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[Feedback] Request Features for JASS and the World Editor

Discussion in 'Patch & Reforged Discussion' started by TriggerHappy, Aug 23, 2018.

  1. Jimpanse1

    Jimpanse1

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    That's pretty cool, do you know if there is a GUI-like function for that? I do find the Base Damage depending on the weapon index, which is probably the BlzGetUnitWeaponIntegerField. However i can't find the other one :(

    Afaik having a different language like chinese or russian means to load a complete different Wc3-Client. Just being able to use other chars doesn't mean the game intends you (The Player) to understand it (in my map for example) It just looks cool/different. For Maps like Naruto Castle Defence (chinese version) it would already help to see them, so that the whole formatting for the Tooltips isn't filled with lots of blanks.

    Here are my next feature suggestions:
    - GUI: Usually the "Load from Hashtable"-Function is at the top of the list, well except for Boolean. I'm not sure why, but it's kinda odd for that function to be somewhere in the middle of the list.

    - (GUI) It would be cool to have a way to change the Techtree Requirements of an ability in Real-Time. You can change a lot of things, but i didn't find a value for that. 'areq'

    - GUI: If you check the variable list, you can search for variables easily by typing the variable name. However that does not work, if you want to select a variable in an action. You can only search for the first letter. Further button presses overwrite the first letter you're searching for.

    - Spellbook: If you have a Unit with Spellbook, which uses a spell that will Trigger-Pause & Unpause the unit, the UI interface is empty when trying to GUI-Select any unit. Only solution right now: Force-Press Esc for the Owner of the Unit or manual doubleclick something in the map. (Weird Selection Bug using Channel+Spellbook) It would be great to have a force deselect that can get you out of the Spellbook UI and the Unit UI, or a function to exit out of the spellbook UI for a Player.

    - UI Refresh. It would be great to have a way to refresh the current UI. If you change the mana cost of an ability, when it's used, the UI doesn't update in Realtime. The only way to "force" it, is to issue an order, like Stop. It destroys the rhythm of the spell, if your following actions are sometimes forced to stop.

    That's it for now. I guess i'll go and search for more things, that could be improved. Long live the GUI Users! (which use a few self written functions and stuff)
     
  2. Warseeker

    Warseeker

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    Add the ability to change water tinting color and fog style for a specific area :
    • Environment - Change water tinting color at (Center of (Playable map area)) to (100.00%, 100.00%, 100.00%) with 0.00% transparency
    • Environment - Set fog at (Center of (Playable map area)) to style Exponentiel 1, z-start 1000.00, z-end 8000.00, density 0.00 and color (100.00%, 100.00%, 100.00%)
     
  3. DracoL1ch

    DracoL1ch

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    add and remove any dummy ability like AIde
     
  4. Prometheus3375

    Prometheus3375

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    Hmm, I can't find such ability.
     
  5. Prometheus3375

    Prometheus3375

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    There is no getters functions in GUI for that, only setters.

    This stands for
    BlzSetUnitBaseDamage(whichUnit, newValue, weaponIndex)

    GUI

    Снимок 195.PNG

    And this for
    BlzSetUnitWeaponIntegerFieldBJ(whichUnit, UNIT_WEAPON_IF_ATTACK_DAMAGE_BASE, weaponIndex, newValue)

    GUI

    Снимок 196.PNG
     
  6. deepstrasz

    deepstrasz

    Map Reviewer

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    Also, what about diagonal regions? It's annoying to create multiple little ones for this.
     
  7. Wrda

    Wrda

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    Why diagonal regions when you could wish for polygonal regions? :)
     
  8. deepstrasz

    deepstrasz

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    Can one polygon be one diagonally placed quadrangle?
     
  9. Wrda

    Wrda

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    Obviously yes. What I meant was that we could wish more than just only diagonal regions.
     
  10. Chaosy

    Chaosy

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    Agreed. There are libraries that allow this, but the lack of visible regions in the editor is not cutting it for me.

    Ideally, I would like something like "create poly region" button. Then you click anywhere on the map which create a point. And then maybe right click to generate the area given the clicked locations.
     
