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[Feedback] Compiled List of Bugs & Issues for 1.30.1+

Discussion in 'Patch & Reforged Discussion' started by TriggerHappy, Aug 30, 2018.

  1. loktar

    loktar

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    When using
    BlzSetSpecialEffectX
    and
    BlzSetSpecialEffectY
    at the same time (at least when doing it many times in a row, e.g. in a MOUSE_MOVE trigger), it doesn't behave as expected, while using
    BlzSetSpecialEffectPosition
    does.
     
  2. deepstrasz

    deepstrasz

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    Not technically a bug but it would be great to have a dynamic camera for melee games so highground/mountain maps could become viable. Right now, if the terrain is too high (cliff level), the camera remains pretty static and it's like it being zoomed on the terrain and gameplay becomes unacceptable.
     
  3. chusrubi2

    chusrubi2

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  4. Cokemonkey11

    Cokemonkey11

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  5. loktar

    loktar

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    Adding subanimations with
    BlzSpecialEffectAddSubAnimation
    does not seem to combine them as you would expect. E.g. for town hall, adding "work", "upgrade" and "first" just shows the tier1 version's work animation.
    This might be by design, but we should be able to combine subanimations that way.

    Also, removing a subanimation that was added before a second one, will not cause the second one to be applied.
    E.g. for the footman, if you add to Stand "victory" and then "defend", the victory animation will play. If you then remove victory, the defend animation will not play.
     
    Last edited: May 6, 2019
  6. WeirdEditor

    WeirdEditor

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    GetAttacker
    has been buggy since 1.24e. Many crashes occur at this native. Someone please check the internal implementation of
    GetAttacker
    .
     
  7. Tasyen

    Tasyen

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    If one uses the new FireOrb skill to improve gained healing/regeneration by using a value above 1.0, an unit with regeneration will lose life when the "debuff" expires. As higher the regeneration as higher the life lose.
     

    Attached Files:

    Last edited: May 10, 2019
  8. Tasyen

    Tasyen

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    "framedef.toc" on PTR 1.31 misses this base fdfs:

    UI\FrameDef\Glue\battlenetchannellist.fdf
    UI\FrameDef\Glue\battlenetcustompanel.fdf
    UI\FrameDef\Glue\battlenettemplates.fdf
    UI\FrameDef\Glue\battlenetuserlistboxitem.fdf
    UI\FrameDef\Glue\standardtemplates.fdf
    UI\FrameDef\UI\escmenutemplates.fdf
    UI\FrameDef\UI\infopanelbuildingdetail.fdf
    UI\FrameDef\UI\infopanelitemdetail.fdf
    UI\FrameDef\UI\infopaneltemplates.fdf
    UI\FrameDef\UI\infopanelunitdetail.fdf
    UI\FrameDef\Glue\dialog.fdf
    UI\FrameDef\Glue\listbox.fdf
    UI\FrameDef\Glue\multiplayermenu.fdf

    which results into failing creating anything from them.
     
  9. Tasyen

    Tasyen

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    common.j does not list this working natives.
    Code (vJASS):

    native BlzGetTriggerFrameValue takes nothing returns real
    native BlzGetTriggerFrameText takes nothing returns string
     


    One can use them in the ptr, if one activades vjass and writes them into the maphead. But that is mäh.
     
  10. deepstrasz

    deepstrasz

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    Not technically a bug, rather a suggestion.
    The Tome of Knowledge's item model colour is the same as that for the Manual of Health. All Runes have the same hue.
    It'd be better if they'd be all differentiated for ladder. That way you'll know with which hero you'll quickly right-click the tome without needing to select/left click it first to see what it is or randomly take it with the closest hero.
     
  11. loktar

    loktar

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    Multiboard is bugged when holding the show/hide button:
    multiboard.jpg
     
  12. deepstrasz

    deepstrasz

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  13. loktar

    loktar

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    Oh, didn't see that lol :p
     
  14. Jimpanse1

    Jimpanse1

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    I've noticed some weird behaviour using the Channel Ability in Spellbooks.

