point Value of Unit-Type - The custom point value of a unit-type.
Custom Value of Unit - The custom value of a unit.
Level of Unit - The level of a unit.
Level of Ability for Unit - Duh.
Count Items Carried - The amount of items carried by a unit.
Size of Inventory - The size of an inventory of a unit.
Count Buffs of Type - The amount of buffs of a type on a unit.
Trigger Evaluation Count - The amount of times an event has occurred on a trigger.
Trigger Execution Count - The amount of times a tigger has fully run.
Count Triggers in Trigger Queue - The amount of triggers in the queue.
36.Preset Real Functions
Arithmitic - A Plus, Minus, Division, or Multiplication Equasion with Real Numbers(With Decimals)
X of Point - the X value of a point
Y of Point - The Y Value of a Point.
Camera Field of Camera Object - A field of a Camera Object.
Camera Field of Current Camera - A field of the Current Camera.
Target X of Camera View - The X point of the Camera Veiw
Target Y of Camera View - The Y point of the Camera Veiw
Target Z of Camera View - The Z point of the Camera Veiw
Source X of Camera View - The Source of where X comes from in the Camera Veiw
Source Y of Camera View - The Source of where Y comes from in the Camera Veiw
Source Z of Camera View - The Source of where Z comes from in the Camera Veiw
Last Transmission Length - The length of the last played transmission on a Cinematic.
Convert Integer to Real - Converts an Integer to a Real Value.
Convert String to Real - Converts an String to a Real Value.
Convert Integer to Real - Converts an Integer to a Real Value.
Convert Degrees to Radians - Converts Degrees to Radians...
Convert Radians to Degrees - Converts Radians to Degrees
Elapsed Time - The elapsed time on a timer..
Remaining Time - The remaining time on a timer...
Initial Time - The starting time for a timer...
Life of a Destructible - The life of a destructible....
Max Life - The max life of a destructible.
Occlusion Height - The height of the occlusion for a destructible.
Damage Taken - The amount of damage taken.
Tournement Time Remaining - Time left in a tournement.
Time of Day - The time of day in game.
Time of Day Speed - The speed that the time of day ticks.
Load Real Value - The value of a Real Stored in a Game Cache.
Item Life - The life of an Item
Red Color of Lightning - 1 or 0, red or not.
Green Color of Lightning - 1 or 0, green or not.
Blue Color of Lightning - 1 or 0, blue or not.
Alpha Value of Lightning - Alpha Value of a Lightning
Random Number - A random Real between 2 numbers.
Random Angle - A random Real between 0.00 and 360.00
Random Percentage - A random percent from 0.00 to 100.00
Distance Between Points - The distance Between 2 Points.
Angle Between Points - The angle between 2 points.
Min - The smallest number of the two specified.
Max - The largest number of the two specified.
Abs - The absolute of the number, (5 is 5, -5 is 5).
Sign - Returns the sign of the number, -1 for negative and 1 for positive.
For extra math help - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Modulo - Same as an integer Mod.
Power - A number powered by another number.
Square Root - The square root of a number.
Sine - For extra math help - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Cosine - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Tangent - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Arcsine - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Arcosine - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Arcangent - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Experience Rate - The rate of experience of a player.
Handicap - A players handicap.
Center X of Region - The X point of the position of a Region.
Center Y of Region - The Y point of the position of a Region.
Min X of Region - The min X point of the position of a Region.
Min Y of Region - The min Y point of the position of a Region.
Max X of Region - The max X point of the position of a Region.
Max Y of Region - The max Y point of the position of a Region.
Width of Region - The width of a region
Height of Region - The Height of a Region.
Sound Length - The length of a sound.
Music Length - THe length of music.
Property - A property of a unit, ex, Life.
Percentage Life - The life of a unit in percent.
Percentage Mana - The mana of a unit in percent.
Facing Angle - The facing angle of a unit.
Movement Speed - The moving speed of a unit.
Movement Speed - The default moving speed of a unit.
Aquisition Range - The aquisition range of a unit.
Aquisition Range - The default aquisition range of a unit.
Turn Speed - The turning Speed of a unit.
Turn Speed - The default turning Speed of a unit.
Prop Window Angle - ????
Prop Window Angle - ????
Flying Height - The flying height of a unit.
37.Preset Unit-Type Functions
Unit-Type of Unit - The unit TYPE of a UNIT.
Random Creep Unit Type - A random creep type of a level.
Random Neutral Building Type - Duh.
Convert String to Unit-Type - Converts a string into a unit type.
Trained Unit Type - The unit type of a trained unit.
38.Preset Item Functions
Last Created Item - The last item created via triggers.
Last Dropped Item - The last item dropped via triggers OR players.
Random Item in Region - A random item picked from a region.
Random Item in Region Matching Condition - A random item from a region matching a condition.
Picked Item - The item(s) picked via a Pick every Item trigger.
Matching Item - The function used to Match a Condition.
Item Carried By Hero - An item carried by a hero in a slot.
Item Carried By Hero Of Type - An item carried by a hero of a type.
Item Being Manipulated - The item being uses/dropped/aquired.
Sold Item - The item being sold.
Target Item of Ordered Being Issued - The targeted item of an order.
Target Item of Ability Being Cast - The targeted item of an ability being cast.
