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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

The Defence of the Castle

Submitted by DarkkaneX, ThompZon
This bundle is marked as approved. It works and satisfies the submission rules.
Developed for Warcraft III 1.31.1!

The Defence of the Castle (DTC) is simple in concept.
You select a hero, and defend a castle from enemies spawning in waves.
The heroes are characters/units from other games.

It is meant to be fairly hard to beat and requires cooperative play!
We have worked hard on trying to achieve a map that is both challenging but fun to play and that allows for multiple play styles.

Yes. The answer to the question that you all asked: Have you really done that masterpiece that is the map-preview? Yes I have!

Khadgar (Warcraft 2 Mage inspired)
* [Q] Fireball - Launches a Fireball that will bounce and explode 5 times in a line, dealing area damage each bounce.
* [W] Flame Shield - Shields the target by summoning 3 flames circling around the target unit.
* [E] Blizzard - Channels a storm of freezing ice shards that damages and slows units hit in a target area. The amount of ice shards will increase with longer channeling
* [R] Amplify Magic - Greatly Amplify the next spell cast (increase AoE, damage, etc.). Passively gives damage to all other abilities with a % of intelligence.

Samus (Metroid)
* [Q] Charge Beam - Charges up a powerful beam for 2.5 seconds to attack target enemy and anyone nearby
* [W] Morph Ball/Bomb/Boost - Transforms Samus into Morph Ball mode, disabling her attacks but enabling the placement of energy bombs. She is also granted an armor bonus of 5 and an increase in movement speed.
* [E] Missile - Fires a missile in a straight line in the targeted direction that explodes upon impact with a unit dealing damage within 150 radius of the missile.
* [R] Overcharge - Causes Samus to Overcharge her beam cannon, enabling her to fire a massive wave of energy causing damage to any unit in a big line in front of her.

Mammoth Tank (Red Alert)
* [Q] V2 Rocket Support - Marks a location for a V2 Rocket strike. Deals damage to the target area after 2 seconds.
* [W] Tusk Missiles - Fires a pair of missiles against a randomly targeted enemy every 5 seconds, dealing damage to enemies within a small radius (increased by Stength-stat)
* [E] Agghhh Motherland - Gives friendly nearby units % bonus to damage and bonus HP/s regeneration.
* [R] Parabombs - Calls in a Badgerbomber airplane to drop 7 parabombs in a line (centered on target location)
* Passive: This unit fires two shots each time it attacks.

Master Chief (Halo)
* [Q] Weapon Roulette - Randomly switches weapon from a selection. Each weapon has its own unique characteristics. Increases the weapon-pool with points in this ability.
* [W] Drop Medkit - Drops a medkit that can be used by the Spartan as well as allies. Heals instantaneously on pickup.
* [E] Plasma Grenade - Throws a Plasma Grenade at a target onto which it will stick. The grenade then explodes after 2 seconds (or if target dies).
* [R] Vehicle Drop - Calls on vehicle air support. Warthog, Scorpion Tank, Heavy Scorpion Tank.

Darth Vader (Star Wars)
* [Q] Force Lightning - Calls forth a cone of lightning to damage enemies.
* [W] Force Push - Sends a wave of force to damage enemies, pushing targets away.
* [E] Force Slow - Decreases the movement speed and attack rate of nearby enemy units
* [R] Force Choke - The Sith Lord can literally suck the breath out of his enemy, stunning them in the process.

Lothar (Warcraft)
* [Q] Charge - Charges target enemy, pushing aside and damage anyone on the way. Stuns and damages target. (D) Doubles block chance from Defensive Stance.
* [W] Slash - Slahes an area in front of Lothar. (A) Can critical hit, (D) Blocks all damage for 0.6 seconds, (L) Hitting many enemies heals all nearby allies.
* [E] Change Stance - Stance gives a passive and augments other abilities. The stances are: (A) Aggressive, (D) Defensive and (L) Leadership.
(A) Passive: Increases chance to critical hit and critical hit damage for each rank and gain more crit from Strength.
(D) Passive: Chance to block damage. A percentage of blocked damage is added to next basic attack. Note: Some items also gives block that improves this passive.
(L) Passive: Rallies a footman per 25 second up to a cap. After another 25 seconds if all footmen are alive, rally a captain. Having a captain reduces rally time.
* [R] Footmen Charge - 5 footmen charges in target direction, damages and slows enemies hit. Footmen will fight for you after the charge. After a while, footmen over you current leadership capactiy leave you.
These are some items in the map.
UNIQUE indicates that having more of the exact same item type does not result in "more" of the "marked" effect.

Mage Blade
A fancy blade matching the most popular mage fashion.
• 12 Intelligence
• 400 Mana
• 20 Damage
• 2% of Max Mana Damage on-hit, costs 1% of current mana and requires at least 20% available mana.

Heavy Shield of Strength
A shield that weighs a lot.
• 10 Strength
• 4 Armor
• 300 Health
• UNIQUE: 25% on-damage-taken to block 25 of the damage

Thunder Claws
Thunders the enemies with claws
• 10 Agility
• 75 % Mana Regeneration
• 7% Critical Hit Chance
• 15% Critical Hit Damage
• UNIQUE: on-critical-hit, throws a 150 Damage Chain Lightning (4 targets, 20 % reduction/target)
With the help of Damage Engine 5.4.2.3 by Bribe, we have implemented a custom critical hit system.
The critical hit system used is this map are as following:
Each attack can crit and if an attack crit, all damage that it applies crits (excluding effects from items).
Critical Hit Chance are gathered from items or 10 agility -> 1% crit chance.
The base critical hit damage is 200% and can be increased with items.
When I've played this game, we commonly split the gold between us to ensure that all players had the same gold to spend on items.
Because we always did this, it is default to auto-gold-share.
If you want to opt-out or in, it is possible by writing in chat:
-auto gold share on/off (or for short: -ags on/off)
You only share your gold with others that also auto-gold-share.

Give gold just once by using the F11 (Allies) menu.

Before the auto-gold-share system, we made a "Add your gold to a pool, then split it between all players"-system.
-give team gold
This will add your gold to a pool. Other players can also do this command within those 7 seconds to add their gold to the pool. After 7 seconds of the first player writing this, the gold pool will be evenly split.
If it is not possible to split perfectly even, players with "lower player number" will get the change (1 gold more)

Every 5 levels, you teleport to the shop area where you can buy items, resurrect, enter PvP arena with custom teams and attack target dummies. Leave the shopping area by walking to the portal south of the fountain.
In the Friendly Battle Arena (Barracks by the enterence) each player selects what team to join and when someone press start, the PvP battle begins for those who have joined a team. Note that consumables are not refilled after the arena. Nothing is earned or lost by doing this.
There are 40 waves.
On wave 10, 20 30, 40 there is a boss with some special boss attacks.
Upgrade the castle to make it tougher and improve its abilities. Use it's mana to help you survive!


Highlights:
  • Most abilities are very custom.
  • Many abilities have stat-scaling, meaning they get more damage from primary stat (making them relevant in the later parts of the game).
  • There are an ok amount of items that seem decently balanced (hard to choose from).
  • Fairly hard to beat, and that's the point!
  • You will probably die a few times before getting a hang of it.
  • A win on this map usually takes between 75-120 minutes.
  • A defeat on this map usually takes 20-120 minutes.
  • Mostly balanced for 2-3 players, 4 players are fairly untested (balance-wise).
  • Very hard to solo (if possible at all, mostly because of the bosses).
  • You will probably need to buy Mines for wave 17.


This map was made by DarkkaneX & ling1000 & ThompZon.
Below follows the credits of various materials used in the map that were not created by the creators of this map.
================================================================
Darth Vader:
Texture & Model: olofmoleman
Sound: Various Internet places

Samus Aran:
Original Texture & Model: aznwhore
Animations: Venom
Modified Textures & Model for Teamcolor: Zerox
Sound: (Metroid: Fan Mission) http://metroidr.brpxqzme.net/index.php?act=resdb&param=01&c=5

Master Chief:
Original Texture Model: Jun
Modified Textures & Model for Teamcolor: Werewulf

Halo Human Weapon Pack:
Texture and Model: Werewulf

Mammoth Tank:
Author: Illidan(Evil)X
Sound: Command & Conquer: Red Alert

B17Bomber:
Author: Illidan(Evil)X
Modified Texture: ThompZon

Parachute:
Author: Fingolfin

Communism Aura - Agghhh Motherland:
Author: General Frank

Rocket Icon:
Author :4eNNightmare

Halo Warthog:
Author: Forgotten_Warlord

Icon: Forgotten_Warlord, GhostThruster

Halo Scorpion:
Author: GhostThruster

Khadgar
Author: facelessuniverse
Sound: Warcraft II: Beyond the Dark Portal

Orb of Fire
Author: General Frank

Anduin Lothar
Model & Texture: Tauer
Icon: BLazeKraze

Green Slime
Author: Hayate

D.O.'s Rocket Missile
Model by: Dan van Ohllus (aka Kuhneghetz)

Icon BTNJapaneseSword
Author: Mc !

Icon BTNMoonchantCrescent
Author: Apheraz Lucent

Icon BTNWWPeasant
Author: kola

Icon BTNRC_UGRD_3blade
Author: CRAZYRUSSIAN

Icon BTNFiendDagger
Author: PrinceYaser

Damage Engine 5.4.2.3
Author: Bribe

Music from:
Bad Dudes
Castlevania
Castlevania II: Simon's Quest
Castlevania III: Dracula's Curse
Warcraft I: Orcs & Humans
Warcraft II: Tides of Darkness

Other Sounds from:
Baldur's Gate
Castlevania II: Simon's Quest
0.71: This version contains:
  • Fancy minimap preview!
  • 5 more waves
  • Last wave is another boss
    • Boss has "AI"-routines and is way more scripted than other bosses
    • Boss has 2 "stages"
    • Boss has a lot going on, meaning that you have to keep moving and destroy obelisks to survive
  • Lothar is here!
    • Lothar has 3 stances, augmenting the playstyle (hopefully)
    • Lothar might get adjusted in future versions (more augementations on abilities based on stance?)
  • Mammoth Tank - Aggghhh Motherland - Buffed: Now has % missing hp/s in the regeneration, on top of the old flat hp/s.
  • Khadgar - Flame Shield - Fixed bug where the damage of aplified version would get 15% more base damage per intelligence point, instead of per level of Amplify Magic.
  • Minor bug fixes and improvements.

0.51: This version contains:
  • New Icons!
    • Castle Upgrades
    • Mammoth Tank - V2 Rocket Support and Parabombs
    • Master Chief - Plasma Gernade
  • Bug fixes related to castle upgrade
  • All recipes have [Brackets] on item components indicating where they are found.
  • Fixed bug related to enemy-summoned units, not needed to be killed before next wave begins.
  • Player 1 (Red) must now be named "WorldEditDev" to enter "Debug"-mode
0.50: This version contains:
  • New Items
    • Magical Token, a "small" Spell Power item
    • Wand of Blasting, a "pure" Spell Power item
    • Manaflowificator, an item with the active of Translocator and mana-related stuff
  • Many text changes, clearifications, consitencies, punctuation and spelling correction
  • Lowered price of many consumables
  • Can no longer "Boost" outside of the map to the South as Samus
0.49: First version released to Hiveworkshop
Note: This log was originally not intended to be shared, but we thought it might be interesting for you to see how development on the map has progressed through the years.

This is how we, [T] for ThompZon and [C] for DarkkaneX, communicate when we work on what part of the map to let each other keep up on what's happening.


== IN [T] 2020-09-13 13:27 - Trigger, Ability
* Trigger/Ability - Leadership passive
* Now correctly set cooldown when spawning a captain.
* Added missing space in text.
* Fixed issue with the ability-text not updating.
- It must update level 0 ability, not the level that Lothar actually has!
* Fixed issue where a ghoul corpse would appear when reaching the unit-cap
- Exhume Corpse now spawns coprse of a whisp (I.E. no corpse)
* Fixed issue where footmen spawning sometimes wouldn't start if a footman died while having a captain
* Trigger - Defensive Stance ability text wrote 0.XX % when it was XX % strength scaling.
* Trigger - Lothar Charge while in defensive stance no longer taunts
- This can cause issues with AI, is a hassle to test and does not add too much to the experiance.
- Still has double block chance for 5 seconds.
* Ability - Cavalry Charge
* Renamed to Reinforcements Charge
- It's footmen now, not knights!
* Updated tooltips refering to knights.
* Changed icon to footman from knight.

== IN [T] 2020-09-12 15:21 - Trigger, Ability, Unit - OUT: 19:30 ==
* Trigger - Leadership passive
* Fixed bug where dealing damage with Lothar stopping the Leadership timer (causing no units to spawn)
* Defensive Stance retaliation now has stance ID condition (as it should)
* Reduces spawn time for footmen from {30, 25} seconds to {25, 18} for {without, with} captain.
* Unit - Lothar
* Increased starting intelligence from 24 to 26
* Unit - Dummy Practice Target
* Changed movement from "Foot" to "None"
* Trigger - Slash
* Increased healing amount for Leadership augementation
* from {20, 35, 50, 65, 80} + {3, 4, 5, 6, 7} % missing hp
* to {50, 65, 80, 95, 110} + {4, 5, 6, 7, 8} % missing hp
* Ability - Leadership Stance
* Now based on Exhume Corpse, so the cooldown indicates the time to next Footman-spawn
* Trigger - Leadership passive
* Now uses the new ability!
* No longer uses timer, use ability cooldown to spawn next unit
* When changing to Leadership, start cooldown
* When casting ultimate, spawning the footmen, handle if leadership stance and can/cannot spawn more units.
- TODO: fix the spawn time, is now debug-friendly (short)

== IN [T] 2020-09-07 16:46 - Trigger, Abilitiy, Buffs - OUT: 16:53 ==
* Trigger - Charge
* While in defensive stance, gain "Excellent Blocking" instead of "Supreme Defence"
* Excellent Blocking doubles the Defence Stance block-chance (from 20% to 40%)
- "Supreme Defence" blocked 50% of all damage taken for 5 seconds (a bit too powerful for a 10 seconds cooldown ability)
- Apparently I failed to save after this...

== IN [T] 2020-09-06 13:01 - Trigger, Abilitiy, Buffs - OUT: 15:09 ==
* Trigger - Lothar Cavalry Charge
* Reduced str-scaling damage from {100, 150, 200}% to {100, 125, 150}%
* Updated text:
Sends forth 5 footmen, chargeing in target direction, damages and dazes enemy units for <A06L,Dur1,.> seconds (half vs Heroes) and stands and fights with you after the charge. Footmen details are found on Leadership-stance passive. Footmen over your current command capacity retreat after 40 seconds.
* After 40 seconds, the footmen with lowest current health are removed until you meet the current cap decided by stance-ability level.
* Trigger - Leadership passive
* Condition for spawning captain now allows for more footmen than capacity (I.E. from footmen spawned by "Lothar Cavalry Charge").
* Confition for spawning more units now always allow spawning of captain unless you already have one.
* Trigger - Charge
* While in defensive stance, gain "Excellent Blocking" instead of "Supreme Defence"
* Excellent Blocking doubles the Defence Stance block-chance (from 20% to 40%)
- "Supreme Defence" blocked 50% of all damage taken for 5 seconds (a bit too powerful for a 10 seconds cooldown ability)

== IN [T] 2020-09-03 20:21 - Trigger - OUT: 20:29 ==
* Trigger - Lothar Cavalry Charge
* Now retry twice with increased offset angle (x2 and x3) if blocked
- Seem to behave good if casting while close to a wall or door :)

== IN [T] 2020-09-01 23:00 - Trigger - OUT: 23:18 ==
* Map - Was not saved on dropbox
* Trigger - Lothar Cavalry Charge change to formation if blocked by terrain
* Now goes diagonal from a previous point
* Need to change again, go straight to the side, then back

== IN [T] 2020-08-23 15:32 - Trigger - OUT: 18:09 ==
* Map - New Map version: 0.71 (still Warcraft 1.31.1, june 2019)
* Trigger - Lothar Cavalry Charge testing some stuff...
* Trigger - Lothar Cavalry Charge
* Is now a "footman charge"
* Lowered base damage from {300, 500, 700} to {150, 225, 300}
- Still {100, 150, 200}% of str added on top of that
* Removed fading out when "ending" effect
* Spawn the footmen charging (as if they were spawned by leadership passive) when "ending" effect
* TODO: Fix formation, remove debug-text, handle "too many foodmen" somehow (remove overflow after 1 min?)