    First example:
    A Unit has a spellbook. That spellbook has a Channel Spell, Follow Trough Time: 5, Visible Activated.
    Trigger: If that unit uses that Channel spell, make the Owner of Triggering Unit select the other unit.
    -> Other unit is selected. UI (Move, Attack, anything) vanished. Rightclick movement is possible, Hotkey AttackMove/Stop/Hold Position/etc. do not work.
    If you click on the 2nd unit, nothing changes. If you Double click the unit, UI appears again.

    Second example:
    A Unit has NO spellbook. The Channel Spell is added to the unit, Follow Through Time: 5, Visible Activated.
    Trigger: If that unit uses that Channel spell, make the Owner of Triggering Unit select the other unit.
    -> Other unit is selected. UI is visible.

    I do know that this does not happen if you use a different Instant No Target Spell, like War Stomp for example.

    I attached a map, where you can test both examples.
    I do hope this bug can be fixed for the upcoming patch.
     

    Attached Files:

  15. deepstrasz

    deepstrasz

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    If you use a potion of speed you can afterwards immediately use a scroll of speed; if you do the other way around, then you have to wait for the potion's cooldown first before using it.
     
  16. Chaosium

    Chaosium

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    Just noticed a small bug: some voice files for Shamans are in English in my French game, not all of them though.

    Affected sounds are: What1, What2, What3, What4, Yes1, Yes3, Yes4, YesAttack1, YesAttack2 and YesAttack3.

    That's oddly specific and as far as I know, it's the only unit affected by this bug.
     
  17. Razorclaw_X

    Razorclaw_X

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    That one is the old Return bug. The editor specifically rejects that since at least 1.25.
     
  18. deepstrasz

    deepstrasz

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    How's your work dealing with the newest patches? Any bugs or incompatibility issues?
    Sorry for the thread spam, but I tried P.M.-ing and it didn't work. And your profile is restricted to me as well.
     
  19. deepstrasz

    deepstrasz

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    Air/flying units with collision 0 and turned off cannot go through pathing blockers while ground, amphibious and the others can.

    Also: New DestroyMultiboard bug in 1.30?
     
    Last edited: May 20, 2019
  20. Tasyen

    Tasyen

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    Interaction between Elunes grace (nightelf archer skill) and bracers (spellreduction) is wierd and changes on the order the unit gained them. If one adds elune first and bracer second only bracer is used. If one adds bracers first and elune second both are used.
    • SpellRess Stacking Test
      • Events
        • Map initialization
      • Conditions
      • Actions
        • Unit - Set Name of Soldat 0024 <gen> to Bracer 33 + Bracer 60
        • -------- Uses 33 --------
        • Unit - Add Zauberschaden-Reduzierung to Soldat 0024 <gen>
        • Unit - Add Zauberschaden-Reduzierung (60) to Soldat 0024 <gen>
        • -------- ---- --------
        • Unit - Set Name of Soldat 0026 <gen> to Bracer 60 + Bracer 33
        • -------- Uses 60 --------
        • Unit - Add Zauberschaden-Reduzierung (60) to Soldat 0026 <gen>
        • Unit - Add Zauberschaden-Reduzierung to Soldat 0026 <gen>
        • -------- ---- --------
        • Unit - Set Name of Soldat 0027 <gen> to Elune + Elune 60
        • -------- Uses Both --------
        • Unit - Add Elunes Anmut to Soldat 0027 <gen>
        • Unit - Add Elunes Anmut (60) to Soldat 0027 <gen>
        • -------- ---- --------
        • Unit - Set Name of Soldat 0028 <gen> to Elune + Bracer
        • -------- Uses Bracer --------
        • Unit - Add Elunes Anmut to Soldat 0028 <gen>
        • Unit - Add Zauberschaden-Reduzierung to Soldat 0028 <gen>
        • -------- ---- --------
        • Unit - Set Name of Soldat 0029 <gen> to Bracer + Elune
        • -------- Uses Both --------
        • Unit - Add Zauberschaden-Reduzierung to Soldat 0029 <gen>
        • Unit - Add Elunes Anmut to Soldat 0029 <gen>
        • Game - Display to (All players) for 99999.00 seconds the text: Deal 100 Spell-dama...
        • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
          • Loop - Actions
            • Unit - Cause (Picked unit) to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Magic
     

    Attached Files: