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Release 1.17 - 2020-01-02 - 5:38AM PST
- Fixed number of issues resulting in index becoming desynced on cast
- Fixed Rotation speed of segments slowing down as segments fell off
Thanks to with the two above issues and many more when I first removed unit indexer.
Inform me of bugs please, frostboot hungers...
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Unreleased 1.16 - 2019-12-02 - 7:48PM PST
Major:
- Converted to Dynamic Index, no longer required unit indexer
Minor:
- Removed Simple Effect Mode (SEM)
Reason: Huge Eyesore, and basically duplicating triggers for no good reason.
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Release 1.15 - 2019-011-17 - 3:32PM PST
- Minor updated to Damage Engine 5.4.2.3
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Release 1.14-2 - 2019-06-17 - 11:27AM PST
- Minor updated to Damage Engine 5.1.3.1
Inform me of bugs please, frostboot hungers...
Previous changelog
Release 1.14-1 - 2019-06-09 - 8:44PM PST
- Minor updated to Damage Engine 5.1.1.1
- Minor Fixed Special effect from spawning in the middle of map! (Whoopsie)
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Release 1.14 - 2019-05-29 - 7:37PM PST
- Major: uses new Damage Engine 5.0.0.0
- Minor: Unit Indexer is no longer required by damage engine but I will release further updates of the hashtables version
- Minor Fixed Speical Effect orientation to match current patch changes
- Changes can be found in Config, Block, & Periodic where the it pertains to the special effect "Orientation" essentially instead of modifying roll the update has changed it to yaw
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Release1.13.1 2019-05-01 at 4:49PM (PST)
- Bugfix on Shield Life Display (Not required!) - Destroying a segment would result in the floating text lingering...
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Release 1.13 - 2019-04-30 at 3:00pm (PST)
- Major -
- Added SEM - Simple Effect Mode, turns off the floating segments and makes it a singular effect overhead the target, Fade & Shrinking effects will still work provided the effect is not attached as special effect modification does not work on attached special effects. (Please refer to turtle of the cosmos for why blizzard has done this)
- Added Shield Life display option to test map tome, this displays the individual life of segments (i.e. 300 total shields will result in 100 each (assuming default values)
-Minor-
- Overhauled triggers to include SEM
- Added SEM modifcations to bottom of Config, i.e. defaults for regular segments will not work for SEM, if SEM is on these modifications will overwrite allowing you to choose which one you want, note this is rather buggy on the Shield Life Display so do be careful!
- Angrily stared at variables in config to make sure nothing is duplicated or not connected to values elsewhere in the main triggers.
- Added some Boolean commands as I (can't be arsed)felt they didn't need to be added to the options, Type "Bones" followed directly with "Stack", "Skins", "Dim", "Fade", or "SEM" to toggled the respective Booleans found in the configuration. (example "BonesStack")
- Details of Commands:
Stack - Toggle Shield Stacking boolean, shields will now simply add the base cast on the current shield of the target
Skins - Toggle Player Colour Shield Flare, default is set to chosen flavor, if toggled it will be set to player color
Dim - Toggle Shield Flare "Dimming", Shield Flare will dim based on health of the shield
Fade - Toggle Fade of Segments, Segments will fade based on health of the shield
SEM - Toggle SEM, SEM removes the orbiting segments and creates only one overhead effect. (Might be buggy? Be Wary if you see anything!)
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Release 1.12 - 2019-04-25 at 9:22pm (PST)
- Major -
- Added seperate Yaw, Pitch, & Roll to Travel and Orbit of segments movements.
- Added RGB Color customizations for segments, this already exists for the shield "flare" but I never thought to do so with the segments, Thanks Spellbound!
- Added "Dimming" & "Shrinking" of segments based on how much damage the individual segments have received, (Turn on the corresponding boolean to see!)
