New version, it enables the compile option for masked EUDs in classic trigedit, those should work fine.
I also attempted to add them to text trigedit - brief testing looks like they work, but its late and I'm tired and may have missed something.
Masked MemoryAddr(0x0058dc70, Exactly, 0, 0x0000ff00); // Apply bitmask to data before checking condition truth value
Masked MemoryAddr(0x0058dc70, Add, 1, 0x000000ff); // Apply bitmask to result - if I recall correctly it then ORs it with the inverse masked existing data
Trigger("All players"){
Conditions:
Always();
Actions:
Set Resources("Current Player", Set To, 50, ore);
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Command("Current Player", "Buildings", At most, 0);
Actions:
Defeat();
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Command("Non Allied Victory Players", "Buildings", At most, 0);
Actions:
Victory();
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Always();
Actions:
Center View("Location 1");
; Create Unit("Current Player", "Terran Battlecruiser", 1, "Location 1");
; Kill Unit At Location("Current Player", "Terran Battlecruiser", All, "Location 1");
; Create Unit("Current Player", "Terran Science Vessel", 1, "Location 1");
; Kill Unit At Location("Current Player", "Terran Science Vessel", All, "Location 1");
Create Unit("Current Player", "Zerg Mutalisk", 1, "Location 1");
Kill Unit At Location("Current Player", "Zerg Mutalisk", All, "Location 1");
Create Unit("Current Player", "Zerg Zergling", 1, "Location 1");
Kill Unit At Location("Current Player", "Zerg Zergling", All, "Location 1");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Masked MemoryAddr(0x0058dc70, Exactly, 0, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, At most, 15, 0x000000ff);
Actions:
MemoryAddr(0x0058dc64, Add, 4);
MemoryAddr(0x0058dc6c, Add, 4);
Masked MemoryAddr(0x0058dc70, Add, 1, 0x000000ff);
Display Text Message(Always Display, "Moving the location down!");
Preserve Trigger();
; Comment("Scroll location down");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Masked MemoryAddr(0x0058dc70, Exactly, 256, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, At most, 15, 0x000000ff);
Actions:
MemoryAddr(0x0058dc60, Add, 4);
MemoryAddr(0x0058dc68, Add, 4);
Masked MemoryAddr(0x0058dc70, Add, 1, 0x000000ff);
Display Text Message(Always Display, "Moving the location right!");
Preserve Trigger();
; Comment("Scroll location right");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Masked MemoryAddr(0x0058dc70, Exactly, 512, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, At most, 15, 0x000000ff);
Actions:
MemoryAddr(0x0058dc64, Subtract, 4);
MemoryAddr(0x0058dc6c, Subtract, 4);
Masked MemoryAddr(0x0058dc70, Add, 1, 0x000000ff);
Display Text Message(Always Display, "Moving the location up!");
Preserve Trigger();
; Comment("Scroll location up");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Masked MemoryAddr(0x0058dc70, Exactly, 768, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, At most, 15, 0x000000ff);
Actions:
MemoryAddr(0x0058dc60, Subtract, 4);
MemoryAddr(0x0058dc68, Subtract, 4);
Masked MemoryAddr(0x0058dc70, Add, 1, 0x000000ff);
Display Text Message(Always Display, "Moving the location left!");
Preserve Trigger();
; Comment("Scroll location left");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Masked MemoryAddr(0x0058dc70, Exactly, 0, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, At least, 16, 0x000000ff);
Actions:
Masked MemoryAddr(0x0058dc70, Set To, 256, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, Set To, 0, 0x000000ff);
Preserve Trigger();
; Comment("Switch direction: down -> right");
Display Text Message(Always Display, "switching direction: down -> right");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Masked MemoryAddr(0x0058dc70, Exactly, 256, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, At least, 16, 0x000000ff);
Actions:
Masked MemoryAddr(0x0058dc70, Set To, 512, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, Set To, 0, 0x000000ff);
Preserve Trigger();
; Comment("Switch direction: right -> up");
Display Text Message(Always Display, "Switching direction: right -> up");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Masked MemoryAddr(0x0058dc70, Exactly, 512, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, At least, 16, 0x000000ff);
Actions:
Masked MemoryAddr(0x0058dc70, Set To, 768, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, Set To, 0, 0x000000ff);
Preserve Trigger();
; Comment("Switch direction: up -> left");
Display Text Message(Always Display, "Switching direction: up -> left");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Masked MemoryAddr(0x0058dc70, Exactly, 768, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, At least, 16, 0x000000ff);
Actions:
Masked MemoryAddr(0x0058dc70, Set To, 0, 0x0000ff00);
Masked MemoryAddr(0x0058dc70, Set To, 0, 0x000000ff);
Display Text Message(Always Display, "Switching direction: left -> down");
Preserve Trigger();
; Comment("Switch direction: left -> down");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Always();
Actions:
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Preserve Trigger();
}
//-----------------------------------------------------------------//