38.Preset Unit Group Functions
Last Created Unit Group - The last unit group created.
Random N Units From Unit Group - A random number of units from a unit group.
Units in Region - All units in a region
Units in Region Owned by Player - All units in a region owned by a player.
Units in Region Matching Condition - All units in a region matching a condition.
Units in Range - All units in a range
Units in Range Matching Condition - All units in a range matching a condition
Units Owned By Player - All units owned by a player
Units Owned By Player Of Type - All units owned by a player of a Unit-Type
Units Owned By Player Matching Condition - All units owned by a player matching a condition
Units of Type - All units of a Unit-Type
Units Selected - All units selected by a player.
40.Preset Player-Group Functions
All Players - Every single player.
All Players Of Control - All players controlled by a computer/user/etc.
All Players Matching Condition - All players matching the specified condition.
Allies of Player - All players whom are allies to the specified player.
Enemies Of Player - All players whom are enemies to the specified player.
Convert Player to Player Group - Converts a single player into a player group.
41.Preset Item-Type Functions
Item-Type of Item - The item type of an item
Random Item Type - A random item type of a level.. -1 is any level.
Random Item Type Of Class - A random item type of a level and class.. -1 is any level.
41.Preset Item-Class Functions
Item-Class of Item - The item class of an item.
42.Preset Point Functions
Center of Region - The center of a region.
Random Point In Region - A randomly arranged point which could be anywhere inside the defined region
Point With Offset - A point with an offset based on co-ordinates
Point With Polar Offset - A point with an offset based on a space and an angle.
Target of Camera Object - The position a camera object is looking at.
Target of Current Camera - The position that the current camera is looking at.
Source Of Current Camera - The position of the current camera.
Convert Co-ordinates to Point - Converts the specified set of co-ordinates into a point
Point of Destructible - The position of a destructible.
Target Point of Issued Order - The point of an issued order, like patrol
Target Point of Ability Being Cast - The point of target when an ability is cast.
Position of Item - The point of an item on the map
Way Gate Destination - The point a waygate would take you to if you went in it.
Player Start Location - The point a player starts at.
Position of Unit - The point of a unit on the map.
Rally Point As Unit - The point of a rally pointed unit.
33.Preset Unit Functions
Last Created Unit - Self Explanible.
Last Restored Unit - The last unit to be restored via Game Cache.
Last Replaced Unit - The last unit to be replaced via the Replace Unit trigger.
Last Haunted Gold mine - The last gold mine to be haunted by a trigger.
Picked unit - The unit(s) picked with a Pick Every Unit in Unit Group trigger.
Matching Unit - Use this when picking a unit group matching a condition.
Random Unit from Unit Group - Duh.
Event Responses: (Self Explanitory)
Attacked Unit
Attacking Unit
Buying Unit
Cancelled Structure
Casting Unit
Constructing Structure
Constructed Structure
Damage Source
Decaying Unit
Dying Unit
Entering Unit
Hero Manipulating Item
Killing Unit
Learning Hero
Leaving Unit
Leveling Hero
Loading Unit
Ordered Unit
Ownership-Changed Unit
Reaserching Unit
Revivable Hero
Reviving Hero
Selling Unit
Sold Unit
Summoned Unit
Summoning Unit
Target Unit of Order being Issued
Target unit Of Ability Being Cast
Targeted Unit
Trained Unit
Transporting Unit
Triggering Unit
Rally-Point as Unit - Will count the rally pointed unit as a unit, if the unit has a rally point ON a unit.
34.Preset String Functions
Concentate Strings - Merges two strings together.
Substring - Uses the 2 points specified and picks the text in between.
Convert Integer to String - Converts an integer into a string.
Convert Real to String - Converts a real into a string.
Convert Real to Formatted String - Converts a real into a string, but only the substring of it specified.
Convert Order to String - Converts an order into a string.
Convert Unit-Type to String - Converts a unit type into a string.
Convert Externalized String - ????
Convert String Case - Converts a string into Lowercase or Uppercase.
Destructible Name - The name of a destructible.
Entered Chat String - The chat string entered.
Matched Chat String - Used with conditions.
Saved-Game Filename - The name of the save game file.
Ability Name - The name of an ability.
Ability Effect Art - The art shown when an ability is cast.
Ability Effect Sound Name - The name of the sound played when an ability is cast.
Load String Value - The value of a load string in a game cache.
Hero Proper Name - The proper name of a hero.
Item Name - The name of an Item
Multiboard Title - The title of a multiboard.
Player Name - The name of a player.
Trigger Name - The name of a Trigger.
Unit Name - The name of a unit.
35.Preset Integer Functions
Arithmitic - A function with a +/- or /,*.
For Loop Integer A - Remembers the number of times an Integer A Loop as run as a number.
For Loop Integer B - Remembers the number of times an Integer B Loop as run as a number.
String Length - The length of a string.
Convert Real to Integer - Duh.
Convert String to Integer - Duh.
Elevator Height - The height of an elevator.
Terrain Cliff Level - The height of a cliff at a region.
Terrain Variance - The terrain variance at a point
Learned Skill Level - The level of a Learned Skill
Number of Players - The number of players in the current game.
Number of Teams - The number of teams in the current game.
