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    Post [GUI] Map Editor Bible

    ----------------ORIGINALLY POSTED BY LegendOfChaos13---------------

    First of all, the basics to the WC3 Triggers:

    What is with this Trigger called Melee Initilization?
    If you are a former Starcraft player, you remember the modes of play, such as Use Map Settings, Melee, FFA, Team Melee - Thats all gone now! The trigger they give you for free in a new map is the trigger for a melee map! If you take this out, your map will not do anything like it would in a melee map, like removing the creeps, creating starting units, setting hero limits and stuff like that.

    Folders
    If you noticed by now, on the left there is a bar that has Folders and Triggers. Folders are just there to make organizing your triggers easier. For example, you could make a folder for each wave in a defense map if you wanted.

    Triggers(Pages)
    Triggers are what makes a custom map... Custom. They are made up of Events, Conditions, and Actions. A trigger has to be placed in a folder, and may not contain any symbol in it's name. If you select a trigger, there are two checkboxes: Enabled and Initally on. If a trigger is not Enabled, it will not run at all, and there will be no way to turn it on ingame. If a trigger is Initally OFF, however, it will not work until you run it using another action, or if you use another action to turn it on.

    Variables
    What are they, Starcraft fans? If you remember switches, which could be true or false, then you know what one type of variable is.
    Variables can hold info, like what someone said ten minutes ago, or what the strength of a hero is right now. They can even remember the last 20 units you made!

    Ability
    This type of variable remembers a type of ability, like Heal. You could use this if Red chose an ability for all the heroes to learn, and then have a trigger give all the heroes this ability!

    Boolean
    These can be set to true or false, like starcraft's "Switches".
    For example, if you made a room, and made it so when a hero entered, it would remember he entered the room if he ever entered again.

    Camera Object
    You will not use this very often, but this is used to remember the new "Cameras" in WC3. I don't have any idea what to use these variables for, except maybe having a different camera for each player.

    Destructible
    This will hold a single Destructible, or a Doodad that can be attacked. An often used idea for this kind of variable is to open a specific door when the hero walks up to it.

    Destructible-Type
    This will remember a type of destructible, like a Crate. You could use this to create a different kind of doodad in several places quickly, if the type of doodad you wanted to make changed (like random trees, for example).

    Defeat Condition
    Defeat Conditions are conditions that cause a quest to be marked as failed. If any defeat condition is true, the quest is failed. You can commonly use this for quests requiring something to be alive.

    Dialog
    Without this type of variable, you can't make your own neat little boxes that pop, like when you lose or win. A dialog variable is the actual dialog that pops up, is added buttons to, ect. Please note that the game has no way of telling what player clicked the dialog button, so you must have a dialog variable for every player.

    Dialog Button
    If you want something to happen when somebody clicks a button on your dialog, then you must have one of these. To set this variable after the button is created use Set Variable = Last Created Dialog Button. An example of this is, if you click on what you want to transform into like in the changeling, then your unit will be replaced.

    Game Cache
    This is handy for organizing different caches, or basically files that can be carried over onto diffent maps. I don't have an example here.

    Game Speed
    You can change the speed of the game now, unlike in starcraft multiplayer. Use this to remember what the original game speed was.

    Integer
    For those of you who are not computer geeks, this means "any number", which means you can as far down as -2147483648 or as high up as 2147483647. There are unlimited uses for this: Use it to remember how many items a hero has, how many players there were, how many kills a player has, the EXP of a hero, the wave of monsters you are on, like I said, endless! The only bad thing about integers are that they cannont hold decimals. Reals can hold decimals, and Integers can be converted into Reals.

    Item
    Use this to refer to a specific item. You could use this to automatically drop a flag at a point, or to give that item instantly to another hero, and more.

    Item-Type
    Use this for changing types of items. If you want to make a different item everytime a hero does something, use this kind of variable.

    Leaderboard
    Use this to refer to one leaderboard. You can use this in maps with more than one type of mode. Like Free For All Kills and Flags captured, and that kind of stuff.

    Order
    Use it to remember an order given. I know one way you can use this: If you have a hero, and several units not owned by you behind it, lets say you gave the hero an attack order. You can use the order variable to give all the units behind it that same order.

    Player
    Use player to remember a specific player. Lets say a hero picks up an item. Then, the player that picked it up would get 1 gold every second. Its kinda like a gold producing thingomabob.

    Player Color
    Use this to remember the color of a player. Sounds useless?
    Well, how bout this? If the color of the player changes, and he couldnt remember what color he was, he could do something to get his old color back, since it would be remembed in the variable!

    Player Group
    Use it to refer to a bunch of players, but not in specific. The common use for this is putting players In a "red team" or "blue team".

    Point
    Use this to remember an EXACT point on the map. In my map Machine Gun Marines, I used this variable to remember where my unit started out, so if it died, it would respawn there, and I wouldn't need a location.

    Quest
    Use this to refer to a specific quest. Most commonly used to remove them after they've been completed, since after they are made there is no other way to remember them except Last created Quest.

    Quest Requirement
    This has no actual role in weather a quest is won or lost, it's just there to tell the players whats up and if it's been completed. Use this to remember a specific Quest Requirement. You can use this to mark a specific aspect of the quest (for example, 1: bring the bowl to the house 2: Open the door ) as done.

    Race
    This remembers the race of a player, or if you have UMSWE, the race of a unit. Lets say you want to make a unit that fits whats brought into a location (like a human footman and a human paladin, or a night elf archer and a night elf Demon Hunter). ou can use this variable to remember what race it was.

    Real
    These are just like Integers, and can be converted into them. The difference is that the game uses these more often, like when figuring out the stats of units, where integers are used more with triggers. Another difference is the ability to use decimals, to be more specific. Lets say you wanted to increase the HP of a unit by 0.9 every second (11 seconds to get 1 HP lol), well thats something integers have a bit of trouble with!

    Region(Rect)
    They renamed Locations to Regions in WC3, and scrapped the High/Medium/Low ground thing. Basically, Region variables arent used that much, since there is a low use for them. You can use the region variables to remember where weather effects are, or where a group of units are located, ect. The correct term for regions is Rects, short for rectangles. An actual region is much different.

    Region(Collection of Rects)
    This opens up bold possibilities. Remember, the real regions are going to be called regions here, and the normal ones will be called their right name, Rects. A region is a Rect Group, to say the least. You can use the regions in events to detect if a player enters any rect inside of a region. If you don't understand that, think of it this way: If a unit enters any forest, triggers can detect it entered a forest with just one event. This is accomplished by adding the rects over the forest to a region, which means that all of the rects over a forest will now be in the Forests Region. If a unit enters a rect in the forest region, the trigger runs. Cool eh?

    Sound
    The Sound variable is used to refer to a specific sound. Lets say you have ten sounds playing at once, but only want to stop number 7. Use a sound variable to remember it, and then stop it with a trigger.

