Changing Gameplay Constants for RoC maps

Level 9
Joined
Oct 15, 2006
Messages
339
Modifying your RoC edition gameplay constants will give you more functionality of your maps. I can't stress how important this information is for RoC only map-makers to help make better maps. Changing these functions will not automatically make your map good or better but it will give it, for the time being, some originality to the same-stuff maps you find on B-Net.

Ok well a lot of the fields are self-explanatory. If they are not and you would like to know what it does simply post your question here and hopefully someone who knows will read it and answer you, and by doing so help finish the descriptions of the gameplay constants.

Open Notepad and then copy and paste the below field into it. Change the values of whatever you want changed. Save it as
war3mapMisc.txt
Import it into your map by clicking on Module>Import Manager (F12) in the toolbar. Check the box that says "Use Custom Path" and insert the the following;
war3mapMisc.txt

Now your game will use "TFT only" gameplay constants.
// = GUI description
data=data = raw data
[] = description area.

Attached is the file.

Copy below
-----------------------------------------------------------------------




// http://www.thehelper.net/forums/showthread.php?t=21216
// http://www.thehelper.net/forums/archive/index.php?t-68382.html
// False = 0 True = 1

// Ally Trading Increment - Control Click [Holding Ctrl and

Clicking when passing money]
TradingIncLarge=200
// Ally Trading Increment - Normal Click [Normal click when

passing money]
TradingInSmall=100

// Animation Time Scale [Duration of art animations that get

scaled]
ScaledAnimTime=60.00

// Attack Notification - Minimum Interval (seconds) [Seconds

between attack notifications]
AttackNotifyDelay=30.00
// Attack Notification - Minimum Range []
AttackNotifyRange=1250.00

// Building Facing Angle (degrees) [The angle in degrees

structures face]
BuildingAngle=270.00
// Building Facing Angle, Rooed (degrees) [The angle in degrees

structures face]
RootAngle=250.00
// Building Radius - Blight Dispel [Radius of building blight

dispel]
BuildingUnblightRadius=350.00
// Building StatusDisplay []
DisplayBuildingStatus=0

// Cancel Construstion - HP Loss Rate (per second) [HP per second

drained when building construction is halted]
ConstructionLifeDrainRate=10.00
// Cancel Refund Factor - Building Construction []
ConstructionRefundRate=0.75
// Cancel Refund Factor - Building Upgrade []
UpgradeRefundRate=0.75
// Cancel Refund Factor - Hero Revival []
ReviveRefundRate=1.00
// Cancel Refund Factor - Research []
ResearchRefundRate=1.00
// Cancel Refund Factor - Unit Training []
TrainRefundRate=1.00

// Collision - Maximum Radius [Largest possible collision radius

for any widget]
MaxCollisionRadius=200.00

// Damage bonus lists: SMALL, MEDIUM, LARGE, FORT, NORMAL, HERO,

DIVINE, NONE
// Ethereal Damage bonus values: NORMAL, PIERCE, SIEGE, MAGIC,

CHAOS, SPELLS, HERO
// Combat - Armor Damage Reduction Multiplier []
DefenseArmor=0.06
// Combat - Call For Help Range []
CallForHelp=600.00
// Combat - Call For Help Range, Creeps []
CreepCallForHelp=600.00
// Combat - Chance To Miss (moving or high groud) [Missile chance