Ally Color Filter Setting - The setting of how the color of the allies are displayed, for example if it's at the original settings, you're white, the others are any color, if its at 2, then you're teal, and enemies are red.
Tournement Finish Rule - The rule about when a tourny will finish
Tournement Melee Score - The score of a player.
Load Integer Value - The value of an integer stored in a Game Cache.
Hero Level - The level of the specified hero.
Hero Exp - The exp on the hero.
Hero Attribute - The number of attribute points on str/agi/int and includes/excludes item/ability bonuses.
Unspent Skillpoints - The number of unspent skill points on a hero.
Item Level - The level of an item
Item Charges Remaining - The charges left on an item
Custom Value of Item - The custom value of an item
Leaderbard Position - The position of a player on a leaderboard.
Random Number - A random number between 2 numbers.
Min - The smallest number of the two specified.
Max - The largest number of the two specified.
Abs - The absolute of the number, (5 is 5, -5 is 5).
Sign - Returns the sign of the number, -1 for negative and 1 for positive.
For extra math help - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Modulo - Calculates 2 numbers and finds out the remainder if devided.
Row Count - The number of rows in a multiboard
Column Count - The number of Columns in a multiboard.
Gold Remaining - The gold left in a gold mine.
Player Property - The number of *Player Property* from a player.
Player Tax Rate - The rate of tax that you may have set earlier.
Player Score - The score of a player.
Player Number - The number of a player.
Count Structures - The amount of structures owned by a player.
Count Non-Structures - The amount of non-structures(units) owned by a player.
Current Research Level - The level of a tech for a player.
Max Research Level - The max level of a tech for a player.
Player Team - The number of a players team.
Count Players In Player Group - Duh.
Count Units in Unit Group - Duh.
Count Living Units Owned by Player - Counts the amount of living units of a type owned by a player.
Supply Used - The amount of space a unit takes up in a boat.
Supply Provided - The amount of space a unit has to pick up other units.
Supply Used by Unit-Type - The amount of space a unit-type takes up in a boat.
Supply Provided by Unit-Type - The amount of space a unit-type has to pick up other units.
Point Value of Unit - The custom point value of a unit.
Point Value of Unit-Type - The custom point value of a unit-type.
Custom Value of Unit - The custom value of a unit.
Level of Unit - The level of a unit.
Level of Ability for Unit - Duh.
Count Items Carried - The amount of items carried by a unit.
Size of Inventory - The size of an inventory of a unit.
Count Buffs of Type - The amount of buffs of a type on a unit.
Trigger Evaluation Count - The amount of times an event has occurred on a trigger.
Trigger Execution Count - The amount of times a tigger has fully run.
Count Triggers in Trigger Queue - The amount of triggers in the queue.
36.Preset Real Functions
Arithmitic - A Plus, Minus, Division, or Multiplication Equasion with Real Numbers(With Decimals)
X of Point - the X value of a point
Y of Point - The Y Value of a Point.
Camera Field of Camera Object - A field of a Camera Object.
Camera Field of Current Camera - A field of the Current Camera.
Target X of Camera View - The X point of the Camera Veiw
Target Y of Camera View - The Y point of the Camera Veiw
Target Z of Camera View - The Z point of the Camera Veiw
Source X of Camera View - The Source of where X comes from in the Camera Veiw
Source Y of Camera View - The Source of where Y comes from in the Camera Veiw
Source Z of Camera View - The Source of where Z comes from in the Camera Veiw
Last Transmission Length - The length of the last played transmission on a Cinematic.
Convert Integer to Real - Converts an Integer to a Real Value.
Convert String to Real - Converts an String to a Real Value.
Convert Integer to Real - Converts an Integer to a Real Value.
Convert Degrees to Radians - Converts Degrees to Radians...
Convert Radians to Degrees - Converts Radians to Degrees
Elapsed Time - The elapsed time on a timer..
Remaining Time - The remaining time on a timer...
Initial Time - The starting time for a timer...
Life of a Destructible - The life of a destructible....
Max Life - The max life of a destructible.
Occlusion Height - The height of the occlusion for a destructible.
Damage Taken - The amount of damage taken.
Tournement Time Remaining - Time left in a tournement.
Time of Day - The time of day in game.
Time of Day Speed - The speed that the time of day ticks.
Load Real Value - The value of a Real Stored in a Game Cache.
Item Life - The life of an Item
Red Color of Lightning - 1 or 0, red or not.
Green Color of Lightning - 1 or 0, green or not.
Blue Color of Lightning - 1 or 0, blue or not.
Alpha Value of Lightning - Alpha Value of a Lightning
Random Number - A random Real between 2 numbers.
Random Angle - A random Real between 0.00 and 360.00
Random Percentage - A random percent from 0.00 to 100.00
Distance Between Points - The distance Between 2 Points.
Angle Between Points - The angle between 2 points.
Min - The smallest number of the two specified.
Max - The largest number of the two specified.
Abs - The absolute of the number, (5 is 5, -5 is 5).
Sign - Returns the sign of the number, -1 for negative and 1 for positive.
For extra math help - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Modulo - Same as an integer Mod.
Power - A number powered by another number.
Square Root - The square root of a number.