== IN [T] 2020-08-16 14:02 - Trigger, Abilities - OUT: 15:27 ==
* Trigger - Lothar Leadership Stance Passive:
* unit group now teleports with you on move to and from shop/main arena
* Friendly Battle Arena now adds the leadership-units to the team during the "join team"
* Friendly Battle Arena now adds the leadership-units to the team during a battle
- TODO: Remove on repick hero
- TODO: Let them travel with you to final boss (instead of getting removed!)
* Trigger - Lothar Slash Leadership augmentation changed amount
* from fixed 7.5% of missing hp
* to {20, 35, 50, 65, 80} hp + {3,4,5,6,7} % of missing hp
- This is increased by points in the "Change Stance"-ability
- Still required to hit 3 enemies or 1 hero for it to trigger
- Still for friendly units within 800 units of Lothar
* Abilities - Lothar Slash
* Adjusted Ability text to reflect the changes above
* Abilities - Lothar Change Stance
* Now has a "Learn Text"!

== IN [T] 2020-08-15 14:01 - Trigger, Units, Abilities, Buff - OUT: 17:58 ==
* Trigger - Lothar Leadership Stance
* Setup calculations trigger
* Setup checks that can be used in other triggers
* Is there a captain-check
* Is unit-cap filled-check
* Setup Spawning trigger
* Setup "if a unit die"-trigger that will respawn if appropriate
* Setup "level-up-ability"-trigger that handles the case where the capacity in increased.
* Implemented Ability-text
* It's implemented! :O
- Note: Unit does NOT gain any bonuses when Lothar gains an item or level, only on spawn.
* Unit - Captain, Footman
* Removed abilities
* Both has 1d1 damage, same attack speed (1.75) and 750 target aquision range
* Ability - Leadership Stance
* Removed the mana regain on the ability
* Buff - Leadership Stance: Adjusted buff text
* Buff - Defensive Stance: Adjusted buff text

== IN [T] 2020-08-14 21:17 - Units, Trigger - OUT: 21:32 ==
* Unit - Footman (AL Lothar)
* Unit - Captain (AL Lothar)
* Trigger - Lothar Leadership Stance
* Setup trigger for leadership stance timer

== IN [T] 2020-08-14 18:25 - Trigger - OUT: 18:51 ==
* Trigger - Lothar Slash while in Defensive Stance
* Fixed issue: place unit dummy casting the buff on the correct point.
* Fixed issue: the correct buff is now applied.
* Trigger - Lothar Leadership Stance passive rework from {1,2,3,4,5} mana regain aura to:
* text:
Leadership Stance
The Regent Lord of Azeroth leadership stance focuses on leading others, enabling others to be as effective and inspire them to achieve great deeds.
While in this stance, a footman joins your cause every 30 seconds until you have {1,1,2,2,3} footmen, after that a Captain will join you if all footmen lives after 30 seconds.
The footman has {75, 100, 125, 150, 175} + {14, 15, 16, 17, 18} % of you max hp as hp, attacks with {20, 25, 30, 35, 40} + {14, 15, 16, 17, 18} % of your STR as damage every 2 seconds.
The captain has 20% more hp and damage and improves the rate of footmen rallying to you by 5 seconds.
* WIP: Implement the above, including the text

== IN [T] 2020-08-08 13:58 - Trigger, Abilities, Buffs, Items - OUT: 18:10 ==
* Trigger - Lothar Defensive Stance Block
* Set the blocked amount in the DamageBlock-trigger
* Shows abilitiy text with numbers
* Fixed
* Abilitiy - Lothar Slash
* Adjusted learn text, changed "Can critical hit while in Offensive Stance." to:
This ability is augmented depending on what stance you currently are in:
Offensive Stance: Can critical hit.
Defensive Stance: Blocks all damage for 0.6 seconds.
Leadership Stance: Hitting 3 or more enemies (or a hero) inspires Lothar and nearby friendly units, healing them for 7.5% of their missing hp.
* Implemented the Defensive Stance block all damage.
* Implemented the Leadership Stance augmentation.
Item - Inconveniently Heavy Shield
* Nerfed block amount from 66% of damage taken to 50%
* Nerfed the life from 1000 to 800
Items - Inconveniently Heavy Shield, Heavy Shield of Strength, Small Shield
* Use the phrase "block" with the color "|c00AAAAAA" when items has X % to block Y amount of damage
* Changed the phrasing:
* from: X% on-hit-taken to lower damage by Y
* to: X% on-damage-taken to block Y of the damage.
- This should make it clearer what Lothars retaliation works with those items.
* Ability - Chance Stance, Tactical Stance
* Renamed "Tactical Stance" to "Leadership Stance"
- feels more fitting than "tactical"
- TODO: Improve Leadership Stance passive
- TODO: Improve Ability text and learn text
* Ability - Charge
* Buffed stun duration from {0.5, 0.75, 1.00, 1.25, 1.50} to {1.00, 1.25, 1.50, 1.75, 2.00}
- Still half vs heroes
* Rephrased the "learn text":
This ability is augmented depending on current stance.
Defensive Stance: When the charge hits the target, also taunts nearby enemy (non-hero) units and block 50% of incoming damage for 5 seconds.
- TODO: Leadership and Aggressive augmentations
- TODO: Ability text

== IN [T] 2020-08-07 21:05 - Trigger - OUT: 21:21 ==
* Trigger - Lothar Defensive Stance Block
* 20% chance to block at all ranks
* Blocks {5, 10, 15, 20, 25} + 30% of Strength-stat
- TODO finish setting the blocked damage in DamageBlock-trigger

== IN [T] 2020-08-06 18:08 - Trigger, Ability - OUT: 19:50 ==
* Trigger - Lothar Defensive Stance Passive reworked from gaining some armor to
* Text:
The Regent Lord of Azeroth defensive stance focues on protecting oneself and retaliate with perfect timeing.
While in this stance, the shield is up, slowing the movement by X, but has a X% to block X + Y (Z % of Strength-stat) amount of damage. Additionally, whenever any damage is blocked (including by items or abilities), X + Y (Z % of Strength-stat) of the blocked damage is added to the base damage of the next attack (within 4 seconds of the last block).
* Stores a percent of damage blocked ("Retaliation damage")
* by items (Small Shield, Heavy Shield of Strength, etc.)
* by abilities (Charge blocks 50% of all damage taken for 5 seconds while in defensive stance, new passive)
* Retaliation damage is lost after 4 seconds, resetting the timer each block.
* Retaliation damage is applied to next basic attack (resetting it to 0, pausing the timer)
* Retalication damage is applied BEFORE critical hits, meaning that the additional damage can crit
* Retaliation damage is:
* Base: {30, 35, 40, 45, 50} % of Damage blocked
* Str based: ({0.12, 0.14, 0.16, 0.18, 0.20} % Strength-stat) % of Damage blocked
* With 100 Strength, gets {42, 49, 56, 63, 70} % of blocked damage as bonus damage
* With 200 Strength, gets {54, 63, 72, 81, 90} % of blocked damage as bonus damage
* With 400 Strength, gets {78, 91, 104, 117, 130} % of blocked damage as bonus damage
- Str without items at max level with attribute bonus is around 310
* TODO: Show Ability Text
* TODO: Do the Block-part of the ability

== IN [T] 2020-08-05 19:30 - Trigger - OUT: 20:06 ==
* Trigger - Lothar Offensive Stance ability text:
The Regent Lord of Azeroth offensive stance expoits weaknesses in the enemies defences to critically hit the enemies more often and for more damage.
While in this stance, gain X + Y (Z % of Strength-stat) % additional critial hit chance and X + Y (Z % of Strength-stat) % additional critial hit Damage.
Total Critial Hit Chance: X %.
Total Critial Hit Damage: X %.

== IN [T] 2020-08-03 19:44 - Abilities, Trigger - OUT: 21:47 ==
* Ability - Lothar Cavalry Charge
* Adjusted slow duration from 3 seconds to 5 seconds for units, 2.5 seconds for heroes
* Adjusted the move speed amount from {35, 50, 65} % to {40, 50, 60} %
* Trigger, Ability - Offensive Stance Passive reworked from gaining some attack speed and damage to:
* Gaining additional crit chance
* Base {4,5,6,7,8} %
* Str based {2.0, 2.5, 3.0, 3.5, 4.0} % of str stat as percent
I.E. str-based "boost": rank 1 with 100 total str -> 2% crit chance, rank 5 with 400 str -> 16% crit chance
* Gaining additional crit damage
* Base {5, 10, 15, 20, 25}%
* Str based {6, 7, 8, 9, 10} % of str stat as percent
I.E. rank 1 with 100 total str -> 6% crit damage, rank 5 with 400 str -> 40% crit damage
* Spell power is counted as str for this ability (as it should!)
* Prepared calculations so it's easier to make dymaic ability text (showing crit chance gained on ability, later)
* TODO: Fix ability text and buff text!

== IN [T] 2020-08-02 20:44 - Trigger, Buffs, Abilities - OUT: 21:28 ==
* Renamed the "Charged" to "Dazed"
* A specific buff is required for the Lothar Cavalry Charge.
* Trigger - Lothar Charge
* While in defencive stance, "hitting" the charged target also "taunts" nearby enemies and gives Lothar 50% damage reduction for 5 seconds.
* "Taunt" is: Issuing an order to enemy units, non-heroes (that is not currently channeling) within 750 units to attack Lothar.

== IN [T] 2020-08-02 14:28 - Trigger, Abilities - OUT: 17:50 ==
* Trigger - Lothar Cavalry Charge:
* Added learn text
* Added "end" after 4.5 seconds
* Adjusted numbers
* Text:
Sends forth a unit of knights, chargeing in target direction, damages and dazes enemy units for 3 seconds.
60 Seconds Cooldown.

Level 1 - Deals 300 + (100% of Stength-stat) damage, slows movement by 35 %, attack by 25 %.
Level 2 - Deals 500 + (150% of Stength-stat) damage, slows movement by 50 %, attack by 30 %.
Level 3 - Deals 700 + (200% of Stength-stat) damage, slows movement by 65 %, attack by 35 %.
* Trigger - Lothar Slash
* Increased damage from {100, 150, 200, 250, 300} + {40, 60, 80, 100, 120}% str damage
* To {190, 230, 270, 310, 350} + {80, 90, 100, 110, 120}% str damage
* Cooldown was 1 second during development of ability, set to 3.5 seconds
* Lowered mana cost from 60 to 50
* Can now "crit" while in Offensive Stance
* Show crit chance and crit damage on ability

== IN [T] 2020-07-31 13:48 - Map, Abilities, Units, Buffs - OUT: 19:17 ==
* Map - New Map version: 0.70 (still Warcraft 1.31.1, june 2019)
* Considering it's way closer to 1.00, it's reasonable
- AFK for a few hours
* Trigger - Changed Obelisk special effects, now an Orb of Fire that fades in as it's closer to spawning a deamon.
- Not great effect, but something...
* Trigger - Added channelfx for circular directional fireballs
* Trigger - In addition to Destroying channelfx on spellcast end, destroy it on new action too
- seem to have been able to abort him and not trigger the "end" trigger
* Lothar Cavalry Charge - "Spawns" 5 "knights" (special effect currently) that charges towards target position, damages and slows any unit hit by the charge.
* WIP: Does not "end"
* WIP: Does not have an propper ability text
* WIP: Should probably adjust numbers
* A unit and only be hit by the charge once

== IN [T] 2020-07-30 15:11 - Trigger, Units - OUT: 16:06 ==
* Trigger - Made util to get random alive hero (NPCUtilGetRandomAliveHero)
* Trigger - Use NPCUtilGetRandomAliveHero for Medivh instead of getting random (unconditioned) hero on:
* Fire Bolt Spam
* Directional Fireballs (if teleporting)
* Circular Directional Fireballs
* Fountain of Souls Spawn
* Trigger - Indcreased "initial Medivh move order delay" from 1.5 seconds to 3 seconds
* Unit - Buffed Clicky Deamon
* Increased hp from 6666 to 13332
* Decreased hp regeneration from 0.66 to 0.00
* Increased damage 666 - 777 to 1000 - 1110 (still 2.80 attack speed, dealing chaos damage)
* Trigger - Reduced number of initial Demonic Obelisk of the Medivh fight from 3 to 2
* Trigger - Added a "Doom" vfx to Obelisks that fades in as its "counter" increases, being 100% solid just before the deamon spawns

== IN [T] 2020-07-29 20:51 - Trigger - OUT: 21:02 ==
* Trigger - Increased time of circular directional fireballs from teleport to start fire from 0.6 to 0.9 seconds
* Trigger - Increased time of teleported directional fireballs from teleport to start fire from 0.3 to 0.7 seconds

== IN [T] 2020-07-29 14:05 - Trigger - OUT: 14:45 ==
* Trigger - Added a 1.5 seconds delay before the initial move order, giving players more time before the boss really starts
* Trigger - Added a 0.6 second delay from circular directional fireballs teleport and start fireing
* Trigger - Reduced the fire-rate of circular directional fireballs from a round of projectiles every 0.09 seconds to 0.11
* Trigger - Reduced the fire-rate of directional fireballs from a round of projectiles every 0.10 seconds to 0.12
* Trigger - Added a 0.3 second "wait" from directional fireballs teleport and start fireing (was more complicated to add a timer)

== IN [T] 2020-07-28 19:54 - Map, Trigger, Unit - OUT: 20:02 ==
* Map - Moved multiplayer debug items away from shop area.
* Trigger - Made castle invunerable during Medivh fight.
* Trigger - Reduced time for Directional Fireballs from 5 seconds to 2.25 seconds (I.E. max range from 4500 units -> 2025 units).
* Unit/Trigger - Medivh sight range is now 400, and is shared with players.

== IN [T&C] 2020-07-26 15:22 - Trigger - OUT: 18:57 ==
* Trigger - Update "remaining enemies" UI when summoned units are added to current wave.
* Trigger - Fixed bug that occurred when illusion of Master Chief died - caused his weapon vfx to get destroyed & "Weapon Roulette" ability to stop working.
* Trigger - Added weapon to illusion of Master Chief.
* Trigger - Fixed bug that occurred when illusion of Samus died.
* Trigger - Fixed bug that occurred when illusion of Lothar died.
* Trigger - Fixed bug that could occur when killing slimes when few enemies remained in the wave, resulting in "next wave" getting triggered twice.
* Mammoth Tank Parabombs now has dynamic ability text, showing damage numbers

== IN [C] 2020-07-26 14:17 - Trigger, Music - OUT: 14:30 ==
* Music - Added Orc Briefing music from Warcraft 2 to Medivh bossfight.
* Trigger - Tweaked intro fade time for Medivh boss fight from 7 -> 8.