-Minor-
- Merged redundant varibles into an arrayed variable (BAmr_SEG_VALUE[X])
- Cast & Block have been reworked slightly to incorperate the new "Dimming" & "Shrinking" changes to segments
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Release 1.11 - 2019-04-04 at 6:18pm (PST)
- Bugfix - Special effect not ocurring when casting on unit with all segments active
- Major - Added Stacking Boolean, casting on the same unit will Stack the value instead of resetting it, you can test this by turning on the "Check shield value" trigger (default off) and pressing ESC with a selected & shielded unit. *Credits to MyPad for the suggestion*
- Minor bugfix, BAmr_Boolean[2] wasn't connected to the option in Block trigger
- Minor bugfix, Remove Duplicate creation of special fx in cast trigger
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Release 1.10 - 2019-03-03 at 9:45am (PST)
- Major: Segments are no longer dummy units, they are now special effects!
- Major: Flavour Selection: I.e. @Pinzu's idea, Pre-selected "themes" over the special effects used by the spell
- Major?: Damage Flare Intensity Boolean - I.e. hitting a unit with a low shield health will make the shield flare look darker and dimmer - (Included Threshold variable to make sure it doesn't go below 50.00 and dissapear before the shield ends.)
- Minor: merged some redundant values into single variables.
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Release 1.09 - 2019-02-20 at 12:45am (PST)
- Major: Added Vexorian dummy model to allow complete trigger control over the orbiting units model path - [Credits to Vexorian & Pinzu for the idea!]
Minor changes:
- added BAmr_SEGMENT_MODEL_PATH to config - For use with the newly added dummy model
- added BAmr_Bkey - exclusive for the segment units as a way to access Unit indexing, it appears in BAmr Cast/Block/Periodic for both the initial creation and the clean up after the unit has been cleared
- made segment units into neutral passive as their ownership seemed pointless and simply added to end game score.
- fixed casting stats, strength stat was being added due to a ( * ) being a ( + )
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Release 1.08 - 2019-02-03 at 10:23pm
- Major: Added new Spirit touch with player colour variability [Credits to Hermit! for the model & Pinzu for the idea!]
- Minor: Added Boolean to decide if you want damage target's player colour or a specific one.
- Minor: Added Specific Player Colour Variable if the above boolean is set to false (I.e player blue will create a orange flare effect when hit.)
- Major: Added Segment flying height and changed them to flying types allowing for segments to actually orbit near the unit instead of on the ground [Credits to Hermit for noticing]
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Release 1.07 - 2019-01-21 at 1:13 AM
Changelog:
- Minor: added current unit height and their current position's terrain height to make it so the Special effect on hit will not sink into the ground. (it still does slightly but I'm not sure how to fix it...)
- Minor: redid commands into spellbook with four abilities
- Minor: redid damage text to show accumulated damaged (occasionally bugs but have it off by default, lost on how it's being silly but it's pretty messy)
- Minor: changed DamageEventAmount calculation in BAmr Block to
- Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x BAmr_ABSORBTION_PERCENTAGE))
from
- Set DamageEventAmount = (DamageEventPrevAmt - (DamageEventPrevAmt x BAmr_ABSORBTION_PERCENTAGE))
since the target was healing off the damage when enchanted.
- Minor: Replaced all instances of Variables named BArmr to BAmr
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Release 1.06 - 2019-01-12 at 6:20 PM
Changelog:
Major Additions:
- Added BAmr_EFFECTPATH[1-3], allows for seperate spawn effect, destroyed effect, and damage effect.
- Added Configuration for Destroyed & Damage Effect Path
- Added Damage Effect in BAmr Block
- Added BAmr_SPEF - to avoid using (Last created special effect)
- Added Configuration for Damaged Effect's: Offset, Height, RGB Color Value, Scale, Timescale, Yaw/Pitch/Roll
- Organized BAmr Config for cleaner look
Minor Additions in "Not Required":
- Added install instructions
- Added Commands for toggling Damage text & spawning of random hostile creeps
- Added Selection of the test hero on startup as well as message for previously mentioned commands
- Added Mouse tracking move for location point of spawning hostiles via commands.