    Event ID
    Not really sure what this is for, its a UMSWE add-in that will let you identify events. No example for this.

    Special Effect
    If you plan to create cool stuff on units or on the map, you will need a way to take them off! Make sure you set it right after it is made, or else you will NEVER be able to remove it, unless it is a special effect that dissapears after a while. I used this in Machine Gun Marines to take the flag being "carried" on the unit off.

    String
    This is very useful, it has many different uses that people don't seem to utilize. Strings are simply this: a line of text. Anything that can be typed is a string. You can use this to remember the name of a player's first unit, or to remember the colors for text, the player's name, if you want.

    Tech-Type
    Remembers a type of upgrade. You can use this to automatically max out the type of upgrade being learned.

    Timer
    Without this, you cannot make timers! Like Dialogs, the variable IS the Timer. Timers are not visible until a timer window is made for them. People use these all the time (no pun intended), to show how long it is until the next level, or the end of the game.

    Timer Window
    Use this to refer to a specific timer window. There can be several timer windows open at once. Lets say we want everyone to see how long it takes a killed player to respawn. When he finally does, it gets rid of the specific timer window.

    Trigger
    Use it to refer to a specific trigger. The most common use is to Enable/Disable different triggers like this.

    Trigger Condition
    I don't know if this is a UMSWE add-in or not, but it supposedly remembers a specific trigger condition.

    Trigger Action
    I don't know if this is a UMSWE add-in or not, but it supposedly remembers a specific trigger action.

    Unit
    This variable is highly used in RPGs, and in some other games as well. The idea of this is to refer to a specific unit even if it is not on the map to begin with.

    Unit Group
    Use this to refer to a lot of units, but not in specific. You must use a trigger to add units to a Group variable. An example you say? Hmm... lets say a unit walks into a location. Add it to a unit group variable to make the game remember it's been there.

    Unit-Type
    Use this to remember a specific type of unit. Ever play golems? Lets say somebody chooses a Rock Golem. A trigger is told to make the unit-type variable. The unit-type variable is set to Rock Golems, and of course, rock golems are created. But say you chose mechanical golems, then, the unit-type variable would be set to mechanical golems. Then, the trigger would start making mechanical golems. Understand?

    Unit-Targeted Unit Order
    Use it to refer to an order issued to a unit by a player that involves another unit. I cant think of a use for this, its another UMSWE add-in.

    Ground-Targeted Unit Order
    Use it to refer to an order issued to a unit by a player that involves empty terrain. Still, no use for this, UMSWE Add-In.

    Destructible-Targeted Unit Order
    Use it to refer to an order... God do you ride the short bus to school?... issued to a unit by a player that involves a doodad. Yet again, no known use, UMSWE Add-In.

    Untargeted Unit Order
    Use it to refer to a unit that was issued an order with no target (stop, hold position, cancel, ect.)

    Unit Order
    I dont know what makes this much different from the order variable, its just another UMSWE Add-In.

    Visibility Modifier
    Use it to refer to some special area that allows you vision or no vision. You can use this variable to turn the effect on / off, like in MRP1-91P.

    Weather Effect
    The final variable, use the weather effect to refer to a special weather effect being applied somewhere. Use it to make it look like rain or snow while time passes.

    Notes about arrays
    Arrays are very cool, they allow you to have more than one variable in one variable. For example, a unit array will let you list as many units as you want in a single variable. The catch? you must give it a number. Like player 1's unit would be Units[1] and player 2's unit would be Units[2] and so on.

    Events
    What are these "events"? They are a new thing that Blizzard has made for us. Instead of running a trigger every few milliseconds to check if something is happening in like in starcraft, Events will make the trigger run when it happens.

    This is important! You remember "Current Player" from starcraft? There IS a way to make this work in WC3! I learned that ANY of the events you list in a trigger will make it run, no matter if the other events are happening! Lets say, for example, your events look like this:

    Player 1 Finishes training a unit.
    Player 2 Finishes training a unit.
    Player 3 Finishes training a unit.
    Player 4 Finishes training a unit.
    Player 5 Finishes training a unit.
    Player 6 Finishes training a unit.
    Player 7 Finishes training a unit.
    Player 8 Finishes training a unit.
    Player 9 Finishes training a unit.
    Player 10 Finishes training a unit.
    Player 11 Finishes training a unit.
    Player 12 Finishes training a unit.

    Maybe we wanna give 20 gold to whoever just made that unit. To refer to the player we are giving gold to, use Triggering Player in this case. If it involves actions where no players are listed, like "enters a reigon" then you would do owner of triggering unit. You get it?

    Well anyway, my explaination of Events below.

    Map Initilization
    The trigger will run at the exact moment the map loads - that means before you have actually started playing it, which means that creating units or displaying text and whatnot will not work if your trigger runs now.

    Destructible Doodad - Destructible Doodad Dies
    Runs the trigger whenever a specific destructible doodad that is ALREADY on the map is destroyed, blown up, chopped down, whatever.

    Dialog - Dialog Button Click
    When a Dialog Button is clicked. You must use variables to refer to a specific dialog button.

    Game - Time of Day
    This will happen at the moment when the time is greater/less/not equal to/equal to whatever is time is used. The time is in real. 12 is noon, 24 is midnight. Remember this easy thing, if you are dealing with PM, add twelve.

    Game - Value of Real Variable
    Will happen at the moment the real variable is greater/less/not equal to/equal to whatever you have put down.

    Game - Hero Abilities Button is Clicked
    Will make the trigger run when any hero button is clicked on any unit no matter what player.

    Game - Build Structure Button Clicked
    Will make the trigger run when any build button is clicked on any
    unit no matter what player.

    Player - Chat Message
    This is one of the coolest things of WC3 - Chat commands! This will run when the player types whatever you have in the text space. If you select (as an exact match) its means that it will make sure that what he/she typed is exactly it, caps and all, and nothing else. If you choose (as a substring) then it will check to see if the the exact text is in what he/she typed.

    Player - Cinematic Skipped (or ESC pressed)
    This event will run when ESC is pressed. (the default key for skipping movies btw) This can even be run when the player has no imput.

    Player - Selection Event
    This will happen when a player selects a unit. Note that it doesn't matter if that player owns that unit. You can use this in an Roleplay Map to make spawning on click possible. It can also do when a player deselects any unit as well.

    Player - Properties
    This will make the trigger run if a player's gold or lumber (there are more i just dont feel like putting them up) becomes greater/less/not equal to/equal to whatever you have down.

    Player - Alliance Change
    The trigger with this event will run when the player given changes anything in the "Allies" screen. This will run if a trigger changes the alliance settings as well.

    Player - Alliance Change (specific)
    Will happen when a specific kind of alliance change happens. (shared vision, Non-Agression Allience, ect.) Will also run if triggers change it.