== IN [T] 2020-07-25 14:17 - Trigger, Abilities, Import, Unit - OUT: 19:56 ==
* Imported Mythic's Culling Slash models
* Added to credits (quest and "comment trigger")
* Lothar Slash Ability now has special effect, text, damage
* Slashes enemies in an area in front of the Regent Lord of Azeroth, dealing damage to enemies.
* Deals {100, 150, 200, 250, 300} + {40, 60, 80, 100, 120}% str damage
* Area is offset 80 in front of Lothar, in a 140 radius
* Setup base for being able to crit, if in offensive stance
* Setup Ability for Cavalry Charge
* Calls in a group of knights in delta formation, charging towards target point, damages and slows enemies hit.
* Lothar Charge speed increased from 10 per 0.02 seconds to 12

== IN [T] 2020-07-22 15:20 - Trigger, Units, Abilities - OUT: 18:11 ==
* Medivh Teleport:
* Fixed bug where he could teleport to unpathable places (such as on top of walls or in rocks)
* If Medivh rolls same action as previous action, reroll (once)
* Reduces chance of same action twice in a row from 20% to 4%, will be even less if more actions are added.
* Medivh Circular Directional Fireballs
* New spell
* Teleports near a hero (200-300 units away in random direction)
* Fires "Directional Fireballs" in 3 directions (0, 120, 240 degrees) every 0.09 seconds
* Each new fireball is offset by 3 degrees from the previous direction
* Channels for 8 seconds
* Medivh Directional Fireballs (and Circular Directional Fireballs)
* Increased damage from 175 to 200
* Increased hit radius from 50 units to 55 units (+ the "targets" collision size)
* MedivhActivate sets [arena] key to MedivhArena in hashtable for medivh
* Changed Medivh random movement to use [arena] rect from hashtable instead of MedivhArena hardcoded
* Medivh Put Castle Area On Fire
* Triggers when Medivh has less than 40000 hp
* Spawn small fires in the castle area roughly 100 units apart
* Small fires deals 50 damage/second in 220 radius, lives for 4-6 seconds
* After a small fire dies, upgrades to medium fire, dealing 150 damage/second, lives for 4-6 seconds
* After a medium fire dies, upgrades to big fire, dealing 500 damage/second
* Sets [arena] to the MedivhArenaDungeonPart
* Destroys all obelisks in MedivhArenaCastlePart
* Stops spawning of obelisks in MedivhArenaCastlePart
* Will still teleports near heroes that are in that part of the arena in "teleport near hero" actions
* Debug action -set hp now has more events: -sethp, -setgp, -set gp
- reason for "gp" is that is common mistake I do often when writing hp
* Made Medivhs spells interruptable
* Made AI check for new action every 1 second instead of every 2 seconds
* AI only takes action if Medivh is not stunned (buff check)
- Ehhm. I believe he is done :O

== IN [T] 2020-07-21 14:15 - Trigger, Regions, Buffs, Units, Abilities - OUT: 18:19 ==
* Moved SummoningObelisk regions to be more (1-5 to the north, 6-9 to the south)
* Enabling more targeted summoning later
* Changed use of wave_specific_timer2. Will run all boss-fight at 0.02. Spells needing to update that often will use it.
* Fountain of Souls
* Medivh cast time 9 seconds
* Spawns one every 4 seconds (I.E. 2 will spawn during one cast)
* Spawns near a random hero (300 to 450 units away in random direction)
* Creates a "pillar of flame" that fires firebolts in circles around it.
* Lives for 18 seconds
* Deals 800 immolation damage within 220 radius
* Has "Unique" Special Effect during cast, making it possible to figure out what spell is being cast.
* Has 125 vision that is shown to all human players
* Medivh Directional Fireballs
* If no heroes are nearby, teleport near a random hero and start ability as normal
* Nearby is now defined as within 700 units
* Hit radius increased from 40 to 50 units
* Increased "wall"-regions size slightly
* Increased damage from 150 to 175
* Lowered time for this spell from 10 seconds to 8 seconds
* Demonic Obelisks
* Has "Unique" Special Effect during cast, making it possible to figure out what spell is being cast.
* Decreased deamon spawn rate from once every 40 seconds to 50 seconds
* Lowered armor from 5 to 0
- Should be slightly easier to kill
- Still has 6666 hp, and Fortified armor
* Lowered firebolt damage from 400 to 350
- TODO: Fix bug where Medivh teleports ontop of walls, making him basically impossible to hit due to loss of vision
- TODO: Put "castle area" of the arena on fire when Medivh hits X% hp (and disable movements down there for Medivh)

== IN [T] 2020-07-20 15:36 - Trigger, Unit - OUT: 17:26 ==
* Medivh Spell: Directional Fireballs
* Bugfix: condition for target is now, among other things "enemy of medivh equal to true" instead of "equal to false".
* Bugfix: projectiles now continue to be updated after spell is finished
* Increased damage/projectile from 100 to 150
* Fixes related to leaks
* Now creates a unit group on "Activate" that it uses for this spell, instead of on spell start (leaking if cast this spell multiple times)
* Medivh AI:
* "Move" now does one of the following things:
* Move Order to a random location in MeivhArena
* Move Order to position of a random hero
* Teleport to a random location in MedivhArena
* Cast Firebolt Spam afterwards
* Initial Order is now always move towards heroes
* Demonic Obelisks
* Shares vision to all current human players
* Has sight radius of 125
* Can now be spawned by Medivh (MedivhAI)
* Channel for 4 seconds
* Has special effect while channeling
* Unless canceled, spawn a random Obelisk (if a free spot is found within 10 tries)
* Has 0-10 "ticks" when spawned (and obelisks currently spawns a deamon when it hits 20 "ticks")

== IN [T] 2020-07-19 11:40 - Trigger, Abilities, Units - OUT: 17:08 ==
* Mammoth Tank Mother Land:
* Healing is now removed from the ability and moved to the trigger.
* Added the missing hp % to the ability tooltip (previously only on the "learn tooltip")
* Medivh Arena Iron Gates are now invurnerable
* Demonic Obelisks spawns "Clicky Deamon" every 40 seconds, patroling to the position of a random hero
* Adds 1 to a counter every 2 seconds. When counter % 20 == 0, spawn a deamon.
* To "skip" spawning (useful while debugging), set "MedivhObeliskPeriodicSpawn" timer to a high value (100 seconds)
* Medivh Spell: Directional Fireballs
* Aquires a random hero as target
* Fires projectiles in the direction of the hero (3 projectiles, one directly towards, and other two +/- 30 degrees towards the hero)
* Projectiles moves 900 units/second
* Projectiles dies when hitting a wall
* Projectiles dies when hitting a target
* Projectiles after 5 seconds (above should happen before...)
* Continues firing every 0.1 seconds for 10 seconds or until stunned
* Deals 100 damage when hit (per projectile)
- [BUG] Seems to often shoot to the left instead of tracking a hero
* Medivh AI:
* Every 2 seconds, check current action id
* If "no action", roll an action
* Available actions:
* 0: Move towards a random location in the arena (will roll for new action next "tick")
* 1: Firebolt Spam
* Finished spell since before, but tweaked some values now
* Fires a firebolt at a random position between 0-300 units away from a hero every 0.10 seconds
* Fires in an Arc, with 700 projectile speed
* Deals 400 damage in AoE {100% within 80 units, 50% within 120, 10% within 160}
* 2: Directional Fireballs
* Described above
- Probably needs something better, but is something for now...

== IN [T] 2020-07-18 16:37 - Trigger - OUT: 16:46 ==
* Mammoth Tank Mother Land now has a small "healed amount"-floating-text

== IN [T] 2020-07-17 14:46 - Trigger - OUT: 21:50 ==
* Fade in/out effect starts before "boss text"
-- AFK for quite a while
* Demonic Obelisk now has a "death animation" and is removed when dying

== IN [T] 2020-07-16 15:06 - Import, Trigger - OUT: 17:36 ==
* Imported and used minimap preview (the suggestion version 2)
* Imported and used minimap for "regular arena" (as it was before)
- The region is smaller than the "playable area" because I want map borders to not be very visible and the castle to have the "correct" placement in the minimap.
- "Set Camera Bounds" (to region) restricts the camera center, not the camera edge!
* Imported minimap for medivh arena
* Does not work as I hoped, removed!
- It acts like an "overlay", no units etc. is shown

== IN [T] 2020-07-15 13:59 - Map - OUT: 14:26 ==
* Minor changes to terrain and regions at Medivh Arena

== IN [T] 2020-07-09 16:29 - Triggers - OUT: 17:44 ==
* Setup boss-spawning, should call everything that setup
* TODO: Demonic Obelisk - demon spawning

== IN [T] 2020-07-08 20:54 - Doodads, Triggers, Units - OUT: 22:09 ==
* Placed pathing blockers in and around Medivh Arena
* Created unit Demonic Obelisk, that will spawn deamons during the fight
* Slightly tweaked Mammoth Tank Tusk Missile targeting
* Instead of checking for "invurnerable" buff, check if unit is invurnerable using the "is invunerable"-check
* Added "is selectable" as an additional requirement.
* [Bugfix] Khadgar Flame Shield
* Add multiplier based on Amplify-Maigc-ability-level, instead of intelligence + spellpower.
* was "set udg_temp_real1 = udg_temp_real1 * (1.05 + (udg_temp_integer2 * 0.15))"
* should be "set udg_temp_real1 = udg_temp_real1 * (1.05 + (udg_temp_integer3 * 0.15))"
- Note, Amplified Flame Shield should do a lot less damage and might need a buff
- Adjusted comment of what each variable represents

== IN [T] 2020-07-08 15:57 - Terrain, Doodads, Triggers - OUT: 18:41 ==
* Remade parts of final boss arena
* Deleted unused "Warlock summoning"-regions and variables
* Setup Camera Bounds and Teleport-to-arena for Medivh battle, currently not called-on

== IN [T] 2020-07-06 15:52 - Trigger, Map, Abilities - OUT: 16:33 ==
* Placed path blockers in Stalamite
* Mammoth Tank buff: Aggghhh Motherland
* Now, in addition to its regeneration, also regains {0.50, 0.75, 1.00, 1.25, 1.50} % of missing hp/s.
* This should make the regeneration-part relevant in later parts of the game.
* % Missing hp examples.
* Mammoth Tank has 2000 of 3000 hp, I.E. 1000 missing, with rank 3
*+10 additinoal hp (first tick, slightly less the next tick)
* total of around 110 additinal hp back
* Mammoth Tank has 1000 of 5000 hp, I.E. 4000 missing, with tank 5
*+60 additional hp (first tick, slightly less the next tick)
* total of around 660 additinal hp back

== IN [T] 2020-07-05 14:40 - Map, Tileset, Doodads, Trigger, Abilities - OUT: 17:53 ==
* Map bounds increased to the west from 96 to 128.
* This is to make space for final boss figth arena.
* Should be confined by camera bounds
* Added some outland textures to tileset
* Removed pathing texture and allow for cliff placement for:
* Bookshelves
* Stalamite
* Made the Medivh boss arena
* Placed a few regions
* First boss: Increased "random skull"-frequency from 2.25 betweem spawns to 2.00
* Ghosts: Added a "turn on" and "turn off" trigger
* Warlocks:
* Added a "turn on" trigger, actiating on wave 35
* Added order to cast portal on entering main arena
* Warlocks now channel after casting portal
* Added lightning effect between portal and warlock
* Created temp_lightning variable

== IN [T] 2020-06-28 16:23 - Import, Trigger, Unit - OUT: 17:48 ==
* Imported "Fireball Minor" from Mythic's "Fire Missiles"-pack
* Added Credits in quest and comment
* Setup unit for Medivh Firebolt-shooter
* Setup trigger for FireboltSpam
* TODO: Stop/cancel

== IN [T] 2020-06-21 18:50 - Abilities, Trigger - OUT: 19:03 ==
* Created "Warlock Portal Channeling" ability
* Ordered channeling at point of portal
* TODO: Check for "Stors casting an ability" (cancel channeling)

== IN [T] 2020-06-21 15:16 - Trigger, Abilities, Unit - OUT: 17:35 ==
* Changed usage of "Warlock-timer" to "Wave-specific-timer", deleting warlock timer.
* "Fixed" Warlock/Portal issues
* Wave-specific-hashtable now stores:
For Portal
[0] -> (unit) Warlock
[1] -> (int) seconds alive
For Warlock
[0] -> (unit) Portal
* Killing warlock now kills portal
* Also clears assosiated hash values
* Portal deals 800 AoE damage upon death to Friendly Units (I.E. enemies)
* Rewamped the spawning somewhat, X = seconds alive [From -> To], "X % number == 0" is used for spawning.
[0->10] nothing (portal birth animation is 9.3s long)
[10->30] Spiders (X % 3) and Brood Mother (X % 8)
[30->50] Spiders (X % 2), Brood Mother (X % 6), Daemon (X % 12)
[50+] Daemon (X % 2), Daemon Lord (X % 4) (You are suppoesed to die from this!)
* Buffed all warlock summoned units
* TODO: channeling for warlock to show the connection to the portal (should stun the warlock kill him and the portal?)

== IN [T] 2020-06-20 17:17 - Trigger - OUT: 18:16 ==
* created unit array: "player_hero_unit", indexed by player number to get that players hero.
* Setup Fountain of Souls Medivh Ability
* Channeling ability for 15 seconds
* Every 2.5 seconds, creates a "Fountain of Souls" (FoS)
* FoS move towards a random hero's position
* FoS has immolate, damaging 1000 dps
* FoS has move speed 375, and stay alive for 6 seconds
* If interrupted, no more will spawn, but those currently alive will continue.

== IN [T] 2020-06-16 20:57 - Map, Import, Units, Ability, Triggers - OUT: 22:20 ==
* Updated version numbers
* Imported model "Fountain of Souls" for Medivh attack
* added credits
* Created Medivh Fountain Of Souls-unit (to be used for spell)
* Created "Channeling" ability with 25 levels, where channeling time=level, to be used for channeling attacks.
* Created debug for quicker start Medivh testing
* Setup Fountain Of Souls attack, creating "beams" that will be sent towards where the players stand at the start of the cast.

== IN [T] 2020-06-14 21:22 - Import, Units, Abilities, Triggers - OUT: 22:08 ==
* Imported icons for:
* Warstomp Upgrade
* Essence Of Blight Upgrade
* Plasma Gernade
* Use new icons for Castle-upgrades
* Use new icon for Plasma Gernade
* SetupWaves wave 36 is now "disabled"
* WinCondition is now getting to wave 36
* [Map] New Map version: 0.52 (still Warcraft 1.31.1, june 2019)
- Will upload 0.51 to Hiveworkshop :)
* Reverted above wave and win changes
== IN [T] 2020-06-14 17:48 - Import, Abilities, Items - OUT: 18:13 ==
* Imported V2Rocket version 2 and used it on V2 Rocket
* Updating all remaining recipes with where components are found
* Samus changed icon of Missle to "RocketFlare" from "ClusterRockets"
== IN [T] 2020-06-14 16:37 - Import, Abilities - OUT: 16:55 ==
* Imported V2Rocket Icon
* Use it on V2 Rocket support
* Not too happy about the result, will try another version
== IN [T] 2020-06-13 19:53 - Import - OUT: 19:57 ==
* Updated parabombs icon (now with parachute!)
== IN [T] 2020-06-09 21:05 - Import, Abilities - OUT: 21:19 ==
* Imported self-made "cut out bombs and apply new sky"-parabombs icon
* Use it on parabombs
== IN [T] 2020-06-01 17:30 - Trigger, Units, Items - OUT: 18:37 ==
* Damage on castle during Medivh is now 50% of the "original amount"
* Changed debug-mode-name from "WorldEdit" to "WorldEditDev"
* Change your Player Profile from File -> Preferences -> Test Map -> Player Profile
* Fixed bug related to Castle Upgrades.
* Steps to reproduce:
1. Buy a total of 10 levels of either War Stomp or Essence of Life
2. See Upgrade Defence or Upgrade Repair Rate disappear
* Fixed by removing the "Remove units sold" before re-adding with higher stock.
* Changes to texts related to all Castle-upgrades.
* Set correct Button X/Y to all Castle-upgrades.
* Added brackets to recipes with a note regarding where that items can be bought from (Excluding the "Item Shop - "-part)
* Example:
Combines
• Boots of Speed [Blacksmith]
• Gloves of Haste [Blacksmith]
Brooch of Swiftness
• <A02V,DataA1,%>% Attack Speed
• <A02S,DataA1> Move Speed
* Fixed all items down to Death Dealer.
== IN [T] 2020-05-29 20:38 - Trigger - OUT: 20:52 ==
* Increased scale of vfx
* Setup trigger to let castle take reduced damage from it
* enabling it to deal higher damage without beeing unfair
* TODO: Do damage reduction
== IN [T] 2020-05-28 20:12 - Trigger, Abilities, Unit - OUT: 21:04 ==
* Changed many deails of random meteors
* indicator of target
* Spawns 200-1000 units away from Medivh
* 2.5 seconds to impact
== IN [T] 2020-05-27 21:09 - Trigger, Unit - OUT: 21:54 ==
* Cho'gall mines was already being killed... Reverted 2nd kill trigger
* Added Medivh Activate trigger (enabling any initially disabled triggers for the boss)
* Setup random meteors during medivh encounter
* TODO: Explison on impact
== IN [T] 2020-05-27 19:12 - Trigger - OUT: 19:20 ==
* Adding units summoned (I.E. by an ability) by non-players to "current_wave_unit_group"
* Killing all Cho'gall mines after Cho'gall dies
== IN [T&C] 2020-05-24 14:10 - Unit, Trigger - OUT: 15:25 ==
* Made last 5 waves, including setup of last boss
== IN [T] 2020-05-23 14:00 - Trigger - OUT: 15:00 ==
* [.Trigger] TransBOOMificator
* Now only destroys point if it should not be used... This seems to solve some problems xD
* Still able to teleport into closed spawner areas and into shallow water
== IN [T] 2020-05-11 22:23 - Map - OUT: 22:25 ==
* [Map] New Map version: 0.51 (still Warcraft 1.31.1, june 2019)
- Will upload 0.50 to Hiveworkshop :)