to miss if target is moving or on high ground]
ChanceToMiss=0.25
// Combat - Damage Bonus Table - Chaos []
DamageBonusChaos=1.00,1.00,1.00,1.00,1.00,1.00,1.00,1.00
// Combat - Damage Bonus Table - Ethereal []
EtherealDamageBonus=0.00,0.00,0.00,1.66,0.00,1.66,0.00
// Combat - Damage Bonus Table - Hero []
DamageBonusHero=1.00,1.00,1.00,0.50,1.00,1.00,0.05,1.00
// Combat - Damage Bonus Table - Magic []
DamageBonusMagic=1.25,0.75,2.00,0.35,1.00,0.50,0.05,1.00
// Combat - Damage Bonus Table - Normal []
DamageBonusNormal=1.00,1.50,1.00,0.70,1.00,1.00,0.05,1.00
// Combat - Damage Bonus Table - Pierce []
DamageBonusPierce=2.00,0.75,1.00,0.35,1.00,0.50,0.05,1.50
// Combat - Damage Bonus Table - Siege []
DamageBonusSiege=1.00,0.50,1.00,1.50,1.00,0.50,0.05,1.50
// Combat - Damage Bonus Table - Spells []
DamageBonusSpells=1.00,1.00,1.00,1.00,1.00,0.75,0.05,1.00
// Combat - Missed Attacks Damage Factor []
MissDamageReduction=0.50

// After a unit has strayed 'GuardDistance' from where it

//started, that unit begins thinking about heading back to its

//start position. If the unit has move 'GuardDistance' away from

//"home" at any time and spends 'GuardReturnTime' seconds

//chasing a target without getting attacked by anyone, the unit

//indeed turns around and heads home. If a creep goes beyond

//'MaxGuardDistance' then it always returns home regardless of

//who's attacking it.
// Creeps - Guard Distance []
GuardDistance=600.00
// Creeps - Guard Return Distance []
MaxGuardDistance=1000.00
// Creeps - Guard Return Time (seconds) []
GuardReturnTime=5.00
// Creeps - Maximum Creep Camp Radius (pathing cells) []
CreepCampPathingCellDistance=26
// Creeps - Radius To Notice Building Construction [Radius of

creep notification when a new building gets placed]
BuildingPlacementNotifyRadius=600.00
// Creeps - Radius To Notice Neutral Building Use [Radius of

creep notification when a neutral building is in use]
NeutralUseNotifyRadius=900.00

// Death and decay impact gameplay, so duration is specified
// Decay Time (seconds) - Bones []
BoneDecayTime=88.00
// Decay Time (seconds) - Cancellation []
CancelTime=6.00
// Decay Time (seconds) - Effects []
EffectDeathTime=5.00
// Decay Time (seconds) - Flesh []
DecayTime=2.00
// Decay Time (seconds) - Fog Of War Flash []
FogFlashTime=3.00
// Decay Time (seconds) - Hero Dissipation []
DissipateTime=3.00
// Decay Time (seconds) - Missles []
BulletDeathTime=5.00
// Decay Time (seconds) - Structures []
StructureDecayTime=30.00

// Enemy Inventory Display
DisplayEnemyInventory=1

// Fog Reveal Radius - Attacking Unit []
FoggedAttackRevealRadius=200.00
// Fog Reveal Radius - Dying Unit []
DyingRevealRadius=500.00

// Follow Range - Items []
FollowItemRange=1000.00
// Follow Range - Structures []
StructuralFollowRange=100.00
// Follow Range - Units []
FollowRange=300.00