    Player - Victory
    Runs when the player leaves with a victory. Note that in WC3 getting a victory will not make the other players lose so there is a use for this trigger.

    Player - Defeat
    Runs when the player leaves, is defeated, or is disconnected.

    Player - Advanced Events
    This is a UMSWE add-in. It does almost everything the player events above do.

    Time - Time Elapsed
    This will run the trigger after the game has been started for so long.

    Time - Periodic Event
    This was the event of all Starcraft Triggers, Believe it or not! It checked to see if the events you had in them were true every 0.001 seconds if it was a repeating trigger. Well anyway, this trigger keeps running itself every (how many seconds you put in). To stop it, turn the trigger off with an action.

    Time - Timer Expires
    Will run the trig when a timer variable reaches 0.

    Unit - Specific Unit Event
    Will happen whenever a specific unit already on the map does a specific event (die, train, decay, ect.). I will post a list of them later.

    Unit - Player Owned Unit Event
    Same as above, with the exception of being a unit owned by the player instead of a specific unit

    Unit - Unit Enters Region
    Will run at the exact moment the center of the unit enters the location specified. It runs no matter what unit enters, even if it is created or teleported, or is a flying unit or whatever.

    Unit - Unit Leaves Region
    Runs the trigger when any unit leaves the location, im not sure if it applies to teleporting units or not.

    Unit - Unit Within Range
    This is something fairly easy to remember - 100 units is about the length / width of a peasant. So lets say you drew a circle with a width and height of 500 around a unit. If that circle passes onto a unit that is already on the map, your trigger will run.

    Unit - Life
    Will run at the moment when the preplaced unit's life becomes equal to/not equal to/greater than/less than what you have in the event.

    Unit - Mana
    Will run at the moment when the preplaced unit's mana becomes equal to/not equal to/greater than/less than what you have in the event.

    Conditions
    If you have starcraft, remember the old events system they had? Every event had to be in action for it to work, right? Well, WC3's Conditons are the same thing as Starcraft's Events - They must all be in action (or true) to let the trigger run.

    Just some quick info, most people refer to Doodads that can die as destructibles.

    Equal means "Same" and not equal means "not the same". I'm not treating you like a moron its just easier to remember that.

    Boolean Comparison
    Boolean Comparisan basically deals with things that do not involve numbers, text, units, or stuff like that. It deals with true/false stuff, like, "Is this unit in this Group?" or "does this location have this point inside of it?". The one I use the most is Unit is In Reigon, because in order for certain things to happen (ex click a unit and it will spawn it) I don't want other things to happen (ex click on ANY unit and spawn it)

    Destructible Comparison
    Compares two Destructibles, and is true if they match (or if you chose not equal, don't match). Lets say a destructible dies. Events can't figure out if the destructible doodad is a specific one by themselves, so instead the game makes its own variables to remember the dying doodad, like "Event Response - Dying Doodad" to refer to the doodad that is dying. The way I used this was to create units after a destructible died at specific spots (like a red spider at one spot, a black one at another, ect).

    Destructible-Type Comparison
    This will see if one type of destructible is same / not the same to another. Lets say that a destructible dies. If the dead destructible would be equal to a tree, then the destructible would be regrown.

    Dialog Button Comparison
    Use this conditon so your triggers can tell the difference between Dialog Buttons! You MUST use variables for this condition. The idea of using this condition is fairly simple. Make a trigger with an "A dialog button is clicked for dialog" event. Now, for the condition use Dialog Button Comparison, with "Event Response-Clicked Dialog Button" first, and the Dialog Button variable second. I think i confused myself
    It should Look like this: Clicked Dialog Button Equal To Variable

    Game Difficulty Comparison
    Has no real use in Multi-player maps. In single player campaigns, however, this is used to do different triggers for different difficulties. For example: (Difficulty Level) Equal to Hard. Remember, this has nothing to do with Multiplayer, it refers to the game difficulty under "Options".

    Game Speed Comparison
    This can be used in multi-player I suppose, I have no idea how. It just checks the speed of the game, and if it is what you have down, then the trigger can run.

    Hero Skill Comparison
    This is used to check the type of skill that was learned. Note that is HAS to be a hero skill, or else you will have to convert the trigger to custom text to edit the conditon. I know one way you could use this. Lets say you have a hero villager (sounds stupid but wth) and he has two skills: Firebolt and Blizzard. If he chooses Firebolt, his hero will be a flame-based hero. If he chooses Blizzard, his hero will be an ice-based hero.

    Integer Comparison
    Half of the conditions I have used deal with integer comparisons. You use this to compare an Integer Variable with a number. For example: KillNum Equal to 5

    Item Comparison
    Use it to compare specific items. You can use this is multi-player, if you wish. What if you had an item in an RPG that was sooo important, that whoever picked it up won? Well, lets use "a unit aquires an item" for an event, and (Item Being Manipulated) Equal to "Whatever 1234" for a condition. That just means, When a hero picks up an item, check to see if the item he's messing around with is the same item that im talking about.

    Item Type Comparison
    Use it to refer to a type of item, but not in specific. You can use it to find out if an item the hero just bought is a special kind of item. Well, what if, in an RP, toming was banned from the map, but someone had a tome seller. If a hero was caught buying those kind of tomes... Well you get it.

    Order Comparison
    Use it to figure out what kind of orders were issued.( I use another RP example here If you have ever played Kooler's Revenge, remember that when you did attack the spawner teleported? This is how you can use it! If the issued order is the same as attack, then it will let the trigger run. Something frustraiting is that you have to use the Convert String to Order function in the normal World Edit. Get UMSWE, they already have a list of orders built into the editor.

    Player Comparison
    Checks to see if players are the same (Like the killer of a unit IS red). You use this for what? Well, what if player one could only step on a certain Circle of Power? Then you would use this: Owner of Triggering Unit Equal to Player 1 (Red)
    to let the trigger run.

    Player Color Comparison
    Seems useless? You can use this to See if two player colors are the same. (is Player 1's color still red?) This has to be here since player's colors can now change.

    Player Controller Comparison
    Use this to figure out who or what is controlling a player. For example, is a User controlling a Player, or is a Computer? You can use this to enable computer players - err lets say that Team Red is missing a player. Use this conditon to make the missing player do stuff by him - errr ITS self.

    Player Slot Status Comparison
    The most used condition, I believe, is this one. You can use it to figure out if a player is Playing, unused (or in otherwords Open), or if the player has left. The most common use for this is to remove an entire player's unused units like in Starcraft.

    Race Comparison
    Use it to see if the race of a player or unit is equal to Human, Night Elf, Orc, or Undead. The most likely use for this is to create units based on race.

    Real Comparison
    Basically the same as Interger comparison, except less used. Use it to check the HP/MP of units.