  11. mori

    mori

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    Some people know more than one language. It would be nice, for example, being able to see Cyrillic in WC3 without having to install the Russian version.
     
  12. DracoL1ch

    DracoL1ch

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    literally any, i've picked Item Armor bonus
     
  13. deepstrasz

    deepstrasz

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    We've got the event for mouse up/down (which I assume refers to the mouse wheel since there's also mouse move) but what we need is also a unit presses DELETE or just an event to detect if the current camera view is modified. Would help a lot on those parts you want to keep a custom camera view without it being reset to the game's default.
     
  14. IcemanBo

    IcemanBo

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  15. deepstrasz

    deepstrasz

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    Thanks but I only use GUI.
     
  16. Nudl9

    Nudl9

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    I want a debug log from game crashes.
    Warcraft is such an unstable mess that we need this or maps won't even be playable with how poorly warcraft functions now.
     
  17. deepstrasz

    deepstrasz

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    A way to colour floating text and text in general without having to add multiple concatenate strings, one before a converted value and one after to change the value's text colour.
    Also, concatenate strings like with multiple conditions to be individually manipulated instead of everything to be in one line of GUI code.
     
  18. Mythic

    Mythic

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    - Make triggered negative damage work
    - Instant patron detection for shops and taverns
     
  19. deepstrasz

    deepstrasz

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    I'm curious why there are so many damage types you could use as an action to damage units but no conditions for these for the event A Unit Takes Damage.

    Would be nice to be able to copy "strings" from one "string field" to another when using concatenate strings and the like like so:
    TriggerFieldCopy01.png

    Some spells ignore armour like Finger of Death, Firebolt. Do they deal Chaos damage? Would be neat to know what kind of damage a spell deals since I assumed all dealt Spell type. Would be even neater to be able to specify in the object data what kind of damage a spell should deal.
     
  20. Prometheus3375

    Prometheus3375

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    You can get attack\damage\weapon type and compare with desired.
    Functions

    Code (vJASS):
    native BlzGetEventAttackType                         takes nothing returns attacktype
    native BlzGetEventDamageType                       takes nothing returns damagetype
    native BlzGetEventWeaponType                         takes nothing returns weapontype

    Types

    Code (vJASS):
        constant attacktype         ATTACK_TYPE_NORMAL              = ConvertAttackType(0)
        constant attacktype         ATTACK_TYPE_MELEE               = ConvertAttackType(1)
        constant attacktype         ATTACK_TYPE_PIERCE              = ConvertAttackType(2)
        constant attacktype         ATTACK_TYPE_SIEGE               = ConvertAttackType(3)
        constant attacktype         ATTACK_TYPE_MAGIC               = ConvertAttackType(4)
        constant attacktype         ATTACK_TYPE_CHAOS               = ConvertAttackType(5)
        constant attacktype         ATTACK_TYPE_HERO                = ConvertAttackType(6)

        constant damagetype         DAMAGE_TYPE_UNKNOWN             = ConvertDamageType(0)
        constant damagetype         DAMAGE_TYPE_NORMAL              = ConvertDamageType(4)
        constant damagetype         DAMAGE_TYPE_ENHANCED            = ConvertDamageType(5)
        constant damagetype         DAMAGE_TYPE_FIRE                = ConvertDamageType(8)
        constant damagetype         DAMAGE_TYPE_COLD                = ConvertDamageType(9)
        constant damagetype         DAMAGE_TYPE_LIGHTNING           = ConvertDamageType(10)
        constant damagetype         DAMAGE_TYPE_POISON              = ConvertDamageType(11)
        constant damagetype         DAMAGE_TYPE_DISEASE             = ConvertDamageType(12)
        constant damagetype         DAMAGE_TYPE_DIVINE              = ConvertDamageType(13)
        constant damagetype         DAMAGE_TYPE_MAGIC               = ConvertDamageType(14)
        constant damagetype         DAMAGE_TYPE_SONIC               = ConvertDamageType(15)
        constant damagetype         DAMAGE_TYPE_ACID                = ConvertDamageType(16)
        constant damagetype         DAMAGE_TYPE_FORCE               = ConvertDamageType(17)
        constant damagetype         DAMAGE_TYPE_DEATH               = ConvertDamageType(18)
        constant damagetype         DAMAGE_TYPE_MIND                = ConvertDamageType(19)
        constant damagetype         DAMAGE_TYPE_PLANT               = ConvertDamageType(20)
        constant damagetype         DAMAGE_TYPE_DEFENSIVE           = ConvertDamageType(21)
        constant damagetype         DAMAGE_TYPE_DEMOLITION          = ConvertDamageType(22)
        constant damagetype         DAMAGE_TYPE_SLOW_POISON         = ConvertDamageType(23)
        constant damagetype         DAMAGE_TYPE_SPIRIT_LINK         = ConvertDamageType(24)
        constant damagetype         DAMAGE_TYPE_SHADOW_STRIKE       = ConvertDamageType(25)
        constant damagetype         DAMAGE_TYPE_UNIVERSAL           = ConvertDamageType(26)