Sine - For extra math help - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Cosine - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Tangent - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Arcsine - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Arcosine - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Arcangent - Visit this tutorial: http://www.thehelper.net/forums/showthread.php?t=39620
Experience Rate - The rate of experience of a player.
Handicap - A players handicap.
Center X of Region - The X point of the position of a Region.
Center Y of Region - The Y point of the position of a Region.
Min X of Region - The min X point of the position of a Region.
Min Y of Region - The min Y point of the position of a Region.
Max X of Region - The max X point of the position of a Region.
Max Y of Region - The max Y point of the position of a Region.
Width of Region - The width of a region
Height of Region - The Height of a Region.
Sound Length - The length of a sound.
Music Length - THe length of music.
Property - A property of a unit, ex, Life.
Percentage Life - The life of a unit in percent.
Percentage Mana - The mana of a unit in percent.
Facing Angle - The facing angle of a unit.
Movement Speed - The moving speed of a unit.
Movement Speed - The default moving speed of a unit.
Aquisition Range - The aquisition range of a unit.
Aquisition Range - The default aquisition range of a unit.
Turn Speed - The turning Speed of a unit.
Turn Speed - The default turning Speed of a unit.
Prop Window Angle - ????
Prop Window Angle - ????
Flying Height - The flying height of a unit.
37.Preset Unit-Type Functions
Unit-Type of Unit - The unit TYPE of a UNIT.
Random Creep Unit Type - A random creep type of a level.
Random Neutral Building Type - Duh.
Convert String to Unit-Type - Converts a string into a unit type.
Trained Unit Type - The unit type of a trained unit.
38.Preset Item Functions
Last Created Item - The last item created via triggers.
Last Dropped Item - The last item dropped via triggers OR players.
Random Item in Region - A random item picked from a region.
Random Item in Region Matching Condition - A random item from a region matching a condition.
Picked Item - The item(s) picked via a Pick every Item trigger.
Matching Item - The function used to Match a Condition.
Item Carried By Hero - An item carried by a hero in a slot.
Item Carried By Hero Of Type - An item carried by a hero of a type.
Item Being Manipulated - The item being uses/dropped/aquired.
Sold Item - The item being sold.
Target Item of Ordered Being Issued - The targeted item of an order.
Target Item of Ability Being Cast - The targeted item of an ability being cast.
38.Preset Unit Group Functions
Last Created Unit Group - The last unit group created.
Random N Units From Unit Group - A random number of units from a unit group.
Units in Region - All units in a region
Units in Region Owned by Player - All units in a region owned by a player.
Units in Region Matching Condition - All units in a region matching a condition.
Units in Range - All units in a range
Units in Range Matching Condition - All units in a range matching a condition
Units Owned By Player - All units owned by a player
Units Owned By Player Of Type - All units owned by a player of a Unit-Type
Units Owned By Player Matching Condition - All units owned by a player matching a condition
Units of Type - All units of a Unit-Type
Units Selected - All units selected by a player.
40.Preset Player-Group Functions
All Players - Every single player.
All Players Of Control - All players controlled by a computer/user/etc.
All Players Matching Condition - All players matching the specified condition.
Allies of Player - All players whom are allies to the specified player.
Enemies Of Player - All players whom are enemies to the specified player.
Convert Player to Player Group - Converts a single player into a player group.
41.Preset Item-Type Functions
Item-Type of Item - The item type of an item
Random Item Type - A random item type of a level.. -1 is any level.
Random Item Type Of Class - A random item type of a level and class.. -1 is any level.
41.Preset Item-Class Functions
Item-Class of Item - The item class of an item.
42.Preset Point Functions
Center of Region - The center of a region.
Random Point In Region - A randomly arranged point which could be anywhere inside the defined region
Point With Offset - A point with an offset based on co-ordinates
Point With Polar Offset - A point with an offset based on a space and an angle.
Target of Camera Object - The position a camera object is looking at.
Target of Current Camera - The position that the current camera is looking at.
Source Of Current Camera - The position of the current camera.
Convert Co-ordinates to Point - Converts the specified set of co-ordinates into a point
Point of Destructible - The position of a destructible.
Target Point of Issued Order - The point of an issued order, like patrol
Target Point of Ability Being Cast - The point of target when an ability is cast.
Position of Item - The point of an item on the map
Way Gate Destination - The point a waygate would take you to if you went in it.
Player Start Location - The point a player starts at.
Position of Unit - The point of a unit on the map.
Rally Point As Unit - The point of a rally pointed unit.
-
- Forum Fanatic
- Posts: 315
- Joined: October 16th, 2007, 7:32 pm
Re: Tutorial of Simple GUI!!!
How do I make Computer to play in my Hero Arena / AoS / <Your Map> ?
Okay, that's a good question.
Making computer play or, making an AI requires great deal of Triggering, it depends mostly on how your map is. Hero Areans and AoS's are most common maps where you want computer to play, so let's take a few basic steps.
Here, we'll start by a step by step tutorials, starting from the base.
We are going to make a small Hero arena for upto 4 players and allow Computer to play.
I haven'y got any images now, I'll add those soon.
Or if anyoe who has followed the tutorial and made his small map, please upload the images...