    Trigger Event ID Comparison
    This is a BlacKDicK (btw nice name) add-in, it's used to compare the last event that caused a trigger to run that is related to Unit, Player, and Player Owned Unit events, and sees what type of event it was. What if you have more than one event for your trigger? Like, a unit dies and a unit gains a level? The conditon here will be able to tell the difference.

    Trigger Action Comparison
    I really have no idea what this is for. Its another BlacKDicK add-in.

    Region Comparison
    Supposedly sees if two reigons are the same/not the same. When I tried it, I got some compile error and I had to remove the conditon. UMSWE Add-in.

    String Comparison
    Compares two Strings, and if they are the same (Case Sensitive) then the trig will run. I used this in an RP I'm making. To save space, instead of making a trigger for each color, I made one trigger that ran if you said ban, but then checked to see the EXACT thing you typed by using this condition.

    Tech-Type Comparison
    Use it to check if two types of upgrades are the same (Learned Upgrade is the same as Moon Armor). The use for this is to do something when you learn a specific upgrade, like change tower builders. For example, if you upgrade to level two strength of the moon, then you get a level two tower builder. Simple.

    Trigger Comparison
    Compares two triggers to see if they are one in the same. Can't think of much of a real use for this.

    Unit Comparison
    This will check to see if two units are the exact same (triggering unit equal to Dragon 1234). The most popular Unit comparison is when a unit steps on a circle of power, check to see if it is the right one.

    Unit-Type Comparison
    Will see if two types of units are the same. For example, a unit enters a location. If (Unit type of Triggering Unit) is a Hippogrith, then let the trigger run.

    And
    Will let you use two conditions, and will be true if both of them are true. Use this in the IF action, there is no real need to do it in with the trigger's conditions.

    Or
    Will let you use two conditions, and will be true if either of them are true. Use this in both IF actions and trigger conditions, the Or condtion can both prove to be very useful.

    Actions
    This is probably what everyone is after, so I'll cut to the chase. Actions are what HAVENT happened, and what WILL happen once you've gone through events and conditions. I will not include any examples since there are so many actions.

    Need help with that "Red, Green, Blue" stuff? Here is what you should do: Open paint. Double click on a color. This will bring up the color list. Click on "Define Custom Colors". Choose the color you are looking for. There are three boxes labeled Red, Green, and Blue. Copy those numbers into the matching slot.

    Do Nothing
    Does nothing.

    Comment
    The comment is just a little text in the trigger you use to divide actions.

    Wait
    Does nothing for however long you specify, then moves on to the next action.

    Wait for Sound
    Will stop the trigger until a sound that is already playing is however many seconds away from stopping.

    Set Variable
    Will put whatever you want into a variable. This is the most important action in WC3!

    Skip Remaining Actions
    Stops the trigger without doing any more actions.

    If/Then/Else
    Use this to make a kind of "mini-trig". If the condition is True, then it will do the "Then" action. If it is False, it will do the "Else" action.

    For Each Integer A, Do Action
    Well, this is hard to explain. It will repeat an action, from (starting number) to (ending number). The idea of this is if you have a trigger that deals with numbers, "Integer A" will be that number, depending on which repeat you're on. The first repeat would be 1, if you are starting with 1, and the last one would be 10, if you are ending with 10.

    For Each Integer B, Do Action
    This is the same as above, except you are supposed to use it in the one above, if you have some kind of thing you need to do a lot.

    ------------------------------------------------------------------------
    I am skipping AI, I cant give you an accurate description.
    ------------------------------------------------------------------------

    Animation - Play Unit Animation
    Plays the animation you specify for a certain unit. To see what kind of animations a unit can do, go to World Edit, open up the Unit layer, and click on one you want. Right above the place where you see what the unit looks like there are buttons, and text that says "Stand". Click the buttons to browse through what kind of animations the unit has, and look at them inside World Edit!

    Animation - Play Unit Animation (specify rarity)
    The same as above, with the exception of being able to play common types of animation (such as stand 1 or stand 2) or rare animations (like stand 4 or stand 5)

    Animation - Queue Unit Animation
    Same as Animation - Play Unit Animation, but with a twist! It will do one animation after another this way!

    Animation - Reset Unit Animation
    Resets the units animation to the normal "stand" animation.

    Animation - Add/Remove Unit Animation Tag
    This will let you "transform" units into something else. You can turn a peasant into a gold carrying peasant by adding the "gold" animation tag to him, or a Demon Hunter into a Demon by adding the "alternate" animation tag to him.

    Animation - Lock Body Part Facing
    Use this to make a specific part of a unit (the head or the body) face another unit. Offset is How far right, How Far Down, and How High from the unit to look.

    Animation - Reset Body-Part Facing
    Will Undo the action above.

    Animation - Change Unit Size
    Change the size of a unit to ?% of its length, ?% of its width, and ?% of its Height. If all three numbers are the same, it will be the same shape as it normally is, except bigger or smaller. The % CAN go over 100.

    Animation - Change Unit Vertex Coloring
    Changes the tinting of the unit to % Red, % Green, and % Blue. The % Can not go over 100.

    Animation - Change Unit Animation Speed
    This will change how fast a unit does its animations, not how fast it moves or attacks.

    Animation - Change Unit Turn Speed
    This will change the time it takes for a unit to turn.

    Animation - Change Unit Blend Time
    This changes how fast a unit turns to face something.

    Animation - Change Unit Flying Height
    You can change how high Hovering Units or Flying Units Fly. Rate is the number of seconds it should take to do this - 0 is instant.

    Animation - Change Unit Prop Window Angle
    I have no idea what this does, I thought it was referring to the angle of the unit's portrait, but apperantly not.

    Animation - Play Destructible Doodad Animation
    Same as Animation - Play Unit Animation with the exception of being for doodads. Note that even some NON destructible doodads can play their animations.

    Animation - Quere Destructible Doodad Animation
    Same as Animation - Quere Unit Animation with the exception of being for doodads.

    Animation - Play Animation for Doodads in Region
    Will play the specified animation for all the doodads in a reigon, no matter what the type.

    Animation - Play Animation for Doodads in Circle
    Plays the animation for doodads in a circle with a radius of (whatever you specify, remember 100 is about the size of a peasant). The circle is centered at a point that you must give.

    Camera - Apply Camera Object (Timed)
    If you have camera objects on your map, this action changes the camera you are looking into now into that camera object over how ever many seconds you want. Remember, 0 is instant.

    Camera - Pan Camera (Timed)
    This is the WC3 equal to Starcraft's "Center Screen". It will change only the position of the camera, nothing else, over how many seconds.

    Camera - Pan Camera With Interpolated Height (timed)
    The same thing as above, except this can also move the camera upwards/downwards.

    Camera - Pan Camera as Necessary (Timed)
    The same as Camera - Pan Camera, but this will decide weather to go there instantly if the camera is too far away, or pan there if it is not. If the camera is already close enough, nothing will happen.