== IN [T] 2020-05-11 21:16 - Items, Abilities, Units - OUT: 21:29 ==
* [Item, Unit, Abilities] Minor text fixes:
* on-ability-cast is now the term for effects that occur on... Abilities being cast.
- Was inconsistent for few items
* Punctuation consistencies and spelling corrections
* All "artifacts" now have punctuation on flavour-text
* Wand of Blasting "delt" -> "dealt"
* Mammoth Tank Proper Name from Commisar -> Commissar
* Spell Power basic items punctuation
== IN [T] 2020-05-10 18:58 - Trigger - OUT: 19:18 ==
* [.Trigger] Imported Check Walkability by Rising_Dusk, Vexorian and PurgeandFire
* [.Trigger] Tried to use it on TransBOOMificator, disabled all TransBOOMificator triggers...
== IN [T] 2020-05-10 14:03 - Trigger - OUT: 16:57 ==
* [.Trigger] Passive for TransBOOMificator
* Change "Move Unit"-GUI-trigger to custom script "SetUnitX/Y"
* No longer trigger on Active Ability of TransBOOMificator
* This seem to solve the "abort" problem
- Note: "Move Unit" have a "stop" order built-in
* Have issues with Pathable-detetion, will import a system for that!
* [.Trigger] Active for TransBOOMificator
* Minor bug fixes... Referencing wrong variable...
* Change "Move Unit"-GUI-trigger to custom script "SetUnitX/Y"
* No longer shares cooldown group with other Translocator items (caused it to have wrong cooldown)
* Have issues with Pathable-detetion, will import a system for that!
* [.Trigger] NoExitSouth
* Samus can Boost as a ball and can end-up in unpathable terrain.
* If a selectable hero is outside of the southern gate to the arena, teleport them inside.
* Setup "region[4] spawner_area" and "integer spawner_area_allowed_index"
* spawner_area are inside the gates of each spawner area
* spawner_area_allowed_index is the highest index of allowed spawner_area
== IN [T] 2020-05-09 16:27 - Item, Trigger, Buff - OUT: 19:12 ==
* [Item] New Item: TransBOOMificator
For those with a booming lifestyle!
• 65 Spell Power
• 350 Mana
• |c00CCAACCUNIQUE|r: on-spell-cast, booms nearby enemies dealing 150 + 150% Spell Power as damage within 150 units of you, teleporting you 200 units backwards (20 seconds cooldown)
• |c00CCAACCUNIQUE Translocator|r: 40s cooldown
Translocates you, with a boom, 800 units in a random directon.
The boom deals 225 + 225% of Spell Power as damage within a 300 radius.
Note: Shares cooldown with other Translocator items.
* Builds from: Wand of Blasting (1750g) + Magical Token (650g) + Translocator (350g) + recipe (1000g) = 3750g
- Note: ALL imported assets got removed on-save, had to restore map from 2020-05-07 and copy-paste things
* [.Trigger]
* Combine item
* on-spell-cast effect done. Seem to abort many abilities...?
* actively-used ability: WIP - Messing with passive?
== IN [T] 2020-05-07 20:15 - Map, Item, Trigger, Buff - OUT: 21:27 ==
* [Map] Placed path blockers near all terrain that players should be able to be near
* [Item] Renamed Mana-Translocator to Manaflowificator
* [Item] New Item: Wand of Blasting
Serves your basic blasting needs!
• 40 Spell Power
• |c00CCAACCUNIQUE|r: on-ability-damage-delt, blasts enemies dealing 75 + 75% Spell Power as damage within 150 units of a damaged unit (10 seconds cooldown)
Builds from: Slightly Magic Wand (800g) + Strange Poach (250g) + Recipe (700g) = 1750g
* Places a buff on unit to keep track of the cooldown.
== IN [T] 2020-05-06 19:35 - Item, Trigger, Unit - OUT: 20:20 ==
* [Item] price lowered:
* Translocator, from 600 to 350
* Potion of Mana, from 45 to 40
* Potion of Greater Mana, from 100 to 80
* Potion of Greater Healing, from 100 to 80
* Potion of Restoration, from 175 to 125
* [Item] New Item: Mana-Translocator
With great mana-flow, comes great responsibility!
• 900 Mana
• 15 Spell Power
• Brilliance Aura (90 % Mana Regain)
• UNIQUE 25% on-spell-cast to restore 50% of the spent mana
• UNIQUE Translocator - 20s cooldown
Places a Translocation Rune on the ground.
If you have a Translocation Rune placed, instantly move to it.
The placed rune is consumed in the process.
Note: Shares cooldown with Translocator.
Builds from: Magical Token (650g) + Mana Stone (1100g) + Translocator (350g) + recipe (900g) = 3000g
== IN [T] 2020-05-04 18:06 - Map, Item, Trigger - OUT: 19:02 ==
* [Map] Updated version numbers
* [Item] New Item: Magical Token
A small token that seem to contain magical power
• 200 Mana
• 8 Spell Power
• UNIQUE 20% on-spell-cast to restore 25% of the spent mana
Builds from: Pendant of Energy (200g) + Strange Poach (250g) + recipe (200g) = 650g
* [Item] Fixed many items to have "correct" hotkey
* [.Trigger] Fixed spelling on Lothar warning