Now,
Open up the World Editor, if it's open, create a new map. 64x64 should be a good size. Now, make the map playable for 4 players and divide them in two teams. let player 1 and 2 be in the Tea One, and let player 3,4 be in team two.
We are going to have only four heroes as a start, and we'll keep the ones from Warcraft built-in Heroes itself. How about Tauren Chieftain, Blademaster, Demon Hunter and Crypt Lord?
Now, I hope you have played Warchasers, so you are familier with the Selection system used in there.
Ok, we have a plot, four guys have just gathered around and they have nothing to do, so they decided to kill each other.
" I don't care who or what my enemy is - it's fleash can bleed and it's bones can be broken, that's enough! "
First step of the map is terrain. so, at the corner of the map, make the small Hero Selection area, Also, make the Central arena, and two teams home bases. You know, how the typical Hero Arena is.
Now, make the Teleportation area, at team one and team two, we are making it such like as when you enter the arena, you cannot go back. Also, when you enter the teleport you are warped at the center of the arena. Since this is one way trip, you can safely use Waygates. And since there is no hero that can teleport or Blink past the cliffs, there is no need for extra teleport abuse protection.
make the arena look beautiful, add trees and stuff, decide your theme while making the arena, either make it spooky, or childish or a Royal Battle ring etc. You can give it a " Cell Games or Budokai Tenkaichi (DBZ)" look.
Ok, you have the Heroes and the Terrain, now the thing remains is the other object editing. I think you can manage that. Just one thing to mention, remember not to make the hostile creeps way too strong. Upto Level 4 creeps should be enough. If you add level 7-10 creeps, be sure that they do not wander off the central ring. You can choose creeps suitable to your theme. Fortunately, there is a heap of creeps available in Warcraft 3. Right now, we'll keep Centaurs. Max level guy is Centaur Khan with level 8.
Making creeps Wander around could be a trouble if you are not that adept with triggers, so, modify the Tornado Wander ability, set the AoE to a bit larger, and give it to the creeps you have selected "eligible" to fight.
Now, for the Items, yes, DO NOT KEEP TOMES. it makes your map cheap.
Keep some good items, but never keep items of Ob Effects. They should be heavily balanced if you intend to keep them. Right now, stat bonus items upto +6 is okay.
Make a shop, place it in each of the team's bases. Grab the Foutain of Health and Mana, place them to the strategic locations i the main arena. Place the Fountain of Power (Located in Night Elves) i the either of teams bases.
Ok, you're set. now for the Triggers...
Now, I'm not going to explain how to make the selection system with a unit like Wisp., Just you should have a system like in WARCHASERS.
Just make the leaderboards and tother stuff. In other words, your arena should be fuly functional with players, now you are ready to add up the AI.
Well,
First, the groups, you already have two Teams (Player Groups) One and Two, including players 1,2 and 3,4.
Now, just go make the follwing triggers
E
- Map Init
A
- If (player 1 controller is Computer) then add player one to AIOneGroup
- If (player 2 controller is Computer) then add player one to AIOneGroup
- If (player 3 controller is Computer) then add player one to AITwoGroup
- If (player 4 controller is Computer) then add player one to AITwoGroup
The AIOneGroup and AITwoGroup are PlayerGroupVars.
Now, another trigger that causes AI to choose Hero. The selection system must be ready. if it isn't, make it now.
Trick is, after 5 secs since the game, check of the the play is in AI Groups we created, if he is, meaning, that we have to order it. Now, how many heroes we have? Four. make a integer var called 't'. Set t to a random number out of 1 to 4. And order the wisp to move to the corresponding choose hero region. Do it for every player.
Test the map with Computer Players, if you did it right, you'll notice that AI now cooses random hero each time. in WE, make it reintialize the seed from map settings, thus your AI will choose really random hero instead of getting repeatitive.
Hey, but what after that? AI choses hero but doen't seem to move around.
Now, place the regions all around the map, to the most strategic places you think, don't forget the shops, Fountains, etc. remember to make the regions a bit bigger, or of moderate size basically, a region of size that nearly 6 grunts can easily stand.
Don't forget the name the regions, like North Fountains, Base 1/2 Shops, Center, South Corridor etc. this is for your own reference.
Now, think what you do when you play,
1. You order your hero to move around.
2. Locate enemy. and Fight him.
3. Learn abilty with nukes and ultimates being high priority,
4. Use an ability or two,
5. Go to respective fountains.
6. don't click me items if having enough Gold.
We'll consider the AI to do 1. and 2.
As your hero enters the base region, by selection or revival, order him to move to the random point in arena. If you are using waygates, then hero will properly find the way around, using the waygate. Then you have to set up the repeating trigger. once in the arena, for each few seconds, 5 to 10, pick the each player in AIGroups and th units that are in the Arena Region, order them to patrol the random point in randomly chosen strategic locations (regions) you already placed. This takes a bit work, so add it in For loop to make it for each AI player.
Save, and test.
Yes, your AI now moves around and fights! Dies on honour like a hero, revives and fights again! The quality and skill of the AI depends on where you set the locations. example, have him to move around the high ground, make him go around the fountains, etc.
If you have creeps, then he'll also engage them. But since you have not specified it, he has little regard for his life.
Now, using the spells. Basically, there is an event specified. "Gains a Level"
so, is it not an easy job to check of the levelling guy is AI and have him the learn the ability?
