DreaM Posted May 7, 2008 Posted May 7, 2008 For all you people like me that want to learn JASS, and know the GUI pretty well, I am working on a small little list/guide which will show you how to convert a little bit to JASS. 1. Abilities 2. Attack Types 3. Integers 4. Points/Locations 5. Units 6. Unit Groups ______________________________________________ \ Abilities / /____________________________________________\ Ability being cast - GetSpellAbilityId() ______________________________________________ \ Attack Types / /____________________________________________\ Spells - ATTACK_TYPE_NORMAL - Normal - ATTACK_TYPE_MELEE - Pierce - ATTACK_TYPE_PIERCE - Siege - ATTACK_TYPE_SIEGE - Magic - ATTACK_TYPE_MAGIC - Chaos - ATTACK_TYPE_CHAOS - Hero - ATTACK_TYPE_HERO ______________________________________________ \ Integers / /____________________________________________\ Integer functions are extremely easy in Jass. Many do not even call a function, and use symbols. Arithmetic (Addition) - *Integer* + *Integer* - Arithmetic (Subtraction) - *Integer* - *Integer* - Arithmetic (Multiplication) - *Integer* * *Integer* - Arithmetic (Division) - *Integer* / *Integer* - Integer A - bj_forLoopAIndex - Integer B - bj_forLoopBIndex - String Length - StringLength(*String*) - Conversion - Convert Real to Integer - R2I(*Real*) - Conversion - Convert String to Integer - S2I(*String*) - Destructible - Elevator Height - GetElevatorHeight(*Destructible {Has to be an elevator}*) - Environment - Terrain Cliff Level - GetTerrainCliffLevelBJ(*Location*) - Environment - Terrain Variance - GetTerrainVarianceBJ(*Location*) - Learned SKill Level - GetLearnedSkillLevel() - Game - Number of Players - GetPlayers() - Game - Number of Teams - GetTeams() - Ally Color Filter Setting - GetAllyColorFilterState() - Tournament Finish Rule - GetTournamentFinishNowRule() - Tournament Melee Score for (Player) - GetTournamentScore(*Player*) - Game Cache - Load Integer Value - GetStoredIntegerBJ(*String*,*String {Category}*, *Game Cache*) - Hero Level - GetHeroLevel(*Unit {Hero}*) - Hero Experience - GetHeroXP(*unit {Hero}*) - Hero Attribute - GetHeroStatBJ(*Integer {The Stat type (Agi = 1, Str = 0,Int = 2)},*Unit {Hero}*,*Boolean {true if you want to exclude bonuses}*) - - - GetHeroStr(*Unit {whichHero}*,*Boolean {includeBonuses}*) - - GetHeroAgi(*Unit {whichHero}*,*Boolean {includeBonuses}*) - - GetHeroInt(*Unit {whichHero}*,*Boolean {includeBonuses}*) - - - Unspent Skill Points - GetHeroSkillPoints(*Unit{Hero}*) - Item Level - GetItemLevel(*Item*) - Item Charges Remaining - GetItemCharges(*Item*) - Custom Value of Item - GetItemUserData(*Item*) - Leaderboard - Leaderboard Position - LeaderboardGetPlayerIndexBJ(*Player*,*Leaderboard*) - Math - Random Integer - GetRandomInt(*Integer {Start #}*,*Integer {End #}*) - Math - Min - IMinBJ(*Integer*,*Integer*) - Math - Max - IMaxBJ(*Integer*,*Integer*) - Math - Abs(olute Value) - IAbsBJ(*Integer*) - Math - Sign - ISignBJ(*Integer*) - Math - Modulo - ModuloInteger(*Integer*,*Integer*) - Multiboard - Row Count - MultiboardGetRowCount(*Multiboard*) - Multiboard - Column Count - MultiboardGetColumnCount(*Multiboard*) - Neutral Building - Gold Remaining - GetResourceAmount(*Unit{Gold Mines only}*) - Player - Current Property - GetPlayerState(*Player*,*Player State*) - Player - Tax Rate - GetPlayerTaxRateBJ(*Player State*,*Player{Player giving gold}*, *Player{Player receiving gold}) - Player - Score - GetPlayerScore(*Player*,*Player Score {The Type of Score}*) - Player - Player Number - GetConvertedPlayerId(*Player*) - Player - Count Structures - GetPlayerStructureCount(*Player*,*Boolean {Exclude Incomplete Structures?}*) - Player - Count Non-Structures - GetPlayerUnitCount(*Player*, *Boolean {Exclude Incomplete Units?}*) - Player - Current Research Level - GetPlayerTechCountSimple(*Research/Tech*,*Player*) - Player - Max Research Level - GetPlayerTechMaxAllowedSwap(*Research/Tech*,*Player*) - Player - Player Team - GetPlayerTeam(*Player*) //Will return the Team NUMBER the player is in. - Player - Count Players in Player Group - CountPlayersInForceBJ(*Force*) - Unit - Count Units in Unit Group - CountUnitsInGroup - Unit - Count Living Units Owned by Player - CountLivingPlayerUnitsOfTypeId(*Unit Type Id*,*Player*) - Unit - Supply Used by Unit - GetUnitFoodUsed(*Unit*) - Unit - Supply Provided - GetUnitFoodMade(*Unit*) - Unit - Supply Used by Unit-Type - GetFoodUsed(*Unit Type Id*) - Unit - Supply Provided by Unit-Type - GetFoodMade(*Unit Type Id*) - Unit - Point Value of Unit - GetUnitPointValue(*Unit*) - Unit - Point Value of Unit-Type - GetUnitPointValueByType(*Unit Type Id*) - Unit - Custom Value of Unit - GetUnitUserData(*Unit*) - Unit - Level of Unit - GetUnitLevel(*Unit*) - Unit - Level of Ability for Unit - GetUnitAbilityLevelSwapped(*Ability Id*,*Unit*) - Unit - Count Items Carried - UnitInventoryCount(*Unit*) - Unit - Size of Inventory - UnitInventorySizeBJ(*Unit*) - Unit - Count Buffs of Type - UnitCountBuffsExBJ(*Buff Type {Magic and/or Physical}*,*Buff Type*,*Unit*,*Boolean {Include Expiration Timers}*,*Boolean {Include Auras}*) - Trigger - Evaluation Count - GetTriggerEvalCount(*Trigger*) - Trigger - Execution Count - GetTriggerExecCount(*Trigger*) - Trigger - Count Triggers in Trigger Queue - QueuedTriggerCountBJ() ______________________________________________ \ Points/Locations / /____________________________________________\ Center of (Region) - GetRectCenter(*Region*) - Random point in (Region) - GetRandomLocInRect(*Region*) - Center of (Region) offset by (X, Y) - OffsetLocation(*Region*, *Real {X}*, *Real {Y}*) - Center of (Region) offset by (Distance) towards (Degrees) degrees - PolarProjectionBJ(*Region*, *Distance*, *Angle*) - Target of (Camera) *1 player games only* - CameraSetupGetDestPositionLoc(*Camera*) - Target of current camera view *1 player games only* - GetCameraTargetPositionLoc() - Source of current camera view *1 player games only* - GetCameraEyePositionLoc() - Point(*X*, *Y*) *Coordinates* - Location(*Real {X}*, *Real {Y}*) - Position of (Destructible) - GetDestructableLoc(*Destructible*) - Target point of issued order *Event Response* - GetOrderPointLoc() - Target point of ability being cast *Event Response* - GetSpellTargetLoc() - Position of (Item) - GetItemLoc(*Item*) - Destination of (Waygate) - WaygateGetDestinationLocBJ(*Unit*) - (Player) start location - GetPlayerStartLocationLoc(*Player*) - Position of (Unit) - GetUnitLoc(*Unit*) - Rally point of (Unit) as a point - GetUnitRallyPoint(*Unit*) ______________________________________________ \ Units / /____________________________________________\ GUI Usage JASS Usage Last Created Unit - bj_lastCreatedUnit - Last Restored Unit - bj_lastLoadedUnit - Last Replaced Unit - bj_lastReplacedUnit - Last Haunted Gold Mine - bj_lastHauntedGoldMine - Picked Unit - GetEnumUnit() - Matching Unit - GetFilterUnit() - Random Unit from Unit Group - GroupPickRandomUnit(*UnitGroup*) - Attacked Unit - GetTriggerUnit() - Attacking Unit - GetAttacker() - Buying Unit - GetBuyingUnit() - Cancelled Structure - GetCancelledStructure() - Casting Unit - GetSpellAbilityUnit() - Constructing Structure - GetConstructingStructure() - Constructed Structure - GetConstructedStructure() - Damage Source - GetEventDamageSource() - Decaying Unit - GetDecayingUnit() - Dying Unit - GetTriggerUnit() - Entering Unit - GetEnteringUnit() - Hero Manipulating Item - GetManipulatingUnit() - Killing Unit - GetKillingUnit() - Learning Hero - GetLearningUnit() - Leaving Unit - GetLeavingUnit() - Leveling Hero - GetLevelingUnit() - Loading Unit - GetLoadedUnit() - Ordered Unit - GetOrderedUnit() - Ownership-changed unit - GetChangingUnit() - Researching Unit - GetResearchingUnit() - Revivable Hero - GetRevivableUnit() - Reviving Hero - GetRevivingUnit() - Selling Unit - GetSellingUnit() - Sold Unit - GetSoldUnit() - Summoned Unit - GetSummonedUnit() - Summoning Unit - GetSummoningUnit() - Target unit of issued order - GetOrderTargetUnit() - Target unit of ability being cast - GetSpellTargetUnit() - Targeted unit - GetEventTargetUnit() - Trained unit - GetTrainedUnit() - Transporting unit - GetTransportUnit() - Triggering unit - GetTriggerUnit() - Rally-Point of (Unit) as a Unit - GetUnitRallyUnit(*Unit*) ______________________________________________ \ Unit Groups / /____________________________________________\ Last Created Unit Group - GetLastCreatedGroup() - Random N Units from Unit Group - GetRandomSubGroup(*N*, *Unit Group*) - Units in Region - GetUnitsInRectAll(*Region*) - Units in Region owned by Player - GetUnitsInRectOfPlayer(*Region*, *Player*) - Units in Region matching condition - GetUnitsInRectMatching(*Region*, *Condition*) - Units in Range - GetUnitsInRangeOfLocAll(*Real {Range Amount}*, *Region*) - Units in Range matching condition - GetUnitsInRangeOfLocMatching(*Real {Range Amount}*, *Region*, *Condition*) - Units owned by Player - GetUnitsOfPlayerAll(*Player*) - Units owned by Player of type - GetUnitsOfPlayerAndTypeId(*Player*, *UnitTypeID*) - Units owned by Player matching condition - GetUnitsOfPlayerMatching(*Player*, *Condition*) - Units of Type - GetUnitsOfTypeIdAll(*UnitTypeID*) - Units Selected by Player - GetUnitsSelectedAll(*Player*) Credits : Darthfett GUI--JASS.txt Quote
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