Staredit Network

Staredit Network -> UMS Assistance -> [SOLVED]Extended Condtions
Report, edit, etc...Posted by Carlsagan43 on 2006-07-31 at 10:42:46
I got a list somehow (not sure) that has a list of all the conditions with a few extra, that Im not sure of. The syntax seems unusual and Im wondering if there is any validity to this. Could someone link me to where this came from?
QUOTE
>>-------------------------Condition Listing-------------------------<<

  No Condition
0;0;0;0;0;0;0
00000000
NoCondition();
0
0;0;0;0;0;0

  Countdown Timer
0;0;Time;0;?;1;0
00000000
CountdownTimer(Qualification, Time);
type.opt;#0-4294967295
0;0;0;0;0;0

  Command
0;Player;Number;Unit;?;2;0
00000000
Command(Player, Qualification, Number, Unit);
PlayersAll.txt;type.opt;#0-4294967295;unitlistt.txt
1;0;0;1;0;0

  Command[Advanced]
0;Player;Number;Unit;?;2;0
00000000
Command(Player, Qualification, Number, Unit);
#0-4294967295;type.opt;#0-4294967295;#0-65535
0;0;0;0;0;0

  Bring
Location;Player;Number;Unit;?;3;0
00000000
Bring(Player, Qualification, Number, Unit, Location);
PlayersAll.txt;type.opt;#0-4294967295;unitlistt.txt;Locationlist
1;0;0;1;1;0

  Accumulate
0;Player;Number;0;?;4;Type
00000000
Accumulate(Player, Qualification, Number, Type);
PlayersAll.txt;type.opt;#0-4294967295;resource.txt
1;0;0;1;0;0

  Kills
0;Player;Number;Unit;?;5;0
00000000
Kills(Player, Qualification, Number, Unit);
PlayersAll.txt;type.opt;#0-4294967295;unitlistt.txt
1;0;0;1;0;0

  Kills[Advanced]
0;Player;Number;Unit;?;5;0
00000000
Kills(Player, Qualification, Number, Unit);
#0-4294967295;type.opt;#0-4294967295;#0-65535
0;0;0;0;0;0

  Commands The Most
0;0;0;Unit;0;6;0
00000000
CommandsTheMost(Unit);
unitlistt.txt
1;0;0;0;0;0

  Commands The Most At
Location;0;0;Unit;0;7;0
00000000
CommandsTheMostAt(Unit, Location);
unitlistt.txt;Locationlist
1;1;0;0;0;0

  Most Kills
0;0;0;Unit;0;8;0
00000000
MostKills(Unit);
unitlistt.txt
1;0;0;0;0;0

  Highest Score
0;0;0;0;0;9;Type
00000000
HighestScore(Type);
score.txt
1;0;0;0;0;0

  Most Resources
0;0;0;0;0;10;Type
00000000
MostResources(Type);
resource.txt
1;0;0;0;0;0

  Switch
0;0;0;0;?;11;Switch
00000000
Switch(Switch, State);
Switchlist;switchc.opt
1;0;0;0;0;0

  Elapsed Time
0;0;Time;0;?;12;0
00000000
ElapsedTime(Qualification, Time);
type.opt;#0-4294967295
0;0;0;0;0;0

  Briefing
0;0;0;0;0;13;0
00000000
Briefing();
0
0;0;0;0;0;0

  Opponents
0;Player;Number;0;?;14;0
00000000
Opponents(Player, Qualification, Number);
PlayersAll.txt;type.opt;#0-4294967295
1;0;0;0;0;0

  Deaths
0;Player;Number;Unit;?;15;0
00000000
Deaths(Player, Qualification, Number, Unit);
PlayersAll.txt;type.opt;#0-4294967295;unitlistt.txt
1;0;0;1;0;0

  Deaths[Advanced]
0;Player;Number;Unit;?;15;0
00000000
Deaths(Player, Qualification, Number, Unit);
#0-4294967295;type.opt;#0-4294967295;#0-65535
0;0;0;0;0;0

  Commands The Least
0;0;0;Unit;0;16;0
00000000
CommandsTheLeast(Unit);
unitlistt.txt
1;0;0;0;0;0

  Commands The Least At
Location;0;0;Unit;0;17;0
00000000
CommandsTheLeastAt(Unit, Location);
unitlistt.txt;Locationlist
1;1;0;0;0;0

  Least Kills
0;0;0;Unit;0;18;0
00000000
LeastKills(Unit);
unitlistt.txt
1;0;0;0;0;0

  Lowest Score
0;0;0;0;0;19;Type
00000000
LowestScore(Type);
score.txt
1;0;0;0;0;0

  Least Resources
0;0;0;0;0;20;Type
00000000
LeastResources(Type);
resource.txt
1;0;0;0;0;0

  Score
0;Player;Number;0;?;21;Type
00000000
Score(Player, Qualification, Number, Type);
PlayersAll.txt;type.opt;#0-4294967295;score.txt
1;0;0;1;0;0

  Always
0;0;0;0;0;22;0
00000000
Always();
0
0;0;0;0;0;0

  Never
0;0;0;0;0;23;0
00000000
Never();
0
0;0;0;0;0;0

>>-------------------------Extended Conditions (PC Only)-------------------------<<

  Screen X Position
0;?;?;?;?;15;0
005254A8
ScreenX(Qualification, Position);
type.opt;#0-4294967295
0;0;0;0;0;0

  Screen Y Position
0;?;?;?;?;15;0
005254AC
ScreenY(Qualification, Position);
type.opt;#0-4294967295
0;0;0;0;0;0

  Text Display
0;?;Text;?;?;15;0
00658388
TextDisplay(Line, Byte Position, Qualification, Text);
lines.txt;nbytesm.txt;type.opt;textinput
218;4;0;@0;0;0

