Could it be possible to separate Holy Light and/or Death Coil valid damage target fields and valid healing target fields in the Object Editor? It would be nice, as this would allow one to make use of the native error messages for invalid targets.
Thanks for the update Bribe!
I can confirm that damage now registers when utilising a dummy to cast a spell within the DamageEvent. I suspect the recursion issue I ran into was likely linked to it... I'll need to see whether I can replicate it with 188.8.131.52 in the near future.
That probably explains why the 0 second timer trick works then.
No worries and thanks for looking into it! I'm looking forward to the next release then~
(I do need to get familiar on which set of debug messages to enable to make my bug reporting more precise in the future. So thanks for the tip!)
Just an update on my investigation on the suspected bug I'm reporting...
So, using a dummy caster to cast a spell within a call TriggerRegisterVariableEvent(t, "udg_DamageEvent", EQUAL, 1.00 ) block will prevent one of the Damage Engine triggers to not fire ~ which inadvertently prevents the...
I can confirm in the MWE that only AfterDamageEvent doesn't prevent damage from registering. When I apply the adjustment to the map I'm working on, the FPS drops significantly after a few auto-attacks.
I'll look into figuring out what causes this. Then, I'll incorporate in the MWE.
So... I've encountered a strange bug with 184.108.40.206 (as well as 220.127.116.11). There are instances where using a dummy unit to cast a spell on a target in a "udg_DamageEvent" block completely prevents the damage instance. I don't think I've encountered this issue with Damage Engine 18.104.22.168 based on...
Updated to include a tab about the handover of TBR development from FatherTime, with scribbles over the emails and IRL names. I sadly don't have the specific chat log from the 2000s which verifies the specific handover of the unprotected 1.X map (RIP MSN Messenger).
NB: TBR 2.X is now handled...
I'm going to assume this would have been @MindGazer?
Regardless, I'm currently in communication with Ralle about whether the proof of the handover of TBR development from FatherTime to myself would be sufficient.
Single-player is not a requirement according to your map submission rules. See Map Submission Rules 21 June revision. So it kind of looks bad when a staff member doesn't truthfully state their own rules... Unless it is some sort of hidden sub-rule that I can't make out. This is unfair for any...
I'm afraid that's a Wc3 tooltip bug we have no control over.
If a spell doesn't have an auto-cast border, do not expect the auto-cast to work. The reason why it is like this is due to my predecessor utilising the base ability to do an enhanced auto-attack skill.
I suspect that this...
I've attached a simple demo map with a modified Poison Arrows [AEpa] ability that uses a 0.01 buff duration to detect whether the player uses and auto-casts the ability. Two additional triggers have been implemented on top of the latest version of Damage Engine. The first trigger (Flame Arrows)...
But, I suspect the Poison Arrows ability might be causing a similar glitch as Cold Arrows in 22.214.171.124? In particular, when you deal damage with the UnitDamageTarget native on one the event responses and it fails to run the subsequent events. I'll get around to sorting out a test map of this...
Yep you got what I meant Eleandor ^^.
One thing I like with the new Table is the fact we can add mission key tags (or whatever Vex done) as a second field. However that compiles to a function call instead of it being inlined.
If I get sometime I'll start remaking some spells...
True, the thing is that I reckon we should just use standard Gamecache functions instead of using table.
@Table: I think that's the maxium amount of tables you can have. I highly doubt that we can break the limit, but we'll see.
1 primary cache to store stuff on the player's cpu
And a temp one...
I actually don't have any idea about the gamecache stuff lol. Apart from the fact you can only have 256 gamecaches in one map.
But to stay safe... Table only for Spells/Systems. Normal Gamecache for porting stuff over to other maps.
Last thing not everyone has the free time to do it. Ok enough about Grimoire.
Can anyone post up the scripts/systems being used in Wc3WoW? I might code a few spells again (Since vJass can be used again!)
Oh and for a damage system, I think this will serve well (IMO) LINK, along with an...
Hmm.... If TBR ever gets done on my side, I might do some spells... again
EDIT: How would you use Campaign Jass without breaking the campaign file itself? The only logical way I could think of is disable pJass + WE's checker let the campaign compile then running Campaign Jass.
@Craka: vJass doesn't cause critical errors and etc. It's just very annoying to do the vJass importing process, since you have to do everything manually via MPQ editor (it's the only way you can do it without losing half of the stuff which has already been done.)
And I hate to jump in but...
EGUI is just JASS functions in a Graphical User Interface. WHAT?!?! Yes it is, same goes with WE Unlimited and UMSWE. In fact JassNewGen Pack is just another way to compile vJass. If you thinking that vJass bugs... vJass is just Jass, it makes coding easier. Look at...
You are one lucky person Craka_J =)
EDIT: Talking about custom interfaces... http://wc3campaigns.net/showthread.php?t=102351&highlight=DGUI I know it is vJass but I just want your coder to have a look at how they done it, perhaps cause you can pretty much do it in JASS as well.