// Food Limit []
FoodCeiling=100

// Gameplay - Abil Sale Creep Aggro Range []
AbilSaleAggroRange=0.00
// Gameplay - Allow Multiple Bounces Per Unit []
AllowMultiBounce=1
// Gameplay - Amulet Of Recall Clustering []
AmuletOfRecalCluster=1
// Gameplay - Animate Dead Units Bestow Auras []
AnimatedUnitsBestowAuras=0
// Gameplay - Burrowed Units Bestow Auras []
BurrowedUnitsBestowAuras=0
// Gameplay - Can Deactivate Avatar (NYI) []
CanDeactivateAvatar=0
// Gameplay - Can Deactivate Avenger Form (NYI) []
CanDeactivateAvengerForm=0
// Gameplay - Can Deactivate Barkskin (NYI) []
CanDeactivateBarkskin=1
// Gameplay - Can Deactivate Bear Form (NYI) []
CanDeactivateBearForm=1
// Gameplay - Can Deactivate Bladestorm (NYI) []
CanDeactivateBladestorm=0
// Gameplay - Can Deactivate Burrow (NYI) []
CanDeactivateBurrow=1
// Gameplay - Can Deactivate Call To Arms (NYI) []
CanDeactivateCallToArms=1
// Gameplay - Can Deactivate Chemical Rage (NYI) []
CanDeactivateChemicalRange=0
// Gameplay - Can Deactivate Corporeal Form (NYI) []
CanDeactivateCorporealForm=1
// Gameplay - Can Deactivate Defend (NYI) []
CanDeactivateDefend=1
// Gameplay - Can Deactivate Divine Shield []
CanDeactivateDivineShield=1
// Gameplay - Can Deactivate Immolation (NYI) []
CanDeactivateImmolation=1
// Gameplay - Can Deactivate Mana Flare (NYI) []
CanDeactivateManaFlare=0
// Gameplay - Can Deactivate Mana Shield (NYI) []
CanDeactivateManaShield=1
// Gameplay - Can Deactivate Metamorphosis (NYI) []
CanDeactivateMetamorphosis=0
// Gameplay - Can Deactivate Raven Form (NYI) []
CanDeactivateRavenForm=1
// Gameplay - Can Deactivate Robo Goblin (NYI) []
CanDeactivateRoboGoblin=1
// Gameplay - Can Deactivate Stone Form (NYI) []
CanDeactivateStoneForm=1
// Gameplay - Can Deactivate Submerge (NYI) []
CanDeactivateSubmerge=1
// Gameplay - Can Deactivate Wind Walk (NYI) []
CanDeactivateWindWalk=0
// Gameplay - Construction Damage Refund Penalty []
ConstructionDamageRefundPenalty=1
// Gameplay - Cyclone Hides Unit []
CycloneStasis=0
// Gameplay - Dark Summoning Clustering []
DarkSummoningCluster=1
// Gameplay - Defend Can Deflect []
DefendDeflection=0
// Gameplay - Dependencies Check Ability Data ID []
DepCheckAlias=1
// Gameplay - Drain Gives Bonus Life []
DrainGivesBonusLife=0
// Gameplay - Drain Gives Bonus Mana []
DrainGivesBonusMana=0
// Gameplay - Drain Transfers Life []
DrainTransfersLife=0
// Gameplay - Drain Transfers Mana []
DrainTransfersMana=0
// Gameplay - Drain Uses Ethereal Bonus []
DrainUsesEtheralBonus=0
// Gameplay - Ensnare Checks Magic Immunity []
EnsnareIsMagic=0
// Gameplay - Ethereal Damage Bonus Ally []
EtherealDamageBonusAlly=1
// Gameplay - Flying Heroes Bestow Auras []
FlyingHeroesBestowAuras=0

// Gameplay - Illusions Are Autocast Targets []
IllusionsGetAutocast=0
// Gameplay - Illusions Besow Auras []
IllusionsBestowAuras=0
// Gameplay - Illusions Can Restore Life []
IllusionsCanRestoreLife=0
// Gameplay - Illusions Can Restore Mana []
IllusionsCanRestoreMana=0
// Gameplay - Illusions Get Attack Bonuses []
IllusionsGetAttackBonus=0
// Gameplay - Illusions Get Attack Speed Bonuses []
IllusionsGetAttackSpeedBonus=0
// Gameplay - Illusions Get Defense Bonuses []
IllusionsGetDefenseBonus=0
// Gameplay - Illusions Get Move Speed Bonuses []
IllusionsGetMoveSpeedBonus=0

