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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. Mythic

    Mythic

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    I want to hide actives when recreating League's summons, where the ability is temporary replaced by a command one.

    Melees won't exceed it. Auras don't stack with themselves. However, there's no reason for it to be this inflexible when it comes to custom games, especially since there's a field for max movement in Gameplay Constants.
    I tried movement speed in Dota 2 in the thousands. It worked fine. That is something Blizzard should aspire to with Reforged.

    That's wonderful, man. We won't have to create all sorts of abilities to clog our loading screens. I should suggest a triggered slow (could be negative). Perhaps a buff function (directeffect FX (?), integer buffID, boolean debuff) can be intertwined with these natives.
     
  2. Daffa

    Daffa

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    Seemed that I miscalculated. Does new native for moving ability icon will suit your needs? I recall there's a native and a GUI equal in the recent patches to move icons and there's that 0,-11 hiding spot too as other option.
     
  3. Kyrbi0

    Kyrbi0

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    Auras do stack with themselves; prior to one of the recent patches they were just about the only ones that did, in fact.

    Also, like Daffa mentioned, both Passive & Active abilities can be set to X:0 & Y:-11 in order to be hidden (while still usable, AFAIK).
     
  4. Mythic

    Mythic

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    Auras with the same buff don't stack with each other. I just tested. I was referring to melee games, where Endurance and Unholy are common speed boosts.
     
  5. Daffa

    Daffa

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    They stack with different base buff.
     
  6. Mythic

    Mythic

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    Yes.
    I was replying to you saying that the limit's there for "melee balance purposes."
    I was saying that even if a team brought out multiple Tauren Chieftains, they wouldn't be able to go past 522 in the first place, even without the limit.
     
  7. Daffa

    Daffa

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    Endurance + Haste + Boots of Speed + Unholy?
     
  8. Mythic

    Mythic

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    Alright. But I should add that melee games have a lower limit of 400 due to gameplay constants.
    I maintain that there is no good reason for the hard limit of 522.
     
  9. Wrda

    Wrda

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    There's also no good reason for not saying a suggestion value when you don't want a certain limit. I suppose 1000 or around that would be a new reasonable limit.
     
  10. Mythic

    Mythic

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    A new limit?

    Shouldn't mapmakers have the freedom to decide what they want that to be?
     
  11. Wareditor

    Wareditor

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    There are reasons the limit is 522 obviously. The whole pathing system would need to be redone to be able to go higher than that.
     
  12. deepstrasz

    deepstrasz

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    Even for custom maps? I mean, would your dummy projectiles not move because of this pathing system not coping with >522 movement speed?
     
  13. Wareditor

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    Moving a unit via script has nothing to do with it since you don't care about path finding when doing so.
     
  14. deepstrasz

    deepstrasz

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    Ordering it to move through triggers is what I had in mind.
     
  15. Mythic

    Mythic

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    The whole pathing system should be redone. For Reforged, at the very least.
     
  16. Wareditor

    Wareditor

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    @deepstrasz You can't go faster than 522 by giving an order. It will be the same as ordering it manually. The only thing you could do is recode the whole pathfinding algorithm and manually move the unit but that would probably work terribly in jass since it's already quite heavy in C++.

    @Mythic They will probably not redo it since it's important for it to feel the same as now for the competitive melee scene. The best they could do is optimize it so it runs much faster but I am not sure there is room for that type of optimization.
     
  17. Wrda

    Wrda

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    Mapmakers have no entitlement to decide whether the new limit must be 700 800 900 or any number they want because yes, but give a suggestion.
    Also, how does having a new limit destroy your freedom? You can still choose from its range...
     
  18. Mythic

    Mythic

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    My suggestion was to remove it. I did give it a few pages back (Gameplay Section).

    E:
    I'd like to clarify that I wasn't saying mappers should have the final say on the matter. Rather, I was asking whether or not in principle they should be able to risk breaking their maps with extremely high movement.
     
    Last edited: Nov 25, 2018
  19. deepstrasz

    deepstrasz

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    I meant if they'd increase the speed in a new patch :rolleyes: would it matter that much if you'd use that speed for special units like projectiles, considering the pathing?
     
  20. Wareditor

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    @deepstrasz This speed limit is only for ground normally pathed unit. As as I said projectiles are not affected by it at all unless you want to use projectiles using order which is a pretty bad idea.