There is a trick though, For Tauren chieftain, the trigger will look like this one,
E
- A unit gains a leve
C
- Owner of Levelling Hero 's Controller is Computer
- Leveling hero is Tauren Chieftain.
A
- Learn ability - Reincarnation
- Learn ability - War Stomp
- Learn ability - Endurance
- Learn ability - Shockwave
Now, look at this, this has priorised the best abilities for Tauren Chieftain. Of course, as he levels up, he'll try to learn first skill - reincarnation. if it unavailable (below lvl6) or already learnt, he'll grab the next one. So, typically, he'll go like this
WS, End, WS, End, WS, Reincar, End. SW, SW, SW.
Simple, isn't it.
Remember that if your ability follows the basic ability logic of Blizz, thn it will be caster automaticaly, if it's a custom ability, you have to order that. That's makes Nmber 4.
Good, upto 4 is done. Your AI will now begin to give a trouble to Noobs. (This includes yourself too, ofc if you are a noob)
Still, he is not attempting to save himself. That's number 5.
First, modify the Attack Move trigger we set up earlier to have AI move around. Add a condition to check if picked unit's health is above 25%.
Save and Test, you'll notice that AI will not move around if health is below 25%. instead he'll stand ground and wait for is hp to recover.
Good, now, make one more trigger.
E
- A unit is attacked
C
- Or
- Owner of Attacked unit is in AIGROUPONE
- Owner of Attacked unit is in AIGROUPTWO
- Attacked unit's percentage life is smallr than or equal to 25.00%.
A
<figure it out, order it to move to a (random, if more exist) health fountain>
Good, you can do a bit scripting to hav AI move to the closest fountain as well.
Now, you'll see AI's behaviour changes by a great deal. You can do the same for Mana too.
Number 6 is a bit complecated. I recommend that you check out the BftC AI unprotected.
Though BftC is AoS and the above tutorial is for Arena, item buying logic remains the same.
If you want a good skilled AI to pitch yourself agaist, go for BftC Latest version.
Okay, that's a good question.
Making computer play or, making an AI requires great deal of Triggering, it depends mostly on how your map is. Hero Areans and AoS's are most common maps where you want computer to play, so let's take a few basic steps.
Here, we'll start by a step by step tutorials, starting from the base.
We are going to make a small Hero arena for upto 4 players and allow Computer to play.
I haven'y got any images now, I'll add those soon.
Or if anyoe who has followed the tutorial and made his small map, please upload the images...
Now,
Open up the World Editor, if it's open, create a new map. 64x64 should be a good size. Now, make the map playable for 4 players and divide them in two teams. let player 1 and 2 be in the Tea One, and let player 3,4 be in team two.
We are going to have only four heroes as a start, and we'll keep the ones from Warcraft built-in Heroes itself. How about Tauren Chieftain, Blademaster, Demon Hunter and Crypt Lord?
Now, I hope you have played Warchasers, so you are familier with the Selection system used in there.
Ok, we have a plot, four guys have just gathered around and they have nothing to do, so they decided to kill each other.
" I don't care who or what my enemy is - it's fleash can bleed and it's bones can be broken, that's enough! "
First step of the map is terrain. so, at the corner of the map, make the small Hero Selection area, Also, make the Central arena, and two teams home bases. You know, how the typical Hero Arena is.
Now, make the Teleportation area, at team one and team two, we are making it such like as when you enter the arena, you cannot go back. Also, when you enter the teleport you are warped at the center of the arena. Since this is one way trip, you can safely use Waygates. And since there is no hero that can teleport or Blink past the cliffs, there is no need for extra teleport abuse protection.
make the arena look beautiful, add trees and stuff, decide your theme while making the arena, either make it spooky, or childish or a Royal Battle ring etc. You can give it a " Cell Games or Budokai Tenkaichi (DBZ)" look.
Ok, you have the Heroes and the Terrain, now the thing remains is the other object editing. I think you can manage that. Just one thing to mention, remember not to make the hostile creeps way too strong. Upto Level 4 creeps should be enough. If you add level 7-10 creeps, be sure that they do not wander off the central ring. You can choose creeps suitable to your theme. Fortunately, there is a heap of creeps available in Warcraft 3. Right now, we'll keep Centaurs. Max level guy is Centaur Khan with level 8.
Making creeps Wander around could be a trouble if you are not that adept with triggers, so, modify the Tornado Wander ability, set the AoE to a bit larger, and give it to the creeps you have selected "eligible" to fight.
Now, for the Items, yes, DO NOT KEEP TOMES. it makes your map cheap.
Keep some good items, but never keep items of Ob Effects. They should be heavily balanced if you intend to keep them. Right now, stat bonus items upto +6 is okay.
Make a shop, place it in each of the team's bases. Grab the Foutain of Health and Mana, place them to the strategic locations i the main arena. Place the Fountain of Power (Located in Night Elves) i the either of teams bases.
Ok, you're set. now for the Triggers...
Now, I'm not going to explain how to make the selection system with a unit like Wisp., Just you should have a system like in WARCHASERS.
Just make the leaderboards and tother stuff. In other words, your arena should be fuly functional with players, now you are ready to add up the AI.