    Camera - Set Camerea Field (Timed)
    This action will let you set a specific aspect of your camera over how many seconds you wish.

    Camera - Lock Camera Target to Unit
    This action locks the position of the camera onto the unit, so whenever it moves, the camera moves. It will snap to the unit if the camera is anywhere else.

    Camera - Lock Camera Orientation to Unit
    This action will make the camera focus on the unit, but it will not move the camera itself. Will snap if the camera is aimed anywhere else.

    Camera - Play cinematic camera
    Loads a camera from the WC3 files, and will make your camera go through it.

    Camera - Stop Camera
    If the camera is doing anything other than nothing, it will stop it dead in its tracks. This will not freeze the camera, just stop it.

    Camera - Reset Game Camera
    This action will reset the camera back to what it usually is over how many seconds.

    Camera - Change Camera Smoothing Factor
    This will sometimes help if your camera is a little jerky while it is moving around.

    Camera - Reset Camera Smoothing Factor
    Resets Camera Smoothing Factor.

    Camera - Sway Camera Source
    Will make it look like the camera is swaying back and forth, like in an earthquake. Take a guess on magnitude and velocity.

    Camera - Sway Camera Target
    Same as above, but in stead of swaying the camera, it will sway it's target instead.

    Camera - Stop Swaying Camera
    Will stop any swaying that is going on.

    Camera - Extend / Shrink Camera Bounds
    Will Extend / Shrink the distance the camera can go.

    Camera - Set Camera Bounds
    Sets the area the camera can go to a reigon.

    Camera - Set Spacebar-Point
    Sets a spot that the camera will snap to when the specified player presses space.

    Cinematic - Transmission From Unit
    Sends a transmission ( a special kind of messaging system used in cinematics when letterbox mode is on ) to A group of players from a specific unit. You can make a custom name for the unit that is transmitting, along with playing a sound and of course showing the message it is typing. If you add seconds, it will make your transmission longer, or set how long it is lasting if this is the only one playing. If you subtract them, it will reduce how long the transmission will last. Setting the time can sometimes undesired effects, I recommend against it. If you choose to wait, it will be the same thing as doing a Wait command. It will last the transmission length.

    Cinematic - Transmission From Unit-Type
    Same as above, with the added feature of the unit not having to be on the map. This will not add any units to the map. You must set what color the unit is by it's player. Also, make sure to set the area the unit would be if it were there, that is where the ping will be.

    Cinematic - Cinematic Mode
    As far as I can see, this turns letterbox mode, disables occlusion, boundry tinting, and player control on or off for the players given.

    Cinematic - Fade Filter
    A very useful effect. It will let you have your own fade in / out effect like in the movies. If fade out and back in is chosen, it will not let you choose how long your filter lasts, it will just undo it when in is finished. Use the action first with fade out, and the next fade filter with fade in. The first number determines how long it will take to fade in or out. The "texture" is what will be covering the screen. Color determines the tinting of the filter. Its in Red, Green, Blue format. 255 is as high as you can go with a color. Finally, Transparency helps too, it will let you determine how see-thru the filter is, with 100% being invisible. If I recall, there may only be one filter on at a time.

    Cinematic - Fade Filter(advanced)
    This can do the same thing as above, but is a little more complicated. I have yet to use this in a trigger, so I cannot give you an accurate description.

    Cinematic - Show/Hide Filter
    Will instantly show or hide the filter being used. Only one filter at a time can be used.

    Cinematic - Ping Minimap
    Does one of those green circular pings on the minimap where a point would be.

    Cinematic - Flash Speech Indicator for Unit
    Displays a circle (like the selection circles) under a unit for about 1 second. You can choose the color of it (Red, Green, Blue. 255 is the max for each color) and the transparency, with 100% being invisible. If the tinting of the unit changes, so does the indicator.

    Cinematic - Flash Speech Indicator for Destructible
    Same as above, but can be applied to destructibles only.

    Cinematic - Flash Speech Indicator for Item
    Same as above, but can be applied to items only.

    Cinematic - Clear Text Messages
    Removes all text messages, even chat, for the specified players.

    Cinematic - Letterbox Mode On
    Covers the bar at the top of the screen with a bar, and covers the main bar at the bottom with a space for transmissions and turns the minimap into a portrait box for transmissions. Will fade the bars out over the number of seconds you specify. Is applied to the players you choose.

    Cinematic - Letterbox Mode Off
    Undoes the action above.

    Cinematic - Disable User Control
    Disables the mouse and all keys on the keyboard except for the CTRL+ALT+DEL, ALT+F4, ALT+TAB, and ESC keys for the players you give.

    Cinematic - Enable User Control
    Undoes the action above.

    Cinematic - Enable/Disable Occlusion
    This will stop or let the trees from automatically cloaking when your camera is focused on them for a group of players.

    Cinematic - Enable/Disable Boundry Tinting
    This will make that wierd black stuff surrounding your map disappear or appear for the players you choose. Note that your units cannot walk where the boundry is, though.

    Countdown Timer - Start Timer
    This will begin counting down from however many seconds you specify for whatever timer variable you use. If it is a One-Shot timer, it will only run once, and then stop at 0:00:00. A repeating timer, however, will keep counting down from where it started from once it reaches 0:00:00, and will keep doing that over and over again. Your timer will not appear in the game unless you make a window for it.

    Countdown Timer - Pause Timer
    This will stop the timer dead in it's tracks - or resume it from where it ended.

    Countdown Timer - Create Timer Window
    Makes a Window for a Timer Variable - From here you may pick a title for it.

    Countdown Timer - Destroy Timer Window
    Removes a Timer Window from the game. After this is done, a new one must be created if you wish to display that timer again.

    Countdown Timer - Show/Hide Timer Window
    This will either hide a timer window or show it. Use the action above this action to be rid of it permanently.

    Countdown Timer - Change Timer Window Title
    Change the title of a specific Timer Window.

    Countdown Timer - Change Timer Window Title Color
    You can change the color and transparency of the Title Window's Title this way. Colors are in Red, Green, Blue. The max is 255 for a single color. 100% transparent is invisible.

    Countdown Timer - Change Timer Window Time Color
    Change the color and transparency of the time part of the window. The colors are in Red, Green, Blue. The max for one color is 255. 100% transparency is invisible.

    And a little note to avoid confusion:

    The difference betwen Integers and Reals is that Integer can't hold decimal - Fractionary numbers

    9 can be an integer or a real
    0.9 Can only be a real

    There are different places where you have to use integer example: Hero levels

    Also you need to use reals when operating with life or mana.

    Sometimes it is better to use integers cause they use less memory than reals.

    Also the description on the valid range for integers is wrong. Integers are 32 bit signed, and gives you a range of -2147483648 to 2147483647.