== IN [T] 2020-05-03 15:38 - Triggers, Map, Unit - OUT: 17:25 ==
* [Map] New Map version: 0.49 (still Warcraft 1.31.1, june 2019)
* [.Trigger] Set real-value "wave_current" equal to integer value "current_wave_nr" in MarketplaceExit and WaveCompleted
* Previously did not set it in MarketplaceExit, resulting in desync,
resulting in wave-specific triggers "lagging behind" with each marketplace visit
* The only wave-specific trigger we have are boss-related and slime-related
* [Unit] Nerfed Ghoul hp from 420 to 410 and damage from 15-20 to 10-20
* [.Trigger] On-Wave 36 start, victory!
* [.Trigger] Warning trigger around Lothars selection, noting that he is unfinished
* [.Trigger] Decreased Mammoth Tank Parabombs move update timer from 0.5 to 0.25,
to get the bombs to better target the target location.
== IN [T] 2020-01-13 19:45 - Triggers - OUT: 19:53 ==
* [Abilities/Boss2] Circle of bats:
* variables renamed to "wave_specific_X" to be used for other wave-specific-scripts
* Destroy vfx and unit when boss is killed
== IN [T] 2020-01-06 19:54 - Triggers - OUT: 20:00 ==
* [Feature] Created a cool feature: Circle of Bats will stop boss is killed.
- TODO: Ensure vfx is destroyed if boss is killed during its existance
== IN [T] 2020-01-06 17:33 - Triggers, Units - OUT: 19:12 ==
* [Boss2] Circle of Bats is now completely scripted
* Fires 10 seconds after wave becomes 20 (current_wave=19)
* Fires 5-10 seconds after the last has ended
* Indication runs for 2.5 seconds, with 0.1 seconds interval between "waves" of "bats"
* The point it selects is between 75-350 units in a random direction of "an enemy (non-building)" of the boss
- Can be tested by "-set wave 20". A unit must be within "Main arena" for it to fire properly.
* Removed the old ability of the boss.
== IN [T] 2020-01-05 16:53 - Triggers, Items - OUT: 18:17 ==
* [Items] Strange Poach and Slightly Magic Wand has a note describing what Spell Power is:
- Spell Power acts as your primary attribute for spells that gains damage from attributes.
* [Abilities/Heros] Made Spell Power actually add to the attribute for the purpose of spell damage for:
* Darth Vader Force Push
* Samus Missile, Bomb
* Mammoth Tank Tusk Missiles, Parabombs
* Master Chief Plasma Granade
* Khadgar Fireball, Flame Shield, Blizzard
- Spell Power should work as intended now
* [Command] -spell power displays the current spell power
* [Fix] Adjust Crit and Spell-power calculations to be callable using temp_unit instead of depending on triggering unit
- making "next attack has garantueed crit" or "next spell has bonus spell power" possible
* [Boss1] During the first dracula fight, "random" skulls (Ghost "attacks"~ish), damaging units 225.
- See: Special NPC Attacks/Dracula1/DraculaRandomSkulls for more info
== IN [T] 2020-01-04 17:08 - Triggers, Abilities, Map, Items, Units - OUT: 19:50 ==
* [Abilities] Buffed Samus Missile Damage from agi from {65, 80, 95, 110, 125} to {110, 145, 180, 215, 250} %
* [Abilities] Buffed Mammoth Tank Tusk Missile Damage from str from {25, 50, 75, 100, 125} to {100, 125, 150, 175, 200} %
* [Fix] bug on Death Vader Force Push text using the total damage as "base damage" (before str% additions)
* [Abilities] Samus Missile now has updating ability-text (displaying resulting damage from bonus agility)
* [Abilities] Mammoth Tank Parabombs [R]
* Updated text slightly
* Updated damage from {250, 500, 750} to {200, 400, 600} + {50%, 75%, 100%} of Str
- More or less the same damage if you have "few" str-items at levels 6-16, more damage later.
* New Map Version: 0.48
* [Feature] Spell Power: a virtual stat (much like crit chance) gained from items exclusivly (currently). It gives damage to (some) abilities.
- Will add items and ability scalings to this some time later
- Will probably make it act as primary attribute for the purpose of spell damage
* [Item] Strange Poach - Increases the Spell Power by 5
* [Item] Slightly Magic Wand - Increases the Spell Power by 20
- Sold by Life, Mana and Magic shop
== IN [C] 2019-12-31 13:28 - Triggers, Units, Map - OUT: 17:03 ==
* [Feature] Created triggers for setting weather at specific waves (CheckWeather, StartRain, StartSnow).
- Will replace associated grass texture & tree destructible with one matching the weather (easily set using temp_terrain_type and temp_destructible_type).
* [Debug] New debug commands for triggering weather: -rain, -snow.
== IN [T] 2019-12-27 14:45 - Triggers, Abilities - OUT: 16:04 ==
* Samus: Missiles[E]
* Collision detection now considers units collision size
- Actually picks all units within 250 of missile and checks for units within (collision-size + 40) of missile-center.
- This means huge slimes and bosses now can be hit as exptected (as long as their collision-size is set properly) :)
* Now "time-out" if missile hits world boundery
- NOTE: This is hard-coded values! if x > 5300 or y < -5600, this handles the arena.
* Removed debug prints
* Enable/disable missile (instead of rockets) when using Morph Ball
* Samus Place Bomb [Q]
* Buffing agillity scaling from {20%, 35%, 50%, 65%, 80%} to {60%, 70%, 80%, 90%, 100%}
- This gives closer to the same early-game damage to this ability as before adding scaling
== IN [C] 2019-12-26 20:14 - Abilities - OUT: 20:22 ==
* [Fix] Fixed spelling of "straight" for missile ability.
* [Fix] Fixed research icon for missile ability.
== IN [T] 2019-12-25 15:24 - Triggers, Abilities, Import, Units - OUT: 16:59 ==
* Samus: Missiles
* TODO: Fix "bug" regarding hit-detection of units with big hitbox
- Currently it seems that it checks from missile-center to unit-center, instead of missile-whatever to unit-collision-edge.
* Description:
Fires a missile in a streight line in the targeted direction that explodes upon impact with a unit dealing ??? damage within 150 radius of the missile.
Deals Friendly Fire!
3 seconds Cooldown.
* Deals {190, 235, 285, 340, 400} + {65, 80, 95, 110, 125} % of agi Damage
* Should for the most part be done! :)
* Imported new model for missile
* Added it to credits
* TODO: Remove debug prints
== IN [T] 2019-12-16 20:17 - Triggers, Abilities - OUT: 21:20 ==
* Can now fire ability, missile moves and triggers fire as expected.
== IN [T] 2019-12-14 18:33 - Abilities, Triggers, Units - OUT: 18:56 ==
* Set up a new ability for Samus: Missile
* Setup gfx unit
* Setup outlined triggers and variables
== IN [T] 2019-12-11 20:56 - Triggers - OUT: 21:51 ==
* Samus Place Bomb [Q]
* Now deals {20%, 35%, 50%, 65%, 80%} of agi as damage
* Now updates ability text from triggers
* Text is: Lays an energy bomb upon the ground that explodes after 2 seconds, dealing X + Y (Z% of Agility-stat) damage for enemies within 200 units. Deals 75% of that (0.75*(X+Y)) to enemies further away, within 300 units. Cooldown: 3 Seconds
* Updated all other text refering to this (morph ball learn and toolip), but those does not update.
* Now deals damage 100% within 200 units, 75% within 300 units
== IN [T] 2019-12-07 19:18 - Map, Triggers, Abilities - OUT: 19:47 ==
* New version 0.47!
* Samus Place Bomb [Q]
* Now deals damage via triggers
* WIP: Adjust damage from {220, 300, 400, 520, 660} to {200, 270, 360, 470, 600} + Some agi%
* WIP: Deals 100% within 200, 75% within 300?
== IN [T] 2019-12-02 21:17 - Triggers, Abilities, Units - OUT: 22:01 ==
* [Ability] Mammoth Tank Tusk Missile
* Buffed base damage from {85, 120, 155, 190, 225} to {120, 150, 180, 210, 240}
* Tweaked how the calculasions are done to make it easier to change in the future
* [Unit] Mammoth Tank
* starting intelligence increased from 22 to 23
* starting agillity lowered from 18 to 17
* Str/lvl increased from 7.55 to 7.85
* Agi/lvl increased from 2.25 to 2.35
* Int/lvl increased from 3.65 to 3.75
* Note: Mammoth Tank still have lowest total stats/level even after this change
== IN [C] 2019-12-01 11:52 - Triggers - OUT: 14:07 ==
* [Bug Fix] Fixed bug where if Samus died whilst in morph ball mode then her abilities would still be the morph ball ones once resurrected.
* [Debug] Added Debug Show Player Ready in order to track down bug with player readiness.
* [Bug Fix] Fixed bug where game would start even though player 4 hadn't picked a hero.
- This was caused by us checking vs index 0 - 3 in players_ready in StartGame trigger whilst actually setting the values for indices 1-4.
- Fixed so that StartGame only checks vs index 1 - 4 (since this was what we did in the majority of places - weird to both have support for 0 and 1 based arrays).
* [Bug Fix] Fixed bug where it was possible for player 4 to trigger the repick function even though he/she wasn't ready.
- Was due to us checking vs indices 0-3 in RepickHero trigger. Fixed so that it checks vs indices 1-4.
* Note: I have noticed that if one has problem copy pasting JASS code into the editor, then the easiest solution is simply to clear all of the existing JASS code in that file
and then paste the updated code into the editor, otherwise some weird characters are introduced which will cause the script to fail upon compile.
== IN [T] 2019-11-30 20:47 - Item - OUT: 20:49 ==
* [Item] Dagger of Supreme Swiftness, lowered cost of recipe from 1700g to 1200g (total cost from 6000g to 5500g)
== IN [T] 2019-11-30 16:32 - Abilities - OUT: 17:24 ==
* [Abilities] Writing mana-cost on Abilities, using Mana color: |c00AACCF4
Mana Cost: |c00AACCF4<A005,Cost1>|r - Cooldown: <A005,Cool1,.> Seconds
- Blizzard
- Charge Beam
- Drop Medkit
- Fireball
- Force Choke
== IN [T] 2019-11-24 19:05 - Triggers, Units, Abilities, Items - OUT: 19:48 ==
* [Item/trigger] Translocator bug fixes
- Fixes to Friendly Battle Arena
- Fixes to shopping area enter/exit
- Buff: Cooldown 20s from 30s
- Price: 600g
- Model/ability fx adjusted
== IN [T] 2019-11-24 15:06 - Items, Abilities, Triggers, Units - OUT: 18:13 ==
* [Item] Broach of Swiftness nerfed attack speed from 25% to 20%
- note: upgraded versions still give 25%.
* [Item] Dagger of Supreme Swiftness
- nerf attack speed from 45% to 40%
- 20% to get, from {45% attack speed, 25% move speed for 3.5s} to {25% attack speed, 40% move speed for 3.0s}
* [Item] Dagger of Swiftness adjust 20% to get, from {30% attack speed, 10% move speed for 3.0s} to {20% attack speed, 25% move speed for 3.00s}
* [Item] Maul of Tremendous Impact
- Adjust price/recipe, removed Heavy Shield of Strength from Recipe.
- Recipe: 1300g (Maul of Forceful Impact) + 1600g (Kalims hammer of Strength +20) + 1100g (recipe) = 4000g
- Nerf: Armor from +7 to removed.
- Nerf: Strength from +60 to +45
* [Item] Staff of Supreme Insight recipe price increase from 750 to 800
- result: 1600g (Staff of Inishgt) + 1600g (Moon Staff of Intelligence +20) + 800g (recipe) = 4000g
* [New Item]: Inconveniently Heavy Shield
Combines from:
• Heavy Shield of Strength
• Life Stone
• Kalims hammer of Strength +20
A shield that is heavier than what's convenient.
• 30 Strength
• 7 Armor
• 1000 Health
• Unholy Aura (75 % Health Regen, 12 % Move Speed)
• UNIQUE 25% on-hit-taken to reduce damage by 66%
- Price: 1650 (Heavy Shield of Strength) + 1225 (Life Stone) + 1600 (Kalims hammer of Strength +20) + 1025 (recipe) = 5500g
- Note: Added to shop.
* [New Item]: Translocator
UNIQUE - 30s cooldown
Places a Translocation Rune on the ground.
If you have a Translocation Rune placed, instantly move to it.
The placed rune is consumed in the process.
Note: Does not consume this item.
- Note: not done, not added to shop.
== IN [T] 2019-11-22 21:39 - Items, Triggers - OUT: 21:48 ==
* [Item] Dagger of Supreme Swiftness
- Price of Recipe increased from 1200g to 1700g -> total cost from 5500g to 6000g
* [Item] Mighty Skull of Insight
- Increased damage delt on unique from 50% str to 75% str.
- Result: 20% on-hit to deal 75% of str as damage to enemies within 100 of target.
== IN [T] 2019-10-09 21:14 - Triggers, Abilities - OUT: 22:24 ==
* Mammoth Tank Parabomb damage source changed 3 different abilities to trigger-based
- can do str scaling or something later :)
- TODO: Change text to NOT reference the old parabomb-abilities
== IN [T] 2019-10-06 20:11 - Abilities - OUT: 20:17 ==
* Mammoth Tank Buff Parabomb damage buffed from [230, 425, 675] to [250, 500, 750]
== IN [T] 2019-09-29 19:27 - All Object Data, Triggers, Units - OUT: 19:55 ==
* [All Object Data] - Replaced ALL Object Data from 0.45 to 0.46 due to versioning miss-communication
* [Units] - Badger Bomber, Set Art - Extended Sight = False and Mammoth Tank Score Screen Icon to its Icon.
* [.Trigger] - Moved Triggers below to correct Version.
== IN [T] 2019-09-29 17:28 - Triggers, Items, Units, Abilities - OUT: 18:57 ==
* [Trigger/Ability] - Khadgars spells are changed to be "spell" instead of "magic" damage.
- This fixes spellblade bug, as it does not trigger on spell-damage, and "magic" is NOT spell.
* [Trigger/Ability] - Mammoth Tank Tusk Missile Ability text updates more often.
- On skill-up, level-up, item gained/dropped.
- Removed on-fire skill text update.
* [Item] - Mighty Skull of Insight text fix
- Had 50% of str as AoE damage on recipe, but (incorrectly) 40% on item. Changed to 50%.
* [Unit/Trigger/Abilities] - Slimes now only spawns from triggers (not from abilities), and are added to current-wave.
- This was only done half-way previously, causing more slimes to spawn than intended.
* [Unit/Trigger] - Reduced number of slimes spawning from Huge Slime when taking damage (20% of max-hp intervals) from 2 to 1
* [Unit] Huge Slime
- Reduced HP regen from 10 to 0
- Increased hp from 22000 to 25000
- Reduced Move speed from 230 to 210
* [Unit] Orc Warrior [Tier 4]
- Increased HP from 2600 to 2800
- Changed scaling and color to make more different
- Increased attack speed (attack cooldown) from 3.0 to 2.5
- Increased damage from 80 - 102 to 80 - 124
- Increased Bounty from 30 to 35
* [Unit] Troll Spearman buffed HP from 1600 to 2000.
* [Unit] Ogre Magi buffed damage from 23 + 1D4 (Note: default) to 40 + 5D5.
* [Unit] Raider
- Reduced Hp reg from 10 to 2
- Increased HP from 1100 to 1350
== IN [C] 2019-09-28 20:43 - Unit, Triggers - OUT: 21:33 ==
* [Unit] Corrected Mammoth Tank score screen icon to be the same icon as ingame.
* [.Trigger] Think I fixed so that hero won't attack other hero after getting revived from FBA (hard to test since I couldn't reproduce the bug locally).
== IN [C] 2019-09-22 14:10 - Triggers, Unit, Map - OUT: 18:51 ==
* [Triggers] Remade the Parabomb triggers so that logic for movement orders and when to drop bombs is done from a timer function "MTParabombsMoveUpdate".
- This will make it simpler to tweak when the parabomb should drop and when the bomber should disappear.
- Fixed so that bomber will disappear after having dropped all its bombs + is out of sight.
* [Unit] Switched off "Use Extended Sight" on BadgerBomber so that it isn't visible when travelling through fog of war (thus making it easier to remove once out of sight).
* [Bug Fix] Fixed reported weird pathing of badger bomber by replacing Pathing Blockers of type Both to Ground Blockers. These would impact the pathing of the bomnber,
causing it to begin to spin around and behave weirdly.
* [Bug Fix] Fixed bug where bomber would spawn at a weird position due to being too close to map border. This could in turn make it so that the bomber never reached its destination
since it now travels by an offset with the initial angel being calculated at the start. This in turn made it never despawn.
Will now test if spawn position is within map bounds and if not then rotate position around target by 90 degrees until successful.
== IN [C] 2019-09-22 12:04 - Triggers, Ability - OUT: 13:11 ==
* [Cleanup] Removed old unused debug functions for attaching different weapons to Master Chief.
* [Debug] Added debug cmmand to reset cooldowns for all selected units: "-reset cd".
- [Bug Fix] Fixed so that resurrection stone doesn't have a mana-bar when item is equipped (disabled "Can Use Item" for resurrection stone inventory ability).
== IN [T] 2019-09-21 20:01 - Trigger, Ability - OUT: 20:17 ==
* Added Maul of Forceful Impact cooldown
* A dummy unit casts a buff on hero
* Cannot bash while under bashed buff
* Added Maul of Trenendous Impact cooldown
== IN [T] 2019-09-20 17:43 - Triggers - OUT: 19:14 ==
* Extracted the actual split gold to its own trigger (SplitGoldNow)
* [New Feature] AutoGoldShare, does "-give team gold", kind of
* [new command] auto gold share on/off (ags on/off)
* adds or remove player from auto_gold_share_player_group
* Added "MarketplaceEnter" Gui trigger and calls it from the jass WaveCompleted
* Added AutoGoldShare that does SplitGoldNow for players in auto_gold_share_player_group on MarketplaceEnter
* Added info in a quest
* NOTE: This is an opt-out system, I.E. you are in by default
* NOTE2: Only shares for people who are in auto_gold_share_player_group
== IN [C] 2019-09-14 14:53 - Import, Triggers, Sound - OUT: 18:09 ==
* [Music] Spent some time learning some Audacity features for making it simpler making looping music.
Replaced Warcraft I - Human02 with Warcraft I - Orc01. I think it loops better
(especially considering the limitations of .mp3 files introducing a small silence at the start and end of the file that cannot be removed).
* [Debug] Added "-invulnerable" chat debug command (toggles invulnerability of the selected units).
== IN [T] 2019-09-13 19:50 - Triggers, Units - OUT: 19:55 ==
* Finished Recipe for Dagger of Supreme Swiftness trigger and added to shop
== IN [T] 2019-09-13 18:38 - Items - OUT: 18:57 ==
* Recipe for Dagger of Supreme Swiftness:
Dagger of Swiftness (1500g) + Brooch of Swiftness (1200g) + Bloodfeather's Heart of Agility +20 + Recipe (1200g) = 5500g
* TODO: Triggers, add to shop
== IN [T] 2019-09-11 23:05 - Items, Abilities, Triggers - OUT: 23:35 ==
* Increased price for:
* Broach of Swiftness from 500g to 600g
* Broach of Upgraded Swiftness from 400g to 750g
* Updated "Gold cost" to its actual value (items + recipe) for
* Broach of Swiftness from 2000g to 1200g
* Broach of Upgraded Swiftness from 3500g to 3550g
- before price increase it was bigger difference
* Updated text for Dagger of Supreme Swiftness to:
A dagger extremely for swift people.
• 45 Agility
• 45% Attack Speed
• 80 Move Speed
• UNIQUE 20% on-hit for 45% attack speed, 25% move speed for 3.5 seconds. Can only trigger when not currently buffed.
* Added abilities and trigger for UNIQUE ability.
* TODO: Recipe, cost. To be combined from Broach of Agile Swiftness (3550g) + Dagger of Swiftness (1500g) + Recipe (950g) = 6000g
== IN [T] 2019-09-04 20:28 - Items - OUT: 20:33 ==
* New Item: Dagger of Supreme Swiftness
- TODO: Add abilities, cost, recipe, etc.
== IN [T] 2019-09-02 23:11 - Import, Triggers - OUT: 23:14 ==
* Imported new Icon: BTNFiendDagger (Dagger with blood)
- Added Credits in our comment trigger
- To be used for a Dagger of Swiftness upgrade
== IN [C] 2019-09-01 17:50 - Import, Sound, Triggers - OUT: 18:13 ==
* [Music] Added Warcraft I - Human02 track as music for wave 30-40.
- Note: Not too happy with how the loop turned out, might have a look at it again in the future - will have to do for now (perhaps not as noticeable during gameplay).
== IN [T] 2019-09-01 16:56 - Import, Triggers, Items, Abilities - OUT: 17:44 ==
* Imported new Icon: BTNRC_UGRD_3blade (thunder-ish sword)
- Added Credits in our comment trigger
* Adjust Item: Death Dealer "Gold cost" attribute adjusted from 2000 to 2500
- Made the Gold cost actually reflect the gold cost.
* Nerfed Thunder Clows Critical hit chance from 8% to 7%
* New Item: Thunder Death Blade (Upgraded from Thunder Claws)
- Builds from Thunder Claws (3000g) + Death Dealer (2500g) + Recipe (1500g) = 7000g
- Fixed attributes, texts and triggers for:
A Blade that sometimes kills enemies with thunder.
• 20 Agility
• 75 % Mana Regeneration
• 40 Damage
• 15% Critical Hit Chance.
• 20% Critical Hit Damage.
• UNIQUE: on-critical-hit, throws a 450 Damage Chain Lightning (6 targets, 20 % reduction/target)
- Recipe and added to shop
* Fixed many recipe hot-keys to reflect their actual button-position.
== IN [C] 2019-08-31 16:44 - Map, Triggers - OUT: 18:39 ==
* [Map] Removed some doodads and units from location in lower left corner (some cleaning up).
* [Map] Moved enemy team starting locations to corresponding location (i.e. west team to the west and so on).
* Just noticed that it is possible to extend the map size, cool! Good to know if we ever feel the need.
* I now have an idea of how to implement the labyrinth challenge:
- Teleport player to an off camera bounds area, thus making the minimap useless.
- Could possibly lock the camera to the unit to make it more challenging.