Well,
First, the groups, you already have two Teams (Player Groups) One and Two, including players 1,2 and 3,4.
Now, just go make the follwing triggers
E
- Map Init
A
- If (player 1 controller is Computer) then add player one to AIOneGroup
- If (player 2 controller is Computer) then add player one to AIOneGroup
- If (player 3 controller is Computer) then add player one to AITwoGroup
- If (player 4 controller is Computer) then add player one to AITwoGroup
The AIOneGroup and AITwoGroup are PlayerGroupVars.
Now, another trigger that causes AI to choose Hero. The selection system must be ready. if it isn't, make it now.
Trick is, after 5 secs since the game, check of the the play is in AI Groups we created, if he is, meaning, that we have to order it. Now, how many heroes we have? Four. make a integer var called 't'. Set t to a random number out of 1 to 4. And order the wisp to move to the corresponding choose hero region. Do it for every player.
Test the map with Computer Players, if you did it right, you'll notice that AI now cooses random hero each time. in WE, make it reintialize the seed from map settings, thus your AI will choose really random hero instead of getting repeatitive.
Hey, but what after that? AI choses hero but doen't seem to move around.
Now, place the regions all around the map, to the most strategic places you think, don't forget the shops, Fountains, etc. remember to make the regions a bit bigger, or of moderate size basically, a region of size that nearly 6 grunts can easily stand.
Don't forget the name the regions, like North Fountains, Base 1/2 Shops, Center, South Corridor etc. this is for your own reference.
Now, think what you do when you play,
1. You order your hero to move around.
2. Locate enemy. and Fight him.
3. Learn abilty with nukes and ultimates being high priority,
4. Use an ability or two,
5. Go to respective fountains.
6. don't click me items if having enough Gold.
We'll consider the AI to do 1. and 2.
As your hero enters the base region, by selection or revival, order him to move to the random point in arena. If you are using waygates, then hero will properly find the way around, using the waygate. Then you have to set up the repeating trigger. once in the arena, for each few seconds, 5 to 10, pick the each player in AIGroups and th units that are in the Arena Region, order them to patrol the random point in randomly chosen strategic locations (regions) you already placed. This takes a bit work, so add it in For loop to make it for each AI player.
Save, and test.
Yes, your AI now moves around and fights! Dies on honour like a hero, revives and fights again! The quality and skill of the AI depends on where you set the locations. example, have him to move around the high ground, make him go around the fountains, etc.
If you have creeps, then he'll also engage them. But since you have not specified it, he has little regard for his life.
Now, using the spells. Basically, there is an event specified. "Gains a Level"
so, is it not an easy job to check of the levelling guy is AI and have him the learn the ability?
There is a trick though, For Tauren chieftain, the trigger will look like this one,
E
- A unit gains a leve
C
- Owner of Levelling Hero 's Controller is Computer
- Leveling hero is Tauren Chieftain.
A
- Learn ability - Reincarnation
- Learn ability - War Stomp
- Learn ability - Endurance
- Learn ability - Shockwave
Now, look at this, this has priorised the best abilities for Tauren Chieftain. Of course, as he levels up, he'll try to learn first skill - reincarnation. if it unavailable (below lvl6) or already learnt, he'll grab the next one. So, typically, he'll go like this
WS, End, WS, End, WS, Reincar, End. SW, SW, SW.
Simple, isn't it.
Remember that if your ability follows the basic ability logic of Blizz, thn it will be caster automaticaly, if it's a custom ability, you have to order that. That's makes Nmber 4.
Good, upto 4 is done. Your AI will now begin to give a trouble to Noobs. (This includes yourself too, ofc if you are a noob)
Still, he is not attempting to save himself. That's number 5.
First, modify the Attack Move trigger we set up earlier to have AI move around. Add a condition to check if picked unit's health is above 25%.
Save and Test, you'll notice that AI will not move around if health is below 25%. instead he'll stand ground and wait for is hp to recover.
Good, now, make one more trigger.
E
- A unit is attacked
C
- Or
- Owner of Attacked unit is in AIGROUPONE
- Owner of Attacked unit is in AIGROUPTWO
- Attacked unit's percentage life is smallr than or equal to 25.00%.
A
<figure it out, order it to move to a (random, if more exist) health fountain>
Good, you can do a bit scripting to hav AI move to the closest fountain as well.
Now, you'll see AI's behaviour changes by a great deal. You can do the same for Mana too.
Number 6 is a bit complecated. I recommend that you check out the BftC AI unprotected.
Though BftC is AoS and the above tutorial is for Arena, item buying logic remains the same.
If you want a good skilled AI to pitch yourself agaist, go for BftC Latest version.
-
- Forum Fanatic
- Posts: 315
- Joined: October 16th, 2007, 7:32 pm
Re: Tutorial of Simple GUI!!!
--[ Power of the Spellbook ]--
Blizzard has made an ability called Spellbook which is a heaven for all the spellmakers around. Spellbook can be found under Special - Items
Advantages
Can be filled with 11 spells. With one Cancel button.
Single unit can have multiple Spellbooks as They can have differerent Base Order IDs.
Adding and Removing Spells from the Spellbook is easy.
Spellbooks can be made Hero Abilities with Each level can have different spells.