    P.S. Shouldn't this be in the Tutorials forum?

    Destructible Doodad - Create
    Makes a Destructible Doodad at a point on the map that can be facing any angle you specify, and may be scaled, with 2.0 double the normal size, and 0.50 being half the normal size. 1.0 is the Normal size. The variation determines the look of the destructible you are placing. Use Last Created Destructible to refer to it.

    Destructible Doodad - Create (Dead)
    Same as above, but creates it destroyed. Use Last Created Destructible to refer to it.

    Destructible Doodad - Kill
    Destroys a destructible instantly.

    Destructible Doodad - Remove
    Removes a destructible from the game. Its gone, vanished, can't be revived. Can be used on any destructible, dead or alive.

    Destructible Doodad - Resurrect
    Revives a dead destructible with however much life is needed. (MUST BE LESs THAN MAX HP).

    Destructible Doodad - Set Life (To Percentage)
    Sets the life of a destructible to whatever percent you specify.

    Destructible Doodad - Set Life (To Value)
    Sets the life of a destructible to whatever number you specify.
    MUST BE LESS THAN MAX HP.

    Destructible Doodad - Set Max Life
    Sets the maximum life to whatever you want.

    Destructible Doodad - Open/Close/Destroy Gate
    Instantly opens, closes, or destroys a specific gate, depending on which option you choose.

    Destructible Doodad - Make Invulnerable/Vulnerable
    Will make a destructible doodad unharmable (invulnerable) or back to harmable (vulnerable)

    Destructible Doodad - Pick Every Destructible Doodad in Region and Do Action
    Does the same action for every destructible in a reigon. Use Picked Destructible to refer to all of those destructibles.

    Destructible Doodad - Pick Every Destructible in Circle and Do action
    Does the same action for every destructible in a circle (Remember, 300 is about the size of three peasants back to back). Use picked Destructible to refer to all of those destructibles.

    Dialogs: I am providing some extra info on dialogs to help you create your own.
    Dialogs are variables. You will need a dialog variable to create a dialog. Also, keep in mind the game has no way of knowing who clicks a dialog button, so you will need to create a dialog variable for each player, and a dialog button variable for each button on each dialog. The easiest thing to do is to create a Dialog Array variable, and then make a Dialog Button Array for each button. (The numbers would be the Players' Numbers.)

    Dialog - Show/Hide
    This will make a window for the dialog variable (Show) or close it (Hide). You do not need to hide a dialog once a button has been clicked on it, this is automatic. Displays to a specific player. Do this action LAST.

    Dialog - Change Title
    You must do this to set the text that appears when your dialog is shown. For example, "Choose a Unit:" would appear at the top of the dialog if you changed the title to "Choose a Unit:". Do this SECOND.

    Dialog - Create Dialog Button
    This will actually make the buttons that users will click on. Keep in mind that you will need to assign variables to these or else the game will not be able to see if the one you clicked on is really the one that does a trigger. For example, (Clicked Dialog Button) equal to DialogButton_1.

    Dialog - Create Dialog Button With Hotkey
    Same thing as Dialog - Create Dialog Button, with the ADDED feature of being able to set a hotkey! UMSWE Add-In.

    Dialog - Create Dialog Button With Hotkey (GoldenUrg Version)
    Same thing as Dialog - Create Dialog Button, with the added feature of being able to set a hotkey with any key on the keyboard (such as PrintScreen or F1). UMSWE Add-In.

    Dialog - Clear
    The most important action of dialogs: You MUST do this for dialogs that appear more than once. It removes all the buttons and I believe the title of the dialog. Do this FIRST, or else buttons will keep being added to your dialog.

    Environment - Create Weather Effect
    Makes a weather effect across a reigon. You need to use variables to remember these effects if you have more than one.

    Environment - Enable/Disable Weather Effect
    Turns a weather effect on or off.

    Environment - Remove Weather Effect
    Removes a weather effect from the map and from variables.

    Environment - Set Sky
    Changes the picture you see beyond the edges of the map. There is no sky in use when the map first starts out.

    Environment - Set Fog
    This will allow you to add a creepy mist to those areas that are in the fog of war or areas that are not discovered. I haven't compared styles of fog yet, so I can't tell you much about them. Z-start is the distance from your camera that the fog starts out in. Z-end is the distance that it ends. Density is the opacity/thickness of the fog, with 100 being completly solid. The Colors are in Red, Blue, Green. 255 is the max for each color.

    Environment - Reset Fog
    Removes custom fog (not the "weather effect", the environment effect)

    Environment - Create/Remove Blight Region
    Makes a reigon of the map have (or not have) undead blight. The blight will not move if you move the location.

    Environment - Create/Remove Blight Circle
    Makes the terrain in a circle have (or not have) undead blight. Remember, 300 is about the size of 3 peasants back to back.

    Game - Text Message (Auto-Timed)
    Displays the text to the players you specify. It estimates how long to show the text.

    Game - Text Message (Explicitly Timed)
    Displays the text to the players you specify. The text will be displayed for as long (or short) as you want.

    Game - Text Message for Single Player (no desync) (Auto-Timed)
    Same as Game - Text Message (Auto-Timed) but will display to a single player. I have no idea what the coordinates are for. UMSWE Add-In.

    Game - Text Message for Single Player (no desync) (Explictily Timed)
    Same as Game - Text Message (Explictly Timed), but will display to a single player. I have no idea what the coordinates are for. UMSWE Add-In.

    Game - Pause Game
    Stops the game, dead in it's tracks. Few triggers can run under this condition. This trigger HAS NOT been tested in multiplayer, however.

    Game - Unpause game
    Undoes the Action above.

    Game - Set Game Speed
    Sets the speed of the game from slowest to fastest.

    Game - Lock Game Speed
    Will disable changing the speed of the games like in starcraft multiplayer - Not even triggers can modify the speed when it is locked!

    Game - Unlock Game Speed
    This will undo the above action.

    Game - Set Map Flag
    Will Edit the "Options" of a game, like the ability to ally through the menu or trade resources to on or off.

    Game - Set Time of Day
    Will set the game time from 0.00 to 24.00. If you want a PM time, take the pm time you want and add twelve (6 PM is 18 and 6 AM is 6).

    Game - Set Time of Day Speed
    Sets the speed of time to what you want. This does not effect game speed.

    Game - Turn Day/Night Cycle On/Off
    You can stop daytime/nighttime this way.

    Game - Share Vision and Full Unit Control with Team
    This will let allies of a player control and use his base/units like they were his own. This has the same effect as when a person leaves in melee multiplayer.

    Game - Give Units to Neutral Victim
    Gives all the units for a player to Neutral Victim. Neutral Victim will be attacked by other players but will not fight back. This is what happens at the end of a DotA game.