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Release 1.05 - 2019-01-03 at 7:55 PM
- FINISHED - BAmr_Periodic Variable & Trigger add in Init added! (Neat!)
- FINISHED - Removed BAmr_PreloadUnit used BAmr_Target instead
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Release 1.04 - 2019-01-03 at 7:55 PM
(Happy New Year!)
Changelog:
- FINISHED - BAmr_Preload_Unit Variable for preloader in BAmr Config - Added!
- FINISHED - BAmr_STR/AGI/INT = Hero S/A/I x BAmr_Attribute_Bonus - Added!
- FINISHED - If&Else checking if Segment unit is still alive, will spawn replacements if needed otherwise it will simply use the spawn effect on exisiting.
- FINISHED - BAmr_Segment_Custom_Value Added, (wow this makes it much easier)
- FINISHED - BAmr_UnitG_Count, replaced in BAmr Cast & Periodic
- FINISHED- Put the conditions on BAmr Periodic (has buff? / Is alive?) together
- FINISHED - Still don't know how to make a variable for periodic (won't use "Real" or "Timer") (Screenie)
- FINISHED? - Segments will fly off if not above %125, especially so when the unit starts moving, (Black Magic Numbers)
- FINISHED- Oops - Old habit of using hashtables since variables didn't work to well with them
- UNSURE - I'm not quite sure what you're referring to but I changed the BAmr_LVL_BONUS to an Array with preset levels in BAmr Config
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Release v1.03 - 2018-12-29 at 11:25 PM
Changelog:
- FINISHED - Trigger Prefix changed: (BAmr X > BA X )
- FINISHED - Added BAmr_Caster/Target/Picked_Unit to handle repetitive function calls.
- FINISHED? - Added BAmr_Offset/Angle/Where for segment spawn point configuration.
- FINISHED - Added BAmr_Integer to replace any usage of ( Integer A )
- FINISHED - Added Toggles for block & periodic on cast & group clear
- UNFINISHED - Still don't know how to make a variable for periodic (won't use "Real" or "Timer")
- FINISHED - Put the conditions on BAmr Periodic (has buff? / Is alive?) together
Added configuration:
- BAmr_Absorbtion_% (Damage % that is handled by the shield and left for the target to deal with)
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Release v1.02 - 2018-12-27 at X AM
Changelog:
- FINISHED - Trigger Prefix changed: (BAmr X > BA X )
- FINISHED - Added BAmr_Caster/Target/Picked_Unit to handle repetitive function calls.
- FINISHED - Added BAmr_Offset/Angle/Where for segment spawn point configuration.
- FINISHED - Added BAmr_Integer to replace any usage of ( Integer A )
- FINISHED - Added Toggles for block & periodic on cast & group clear
- UNFINISHED - Still don't know how to make a variable for periodic (won't use "Real" or "Timer")
- FINISHED - Put the conditions on BAmr Periodic (has buff? / Is alive?) together
Added configuration:
- BAmr_Absorbtion_% (Damage % that is handled by the shield and left for the target to deal with)
Removed:
All the comments since it's the only thing I think KILLCIDE was referring to when he made the claim that I didn't read the Guides he suggested.
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Release v1.01 - 2018-12-24 at 8:50 AM
Changelog:
- FINISHED - (Cast --> BA Main Cast).
- FINISHED - (BArmr > BA_X).
- FINISHED - See "Added Configuration below.
- FINISHED - (BArmr > Temp_X).
- FINISHED - See below
Added Configuration for:
- Base shield health
- Shield health bonus per level
- Attribute bonus
- Spell/Physical resistance
- Unittype for Segment
- Number of Segments
- Rotation Distance
- Rotation Speed
- Missile speed (How fast the segments move to enclose the unit)
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Release v1.00 - 2018-12-24 at 4:44 AM