// Gameplay - Invisible Units Bestow Auras []
InvisibleUnitsBestowAuras=0
// Gameplay - Invulnerable Summonables Take Dispel Damage []
InvulnSummonDispelMagic=1
// Gameplay - Item Sale Creep Aggro Range []
ItemSaleAggroRange=0.00
// Gameplay - Magic Immunes Resist Damage []
MagicImmunesResistDamage=1
// Gameplay - Magic Immunes Resist Leech []
MagicImmunesResistLeech=0
// Gameplay - Magic Immunes Resist Thorns []
MagicImmunesResistThorns=0
// Gameplay - Magic Immunes Resist Ultimates []
MagicImmunesResistUltimates=0
// Gameplay - Mass Teleporting Clustering []
MassTeleportCluster=1
// Gameplay - Morphing Disables Alternate Abilities []
MorphAlternateDisable=0
// Gameplay - Morphing Flyers Land At Closest Position []
MorphLandClosest=1
// Gameplay - Move Speed Bonuses Stack []
MoveSpeedBonusesStack=1
// Gameplay - Polymorphed Units Bestow Auras []
PolymorphedUnitsBestowAuras=0
// Gameplay - Town Portal Clustering []
TownPortalCluster=1
// Gameplay - Unit Sale Creep Aggro Range []
UnitSaleAggroRange=0.00
// Gameplay - Upgrade Damage Refund penalty []
UpgradeDamageRefundPenalty=0
// Gameplay - Use Relative Upgrade Costs []
RelativeUpgradeCost=1
// Gameplay - Web Checks Magic Immunity []
WebIsMagic=0

// Gold Mine - Low Gold Amount [This is the amount where a gold

// mine is considered low]
LowGoldAmount=1500
// Gold Mine - Maximum Gold [Maximum amount of gold a gold mine

// can have]
GoldMineMaxGold=1000000
// Gold Mine - Ownership Time Buffer (seconds) [The length that a

// mine is considered owned after the last peon leaves it]
GoldMineOwnDuration=2.00

// Hero Abilities Level Skip (default)
// The required hero level for a given ability level is:
// baseReq + levelSkip*abilityLevel
HeroAbilityLevelSkip=2
// Hero Attributes - Attack Bonus Per Primary Attribute Point []
StrAttackBonus=1.00
// Hero Attributes - Atack Speed Bonus Per Agility Point []
AgiAttackSpeedBonus=0.02
// Hero Attributes - Defense Base Value (before agility bonus) []
AgiDefenseBase=12.00
// Hero Attributes - Defense Bonus Per Agility Point []
AgiDefenseBonus=0.30
// Hero Attributes - HP Regeneration Bonus Per Strength Point []
StrRegenBonus=0.05
// Hero Attributes - HP Bonus Per Strength Point []
StrHitPointBonus=25.00
// Hero Attributes - Mana Point Bonus Per Intelligence Point []
IntManaBonus=15.00
// Hero Attributes - Mana Regeneration Bonus Per Intelligence

Point []
IntRegenBonus=0.05
// Hero Attributes - Movement Bonus Per Agility Point []
AgiMoveBonus=0.00

// Hero Awaken - Life Factor [Hero Awaken returning stats]
HeroAwakenLifeFactor=0.50
// Hero Awaken - Mana Factor [Hero Awaken returning stats]
HeroAwakenManaFactor=0.00
// Hero Awaken - Use Starting Mana [Hero Awaken returning stats]
HeroAwakenManaStart=0
// Hero Awaken Cost - Gold Constant Factor []
AwakenBaseFactor=0.80
// Hero Awaken Cost - Gold Level Factor []
AwakenLevelFactor=0.20
// Hero Awaken Cost - Lumber Constant Factor []
AwakenBaseLumberFactor=0.80
// Hero Awaken Cost - Lumber Level Factor []
AwakenLumberLevelFactor=0.20
// Hero Awaken Cost - Maximum Gold/Lumber Factor []
AwakenMaxFactor=8.00
// Hero Maximum Awaken Cost - Gold [Max awaken (tavern) cost of a

hero]
HeroMaxAwakenCostGold=1400
// Hero Maximum Awaken Cost - Lumber [Max awaken (tavern) cost of