    Game - Set Next Level
    This is disabled in multiplayer. The action sets the next map that the game will continue onto after victory is achieved, even if its the same map you are already playing.

    Game - Victory
    Make a player win and leave with victory. A player that gets victory will not make the other players lose by itself.

    Game - Defeat
    Make a player lose and leave with Defeat. A player that gets defeat can have a custom lose message when he is leaving.

    Game - Set Campaign Screen
    Sets the Singleplayer Campaign screen to whatever you need.

    Game - Enable/Disable Mission
    Enable or Disable a singleplayer campaign mission.

    Game - Enable/Disable Campaign
    Enable or disable a campaign (Human, Orc, Undead, Night Elf, ect.)

    Game - Enable/Disable Cinematic
    Enable or disable the short movies that come at the end or start of a campaign.

    Game - Force UI Key
    The same thing as pressing a key on your keyboard. Does it for whatever player you want. UI=User Interface

    Game - UI Cancel
    The same thing as pressing the ESC key for whatever player you want. UI=User Interface.

    Game - Preload File
    Use this at the initilization of your map to preload a file, so that the game does not spend time searching for it.

    Game - Begin Preloading
    Starts preloading all your files you have set to preload using Game - Preload File, with a wait if you want.

    Game - Preload Batch
    I have no idea.

    Game Cache - Create Game Cache
    If the file listed already exists, it will load the game cache instead of creating the file. Game Caches can be used to carry information from one map to another (units too). Single player is saved, but multiplayer caches can only be used in the same game.

    Game Cache - Save Game Cache
    After you have finished storing information using the Store actions, this will save the game cache so it can be used next time in another map. Disabled in multiplayer

    Game Cache - Store Unit
    Stores a unit in your game cache.

    Game Cache - Store Real
    Stores a Real variable in your game cache.

    Game Cache - Store Integer
    Stores an Integer in your game cache.

    Game Cache - Store Boolean
    Stores a true/false boolean in your game cache.

    Game Cache - Restore Unit Facing Angle
    Re-creates the unit in the game cache labeled whatever you gave it, under the category you put it in. Re-creates it for a player of your choice, at the location of your choice. Faces the Direction you give it.

    Game Cache - Restore Unit Facing Point
    Same as above, but instead of facing a specific direction, it will be pointing in the direction of a point.

    Hero - Learn Skill
    Will make the hero gain the skill, or upgrade it if it is already there. The hero must have a skill point available, and must have the ability in his hero skills as well.

    Hero - Set Hero Agility
    Sets the agility of the hero to what you need. I don't know what the Permanant/Temporary thing is. I suggest using permanant, thats what has worked for me.

    Hero - Set Hero Intelligence
    Sets the intelligence of the hero to what you need. I don't know what the Permanant/Temporary thing is. I suggest using permanant, thats what has worked for me.

    Hero - Set Hero Strength
    Sets the strength of the hero to what you need. I don't know what the Permanant/Temporary thing is. I suggest using permanant, thats what has worked for me.

    Hero - Set Level
    Set the level of a hero to a number. Skill points are gained automatically. You can choose to show the level up graphics or not.

    Hero - Set Experience
    Sets the exp of a hero to a number. Won't go over the EXP cap that heros have. Automatically gains skill points if a level up is achieved. If a level is acheived, then you can choose to show the level up graphics or not.

    Hero - Add Experience
    Adds EXP to the hero. You can choose to show or hide the level up graphics. Skill Points automatically gained in the event of a level up.

    Hero - Enable/Disable Experience Gain
    Determines weather a specific hero can get EXP from killing other units.

    Hero - Set Experience Rate
    Modifies how much experience can be gained from a kill for all heroes owned by a player.

    Hero - Revive (Instantly)
    Revives a hero and moves him to a point on the map. You can choose to show or hide the revive graphics.

    Hero - Give Item To Hero
    Move an item that already is on the map to a hero's inventory.

    Hero - Create Item For Hero
    Makes an item in the hero's inventory. If there is no space, it will be created besides him.

    Hero - Create Item in Hero Inventory Slot
    Makes an item in the hero's inventory in a specific slot. If the slot is unavailable, it will be bumped to another slot, or dropped if there is no space.

    Hero - Drop Item For Hero
    Drop a specific item (use variables) from a hero's inventory.

    Hero - Drop Item For Hero Inventory Slot
    Drops the item held in a specific slot of a hero's inventory, if there is an item.

    Hero - Use Item on A unit
    A special order for heroes only. This will cause the hero to use an item on another unit, if that is possible.

    Hero - Use Item on A point
    A special order for heroes only. This will cause the hero to use an item on a point on the map, if that is possible.

    Hero - Use Item on a Destructible
    A special order for heroes only. This will cause the hero to use an item on a destructible, if that is possible.

    Hero - Use Item
    A special order for heroes only. This makes a hero use an item that requires no targeting such as potions.

    Item - Create
    Creates an item at the point you specify.

    Item - Remove
    Gets rid of a specific item.

    Item - Move (Instantly)
    Moves a specific item to a point on the map instantly.

    Item - Set Life
    Sets the life of an item to a number.

    Item - Make Undroppable
    Makes a SPECIFIC item undroppable (or droppable).

    Item - Make Item Drop From Heroes Upon Death
    Make a SPECIFIC item drop (or not drop) from a hero when the hero dies.

    Item - Change Owner
    Changes the owner of an item to that player. This really has no other use except to change the colors of flags and such.

    Leaderboard - Create
    Makes a leaderboard with a title. After it is created, it is showed for the players you create it for.

    Leaderboard - Destroy
    Remove a leaderboard from the game.

    Leaderboard - Sort
    Sorts a leaderboard by Player Number, The Numbers on the Side, or by the label of the players. Ascending sorts it from last/lowest/Z to first/highest/A. Descending sorts it from first/highest/A to last/lowest/Z. If there are two that are the same, they will keep getting switched around.

    Leaderboard - Show/Hide
    Show or Hide a leaderboard.

    Leaderboard - Change Title
    Changes the title of a Leaderboard.

    Leaderboard - Change Label Colors
    Changes the color of all the labels (the labels for the players) to a color. Colors are in Red, Green, Blue form. 255 is the max for a color. 100% transparent is invisible.

    Leaderboard - Change Value Colors
    Same as above except it colors the numbers on the side.

    Leaderboard - Change Style
    Change aspects of the leaderboard this way. You can show or hide the title, numbers, or labels this way. Icons are not used.

    Leaderboard - Add Player
    Must do this after you created a leaderboard. This will add the player to the leaderboard, regardless of weather he/she is there or not. You can choose what he will appear as on the leaderboard by setting the label.

    Leaderboard - Remove Player
    Removes a player from a leaderboard.

    Leaderboard - Change Player Label
    Changes the text of a player on a leaderboard.