- Probably only one player will perform the challenge since having several players running around would only be chaotic and perhaps too easy (vote?).
Other players could spectate and give directions.
- Have a trigger set and modify global fog, decreasing z-end value over time.
- Picking up fireberry increases z-end value (making it "brighter").
- Could also modify the unit's sight range (using item ability).
- At a certain z-end value the challenge will be lost.
- If player finds exit, success! Could possibly vary the start and end location to minimize possibility of remembering the labyrinth. Perhaps randomize dungeon layout?
== IN [T] 2019-08-22 21:15 - Triggers, Items - OUT: 21:28 ==
* Thunder Claws
- Fixed updated recipt
- Now costs 500 (agi+6) + 200 (sobi mask) + 1000 (crit slicer) + 1300 (recipt) = 3000g
- • 10 Agility, • 75 % Mana Regeneration, • 8% Critical Hit Chance, • 15% Critical Hit Damage, • UNIQUE: on-critical-hit, throws a 150 Damage Chain Lightning (4 targets, 20 % reduction/target)
- No more TODO! :D
== IN [T] 2019-08-22 19:08 - Triggers, Items, Abilities - OUT: 19:29 ==
* Changed Dagger of Swiftness, Maul of Forceful Impact, Mighty Skull of Insight triggers
- Changed Event from "Unit - on attacked" to AfterDamageEvent
- This means that it is AFTER the projectile hits, instead of right when basic attack projectile is being thrown
* Buffed Mighty Skull of Insight
- Str scaling AoE damage from 40% to 50%
- Result: 20% on-hit to deal 50% of str as damage to enemies within 100 of target.
* Thunder Claws
- Implemented on-crit Chain Lightning
- Chain Lightning Damage set to 150 from 200
- (4 targets, 20% dmg reduction/target)
- TODO: Fix Recipt, Gold cost, reference to the correct chain lightning ability-id
== IN [T] 2019-08-20 20:47 - Items, Triggers, Abilities - OUT: 22:37 ==
* Cloak of Agile Defence Adjusted:
- Lowered Agi from 15 to 10
* Reworked Thunder Claws:
- Now builds from Agi+6, Sobi mask (mana reg), Critical Slicer (crit chance and damage) instead of Agi+6, Sobi Mask, Dmg+9
- To: • 10 Agility, 75 % Mana Regeneration, • 8% Critical Hit Chance, • 15% Critical Hit Damage, • UNIQUE: on-critical-hit, throws a 200 Damage Chain Lightning Ability
- From: • 15 Agility, 75 % Mana Regeneration, 10 damage, usable: 200 Damage Chain Lightning Ability
- WIP: Fix Recipe, Gold cost, on-crit
== IN [T] 2019-08-20 15:20 - Triggers, Abilities, Buff - OUT: 15:44 ==
* Maul of Forceful Impact now has a working cooldown!
- Has a "berserking"-based ability, giving the buff "bashed"
- A unit with "bashed" cannot trigger bash again until it wears off
- Item "Activly Usedable" is set to true, Hero ordered to use item, Item usable set to false, Order attacker to attack the attacked target.
- Now has 15% stun chance as (not 100 as during development of this)
- Currently is on "A unit is attacked", should move to another event because bash can trigger before the HIT.
- Should be careful about damage event and AoE attacks.
== IN [T] 2019-08-18 19:04 - Map, Triggers, Abilities, Units, Items - OUT: 20:44 ==
* New version 0.45! (considering the amount of changes recently, I believe it's reasonable)
* Darth Vader Force Push
- Changed Base Damage from {90, 145, 215, 300, 400} to {100, 145, 210, 295, 400}
- x = 1,2,3,4,5 for (75 + 15*x + 10*x*x)
- Changed to ONLY deal trigger-based damage from spell-part for base AND trigger-part for scaling
- Has In-ability writing of the scaling part.
* Changed Khadgar damage-type of Fireball and Flameshield from Spells to Magic
* WIP: Changed Maul of Forceful Impact bash to be trigger-based, still needs to show cooldown on item and check for it in trigger
- NOTE: currently has 100% stun chance
- Added Heroes to an ancient document we have for this map, showing starting stats and stats/lvl
- Maybe will touch those values at some point
== IN [T] 2019-08-18 13:23 - Triggers, Abilities, Units, Items - OUT: 17:03 ==
* Bugfix: Darth Vader DVForcePushCast changed from "A unit Begins Casting an ability" to "Starts the effect of an ability"
- "A unit Begins Casting an ability" This is right BEFORE mana is wasted and cooldown is fired.
- "A unit Starts the effect of an ability" This is after the ability being cast has been "confirmed", mana have been wasted and cooldown has been fired.
* Nerf Darth Vader Force Push
- Lowered Strength damage Scaling from {20, 40, 60, 80, 100}% to {15, 30, 45, 60, 75}% damage.
- Increased mana cost from 25 to 40
- Increased cooldown from 5 seconds to 6 seconds.
* Buff Darth Vader Force Lightning
- Lowered Cooldown from 11 to 7 seconds.
* Master Chief[Shotgun] nerfed:
- AoE buffed from (%dmg, radius): {(100%, 25), (75%, 90), (35%, 125)} to {(100%, 25), (75%, 90), (10%, 125)}
- I.E. The largest radius has significantly reduced damage
* Master Chief[Rocket Launcher] nerfed:
- AoE nerfed from (%dmg, radius): {(100%, 50), (75%, 125), (25%, 175)} to {(100%, 50), (75%, 100), (10%, 175)}
- I.E. The largest radius has significantly reduced damage (from 25% to 10%)
- Cooldown Time from 2.35 to 2.45
* Master Chief[Sniper] nerfed:
- Cooldown Time from 2.5 to 2.8
* Buffed Castle
- HP reg from 0.75 to 1.0
- Mana reg from 0.25 to 0.5
- Repair Rate Upgrade increased from 0.25% hp reg increase to 0.5% hp reg increase (with above buff, 0.5 hp/s)
- This means that it previously increased by 0.1875 hp/s, not the stated 0.25.
- Defence upgrade increased from 1 armor/lvl to 2 armor/lvl
* Lowered cost of Item
- Potion of Mana, from 65 to 45
- Potion of Healing from 50 to 40
- Potion of Greater Healing from 125 to 100
- Potion of Greater Mana from 125 to 100
- Potion of Restoration from 200 to 175
* Increased cost of Item
- Healing Salve from 35 to 40
- Ankh of Reincarnation from 600 to 700
* Nerfed Item: Staff of Supreme Insight
- Cost for Recipe from 750 to 1000
- Intelligence from 50 to 40
* Mighty Skull of Insight reworked
- Old version: +15 str, +50% mana reg, +4 armor, frost nova (125 dmg)
- New version: • 10 Strength, • 50 % Mana Regeneration, • UNIQUE: 20% on-hit to deal 40% of str as damage to enemies within 100 of target.
* Added Quest Description for UNIQUE.
- UNIQUE is a non-stacking attribute of an item.
- Marked Dagger of Swiftness on-hit as UNIQUE
- Marked Small Shield on-hit-taken as UNIQUE
- Marked Heavy Shield of Strength on-hit-taken as UNIQUE
== IN [T] 2019-08-15 19:48 - Triggers, Item - OUT: 20:43 ==
* Nerfed Item: Magi-Sword
- Lowered crit chance from 20% to 10%
- Lowered crit damage from 20% to 0%
- Increased spellblade manacost from 1% to 1.5% of current mana
- Realized that it is possible to write spell-blade actual numbers in-item :O (TODO or something)
== IN [T] 2019-08-13 20:30 - Triggers, Item, Abilities - OUT: 21:41 ==
* Fixed crit system
- Item lost marks the item slot of item being manipulated in temp_integer2, then runs crit calculation
- Item aquired sets temp_integer2 = -1, then runs crit calculation
- Crit calculation goes for each item slot (item slot != temp_integer2), add crit stats if applicable.
- 100% success :)
* Adjusted Item: Small Shield
- Armor nerfed from 3 to 2
- Lowered combine cost to 150g from 200g (resulting in total cost of 400g)
- 50 (+1 armor) + 200 (150hp) + 150 (combine)
- combine gives +1 armor, +50hp, and 20% on-hit-taken reduce damage taken by 20.
- Lowered item gold value to new total cost 400g, from previous 800g (previous total cost was 450g)
- Note: on-hit-taken effect do not stack, we need a keyword or something to indicate non-stacking stuff
* FBA: I "Fixed memory leak in FBA regarding Unit Group." back in 2019-08-08 21:25, reverted it.
- apparently that unit group was needed for it to work and this is the most likely cause of FBA break down.
* FBA: Do not add Ward summoned by Rune of the Watcher to the battle_arena_team unit group (group that we do alive check against)
* FBA: 1 second AFTER battle ends, remove all units left in Friendly Battle Arena (I.E. Wards)
* Nerfed Item: Dagger of Critical
- Lowered crit chance from 6% to 3%
* Nerfed Item: Critical Slicer
- Lowered crit chance from 10% to 5%
- Lowered crit damage from 25% to 12%
* Nerfed Item: Death Dealer
- Lowered crit chance from 20% to 8%
* Nerfed Item: Critical Death Mask
- Lowered crit chance from 30% to 15%
- Lowered crit damage from 100% to 50%
* FBA: Moved two trees down slightly
== IN [T] 2019-08-12 18:16 - Triggers - OUT: 18:38 ==
* Reworked how crit is caluclated.
- Now resets crit chance to 0 and crit damage to 200 on item gained or lost.
- Go though each item and see if it is any crit item, add to the crit stat if so.
- Previously was "on item gained" -> add crit, "on item lost" -> subtract crit
- Fixes bug that Critical Death Mask was not added to "on item lost"-trigger resulting in infinite stacking crit chance and damage.
- No longer needs to add crit to 2 places! Huzza!
- Has bug: A unit Loses an item is triggered BEFORE the unit loses the item (I.E. It is still in inventory), making it still count that lost item's crit
- TODO: Fix that bug.
== IN [T] 2019-08-11 13:32 - Triggers, Map, Abilities, Units, Items - OUT: 18:49 ==
* Khadgar Fireball[Q] Actial Damage Number update now triggers on:
- Learns a skill, aquires an item, loses an item, gains a level (and on "-dmg")
* Khadgar Flame Shield gfx lowered height (I.E. now closer to ground).
- Kinda at torso-height-level now (10/-60 height for normal/amp), down from fairly high up (50/0 height).
* Khadgar Flame Shield radius buff, from {80/160} for normal/amp to {85/170}
* Added Ground and Air Pathing Blockers around the main arena
- Removed "holes" to the bridge to the west and path to south that Ball Sammus could pass through.
- Put a lot of blockers to the south but Ball Sammus can boost out there.
* Imported the Plasma Granade model from the models-to-consider.txt
* Added that Plasma Granade model on-top-of existing special effects.
- Didn't like it with only that sfx.
* Master Chief[SMG] buffed:
- range from 200 to 250
- base damage from 12 to 18
* Master Chief[Shotgun] buffed:
- AoE buffed from (%dmg, radius): {(100%, 25), (75%, 90)} to {(100%, 25), (75%, 90), (35%, 125)}
* Master Chief[Rocket Launcher] adjusted:
- AoE buffed from (%dmg, radius): {(100%, 25), (75%, 100), (25%, 150)} to {(100%, 50), (75%, 125), (25%, 175)}
- Cooldown time nerfed from 2.25 to 2.35
* Master Chief[Sniper] buffed range from 1200 to 1500
* Added a colors.txt document with colors that are used for different stuff
* Adjusted Khadgar Amplified color
* Adjusted Mammoth Tank Tusk Missle texts
* Adjusted Master Chief plasma Grenade text
* Added Master Chief Plasma Grenade actual damage numbers in ability
- triggers updates on: Learns a skill, aquires an item, loses an item, gains a level (and on "-dmg")
* Added Khadgar Flame Shield actual damage numbers in ability with same triggers as Fireball
- AND adjusted text
* Imported a grey flat slime (by Twilac (Jennie)) to be used for flat slimes.
* Changed Flat Slimes to new model, adjusted triggers
* Spawning Slimes from triggers instead of "spawn upon death"-ability to get rid of vfx and easier to add to "current_wave_unit_group"
* Adjusted Item: Heavy Shield of Strength
- Buffed HP from 200 to 300
- Nerfed Str from 15 to 10
- • 25% on-hit-taken to reduce damage by 25 (I.E. 6.25 damage/hit if averaged down)
- Adjusted combine from Armor+3, Str+6 and hp+150 to Small Shield (tier 1 item) and Str+6 + 700g
== IN [T] 2019-08-10 16:42 - Triggers, Units, Abilities - OUT: 17:16 ==
* Lowered projectile speed for Ghost attack from 400 to 350
* Master Chief Drop Medkit[W] increased %max hp from {4,5,6,7,8} to {4,6,8,10,12}
* Darth Vader Force Push[W] adjusted:
- Damage {95,155,240,350,485} to {90, 145, 215, 300, 400}
- Still has strengh scaling {20%, 40%, 60%, 80%, 100%} of str as additional damage.
- Formula: x = 1,2,3,4,5 for ((50 + x * 32.5 + 7.5 * x * x) ) - Wolfram|Alpha
- Cooldown: from {6.5, 5.75, 5.0, 4.25, 3.5} to {5, 5, 5, 5, 5}
- Darth Vader is probably still too stronk!
* Item Adjusted: Dagger of Swiftness
- Fixed tooltip (showing 0% as buff, should show 30%).
- the 20% on hit buffed from 30% attack speed to 30% attack speed and 10% move speed for 3.0s.
== IN [T] 2019-08-10 13:10 - Triggers, Abilities - OUT: 14:32 ==
* Mouse Movement System seem to give orders in a way that doesn't feel very good all the time...
- disable it for now.
* Samus Place Bomb[Q] (in ball) now have level-up text on [W] describing bomb damage.
* Samus Place Bomb[Q] (in ball) now has better info text (giving more information).
* Samus Place Bomb[Q] (in ball) now explodes after 2.0 seconds, down from 2.5 (and down from 3.0s a few days ago.)
== IN [T] 2019-08-09 23:41 - Items, Abilities, Triggers - OUT: 00:28 ==
* New Item: Small Shield
- Builds from: Wood Shield, Periapt of Vitality (150hp), +200g
• 3 Armor, • 200 Life, • 20% on-hit-taken to reduce damage by 20 (I.E. 4 damage/hit if averaged down)
* Renamed Life and Mana shop to Life, Mana and Magic
* New Item Types: Ability Power
- Strange Poach (+10 ability power) for 200g
- Slightly Magic Wand (+40 ability power) for 900g
- Currently does nothing.
- Values might change.
- Will increase Ability Scaling Abilities with a % of this value somehow.
- Might introduce Magical Crit or something.
- Will add these to shop when implementing this.
== IN [T] 2019-08-09 13:29 - Map, Terrain, Triggers, Doodads, Units, Items - OUT: 20:57 ==
- Tested bash cooldown, does not work!
- Tested stacking evasion, does not work!
* Adjusted armor: each point of armor gives 5% more effective hp (down from 6%)
- This is to easier think about armor and items (a thing I want to put some work into).
* Added a small section of wall on the ramps to clearify that it is not passable on that side. (no pathing change)
* Smoothed the "high ground" around the castle a tiny bit
* New version 0.44 (soon to update Damage Engine and add Mouse Movement System)
* Added Mouse Movement System.
- Allows for holding down right click to change move location.
- Fairly small system found in ImportedSystems/Mouse Movement System 1.2
* Updated Damage Engine
- New version has bug fixes and new features of interest
- Can now have armor piercing (armor reduction) on some hits (crits?)
- Can now easier detect leathal damage (special effects etc. on kills)
- TODO: Test systems that used Damage Engine.
- Crit seems to still work as before.
* Experimenting with select hero on deselect.
* AutoHeroSelection system is now in place.
- Automatically selects the hero whenever a player has no units selected.
- Turned on/off with -ahs on/off.
- Cannot select items on ground or destructables with this feature on (cannot detect selection of them).
* Placed Pathing blockers on places where no player should ever be in game
* Removed bridge pathing (making it inpassable)
- Let's not assume anything regarding where players will and will not go if given a dash that can pass small terrain
* Samus Place Bomb[Q] (in ball) is now Summon Water Elemental-based, meaning no target and faster cast.
- On the positive side, it's faster to cast, no indicator, place it where you currently are, less room for mess ups.
- On the negative side, no radius indicator.
* Dagger of Swiftness reworked:
- Now builds from Agi+3, Agi+6, Attack Speed (Similar to Str and Int items).
- Now gives +15 agi, +20% AS, 20% on-hit for 30% attack speed for 3 seconds.
- It is possible to have per-item unique texts :O, see Debug/CreateUniqueTextItem
* New Item: Critical Slicer.
- Builds from Dagger of Critical Stabbing, and recipe for 700g
• 10% Critical Hit Chance. • 25% Critical Hit Damage.
* New Item: Critical Death Mask
- Builds from: Critical Slicer, Death Dealer and recipe for 1200g
- • 50 Damage, • 30 % Crit Chance,• 100% Crit Damage
* Adjusted Item: Death Dealer
- From • 30 Damage, • 15 % Crit Chance,• 20% Crit Damage
- To • 30 Damage, • 20 % Crit Chance
== IN [T] 2019-08-08 21:25 - Triggers, Items, Map, Abilities - OUT: 22:52 ==
* Fixed memory leak in FBA regarding Unit Group.
* Spacebar centers on Hero.
* Slightly lowered revive cost.
* Increased item sell gold from 50% to 75%.
* Increased item drop, give, sell range to 350 from various.
* Adjusted tool-tip for Broach of Upgraded-Swiftness.
* Samus Overcharge[R] cast range increased from 700 to 1500, lowered mana cost from 200 to 150
* Samus Bomb[Q] (in ball) damage from {180, 240, 320, 420, 580} (lagging 1 level behind in outer radius) to
{220, 300, 400, 520, 660} (lagging 1 level behind in outer radius).
* Sammus Bomb[Q] (in ball) lowered time to explosion from 3.0s to 2.5
* Flat Slimes easier to see difference between alive and dead slimes.
== IN [T] 2019-08-08 15:02 - Triggers - OUT: 16:07 ==
* On-game start, set life and mana to 100% of heroes and castle (allowing one to test abilities and attacks pre-game)
- Possible exploit with Master Chief Health Pack, but it's worth letting new players test abilities and re-pick etc.
* Added "-total gold to X" command that sums total gold (for ONE spawn point) up to wave X.
(Excluding boss bonuses, boss bounties, spawned units, because they don't spawn using normal system)
== IN [T] 2019-08-07 17:09 - Triggers - OUT: 18:20 ==
* HugeSlimeUpdateSizeSpawnSlime - Whenever Huge Slime gets below of- OR above a 20% interval, spawn 2 big slimes and change size.
* Setup waves 31-35
31: 6 Orc Warriors, 3 Spearman, 2 Catapult
32: 6 Orc Warriors, 3 Spearman, 2 Necrolyte
33: 6 Orc Warriors, 3 Spearman, 6 Necrolyte
34: 6 Big Slime, 8 Small Slime
35: 8 Small Slime, 1 Huge Slime (spawning around 13 big slimes each)
== IN [T] 2019-08-07 14:28 - Triggers, Units - OUT: 16:01 ==
- Path collision impossible to change, only uniform scaling possible (I.E. all axis same scaling)
* Created 5 sizes of huge slime to be replaced by triggers.
== IN [T] 2019-08-06 20:45 - Units, Triggers - OUT: 22:01 ==
* Added a "Real" variable of "wave_current", enabling a simple way to trigger special stuff on specific waves
Currently we have "current_wave_nr" integer.
Reason for this is the "Game - Value Of Real Variable" GUI method, only works for real.
With this, one can have event "wave_current becomes equal to 34" for a trigger.
Example: Debug/WaveEventTest
== IN [T] 2019-08-06 15:46 - Units, Abilities, Triggers, Buffs - OUT: 17:52 ==
* Added Huge Slime (mid-boss)
* Big and Small Slimes spawn "flat" versions of themselves up-on death, slowing nearby enemies (lives for 60s)
* Slime Bolt ability added to Huge Slime, dealing damage, stuns 1s and spawning flat slimes up-on hit.
- TODO: Huge Slime spawns big slimes periodically when taking damage, resuces in size (and pathing-collison).
== IN [T] 2019-08-06 13:58 - Units, Abilities - OUT: 14:49 ==
* Changed model of warlock (with spawning portal).
* Added Necrolyte enemy (with raise dead ability).
* Added higher tier of Skeletal Orc (raised by Necrolyte, only rewarding 2g/kill).
* Added higher tier of Grunt (Orc Warrior).
* Added Tier 4 Spearman (Troll)
== IN [T] 2019-08-05 14:26 - Map, Import, Units, Abilities - OUT: 15:03 ==
* New version 0.43! (soon to include slime enemy)
* Imported Green Slime (and added Hayate to credits)
* Created Enemy: Big and Small Slime. Big ones spawn 3 small ones up-on death.
== IN [T] 2019-08-04 20:57 - Trigger - OUT: 21:01 ==
* Update Fireball ability text on-amplify-magic-learned, -dmg command and on fireball cast.
== IN [T] 2019-08-04 15:21 - Trigger - OUT: 16:46 ==
* Moved hero spells into folders :O
* Khadgar Fireball show bonus intelligence-damage in-ability-text
* All damage-in-ability-texts now show integers instead of reals (couldn't get rid of the decimal)
== IN [T] 2019-08-03 18:20 - Trigger - OUT: 19:06 ==
* Added crit info quest. Extracted crit chance calculation to its own trigger.
* Added credits quest (split into 4, seems to be 512 character limit or something like that)
== IN [T] 2019-08-03 14:40 - Trigger, Map - OUT: 16:22 ==
* Adjustments to MT Tusk Missle actual damage in-ability. Updates it on-skill-learned and each fire.
Should update often enough.
* Added "-attackspeed" / "-as" chat command to display attack speed (interval).
Only shows BASE attack speed unfortuneally.
* Increased max level to 25 from 20.
== IN [T] 2019-08-02 18:20 - Trigger - OUT: 18:41 ==
* [Bug Fix]: Mammoth Tank Tusk Missle actual damage text but was 1-indexed instead of 0 indexed and showed total damage instead of extra damage from str-stat.
- Trigger: MTTuskMisslesUpdateAbilityText sets the ability text for Tusk Missles.
== IN [T] 2019-08-01 16:04 - Trigger - OUT: 16:32 ==
* FBA: Reset ability cooldowns after Friendly Battle Arena
* UI: -dmg command: Mammoth Tank Tusk Missle show actual damage (% of str) in the ability