        constant weapontype         WEAPON_TYPE_WHOKNOWS            = ConvertWeaponType(0)
        constant weapontype         WEAPON_TYPE_METAL_LIGHT_CHOP    = ConvertWeaponType(1)
        constant weapontype         WEAPON_TYPE_METAL_MEDIUM_CHOP   = ConvertWeaponType(2)
        constant weapontype         WEAPON_TYPE_METAL_HEAVY_CHOP    = ConvertWeaponType(3)
        constant weapontype         WEAPON_TYPE_METAL_LIGHT_SLICE   = ConvertWeaponType(4)
        constant weapontype         WEAPON_TYPE_METAL_MEDIUM_SLICE  = ConvertWeaponType(5)
        constant weapontype         WEAPON_TYPE_METAL_HEAVY_SLICE   = ConvertWeaponType(6)
        constant weapontype         WEAPON_TYPE_METAL_MEDIUM_BASH   = ConvertWeaponType(7)
        constant weapontype         WEAPON_TYPE_METAL_HEAVY_BASH    = ConvertWeaponType(8)
        constant weapontype         WEAPON_TYPE_METAL_MEDIUM_STAB   = ConvertWeaponType(9)
        constant weapontype         WEAPON_TYPE_METAL_HEAVY_STAB    = ConvertWeaponType(10)
        constant weapontype         WEAPON_TYPE_WOOD_LIGHT_SLICE    = ConvertWeaponType(11)
        constant weapontype         WEAPON_TYPE_WOOD_MEDIUM_SLICE   = ConvertWeaponType(12)
        constant weapontype         WEAPON_TYPE_WOOD_HEAVY_SLICE    = ConvertWeaponType(13)
        constant weapontype         WEAPON_TYPE_WOOD_LIGHT_BASH     = ConvertWeaponType(14)
        constant weapontype         WEAPON_TYPE_WOOD_MEDIUM_BASH    = ConvertWeaponType(15)
        constant weapontype         WEAPON_TYPE_WOOD_HEAVY_BASH     = ConvertWeaponType(16)
        constant weapontype         WEAPON_TYPE_WOOD_LIGHT_STAB     = ConvertWeaponType(17)
        constant weapontype         WEAPON_TYPE_WOOD_MEDIUM_STAB    = ConvertWeaponType(18)
        constant weapontype         WEAPON_TYPE_CLAW_LIGHT_SLICE    = ConvertWeaponType(19)
        constant weapontype         WEAPON_TYPE_CLAW_MEDIUM_SLICE   = ConvertWeaponType(20)
        constant weapontype         WEAPON_TYPE_CLAW_HEAVY_SLICE    = ConvertWeaponType(21)
        constant weapontype         WEAPON_TYPE_AXE_MEDIUM_CHOP     = ConvertWeaponType(22)
        constant weapontype         WEAPON_TYPE_ROCK_HEAVY_BASH     = ConvertWeaponType(23)

    Such information is collected in this thread.