    Leaderboard - Change Player Label Color
    Changes the color of the text of a player on a leaderboard. Colors are in Red, Green, Blue. 255 is the max for each color. 100% transparent is invisible.

    Leaderboard - Change Player Value
    This is how to change the numbers on the side of the leaderboard. Just type the number for the player on the leaderboard. If you want a counter, use variables.

    Leaderboard - Change Player Value Color
    Same as Leaderboard - Change Player Label Color except for numbers.

    Leaderboard - Change Player Style
    Change the way a player looks in a leaderboard. You can change weather to show or hide his text and number. Icons are unused.

    ------------------------------------------------------------------------------
    Melee Triggers Start Melee Games, and are pre-entered, so I'll skip this.
    ------------------------------------------------------------------------------

    Neutral Building - Add Gold to Gold Mine
    Adds gold to a building with the gold mine abilities. To subtract, put a little - at the start of the number. (subtract 99: -99)

    Neutral Building - Set Resources of Gold Mine
    Set the exact gold in a building wit the gold mine abilities.

    Neutral Building - Haunt Gold Mine (Instantly)
    Replaces a Gold Mine with a Haunted Gold Mine.

    Neutral Building - Enable/Disable Waygate
    Turn a building with the waygate ability on or off.

    Neutral Building - Set Way Gate Destination
    Changes where buildings with the waygate ability will teleport you.

    Player - Set Property
    Set an aspect of a player's stuff (gold, lumber, food max, food CAPacity) to whatever you need.

    Player - Add Property
    Adds (or type - at the beginning of a number to subtract) "property" to a player's "Property". Property is stuff like Gold, Lumber, Food CAPacity, ect.

    Player - Turn Player Flag On/Off
    Turns one of three options on or off: Gives bounty, (does it give money for kills? ON at first) Allied Victory, (If an allie of the player wins, and that allie also has Allied Victory turned on, both the allie and the player will win. Depends on map settings weather it is on or off at first.) and Unfollowable. (I presume this means you cannot do a move order on any of the player's units. Initally OFF.)

    Player - Set Alliance
    Set an exact allience between players, like allied (with no shared vision or unit control) or enemy with shared vision (and nothing else). I don't suggest using this. Use the next action for a Starcraft style ally action.

    Player - Set Aspect of Alliance
    Set the kind of alliance between two players. Like turn "alliance (non-agression)" or in other words Ally on/off, or like turn shared vision on/off.

    Player - Enable/Disable Ability
    Prevents the use of an ability for an entire player.

    Player - Set Training/Construction Avalibility of Unit
    Allows you to stop (or allow) a unit or building from being trained or produced (it greys out the unit's icon) for a single player. This doesn't effect shops.

    Player - Set Current Research Level
    Set the Upgrade Level of an Upgrade to a number between 1-3 for a player if it is Melee/Armor Upgrades. Once it has been upgraded it cannot (without removing and recreating all the units) be downgraded.

    Player - Set Max Research Level
    Sets the Max Upgrade Level of an upgrade to A number between 0-3 for a player. 0 Is unresearchable.

    Player - Set Max Number of Units by type
    Sets the maximum number of units that can be produced before they are greyed out and cannot be trained / constructed. UMSWE Add-In for one player.

    Player - Change Color
    Change the color of a player to a preset one. To change it to black, use the Color of Player function, and the player as Neutral Hostile.

    Player - Set Handicap
    Sets the % of max hp all units of a player should have. 100% is normal, 50% is half, 200% is double.

    Player - Show/Hide in Score Screen
    This trigger will change weather or not a player will show up in the score screen.

    Player Group - Pick Every Player in Player Group and do Action
    Does the same action for every player you choose. Use Picked Player to refer to the players you chose.

    Player Group - Add Player
    Adds a player to a Player Group variable.

    Player Group - Remove Player
    Removes a player from a Player Group variable.

    Player Group - Clear
    Removes all the players from a Player Group variable.

    Quest - Quest Message
    Coming Soon!

    Quest - Create Quest
    Makes a quest in the quest menu. If your quest is required, the quest will go on the left of the quest window. If it is optional, the quest will go on the right of the quest window. The title is the text that will be on the quest's button. The description is the text that will actually be in the box at the bottom when you click on it.

    Quest - Destroy Quest
    Gets rid of a quest and it's button.

    Quest - Enable/Disable Quest
    If a quest is disabled, it will not appear in the quest log. But it can be enabled (shown) or disabled (hidden) as many times as you want this way.

    Quest - Mark Quest as Completed
    Doesn't Do anything visually but can be used by triggers to see if a quest is completed.

    Quest - Mark Quest as Failed
    Doesn't Do anything visually but can be used by triggers to see if a quest is failed.

    Quest - Mark Quest as Discovered
    This is the way a quest starts out - Discovered. Its not won, nor is it lost, its just "pending".

    Quest - Change Quest Title
    Change the title of a specific quest.

    Quest - Change Quest Description
    Change the description of a specific quest.

    Quest - Create Quest Requirement
    Adds some text to the bar at the top of the description for a quest.

    Quest - Mark Quest Requirement as Completed
    Does nothing visually, but can be used to see if a quest requirement has been met.

    Quest - Change Quest Requirement Description
    Change the text that is displayed at the top of the quest description for that Requirement.

    Quest - Create Defeat Condition
    Similar to Quest Requirements, and are displayed to the right of requirements.

    Quest - Destroy Defeat Condition
    Gets rid of a defeat condition, from variables and quests.

    Quest - Change Defeat Condition
    Change the text for that defeat condition.

    Quest - Flash
    Quotes of the week:
    "He vanishes only to return as a tyrant."


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    indonesian languange please, for others who cant speak english

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    Waiyah gk ada kerjaan gua mah translate tuh semua... capek
    Quotes of the week:
    "He vanishes only to return as a tyrant."


  5. #4
    rizki86's Avatar
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    make translator aja om....
    btw lebih jelas klo bahasa inggris.... [gw ngartos baca nya tp ga bisa ngomong nya aja wkwkwk]

    ada versi downloadable nya ga om doos?
    Box Head isn't just Box, but He had a Head too

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    MimiHitam's Avatar
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    Quote Originally Posted by DoOs_101 View Post
    Waiyah gk ada kerjaan gua mah translate tuh semua... capek
    kalo lu mau ada penerus sih kalo rajin silahkan, gua sih males ::hahaha::

    Quote Originally Posted by rizki86 View Post
    make translator aja om....
    btw lebih jelas klo bahasa inggris.... [gw ngartos baca nya tp ga bisa ngomong nya aja wkwkwk]

    ada versi downloadable nya ga om doos?
    translator kan ga bisa dipecaya, translatenya word per word.. kalo englishnya passive artinya berubah.. nah lo???

  7. #6
    valkemiere's Avatar
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    yang mo baca harus bawa kamus, ga ada kamus? buka kamus diweb.

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