  Text Display[Advanced]
0;?;Text;?;?;15;0
00658634
TextDisplay(Line, Byte Position, Qualification, Text);
lines.txt;nbytesm.txt;type.opt;#0-4294967295
218;4;0;0;0;0

  Unit HP
0;?;?;?;?;15;0
00644770
UnitHP(Unit, Qualification, Number);
unitmap.txt;type.opt;#0-8388607-256
-328;0;0;0;0;0

  Unit Destination
0;?;?;?;?;15;0
00644778
UnitDestination(Unit, Qualification, X, Y);
unitmap.txt;type.opt;#0-65536;#0-65535-65536
-328;0;0;0;0;0

  Unit Target Location
0;?;?;?;?;15;0
00644780
UnitTargetLocation(Unit, Qualification, X, Y);
unitmap.txt;type.opt;#0-65536;#0-65535-65536
-328;0;0;0;0;0

  Unit Target Location 2?
0;?;?;?;?;15;0
00644784
UnitTargetLocation2(Unit, Qualification, X, Y);
unitmap.txt;type.opt;#0-65536;#0-65535-65536
-328;0;0;0;0;0

  Unit Shields
0;?;?;?;?;15;0
006447C8
UnitShields(Unit, Qualification, Number);
unitmap.txt;type.opt;#0-32767-256
-328;0;0;0;0;0

  Unit Queue(1/2)
0;?;?;?;?;15;0
00644800
UnitQue12(Unit, Qualification, Queued Unit1, Queued Unit2);
unitmap.txt;type.opt;unitlistn.txt;unitlistn.txt
-328;0;@1;@65536;0;0

  Unit Queue(3/4)
0;?;?;?;?;15;0
00644804
UnitQue34(Unit, Qualification, Queued Unit3, Queued Unit4);
unitmap.txt;type.opt;unitlistn.txt;unitlistn.txt
-328;0;@1;@65536;0;0

  Unit Queue 5 and Energy
0;?;?;?;?;15;0
00644808
UnitQue5E(Unit, Qualification, Queued Unit5, Energy);
unitmap.txt;type.opt;unitlistn.txt;#0-255-65536
-328;0;@1;0;0;0

  Build Time
0;?;?;?;?;15;0
00644814
BuildTime(Unit, Qualification, Time);
unitmap.txt;type.opt;#0-65535
0;-328;@1;0;0;0

  Unit Status
0;?;?;?;?;15;0
00644844
Status(Unit, Qualification, Status[Multiple]);
unitmap.txt;type.opt;status.txt
-328;0;0;0;0;0

  Rally Point
0;?;?;?;?;15;0
00644858
RallyPoint(Unit, Qualification, X, Y);
unitmap.txt;type.opt;#0-65536;#0-65535-65536
-328;0;0;0;0;0

  Energy Left[Broodling/Hallucination], Defense Matrix HP
0;?;?;?;?;15;0
00644870
EnergLDMatrixHP(Unit, Qualification, Energy Left, Defense Matrix HP);
unitmap.txt;type.opt;#0-65535;#0-65535-65536
-328;0;0;0;0;0

  Status Pack 1
0;?;?;?;?;15;0
00644874
StatusPack1(Unit, Qualification, Defense Matrix Time, Stim Time, Ensnare Time, Lockdown Time);
unitmap.txt;type.opt;#0-255;#0-255-256;#0-255-65536;#0-255-16777216
-328;0;0;0;0;0

  Status Pack 2
0;?;?;?;?;15;0
00644878
StatusPack2(Unit, Qualification, Irradiate Time, Stasis Time, Plague Time);
unitmap.txt;type.opt;#0-255;#0-255-256;#0-255-65536
-328;0;0;0;0;0

  Status Pack 3
0;?;?;?;?;15;0
00644880
StatusPack3(Unit, Qualification, Parasite Detected, Blind);
unitmap.txt;type.opt;Players8.txt-256;#0-1-16777216
-328;0;0;0;0;0

  Status Pack 4
0;?;?;?;?;15;0
00644884
StatusPack4(Unit, Qualification, Maelstorm Time, Acid Spores, Acid Spore Time);
unitmap.txt;type.opt;#0-255;#0-255-65536;#0-255-16777216
-328;0;0;0;0;0

  Pauses Left
0;?;?;?;?;15;0
00516C28
PausesLeft(Players, Qualification, PausesLeft1, PausesLeft2, PausesLeft3, PausesLeft4);
players84.txt;type.opt;#0-255;#0-255-256;#0-255-65536;#0-255-16777216
4;0;0;0;0;0

  Cooldown (Is Attacking)
0;?;Number;?;?;15;0
006447BF
Cooldown(Unit, Qualification, Number);
unitmap.txt;type.opt;#0-4294967295
-328;0;0;0;0;0

>>-------------------------Credits-------------------------<<
Deathknight2004 for discovery and public release of
Extended Unit Deaths, and for compiling these trigger
definition files(And Legacy helping out a little :] ).
LegacyWeapon for uBeR@TiOn and the sexy trigger editor, and
implementing the flexible trigger definition files.
MindArchon for providing LegacyWeapon the Trigger Viewer
source, ShadowFlare for the MPQ controls, and DiscipleofAdun
for providing accurate memory locations and information.
Post-Beta Testers: You, the general public.
Thanks for downloading.
\        /\          /\
\    \____________/
\  >>    http://www.staredit.net
> Shrunk gigantic quote
Report, edit, etc...Posted by Kenoli on 2006-07-31 at 10:48:20
It's clearly the condition list from Uberation2.
You can get it out of data.mpq. Look for conditions.lst.
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