a hero]
HeroAwakenMaxCostLumber=350

// Hero Maximum Revive Cost - Gold [Max revival cost of a hero]
HeroMaxReviveCostGold=700
// Hero Maximum Revive Cost - Lumber [Max revival cost of a hero]
HeroMaxReviveCostLumber=0
// Hero Maximum Revive Cst - Time [Max revival time of a hero]
HeroMaxReviveTime=150.00
// Hero Revive - Life Factor [Hero Revive returning stats]
HeroReviveLifeFactor=1.00
// Hero Revive - Mana Factor [Hero Revive returning stats]
HeroReviveManaFactor=0.00
// Hero Revive - Use Starting Mana [Hero Revive returning stats]
HeroReviveManaStart=1

// factors for calculating the cost, time to revive a hero
// goldRevivalCost = originalCost * (ReviveBaseFactor +

(ReviveLevelFactor*(level-1)))
// but not exceeding originalCost * ReviveMaxFactor
// lumberRevivalCost = originalCost * (ReviveBaseLumberFactor +

(ReviveLumberLevelFactor*(level-1)))
// but not exceeding originalCost * ReviveMaxFactor
// revivalTime = originalTime * level * ReviveTimeFactor
// but not exceeding originalTime * ReviveMaxTimeFactor
// Hero Revive Cost - Gold Constant Factor []
ReviveBaseFactor=0.40
// Hero Revive Cost - Gold Level Factor []
ReviveLevelFactor=0.10
// Hero Revive Cost - Lumber Constant Factor []
ReviveBaseLumberFactor=0.00
// Hero Revive Cost - Lumber Level Factor []
ReviveLumberLevelFactor=0.00
// Hero Revive Cost - Maximum Gold/Lumber actor []
ReviveMaxFactor=4.00
// Hero Revive Cost - Maximum Time Factor []
ReviveMaxTimeFactor=2.00
// Hero Revive Cost - Time Level Factor []
ReviveTimeFactor=0.65

// Hero XP - Building Kills Grant Xp []
BuildingKillsGiveExp=0
// Hero XP - Global Distribution []
GlobalExperience=1
// Hero XP - Max Level Heros Drain XP []
MaxLevelHeroesDrainExp=1
// Hero Maximum Level []
MaxHeroLevel=10
// Hero Maximum XP Gain Range [The distance at which heroes still

gain XP for dying units]
HeroExpRange=1200.00


// Formula constants for hero levels beyond the tables...
// The three constants are used to define a table as:
//
// f(x) = A*f(x-1) + B*x + C
//
// where A,B,C are the constants given below
// Hero XP Required - Constant Factor []
NeedHeroXPFormulaC=0.00
// Hero XP Required - Level Factor []
NeedHeroXPFormulaB=100.00
// Hero XP Required - Previous Value Factor []
NeedHeroXPFormulaA=1.00
// Hero XP Required - Table []
NeedHeroXP=200
// Hero XP Gained - Creep Reduction Table []
HeroFactorXP=80,70,60,50,0
// Hero XP Gained - Hero, Constant Factor []
GrantHeroXPFormulaC=100.00
// Hero XP Gained - Hero, Level Factor []
GrantHeroXPFormulaB=0.00
// Hero XP Gained - Hero, Previous Vale Factor []
GrantHeroXPFormulaA=1.00
// Hero XP Gained - Hero, Table []
GrantHeroXP=100,120,160,220,300
// Hero XP Gained - Normal, Constant Factor []
GrantNormalXPFormulaC=5.00
// Hero XP Gained - Normal, Level Factor []
GrantNormalXPFormulaB=5.00
// Hero XP Gained - Normal, Previous Value Factor []
GrantNormalXPFormulaA=1.00
// Hero XP Gained - Normal, Table []
GrantNormalXP=25
// Hero XP Gained - Summoned Unit Factor []
SummonedKillFactor=0.50