- This failed for some reason.
== IN [T] 2019-08-01 15:06 - Trigger - OUT: 15:18 ==
* FBA: All non-hero units and illusions are removed at the end of Friendly Battle Arena.
Looked at new text stuff and what one can do with it
== IN [C] 2019-07-26 18:51 - Trigger, Sounds - OUT: 19:18 ==
* [Sound] Added V2 Missile sound from Red Alert to V2 Rocket ability.
== IN [C] 2019-07-20 22:43 - Trigger - OUT: 01:33 ==
* [Bug Fix] Removed music path print when starting Friendly Battle Arena.
* [Bug Fix] Fixed crash when using Khadgar's Blizzard spell in latest version 1.31 (took some time to figure out this one).
Seems to have been caused by trying to stop a sound (StopSound) with a fade out on the same frame as the sound finishes playing.
Made it so that we in "PlayTimedSound_CleanUp" check if the sound is playing and if so apply a fade out and otherwise do not.
This seems to have fixed the issue (a bit weird though since it used to work.. I guess some indexing or edge behavior has been introduced in one of the patches).
== IN [C] 2019-07-20 19:23 - Map - OUT: 19:24 ==
* Resaved the map using the new editor version.
== IN [T] 2019-07-09 22:40 - Units - OUT: 22:53 ==
* Created Clicky Daemon as a tier 4 unit
== IN [C] 2019-07-07 15:15 - OUT: 15:30 ==
* Fixed description of Waves 31-40 in Waves trigger (used to say 20-30).
== IN [C] 2018-12-16 17:25 - OUT: 17:25 ==
* Checked the new patch (1.30.2.1113) - it fixed the 3D sound problems mentioned below! =)
== IN [C] 2018-10-21 12:30 - Units, Items, Triggers - OUT: 14:30 ==
* Fixed punctuation and phrasing on some upgrades and items.
* Fixed so that Defeated dialogue uses centre alignment.
* Note: Seems that some 3D sounds play at low volume, might be a patch issue (let's hope it is resolved in an upcoming patch).
== IN [T] 2018-10-14 17:08 - Triggers - OUT: 18:00 ==
* [Triggers] Fixes for Spawn Portal
* New file version, yaay! 0.42!
* [Triggers] Save portal handle in warlocks custom value
- TODO, destroy portal when warlock dies + cleanup memory leak from points creation in warlock spell code.
== IN [T] 2018-08-25 19:32 - Triggers, Abilities, Unit - OUT: 20:21 ==
* [Bug fix] Ghouls Cannabalize ability no longer requires tech tree to use/unlock
* WIP: Spawn Portal for Warlock
== IN [T] 2017-08-23 22:30 - Triggers, Units - OUT: 23:05 ==
* Created "Daemon Lord", very though enemy that will swarm down players for sure
* Finished Portal Spawning intervals (might need to be tweaked)
== IN [T] 2017-08-18 20:54 - Triggers - OUT: 21:33 ==
* Setup Warlock's portal spawning units (first "state")
== IN [T] 2017-08-13 17:29 - Units, Regions, Triggers, Abilities - OUT: 18:11 ==
* Setup Warlock spawn points
* Setup Warlock spawned units (Giant Spider, Brood Mother and Daemon)
- Note: Warlock spawned units does not give any gold on kill, this it to make them less exploitable, spawn camping a portal for infinite gold
== IN [C] 2017-08-13 12:48 - Triggers, Abilities - OUT: 14:17 ==
* [Ability] Started implementing Slash.
* Next time: Do damage on enemies + have some nice VFX + SFX.
== IN [C] 2017-08-12 19:59 - Triggers, Sound, Import, Abilities - OUT: 22:36 ==
* [Sound] Removed HitOther sound for Charge (since it will damage targets several times per second).
* [Icon] Added new icon for Charge ability (BTNWWPeasant).
* [Ability] Added description for Charge ability.
* [Ability] Switching stance will now close the Spellbook menu.
== IN [C] 2017-08-06 20:27 - Triggers, Abilities, Units - OUT: 21:00 ==
* [Nerf] Offensive Stance - Attack Speed Bonus from {30%, 35%, 40%, 45%, 50%} to {15%, 20%, 25%, 30%, 35%}
* [Adjust] Tweaked damage from Charge ability (will write values when implementation is done).
* [Bug Fix] Added Hero alive as end condition for Charge.
== IN [C] 2017-08-06 13:51 - Triggers, Abilities, Units - OUT: 18:43 ==
* [Feature] More work on Lothar's charge ability. It's coming along nicely (almost done).
- Charge takes a target and will then move Lothar towards it.
- All enemy units in the way will be pushed aside + take damage. Target takes damage, get pushed and stunned.
- The ability is aborted if the target moves too far, dies or if Lothar is issued an order, i.e. can abort it! =).
- [Triggers] Added ALChargeMove which applies damage, pushback + stuns the target unit.
- Next Time (Charge): Try to add Other Unit impact sound via PlayTimedSound, add descriptions, fix/add icon.
== IN [T] 2017-08-05 14:24 - Abilities, Items, Units - OUT: 16:14 ==
* [Adjust] Renamed many ability names for Unique Abilities for easier item rebalanceing
* Began work on new enemy - Spirit Walker that (will) teleport in, open a portal, channel to the portal until it dies, spawning infinite enemies with low hp, moderate damage and timed life
== IN [C] 2017-07-30 21:39 - Triggers, Abilities, Units - OUT: 22:32 ==
* Began work on Lothar's Charge ability.
- Created ALChargeCast Trigger.
- Setup Charge ability (Channel based).
* Next time: Move Lothar via trigger (similar to Samus Morphball Boost).
== IN [C] 2017-07-27 20:51 - Items, Triggers, Abilities - OUT: 23:10 ==
* [Debug]: Added new command "-create enemy" which creates a skeleton at the location of the camera.
* [Items/Abilities]: Remade Frost Mines so that they instead function like normal mines but with a dummy triggered ability.
* [Triggers]: Added FrostMineExplode which creates a Frost Explosion that freezes nearby enemies.
- Note 1: My reasoning for redoing the Frost Mine abilities is that it seems like stasis trap is hard to change due to using hard coded values in Warcraft III.
- Note 2: Frost Mines are no longer timed - can be redone if this was intended.
== IN [T] 2017-07-24 13:48 - Items, Abilities - OUT: 15:00 ==
* [Adjust] Renamed many ability names for Unique Abilities for easier item rebalanceing
== IN [C] 2017-07-23 20:53 - Units, Abilities, Triggers - OUT: 21:55 ==
* [Nerf]: Offensive Stance - Attack Speed Bonus from (20%, 40%, 60%, 80%, 100%) to {30%, 35%, 40%, 45%, 50%}.
* [Nerf]: Offensive Stance - Attack Damage Bonus from (10%, 15%, 20%, 25%, 30%) to {3%, 6%, 9%, 12%, 15%}.
* [Nerf]: Defensive Stance - Armor Bonus from (5.0, 7.5, 10, 12.5, 15.0) to {5.0, 6.3, 7.5, 8.8, 10.0}.
* [Bug Fix]: Fixed so that correct wave music is played after using FBA (need to use PlayMusicBJ() so that bj_lastPlayedMusic is set).
* [Debug]: Added new command "-clear wave" which kills all wave units, thus completing the wave.
* [Bug Fix]: Fixed so that Orc Juggernaught Barrage uses its own point (orc_juggernaught_target_point) so that target point of ability is kept between Wait().
== IN [T] 2017-07-23 17:52 - Abilities, Units, Triggers, Items - OUT: 18:22 ==
* [Fix]: Helm of Insight magic damage reduction text fix.
* [Fix]: Recipe for Thunder Claws now reflects the item.
* [Fix]: Rune of Protection now gives armor and have its own buff and no requirement for corpses nearby.
* [Nerf]: Master Chief Plasma Grenade scaling damage lowered from {25%, 50%, 75%, 100%, 125%} to {15%, 30%, 45%, 60%, 75%}.
* [Fix]: Master Chief Plasma Grenade ability shows the correct values.
== IN [T&C] 2017-07-23 14:48 - Abilities, Units, Triggers - OUT: 16:06 ==
* [Feature]: Added Essence of Life ability to Castle (10 upgrade levels).
* [Feature]: All castle upgrades now have their next level as the stock count.
* [Adjust]: Castle is now neutral (thus it will no longer auto cast abilities).
* [Feature]: Added Lothar to Hero Pick area (added to repick & random triggers).
== IN [T] 2017-07-22 00:06 - Abilities, Units - OUT: 00:16 ==
* [Nerf] Increased cooldown of Castle abilities, War Stomp from 30s to 60s, Cyclon from 30s to 60s
* [Nerf] Mana cost of Castle War Stomp from 150 to 175
* [Adjust] Max mana and initial mana set to 400
* i.e. only 2 abilities can be used in a short time span, then the castle will out-of-mana for quite a while
== IN [T] 2017-07-22 13:17 - Doodads, Items, Abilities, Triggers, Gameplay Constants, Units - OUT: 15:43 ==
* [FBA] Placed a single sight blocking (undestructable) column in the center of the arena
* [FBA] Increased Rune Spawned mini-map ping time from 1.0s to 5.0s
* [FBA] Spawning Runes
* [Removed] Rune of Greater Healing, Rune of Greater Mana
* [Added] Rune of the Watcher (45.0s duration ward), Rune of Protection (15 armor for 15.0s), Rune of Invisibility (invisible for 10.0s)
* [Buff] Rune of Restoration Hp/mana back increased from 300/150 to 1000/1000
* Rune Timer lowered from 30.0s to 25.0s
* [Buff] Increased Inventory - Give Item Range from 150.0 to 350.0
-- Version 40 --
* [Feature] Castle Spells
* Castle now has 0 initial mana, 500 max mana, 0.25 mana reg
* Players now have "Shared Units" with Castle. Still requires nearby person to upgrade/repair
* [Spell] Cyclon, 10.0s vs Units, 5.0s vs Heroes, 200 mana cost
* [Spell] War Stomp, 10 levels, 75 -> 1200 damage, 4.00 -> 6.25s stun (half vs heroes), 200g to upgrade each level (125 dmg, 0.25s stun per level) - 150 mana cost
== IN [T] 2017-07-20 00:49 - Items - OUT: 00:52 ==
* [Nerf] Recipe for Thunder Claws increased from 500g to 700g (and Thunder Claws "gold value" is 200g more, 1800g)
- Note: Maybe I should put all items in a spreadsheet to calculate gold costs and how much gold a stat is worth to make items more balanced and keep track of how much gold each item actually costs to be able to see if any adjustmests are needed easier.
== IN [T] 2017-07-17 20:30 - Triggers, Abilities, Items, Doodads - OUT: 23:17 ==
* [Feature]: Added -dmg command for Master Chief's Plasma Grenade
* [Bug]: Only show damage of abilities that have been learned with -dmg
* [Debug]: Added "-set hp X" function sets hp of selected unit to X
* [Adjust]: Mammoth Tank Tusk Missile Damage Print now uses "-dmg" to print damage (from -tusk command)
* [Buff]: Mammoth tank Tusk Missle Cooldown reduced from 6.0s to 5.0s
* [Nerf]: Darth Vader Force Push Lowering base damage (non-scaling part) from {100, 170, 275, 415, 590} to {95, 155, 240, 350, 485} to keep damage level similar to pre-scaling-add in the early parts of the game
* [Feature]: Added -dmg command for Darth Vader's Force Push
* [Item]: Thunder Claws
* Abilities: 15 agility, 10 damage, 75% mana reg, Chain Lightning 200 dmg
* Builds from: Boots of Quel'thalas, Claws of Attack +9, Sobi Mask
* Cost: 500 + 400 + 200 + 500 = 1600g
* [FBA] Replaced last archway with non-pathing version with seperate sight/path blockers
== IN [T] 2017-07-16 21:38 - Triggers, Abilities - OUT: 21:55 ==
* [Adjust] Plasma Granade Master Chief
* base damage lowered from {230, 340, 500, 710, 970} to {220, 315, 450, 625, 840}
* Added Intelligence Scaling of {25%, 50%, 75%, 100%, 125%}
- Note: Should do roughtly the same damage through out the early part of the game, if maxing this ability first, slightly more damage compared to before if putting points in to this ability later
- TODO: Add trigger to show total damage done in a -dmg command
? TODO: Normalize "show damage" commands to -dmg
== IN [C] 2017-07-14 18:53 - Triggers, Abilities - OUT: 20:05 ==
* [Art] New passive icon for Tactical Stance (based on "Human Capture Flag" icon).
* [Feature]: Added Mana Regeneration Bonus to Tactical Stance (currently 1.0 m/s, 2.0 m/s, 3.0 m/s, 4.0 m/s, 5.0 m/s).
- Not sure if we want to use "flat" mana regeneration bonus (i.e. mana per second) or if it should rather increase the Hero's current mana regeneration (like Sobi Mask).
Should not be too hard to change to the later if necessary.
== IN [T] 2017-07-13 21:26 - Terrain, Doodads, Triggers, Abilities - OUT: 23:52 ==
* [FBA] Lowered Terrain in the top
* Added new version of some Doodads without Pathing (has to manually add pathing blockers)
* [FBA] Added more trees and removed center fountain
* [Adjust] Death Dealer Recipe now requires Dagger of Critical Stabbing instead of Mining Pick
* [Fix] Shield of Spell Protection and Runed Bracers text fix for Spell Damage Reduction
* [FBA] Winners are Invunerable from last enemy death until End-of-Battle
* [Buff] Mammoth Tank Tusk Missile strength scaling increased from {20%, 40%, 60%, 80%, 100%} to {25%, 50%, 75%, 100%, 125%}
* [Feature] Added command for Khadgar Damage (-dmg) to check damage post-intelligence bonus
* [Feature] Command for printing Move Speed (-ms, or -movespeed)
* [Update] Quest with Commands to have Move Speed
* [Buff] Darth Vader Force Push deals {20%, 40%, 60%, 80%, 100%} of Strength additional damage
* [Buff] Removed Darth Vader Force Push Max Damage (I.E. Each unit takes the damage, NOT limited to first X units or damage shared or however that works)
== IN [C] 2017-07-12 19:27 - Triggers, Units, Abilities - OUT: 00:57 ==
* [Art] New passive icon for Tusk Missiles (based on "Cluster Rockets" icon).
* [Art] New passive icon for Offensive Stance (based on "Iron Forged Swords" icon).
* [Art] New passive icon for Defensive Stance (based on "Iron Plating" icon).
* [Feature]: Added Attack Damage Bonus to Offensive Stance (currently 10%, 15%, 20%, 25%, 30%).
* [Feature]: Added Defense Bonus to Defensive Stance (currently 5.0, 7.5, 10, 12.5, 15.0).
== IN [C] 2017-07-12 15:49 - Triggers, Units, Abilities - OUT: 17:24 ==
* [Feature]: Lothar now gets an attack speed bonus when in Offensive Stance, scales with Change Stance ability (currently 20%, 40%, 60%, 80%, 100%).
- New triggers: ALAddOffensiveAbilities, ALRemoveOffensiveAbilities, ALChangeStanceToDefensive, ALChangeStanceFromDefensive, ALChangeStanceToTactical, ALChangeStanceFromTactical
- This done via adding/removing an ability based on attack speed bonus item. The reason for us re-adding/removing the ability is that enabled/disable abilities doesn't seem to work for passive bonuses (at least not attack speed bonus).
== IN [C] 2017-07-11 18:38 - Triggers, Units, Abilities - OUT: 00:04 ==
* [Bug]: Fixed bug with "Change Stance"/"Weapon Roulette" not getting reset properly when killed with an Ankh equipped (New triggers: MCAnkhUse, ALAnkhUse).
* [Adjust]: Increased number of "Attribute Bonus" levels from 10 -> 12.
* [Bug]: Fixed bug which caused secondary OrcJuggernaughtBarrage to always target centre of map (we destroyed "Target Point of Ability Being Cast" too early).
* [Feature|WIP]: Started work on Passive abilities for Lothar Offensive Stance (attack speed + damage increase).
== IN [C] 2017-07-10 21:16 - Triggers, Units, Abilities - OUT: 00:41 ==
* [Leak]: Fixed memory leak in MCWeaponRouletteCast when switching back to Magnum from another weapon (didn't destroy the timer).
* [Leak]: Fixed memory leak in ALStanceChangeCast when switching back to Offensive from another stance (didn't destroy the timer).
* [Cleanup]: Renamed trigger ALStanceChangeCast to ALChangeStanceCast.
* [Cleanup]: Renamed trigger ALSwitchStanceLearned to ALChangeStanceLearned.
* [Cleanup]: Renamed trigger SamusDie to SADie.
* [Bug]: Fixed issue in ALChangeStaceCast where order was repeated each time one changed stances from a state other than Default (Aggressive).
This is probably due to the unit transforming back to Default during the same frame that the order is issued or something wonky with Warcraft III.
Problem was resolved by turning off trigger and enabling it when whole stance change was complete.
I also added a sanity check to the trigger condition so that changes to stances one are already in are ignored (this happens when changing back to Aggressive stance from any
stance - the solution above cannot be applied in this case because we do not have a timer).
* [Bug]: Fixed bug where levelling up "Change Stance" caused the contained abilities to disappear after using them once.
* [Bug]: Fixed bug with "Change Stance" not getting reset properly when killed (Added trigger ALDie).
* [Bug]: Fixed bug with "Weapon Roulette" not getting reset properly when killed (Added trigger MCDie).
- TODO: Need to fix above bug when having an Ankh equipped (this does not trigger the Die event).
== IN [T] 2017-07-10 19:22 - Items, Abilities - OUT: 19:32 ==
* [Fix] Recipe Mighty Skull of Insight now have same text as the item, referencing the correct abilities (mana reg)
* [Buff] Mammoth Tank Agghhh Motherland HP regen buffed from {2.0, 3.5, 5.5, 8.0, 11.0} to {4.0, 6.0, 8.0, 10.0, 12.0}
* Lowered Price of Dagger of Critical Stabbing from 350g to 300g
== IN [T] 2017-07-09 19:42 - Units, Abilities, Triggers, Items - OUT: 21:03 ==
* [Adjust] Cho'gall
* Increased base HP from 60000 to 80000 (33% increase)
* Increased Move Speed Base from 270 to 280
* Increased Base Damage from 0 to 100 (resulting 430 => 530 damage after strength)
* Runes:
* Buffed duration from 150 to 200
* Lowered "Explosion trigger" radius from 150 to 140
* Buffed Full Damage Radius From 125 to 150
* Nerfed Full Damage amount from 500 to 375
- Note: Partial damage radius is kept at 200
* Buffed Partial damage amount from 200 to 250
* Lowered Activation Delay from 2.0 to 0.1 seconds
* Remove all on Cho'gall Death (Trigger: ChogallDeathRemoveAllRunes)
* Increased time for Split Team Gold from 5 seconds to 7 seconds
* Increased Aura Range from 1000 to 1200 for
* Brilliance Aura
* Devotion Aura
* Unholy Aura
* Agghhh Motherland
* Increased Range for Charge Beam from 1100 to 1350
* Increased Duration of Amplify Magic from 6 seconds to 8 seconds (Time one has to cast a spell before it just disappear)
* Lowered Price of Recipe for Staff of Supreme Insight from 2000g to 750g
== IN [T] 2017-07-07 19:41 - Items, Abilities - OUT: 20:29 ==
* [Adjust] Price of Mines changed to (Tier 2) 275g => 250g (Meaning price of all tiers are {100, 250, 400}, 150g difference between tiers).
* [Adjust] Stun Duration of Frost Mines vs Heroes {2.0, 2.5, 3.0} for Tier {1,2,3}, instead of fixed 3.0s.
== IN [T] 2017-07-07 00:22 - Items, Abilities, Units - OUT: 01:20 ==
* [New] Frost Mine, dealing less than Goblin mines (about 60% of the damage compared to same tier Goblin Land Mine) but stun for {4,5,6} seconds (3s vs heroes).
* [Adjust] Price of Goblin Land Mines changed to (Tier 1) 125g => 100g, (Tier 2) 350g => 275g, (Tier 3) 550g => 400g.
== IN [C] 2017-07-05 21:47 - Triggers, Items - OUT: 22:54 ==
* [Debug]: Made crit chance on item pickup/drop debug message use DebugPrint.
* [Bug]: Fixed bug where having multiple Magi-Swords equipped resulted in multiple crit messages sometimes appearing.
- There was an old ability "Critical Strike (Item 20%, 2.5x)" that Magi-Sword still had. Seems like this caused problems with double crit damage being applied.
Solved by removing said ability.
== IN [T] 2017-07-05 19:43 - Triggers - OUT: 19:57 ==
* Merged all Spell-Blade effects to one trigger.
- Count number of Magi-Sword and Mage Blade and deal the appropriate amount of damage. This will only trigger one "cause damage"
== IN [C] 2017-07-05 14:47 - Triggers, Units, Map - OUT: 17:49 ==
* [Debug]: Minor cleanup among debug triggers.
- Made DamagePrinting use DebugPrint so that it is only printed when debug_print_damage is true.
* [Leak]: Fixed memory leak in OrcJuggernaughtBarrage (apparently "Target point of ability being cast" creates a new point that needs to be destroyed).
* [FBA]: Added checks so that one cannot join/reset teams when a battle is already ongoing.
* [FBA]: Added more color coded messages to FBA + edit some FBA related descriptions so that they follow the same style.
* [FBA]: Cleared up some duplicated code.
- Created FBAInitializeUnit as a helper trigger.
* [Bug]: Fixed bug with ally Hero portrait disappearing after having played one round of FBA.
== IN [C] 2017-07-03 19:54 - Triggers - OUT: 22:50 ==
* [DEBUG]: Added ChatSetTime debug trigger (sets time of day to input).
* [DEBUG]: Added ChatSetOwner debug trigger (sets owner of selected units to Player X).
* [DEBUG]: Added ChatTeleport and DebugTeleport (next issued move order will move unit instantly to that point).
* [FBA]: Fixed FBA color coded formatting for Victory messages.
* [FBA]: Added victory fanfare sound.
* [FBA]: Resurrection Stones owner is now changed to Neutral Passive during battle (to avoid possible weirdness where one team member dies and buys himself/herself back).
* [BUG]: Fixed bug with Hero vision at night becoming very short:
- The problem was caused by instantly reviving the Hero when it was dying (happened in FBA):
- "Another note: when a hero dies, his vision get reduced as well. But in case if he's revived WAY too fast (under Death time constant value) his vision WON'T reset as it does normally.
Instead he will permanently have incorrect vision until respawns correctly. Fix is only available with Memory hack." - Vision guide
- Issue was fixed by adding a delay so that the revive happens after 5.00 seconds.

