Darthfett
Aerospace/Cybersecurity Software Engineer
- Reaction score
- 615
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
This was originally already on here, but I guess it was deleted during the crash. I am going to be working on this again, since I thought it was pretty useful to me, and it might be for you too.
1. Abilities
2. Attack Types
3. Integers
4. Points/Locations
5. Units
6. Unit Groups
Code:
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\ GUI -- JASS Function Names /
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\ /
/ \
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/ Created By: Darthfett \
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/ \
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\ Abilities /
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Ability being cast - GetSpellAbilityId()
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\ Attack Types /
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Spells - ATTACK_TYPE_NORMAL
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Normal - ATTACK_TYPE_MELEE
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Pierce - ATTACK_TYPE_PIERCE
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Siege - ATTACK_TYPE_SIEGE
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Magic - ATTACK_TYPE_MAGIC
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Chaos - ATTACK_TYPE_CHAOS
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Hero - ATTACK_TYPE_HERO
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\ Integers /
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Integer functions are extremely easy in Jass. Many do not even call a function, and use symbols.
Arithmetic (Addition) - *Integer* + *Integer*
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Arithmetic (Subtraction) - *Integer* - *Integer*
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Arithmetic (Multiplication) - *Integer* * *Integer*
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Arithmetic (Division) - *Integer* / *Integer*
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Integer A - bj_forLoopAIndex
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Integer B - bj_forLoopBIndex
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String Length - StringLength(*String*)
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Conversion - Convert Real to Integer - R2I(*Real*)
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Conversion - Convert String to Integer - S2I(*String*)
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Destructible - Elevator Height - GetElevatorHeight(*Destructible {Has to be an elevator}*)
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Environment - Terrain Cliff Level - GetTerrainCliffLevelBJ(*Location*)
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Environment - Terrain Variance - GetTerrainVarianceBJ(*Location*)
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Learned SKill Level - GetLearnedSkillLevel()
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Game - Number of Players - GetPlayers()
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Game - Number of Teams - GetTeams()
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Ally Color Filter Setting - GetAllyColorFilterState()
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Tournament Finish Rule - GetTournamentFinishNowRule()
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Tournament Melee Score for (Player) - GetTournamentScore(*Player*)
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Game Cache - Load Integer Value - GetStoredIntegerBJ(*String*,*String {Category}*, *Game Cache*)
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Hero Level - GetHeroLevel(*Unit {Hero}*)
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Hero Experience - GetHeroXP(*unit {Hero}*)
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Hero Attribute - GetHeroStatBJ(*Integer {The Stat type (Agi = 1, Str = 0,Int = 2)},*Unit {Hero}*,*Boolean {true if you want to exclude bonuses}*)
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- GetHeroStr(*Unit {whichHero}*,*Boolean {includeBonuses}*)
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- GetHeroAgi(*Unit {whichHero}*,*Boolean {includeBonuses}*)
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- GetHeroInt(*Unit {whichHero}*,*Boolean {includeBonuses}*)
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Unspent Skill Points - GetHeroSkillPoints(*Unit{Hero}*)
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Item Level - GetItemLevel(*Item*)
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Item Charges Remaining - GetItemCharges(*Item*)
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Custom Value of Item - GetItemUserData(*Item*)
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Leaderboard - Leaderboard Position - LeaderboardGetPlayerIndexBJ(*Player*,*Leaderboard*)
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Math - Random Integer - GetRandomInt(*Integer {Start #}*,*Integer {End #}*)
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Math - Min - IMinBJ(*Integer*,*Integer*)
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Math - Max - IMaxBJ(*Integer*,*Integer*)
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Math - Abs(olute Value) - IAbsBJ(*Integer*)
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Math - Sign - ISignBJ(*Integer*)
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Math - Modulo - ModuloInteger(*Integer*,*Integer*)
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Multiboard - Row Count - MultiboardGetRowCount(*Multiboard*)
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Multiboard - Column Count - MultiboardGetColumnCount(*Multiboard*)
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Neutral Building - Gold Remaining - GetResourceAmount(*Unit{Gold Mines only}*)
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Player - Current Property - GetPlayerState(*Player*,*Player State*)
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Player - Tax Rate - GetPlayerTaxRateBJ(*Player State*,*Player{Player giving gold}*, *Player{Player receiving gold})
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Player - Score - GetPlayerScore(*Player*,*Player Score {The Type of Score}*)
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Player - Player Number - GetConvertedPlayerId(*Player*)
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Player - Count Structures - GetPlayerStructureCount(*Player*,*Boolean {Exclude Incomplete Structures?}*)
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Player - Count Non-Structures - GetPlayerUnitCount(*Player*, *Boolean {Exclude Incomplete Units?}*)
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Player - Current Research Level - GetPlayerTechCountSimple(*Research/Tech*,*Player*)
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Player - Max Research Level - GetPlayerTechMaxAllowedSwap(*Research/Tech*,*Player*)
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Player - Player Team - GetPlayerTeam(*Player*) //Will return the Team NUMBER the player is in.