// Hero XP Gained - Tier 1 Bonus Factors []
XPFactor=0
// Hero XP Gained - Tier 2 Bonus Factors []
XPFactor=0
// Hero XP Gained - Tier 3 Bonus Factors []
XPFactor=0
// Hero XP Gained - Tier 4 Bonus Factors []
XPFactor=
// Hero XP Gained - Tier 5 Bonus Factors []
XPFactor=
// Hero XP Gained - Tier 6 Bonus Factors []
XPFactor=
// Hero XP Gained - Tier 7 Bonus Factors []
XPFactor=
// Hero XP Gained - Tier 8 Bonus Factors []
XPFactor
// Hero XP Gained - Tier 9 Bonus Factors []
XPFactor=

// Inventory - Drop Item Range []
DropItemRange=100.00
// Inventory - Give Item Range []
GiveItemRange=150.00
// Inventory - Pick Up Iem Range []
PickupItemRange=150.00
// Inventory - Sell Item Range []
PawnItemRange=300.00
// Inventory - Sell Item Return Rate []
PawnItemRate=0.50

//Note: Maps saved with a Reign of Chaos version of the editor

will use 25 for the min unit speed value since it wasn't

increased to 150 until Frozen Throne.
// Movement - Building Speed - Maximum []
MaxBldgSpeed=400.00
// Movement - Building Speed - Minimum []
MinBldgSpeed=25.00
// Movement - Unit Speed - Maximum []
MaxUnitSpeed=400.00
// Movement - Unit Speed - Minimum []
MinUnitSpeed=150.00

// Rally Point - Z Offset [Rally point vertical offset when set

on non-units]
RallyZOffset=200.00

// Reaction Delay (seconds) - Maximum [Max random reaction delay]
ReactionDelay=0.25


// Spells - Ethreal Heal Bonus []
EtherealHealBonus=1.66
// Spells - Frost Attack Speed Reduction []
FrostAttackSpeedDecrease=0.25
// Spells - Frost Movement Speed Reduction []
FrostMoveSpeedDecrease=0.50
// Spells - Target Motion Allowance [Distance target can move

between starting cast and spell effect]
SpellCastRangeBuffer=300.00

// Techtree - Dependency Equivalents - Altar []
DependencyOr=Altar of Kings, Altar of Storms, Alter of Elders,

Altar of Darkness
// Techtree - Dependency Equivalents - Hero []
DependencyOr=Archmage, Blood Mage, Mounain King, Paladin,

Blademaster, Far Seer, Shadow Hunter, Tauren Chieftan, Demon

Hunter, Keeper of the Grove, Priestess of the Moon, Warden, Cyrpt

Lord, Death Knight, Dreadlord, Lich, Pandaren Brewmaster, Dark

Ranger, Naga Sea Witch, Pit Lord, Beastmaster
// Techtree - Dependency Equivalents - Tier 1 Hall []
DependencyOr=Town Hall, Great Hall, Tree of Life, Necropolis
// Techtree - Dependency Equivalents - Tier 2 Hall []
DependencyOr=Keep, Stronghold, Tree of Ages, Halls of the Dead
// Techtree - Dependency Equivalents - Tier 3 Hall []
DependencyOr=Castle, Fortress, Tree of Eternity, Black Citadel
// Techtree - Dependency Equivalents - Tier 4 Hall []
DependencyOr
// Techtree - Dependency Equivalents - Tier 5 Hall []
DependencyOr
// Techtree - Dependency Equivalents - Tier 6 Hall []
DependencyOr
// Techtree - Dependency Equivalents - Tier 7 Hall []
DependencyOr
// Techtree - Dependency Equivalents - Tier 8 Hall []
DependencyOr
// Techtree - Dependency Equivalents - Tier 9 Hall []
DependencyOr
// Techtree - Dependency Equivalents Text - Altar []
Name=An Altar
// Techtree - Dependency Equivalents Text - Hero []
Name=A Hero
// Techtree - Dependency Equivalents Text - Tier 1 Hall []
Name=Town Hall or Great Hall or Tree of Life or Necropolis
// Techtree - Dependency Equivalents Text - Tier 2 Hall []
Name=Keep or Stronghold or Tree of Ages or Halls of the Dead
// Techtree - Dependency Equivalents Text - Tier 3 Hall []
Name=Castle or Fortress or Tree of Eternity or Black Citadel
// Techtree - Dependency Equivalents Text - Tier 4 Hall []
Name
// Techtree - Dependency Equivalents Text - Tier 5 Hall []
Name
// Techtree - Dependency Equivalents Text - Tier 6 Hall []
Name
// Techtree - Dependency Equivalents Text - Tier 7 Hall []
Name
// Techtree - Dependency Equivalents Text - Tier 8 Hall []
Name
// Techtree - Dependency Equivalents Text - Tier 9 Hall []
Name

