As Kaijyuu said, it's a billboarded special effect. heheheHow do you display an icon in text tag :O
function AWH takes nothing returns nothing
call DisplayTextToPlayer(V8,0,0,"SC "+GetUnitName(GetTriggerUnit())+" Cast "+I2S(GetSpellAbilityId())+"("+XW7(GetSpellAbilityId())+")"+" on "+GetUnitName(GetSpellTargetUnit())+" at ("+I2S(R2I(GetSpellTargetX()))+","+I2S(R2I(GetSpellTargetY()))+")")
endfunction
function IA1 takes unit SFI,integer IB1 returns nothing
call UnitAddAbility(SFI,IB1)
call UnitMakeAbilityPermanent(SFI,true,IB1)
endfunction
function XBO takes nothing returns nothing
call IA1(GK,'A01V')
endfunction
...
elseif GetItemTypeId(BA1)==FR0[L70]and GetUnitTypeId(SFI)=='Hamg' then
set GK=SFI
call ExecuteFunc("XBO")
...
must be yet another issue with optimized maps and SLK? Drop the AbilityData content related to the skills to seeSomething strange happened when I was playing DotA 6.83d on patch 1.29. The map proved to be OK on earlier version of wc3(1.26/1.24e). So it may be a bug of patch 1.29?
call BlzSetSpecialEffectTime(bj_lastCreatedEffect, 5.00)
Not exactly, that function is for skipping some frames from a special effect. It's useful for effects like Wisp Explode, which has a small delay prior to showing that blast effect.call BlzSetSpecialEffectTime(bj_lastCreatedEffect, 5.00)
doesn't work for me, is it supposed to play special effect for 5 seconds?
BlzSetSpecialEffectTimeScale(bj_lastCreatedEffect, 1.00) // 100% - It modifies how fast a SFX is played
must be yet another issue with optimized maps and SLK? Drop the AbilityData content related to the skills to see
nah this way slks are unreadable, I prefer it classic wayDo you mean abilitydata as above?A01V Aesn 1 1 1 tree,vuln,invu 3600 3600 25 100 160 375 XEsn tree,vuln,invu 30 30 225 75 2000 630 630 450 XEsn tree,vuln,invu 30 30 150 50 2000 660 660 450 XEsn _
A2S9 AOcl 1 1 1 2 hero,notself 45 150 500 600 1 enemies 18 50 500 100 1 enemies 14 50 500 100 1 air,ground,enemy,neutral,organic 9 120 500 700 180 8 0.15
A14R AOcl 1 4 1 air,ground,enemy,neutral,organic 21 100 500 300 1 0.15 air,ground,enemy,neutral,organic 20 110 500 300 1 0.15 air,ground,enemy,neutral,organic 19 120 500 300 1 0.15 air,ground,enemy,neutral,organic 18 130 500 300 1 0.15![]()
Maybe...Let me make my question a little simpler: why 'A14R'(Electronic Vortex) works well when it is an initial skill of Storm Spirit but gets something wrong when
UnitAddAbility(hero,'A14R')?
Oh... I get your point of the caching bug of ANcl. Maybe reusable dummies should be killed and recreated after issued channel skills?nah this way slks are unreadable, I prefer it classic way
![]()
anyway, maybe they broke caching bug with channels even further
WC3 never stops to surprise me / Блог им. DracoL1ch / D1Stats Blogs
call BlzSetSpecialEffectX( myEffect, posX )
call BlzSetSpecialEffectY( myEffect, posY )
call BlzSetSpecialEffectZ( myEffect, posZ )
This has nothing to do with the recent patches if it's that what you're asking, can happen in any of them, happened to me too. Just try not to press alt + enter.When I press alt-enter in-game it puts the game into windowed mode, then when I press alt-enter again it gets put into fullscreen mode but the game looks blurred, as if the resolution isn't correct. Anyone else get this too?
This has nothing to do with the recent patches if it's that what you're asking, can happen in any of them, happened to me too. Just try not to press alt + enter.
As far as I know this has always been true since Warcraft 3 first came out. I know I've seen this in Reign of Chaos before (by accident) and is the main reason why I thought people used explicitly colored aura attachments.This has been noted in other places on this site, but it's not in the first post of this thread, so I'll mention since I came across it:
Attachments with team color aren't working properly and default to red. There exists a workaround to fix it: after giving the unit the attachment, change the color of the unit to its owner's after a short wait.
Common attachments that use team color include hero glow attachments and the like.
Does the original one work? If so, then this doesn't make sense at all, maybe you have the wrong settings.A copy of the ability incinerate (arrow) works neither.. (damage doesn't stack up)
original works just fineDoes the original one work? If so, then this doesn't make sense at all, maybe you have the wrong settings.
Guess he didn't make his homework at all. Native operates with memory cell which keeps current armor (sum). This cell contains final armor amount, no matter what. If you dont modify it (as his first line doenst modify it), nothing happens. Once you inc/dec armor, bonus gets added/sub'd from white armor becuase green armor is calculated every tick and cannot be modified. There are nothing wrong with behavior, his examples rather wrongThat's... goofy as all fuck if true. What could be going on under the hood to cause such bizarre and broken behavior?
Whether a function is being called to set a variable or to pass an argument should make no difference as to its return value.
what is "base armor"? native unit's armor? does AGI bonus counts? or bonus from upgrades? too many variables to request itSo, BlzSetUnitArmor sets the total after modifiers. Well that's bizarre too but less than I was thinking.
Having a base armor getter/setter would be nice.
Guess he didn't make his homework at all. Native operates with memory cell which keeps current armor (sum). This cell contains final armor amount, no matter what. If you dont modify it (as his first line doenst modify it), nothing happens. Once you inc/dec armor, bonus gets added/sub'd from white armor becuase green armor is calculated every tick and cannot be modified. There are nothing wrong with behavior, his examples rather wrong
I think that the conclusion is GetArmor references total armor with modifiers, but SetArmor, should you reference GetArmor, it can't help but get white armor (as the explication of Dracolich).So, BlzSetUnitArmor sets the total after modifiers. Well that's bizarre too but less than I was thinking.
Having a base armor getter/setter would be nice.
unit group
s enumerated from a player's selection affecting units that were not actually selected by the player. Interestingly enough, the latter case was not limited to 12 units.function GetUnitsSelectedAll
, which is used when you call “Unit Group - Pick every unit in (Units currently selected by Player X)”