deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 22,318
Hey, so, I guess it's not normal for the monitor to go in standby during cinematic mode. Latest version.
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French version?I'm playing on 1.30.4
English version. I'll edit my post.French version?
BlzUnitCancelTimedLife
BlzUnitCancelTimedLife
KillUnit
UnitApplyTimedLife
The same situation when closing a leaderboard.When closing a leaderboard, there appears a weird golden cross-like UI element with the leaderboard arrow facing south. It's very brief so I can't really print screen it.
EDIT:
OK, caught something:
native BlzGetUnitRealField takes unit whichUnit, unitrealfield whichField returns real
native BlzSetUnitRealField takes unit whichUnit, unitrealfield whichField, real value returns boolean
6. UNIT_RF_SIGHT_RADIUS ->
5. UNIT_RF_ANIMATION_RUN_SPEED ->
4. UNIT_RF_ANIMATION_WALK_SPEED ->
3. UNIT_RF_STRENGTH_PER_LEVEL ->
2. UNIT_RF_AGILITY_PER_LEVEL ->
1. UNIT_RF_INTELLIGENCE_PER_LEVEL
UNIT_RF_SIGHT_RADIUS will change it along with all the other fields mentioned above. Though, changing UNIT_RF_INTELLIGENCE_PER_LEVEL won't do anything to the others as they're "above it".UNIT_RF_SHADOW_IMAGE_WIDTH,
UNIT_RF_SHADOW_IMAGE_HEIGHT,
UNIT_RF_SHADOW_IMAGE_CENTER_X,
UNIT_RF_SHADOW_IMAGE_CENTER_Y
UNIT_RF_SHADOW_IMAGE_WIDTH will instead affect UNIT_RF_SHADOW_IMAGE_CENTER_Y by re-applying its own default values at first. Further attempts on changing UNIT_RF_SHADOW_IMAGE_WIDTH will affect UNIT_RF_SHADOW_IMAGE_CENTER_X.UNIT_RF_SHADOW_IMAGE_HEIGHT will instead affect UNIT_RF_SHADOW_IMAGE_CENTER_X by re-applying its own default values at first. Further attempts on changing UNIT_RF_SHADOW_IMAGE_HEIGHT will affect UNIT_RF_SHADOW_IMAGE_CENTER_Y.UNIT_RF_SHADOW_IMAGE_CENTER_X and UNIT_RF_SHADOW_IMAGE_CENTER_Y are properly storing the values internally, but no apparent changes could be seen.UNIT_RF_CAST_BACK_SWING doesn't work at all.UNIT_RF_MAXIMUM_PITCH_ANGLE_DEGREES and UNIT_RF_MAXIMUM_ROLL_ANGLE_DEGREES functions aren't working at all.UNIT_RF_ELEVATION_SAMPLE_RADIUS,
UNIT_RF_FOG_OF_WAR_SAMPLE_RADIUS,
UNIT_RF_SELECTION_CIRCLE_HEIGHT,
UNIT_RF_OCCLUDER_HEIGHT
UNIT_RF_HIT_POINTS_REGENERATION_RATE,
UNIT_RF_MANA_REGENERATION,
UNIT_RF_DEATH_TIME,
UNIT_RF_TURN_RATE,
UNIT_RF_DEFENSE,
UNIT_RF_PRIORITY,
UNIT_RF_SPEED,
UNIT_RF_HP,
UNIT_RF_MANA,
UNIT_RF_ACQUISITION_RANGE, // Still limited to a minimum of 51. - just like the old native.
UNIT_RF_MINIMUM_ATTACK_RANGE
// a will be visible
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, true)
// a will still be hidden
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, true)
// a will be visible
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, true)
// Other way around:
// a will be hidden
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, false)
// a will still be visible
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, false)
// a will be hidden
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, false)
call BlzSetAbilityPosX(abilRaw, 0)
call BlzSetAbilityPosY(abilRaw, 0)
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.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.GetAttacker has been buggy since 1.24e. Many crashes occur at this native. Someone please check the internal implementation of GetAttacker.native BlzGetTriggerFrameValue takes nothing returns real
native BlzGetTriggerFrameText takes nothing returns string
[Feedback] Compiled List of Bugs & Issues for 1.30.1+Multiboard is bugged when holding the show/hide button:
That one is the old Return bug. The editor specifically rejects that since at least 1.25.EDIT:
KotNR Star Wars RPG
This one's first map doesn't want to start at all. Tried saving it on the latest and the same happens.
Alright, tried saving the first map not just the whole campaign and I think it's a JASS error:
How's your work dealing with the newest patches? Any bugs or incompatibility issues?That one is the old Return bug. The editor specifically rejects that since at least 1.25.
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
Unit - Set Dice Number of (Triggering unit) to 4 for weapon index: 0
Unit - Set Dice Sides of (Triggering unit) to 1 for weapon index: 0
Unit - Set Attack Interval of (Triggering unit) to 2.00 for weapon index: 1
Unit - For Unit (Triggering unit), Set cooldown of ability Animate Dead, Level: 0 to 5.00
Wait what, does this means all existing scripts/triggers need to be adjusted to zero-based ability levels?The Index for Level is now 1 less, so a Level 1 ability should be set to Level: 0. This is a bit misleading. Although, I suppose it's not necessarily a bug.
ToXiGRiNTA(NE) vs loveKeriRussell(UD) - W3 Replayers
In this game at 7:40-8:00, an illusion deals damage to a wisp for multiple hits. Each hit delt 1hp (as far as I saw) dmg.
function Trig_Nahkampf_Initialisierung_Actions takes nothing returns nothing
local integer i = 4
local integer i = 2
endfunction