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Player - Count Players in Player Group - CountPlayersInForceBJ(*Force*)
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Unit - Count Units in Unit Group - CountUnitsInGroup
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Unit - Count Living Units Owned by Player - CountLivingPlayerUnitsOfTypeId(*Unit Type Id*,*Player*)
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Unit - Supply Used by Unit - GetUnitFoodUsed(*Unit*)
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Unit - Supply Provided - GetUnitFoodMade(*Unit*)
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Unit - Supply Used by Unit-Type - GetFoodUsed(*Unit Type Id*)
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Unit - Supply Provided by Unit-Type - GetFoodMade(*Unit Type Id*)
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Unit - Point Value of Unit - GetUnitPointValue(*Unit*)
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Unit - Point Value of Unit-Type - GetUnitPointValueByType(*Unit Type Id*)
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Unit - Custom Value of Unit - GetUnitUserData(*Unit*)
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Unit - Level of Unit - GetUnitLevel(*Unit*)
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Unit - Level of Ability for Unit - GetUnitAbilityLevelSwapped(*Ability Id*,*Unit*)
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Unit - Count Items Carried - UnitInventoryCount(*Unit*)
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Unit - Size of Inventory - UnitInventorySizeBJ(*Unit*)
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Unit - Count Buffs of Type - UnitCountBuffsExBJ(*Buff Type {Magic and/or Physical}*,*Buff Type*,*Unit*,*Boolean {Include Expiration Timers}*,*Boolean {Include Auras}*)
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Trigger - Evaluation Count - GetTriggerEvalCount(*Trigger*)
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Trigger - Execution Count - GetTriggerExecCount(*Trigger*)
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Trigger - Count Triggers in Trigger Queue - QueuedTriggerCountBJ()
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\ Points/Locations /
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Center of (Region) - GetRectCenter(*Region*)
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Random point in (Region) - GetRandomLocInRect(*Region*)
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Center of (Region) offset by (X, Y) - OffsetLocation(*Region*, *Real {X}*, *Real {Y}*)
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Center of (Region) offset by (Distance) towards (Degrees) degrees - PolarProjectionBJ(*Region*, *Distance*, *Angle*)
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Target of (Camera) *1 player games only* - CameraSetupGetDestPositionLoc(*Camera*)
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Target of current camera view *1 player games only* - GetCameraTargetPositionLoc()
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Source of current camera view *1 player games only* - GetCameraEyePositionLoc()
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Point(*X*, *Y*) *Coordinates* - Location(*Real {X}*, *Real {Y}*)
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Position of (Destructible) - GetDestructableLoc(*Destructible*)
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Target point of issued order *Event Response* - GetOrderPointLoc()
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Target point of ability being cast *Event Response* - GetSpellTargetLoc()
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Position of (Item) - GetItemLoc(*Item*)
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Destination of (Waygate) - WaygateGetDestinationLocBJ(*Unit*)
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(Player) start location - GetPlayerStartLocationLoc(*Player*)
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Position of (Unit) - GetUnitLoc(*Unit*)
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Rally point of (Unit) as a point - GetUnitRallyPoint(*Unit*)
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\ Units /
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GUI Usage JASS Usage
Last Created Unit - bj_lastCreatedUnit
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Last Restored Unit - bj_lastLoadedUnit
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Last Replaced Unit - bj_lastReplacedUnit
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Last Haunted Gold Mine - bj_lastHauntedGoldMine
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Picked Unit - GetEnumUnit()
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Matching Unit - GetFilterUnit()
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Random Unit from Unit Group - GroupPickRandomUnit(*UnitGroup*)
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Attacked Unit - GetTriggerUnit()
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Attacking Unit - GetAttacker()
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Buying Unit - GetBuyingUnit()
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Cancelled Structure - GetCancelledStructure()
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Casting Unit - GetSpellAbilityUnit()
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Constructing Structure - GetConstructingStructure()
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Constructed Structure - GetConstructedStructure()
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Damage Source - GetEventDamageSource()
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Decaying Unit - GetDecayingUnit()
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Dying Unit - GetTriggerUnit()
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Entering Unit - GetEnteringUnit()
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Hero Manipulating Item - GetManipulatingUnit()
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Killing Unit - GetKillingUnit()
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Learning Hero - GetLearningUnit()
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Leaving Unit - GetLeavingUnit()
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Leveling Hero - GetLevelingUnit()
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Loading Unit - GetLoadedUnit()
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Ordered Unit - GetOrderedUnit()
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Ownership-changed unit - GetChangingUnit()
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Researching Unit - GetResearchingUnit()
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Revivable Hero - GetRevivableUnit()
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Reviving Hero - GetRevivingUnit()
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Selling Unit - GetSellingUnit()
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Sold Unit - GetSoldUnit()
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Summoned Unit - GetSummonedUnit()
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Summoning Unit - GetSummoningUnit()
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Target unit of issued order - GetOrderTargetUnit()
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Target unit of ability being cast - GetSpellTargetUnit()
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Targeted unit - GetEventTargetUnit()
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Trained unit - GetTrainedUnit()
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Transporting unit - GetTransportUnit()
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Triggering unit - GetTriggerUnit()
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Rally-Point of (Unit) as a Unit - GetUnitRallyUnit(*Unit*)
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\ Unit Groups /
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Last Created Unit Group - GetLastCreatedGroup()
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Random N Units from Unit Group - GetRandomSubGroup(*N*, *Unit Group*)
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Units in Region - GetUnitsInRectAll(*Region*)
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Units in Region owned by Player - GetUnitsInRectOfPlayer(*Region*, *Player*)
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Units in Region matching condition - GetUnitsInRectMatching(*Region*, *Condition*)
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Units in Range - GetUnitsInRangeOfLocAll(*Real {Range Amount}*, *Region*)
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Units in Range matching condition - GetUnitsInRangeOfLocMatching(*Real {Range Amount}*, *Region*, *Condition*)
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Units owned by Player - GetUnitsOfPlayerAll(*Player*)
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Units owned by Player of type - GetUnitsOfPlayerAndTypeId(*Player*, *UnitTypeID*)
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Units owned by Player matching condition - GetUnitsOfPlayerMatching(*Player*, *Condition*)
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Units of Type - GetUnitsOfTypeIdAll(*UnitTypeID*)
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Units Selected by Player - GetUnitsSelectedAll(*Player*)
This was originally already on here, but I guess it was deleted during the crash. I am going to be working on this again, since I thought it was pretty useful to me, and it might be for you too.