h-lua has an excellent demo, which guides you to learn more while being open source. Contains a variety of rich attribute systems, built-in up to dozens of custom events, you can easily make skills that are usually difficult or even impossible. Powerful item synthesis and splitting, enriching custom skill templates! Avoid writing it yourself! Timers, environments, shots, units, enemies, music, weather, masks, missions, and more.
├── h-lua.lua - Enter,Your main.lua file should require this first time.
├── const
│ ├── abilityTarget
│ ├── attritube
│ ├── breakArmorType
│ ├── damageSource
│ ├── damageType
│ ├── enchant
│ ├── event
│ ├── hero
│ ├── hotKey
│ ├── hSlkKeys
│ ├── item
│ ├── playerColor
│ ├── target
│ └── unit
├── foundation
│ ├── blizzard_b.lua - Blizzard B global variables
│ ├── blizzard_c.lua - Blizzard C global variables
│ ├── blizzard_bj.lua - [INVALID]
│ ├── blizzard_def.lua - [INVALID]
│ ├── color.lua - Color for text
│ ├── debug.lua
│ ├── echo.lua - Game screen printing
│ ├── f9.lua - h-lua Quest
│ ├── json.lua
│ ├── Mapping.lua
│ ├── math.lua
│ ├── md5.lua
│ ├── runtime.lua - cache
│ ├── string.lua
│ └── table.lua
├── lib
│ ├── skill
│ ├── attrbute - Universal Property System
│ ├── award.lua
│ ├── buff.lua
│ ├── camera.lua
│ ├── courier.lua
│ ├── dialog.lua
│ ├── dzapi.lua - Dzapi(with ./plugins/dzapi.jass)
│ ├── effect.lua
│ ├── enchant.lua
│ ├── enemy.lua - Used to set enemy players, automatically assign units
│ ├── env.lua
│ ├── event.lua
│ ├── group.lua - Unit Group
│ ├── hero.lua
│ ├── is.lua
│ ├── item.lua
│ ├── itemPool.lua
│ ├── leaderBoard.lua
│ ├── lightning.lua
│ ├── multiBoard.lua
│ ├── player.lua
│ ├── quest.lua
│ ├── rect.lua
│ ├── shop.lua
│ ├── sound.lua
│ ├── textTag.lua
│ ├── texture.lua
│ ├── time.lua
│ ├── unit.lua
│ └── weather.lua
├── package - Package on the WY platform
├── plugins(Copy all codes to the TRIGGER when using)
│ ├── dzapi.v1.jass - WY expand dzapi(ver.1)
│ └── dzapi.v2.jass - WY expand dzapi(ver.2)
├── require - F4 h-lua enter
│ ├── data.lua - Files that need to be loaded in the trigger editor
│ ├── helper.ljass - lua&vjass mixed file,help slk building
│ ├── init.0.ljass - lua&vjass mixed file,init hslk hashtable
│ ├── init.1.ljass - lua&vjass mixed file,save hslk data
│ ├── math.lua - extent functions
│ ├── require.ljass - enter
│ └── table.lua - extent functions
└── resource - [INVALID]
This set of codes is free for trial by authors who understand Lua. If you do n’t know Lua language, please use T to make maps or learn by yourself. Teaching is not provided here. This tutorial uses YDWE as an example
Checked the Lua engine of YDWE
You can sed editor settings in the [Quick start]
Open YDWE, open the map, press F4 to open the trigger editor
Add a [new trigger] at the top of the top position
Select the new trigger and click the menu [Edit] to convert it to custom text and replace it with your code, as follows:
<?
#include "[YOUR PATH]/h-lua/h-lua.jass"
#include "[YOUR MAP PATH]/slk/init.ljass" //need start lua,see demo helloworld.w3x
?>
You need to feel in your init.ljass Import your entry file and execute the Lua file (the h-lua framework does not automatically perform this behavior now)
You can refer to it: https://github.com/hunzsig-warcraft3/w3x-h-lua-helloworld
Note:
The h-lua library is open source, updated from time to time, you can visit http://wenku.hunzsig.org to view the latest documents
The h-lua library only provides some functional functions to help map authors make maps easier
The h-lua library is not guaranteed to be completely correct and bug-free. If necessary, please modify the source code for game production. Here is just to provide ideas and help.
Because h-lua uses slk, it will automatically help you generate all the object compilations needed by the framework when saving, so there is no need to build the object compilations by yourself.
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