// Time - Dawn []
Dawn=6.00
// Time - Dusk []
Dusk=18.00
// Time - Hours Per Day [Earth has a 24 hour day, how many does

Azeroth have]
DayHours=24.00
// Time - Real Seconds Per Game Day [Game-seconds per game-day]
DayLength=480.00

// Unit Maximum Level []
MaxUnitLevel=20

// Unit Visibility Change Rate [This is the speed units change

visibility (smaller = "cloak" slower)]
InvisSpeed=0.40

// Upkeep - Food Levels []
UpkeepUsage=50,80,10000,10000,10000,10000,10000,10000,10000,10000
// Upkeep - Gold Tax Rates []
UpkeepGoldTax=0.00,0.30,0.60,0.60,0.60,0.60,0.60,0.60,0.60,0.60
// Upkeep - Lumber Tax Rates []
UpkeepLumberTax=0.00,0.00,0.00,0.00,0.00,0.00,0.00,0.00,0.00,0.00

// ??? []
AbolishMagicDispelSmart=1

// ??? []
UpgradeInProgressIdChange=0

// ??? [Range around selected ground area to search for a target]
CloseEnoughRange=100

// ??? [Half angle in radians that a unit must meet to be facing

his target]
AttackHalfAngle=0.5

// ??? [All selection circles will have this added to their z

coord]
SelectionCircleBaseZ=16

// ??? [Item shadow data]
ItemShadowFile=Shadow
ItemShadowSize=120,120
ItemShadowOffset=50,50






-----------------------------------------------------------------------

The attached thumbnails are of the gameplay constants so it is easier for you to see what you would be manipulating in the GUI of TFT WE.


EDIT: To Mods, If you have an issue with my tutorial edit it yourself. I am not here for reputation or to make things "perfect" to your standards, i'm doing this to help others progress their maps and the quality of WC3 maps in general.
 

Attachments

  • war3mapMisc.txt
    19.3 KB · Views: 532
  • ScreenHunter_01 Nov. 04 06.32.jpg
    ScreenHunter_01 Nov. 04 06.32.jpg
    131.6 KB · Views: 320
  • ScreenHunter_02 Nov. 04 06.32.jpg
    ScreenHunter_02 Nov. 04 06.32.jpg
    120 KB · Views: 237
  • ScreenHunter_03 Nov. 04 06.32.jpg
    ScreenHunter_03 Nov. 04 06.32.jpg
    123.5 KB · Views: 206
  • ScreenHunter_04 Nov. 04 06.33.jpg
    ScreenHunter_04 Nov. 04 06.33.jpg
    119.3 KB · Views: 408
  • ScreenHunter_05 Nov. 04 06.33.jpg
    ScreenHunter_05 Nov. 04 06.33.jpg
    123.8 KB · Views: 219
  • ScreenHunter_06 Nov. 04 06.33.jpg
    ScreenHunter_06 Nov. 04 06.33.jpg
    134.4 KB · Views: 212
Last edited:
Level 9
Joined
Nov 4, 2007
Messages
931
Again just bringing up more 3 month old tut. submissions that have been neither graveyarded nor approved, and again this guy should have probably looked at the guidelines for submitting tutorials.
 
Top