How to use a Spellbook
First, make your copy of a spellbook, Let it have complete 11 spells. For that set the Values Min Spells and Max Spells to 11.
Now, add up your spells. Even though you didn't fill up all the 11 spells, it's okay. Now give that ability to any unit of your choice, Be sure that unit has enough mana to cast them all.
Now you can work with Spellbook.
Note: If you set the values diferent, here's what will happen.
Say, you set Max Spells to 8 and Min Spells to 4. And add 8 Abilities.
Then, it will randomly choose 4 Spells out of 8 specified. The first 8 abilities shall be considered valid for this Random Selection.
Inside the Spellbook
When inside the Spellbook the spell behaves completely normal. Cooldowns and mana cost is applied to the entire spellbook rather than a single ability. And unit's mana is taken for Casting the spell. There is an option to put extra Mana Toll, but it appears that Blizzard did not implement is to the Fullest.
Spellbook and Channel
It is also possible to have Triggered abilities and Channel Spells inside the Spellbook. I have not Tried Spellbook inside a Spellbook but I am sure it works.
Adding and Removing Abilities
Adding and Removing Abilities from Spellbook is possible. Just Add the Spellbook containing the Ability you want to Add,
Example, Unit has a Spellbook with Order ID 'X' has one spell of ID 'A'.
You want to add Spell 'B' to the Book. So, You have to add another Spellbook of ID 'X' that contains spell 'B' to the unit.
The result will be a Single Spellbook of ID 'X' containing both A and B.
Disabled Spellbook
Disabled Spellbook is another Boon to the Triggered Ability Makers. Remember that Some Passives show an Icon on the Unit's command Card. And no matter what you do you cannot remove that. So, you can put it inside a Spellbook. Give that spellbook to a unit and Disable the Spellbook ability for that player. Remember that Spellbooks may have different Order IDs, so can use the Spellbook with different ID. Now, in game, The Passive will have the effect but will not show any Icon on the Command Card! I don't know if it's meant to be like this or this is an engine Glitch. But it works great.
You can add and remove the Disabled Spellbooks from a unit.
Example - A unit gains 30% Critical Strike x2 for next 15 seconds.
That's a little about Spellbooks.
Blizzard has made an ability called Spellbook which is a heaven for all the spellmakers around. Spellbook can be found under Special - Items
Advantages
Can be filled with 11 spells. With one Cancel button.
Single unit can have multiple Spellbooks as They can have differerent Base Order IDs.
Adding and Removing Spells from the Spellbook is easy.
Spellbooks can be made Hero Abilities with Each level can have different spells.
How to use a Spellbook
First, make your copy of a spellbook, Let it have complete 11 spells. For that set the Values Min Spells and Max Spells to 11.
Now, add up your spells. Even though you didn't fill up all the 11 spells, it's okay. Now give that ability to any unit of your choice, Be sure that unit has enough mana to cast them all.
Now you can work with Spellbook.
Note: If you set the values diferent, here's what will happen.
Say, you set Max Spells to 8 and Min Spells to 4. And add 8 Abilities.
Then, it will randomly choose 4 Spells out of 8 specified. The first 8 abilities shall be considered valid for this Random Selection.
Inside the Spellbook
When inside the Spellbook the spell behaves completely normal. Cooldowns and mana cost is applied to the entire spellbook rather than a single ability. And unit's mana is taken for Casting the spell. There is an option to put extra Mana Toll, but it appears that Blizzard did not implement is to the Fullest.
Spellbook and Channel
It is also possible to have Triggered abilities and Channel Spells inside the Spellbook. I have not Tried Spellbook inside a Spellbook but I am sure it works.
Adding and Removing Abilities
Adding and Removing Abilities from Spellbook is possible. Just Add the Spellbook containing the Ability you want to Add,
Example, Unit has a Spellbook with Order ID 'X' has one spell of ID 'A'.
You want to add Spell 'B' to the Book. So, You have to add another Spellbook of ID 'X' that contains spell 'B' to the unit.
The result will be a Single Spellbook of ID 'X' containing both A and B.
Disabled Spellbook
Disabled Spellbook is another Boon to the Triggered Ability Makers. Remember that Some Passives show an Icon on the Unit's command Card. And no matter what you do you cannot remove that. So, you can put it inside a Spellbook. Give that spellbook to a unit and Disable the Spellbook ability for that player. Remember that Spellbooks may have different Order IDs, so can use the Spellbook with different ID. Now, in game, The Passive will have the effect but will not show any Icon on the Command Card! I don't know if it's meant to be like this or this is an engine Glitch. But it works great.
You can add and remove the Disabled Spellbooks from a unit.
Example - A unit gains 30% Critical Strike x2 for next 15 seconds.
That's a little about Spellbooks.
-
- Junior Member
- Posts: 49
- Joined: May 12th, 2012, 12:50 am
- Title: Supreme Kai
- Location: Your mom house
Re: Tutorial of Simple GUI!!!
My personal opinoion on this is that this Post is useless and waste of time dont ask me why beacuse i wont asnwer it is so obvious!
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Re: Tutorial of Simple GUI!!!
Useless? Its an awesome tutorial for all those who want to use the GUI trigger interface.
If you don't understand something, just come here and get an explenation.
If you don't understand something, just come here and get an explenation.