== IN [C] 2017-07-02 16:10 - Units, Triggers - OUT: 17:20 ==
* Made so that Skeletal Marksman, Skeletal Orc, Skeletal Mage and Evil Zombie explode on death.
- Tried making Catapult explode on death. However, this seemed wonky so skipped it.
- Note: Still a bit unsure whether the explosion effect for skeletal units is good enough (currently using glaive impact effect).
- Let's try it and if it seems off then we can always remove it.
* Changed Crit System explode debug message to use Debug Print.
== IN [T] 2017-07-01 17:03 - Triggers - OUT: 17:50 ==
* Split command implemented, drops stacks of item
- I.E. "-split 1 37" => Drops 37 items from itemslot 1, requires that item in slot 1 has stacks. If number is equal to remaining stack, drop all. If greater than remaining stacks, do nothing.
* Added -crit and -split to command quest log
== IN [C] 2017-06-30 15:23 - Triggers - OUT: 19:00 ==
* Added Button Manager to available tools (useful tool for creating Warcraft 3 style UI buttons.)
* Added Debug Dialog.
- Provides an easy way to set debug variables.
- Can currently set the value of debug_print_crit, debug_print_damage (currently unused) and debug_print_handle.
- Show Debug Dialog by entering the following chat command "-debug show".
* Removed ToggleCritDebug trigger (since this can now be set from the Debug Dialog).
* Added HandleCounter trigger.
- This prints the most recent object handle id (offsetted by 0x100000 since this is the address most handles start their allocation at).
- Can be used to detect potential memory leaks.
== IN [T] 2017-06-28 23:05 - Triggers - OUT: 23:38 ==
* Practice Dummies should now exist, even when not debugging!
* Reset FBA (Friendly Battle Arena) team color and FBA-flag-special-effect on market exit
== IN [C] 2017-06-26 19:55 - Triggers - OUT: 22:07 ==
* Added new helper function: DebugPrint(string text, string title, string color, boolean should_print).
- This can be used for easy debug prints (without all the if-conditions). Contains internal check against is_testing in addition to should_print variable (meaning that it won't print at all when is_testing is false).
- Example call: call DebugPrint("Test", "TitleHere", null, udg_debug_print_crit)
- Note: Doesn't seem like JASS support function overloading sadly (each function must be uniquely named).
* Added new global constants for some color codes: COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_YELLOW.
* Added new debug variable: debug_print_crit.
* Added new debug chat command function: ToggleCritDebug.
- Toggles value of debug_print_crit, call with "-debug crit".
== IN [T] 2017-06-25 17:22 - Triggers, Items - OUT: 18:14 ==
* Dagger of Swiftness Recipe now reflects the updated item.
* Fixed Death Dealer text spacing.
* Disabled Experience Gain during Friendly Battle Arena.
* Set 100% hp & mana on start of Friendly Battle Arena.
* Added a flag and color to the West and East team in Friendly Battle Arena.
* -crit now displays current crit chance and damage %.
== IN [T&C] 2017-06-25 15:02 - Triggers, Items - OUT: 16:05 ==
* Death Dealer, Magi-Sword now uses Crit system
* Crit overkill will now splat targets (if dealing "damageDone >= (maxhp/2) + currhp")
- I.E. if 100 maxhp, after applied damage, target should have -50 hp
== IN [T] 2017-06-15 20:54 - Triggers, Items, Units - OUT: 23:00 ==
* Preparing crit-item
* Added Dagger of Critical Stabbing - adds 6% crit chance and 12% crit damage - sold by Blacksmith
* Reworked Dagger of Swiftness - 15 agility, 25% attack speed, 10% crit chance, 20% crit damage, now costs a total of 2000 gold, up from 1600 gold (removed movement speed, added crit chance and crit damage)
== IN [T] 2017-05-07 17:00 - Triggers - OUT: 18:00 ==
* Fixed so that we only do one critical hit check per attack (instead of per hit targets in the case of AoE).
== IN [T] 2017-04-19 21:53 - Triggers - OUT: 23:01 ==
* Major adjustments to crit text, looks much better :)
- Currently crit against each target (I.E. Rocket Launcher for MC will crit for each target individually), not sure what we want in this case, but it will be harder to make the whole attack crit. Either way, crit-text doesn't look good when this happens
== IN [T] 2017-04-18 22:12 - Triggers - OUT: 23:37 ==
* Core of Crit-system is setup
- Only player (non-illusion) heroes can crit. Each player only has 1 crit_chance/crit_damage value for now, it is possible to extend with hashmap or unit indexer-array if we want individual unit crit settings.
--- Unit Indexer gives you an array-safe (1-8190) custom value for units, eliminating the need for hashtables to store unit-specific data. Just use "Set MyArrayData[(Custom value of Unit)] = (Some data)".
- Only non-spells damage from non-illusion player heroes can crit (for now). It is possible to make spells be able to crit as well, but I currently do not have a good idea how to do this.
- Currently only crit-chance source is (agility-value/20.0), resulting in 5% crit per 100 agility, this is to be extended by items later
- Currently only crit-damage is 2x damage, the idea is to allow items for example to add 10% crit damage, resulting in crits to deal 2.1x damage
== IN [T] 2017-04-17 13:38 - Units, Abilities, Triggers - OUT: 15:38 ==
* Ogre Magi has Runes (with 40 second cooldown instead of Cho'galls 5 second)
* Imported Damage Detection System (including a UnitIndexer, so "Custom Value" of units is used to index data, see UnitIndexer for more info)
- No bugs detected yet :D
* Added (Debug) Trigger Damage printing for every source of damage (also good for understanding Damage Detection System)
* Converted Spell Blade effects to use Damage Detection System (unit must take damage on order for the effect to work, I.E. evade and miss will no longer deal Spell Blade damage)
== IN [T] 2017-04-12 22:48 - Map, Abilities, Units, Triggers - OUT: 23:55 ==
* Minor terrain/doodad on the edge of the map to the north west
* Cho'galls Runes are now: Visible, untargetable, last for 150 seconds (up from 60), slight radius reduction
* Fixed bug with trigger-spawned Cho'galls Runes missing expiration timer (of 150 seconds, matching the "summoned mine")
* Juggernaut Barrage Fires 2 times with 4 seconds between
== IN [C] 2017-03-25 22:01 - Items, Units, Map - OUT: 22:57 ==
* Fixed Hotkeys for all consumables.
* Minor corrections to item descriptions (some missing punctuation etc.).
* Moved target dummies so that they are not auto targeted by Heroes when in sight.
== IN [C] 2017-03-19 14:17 - Triggers, Items, Import - OUT: 18:19 ==
* Added Summon Rune sound effect from Warcraft II.
* Replaced Rune death effect to "Abilities\Weapons\SteamTank\SteamTankImpact".
* Implemented "-give team gold" command which distributes all of the player's gold evenly among all human players.
* Fixed so that Player(7) gold distribution trigger is only activated once during the equalization with status update being reported for each increase of gold.
- Also made it so that the gold amount gained from the equalization is reported to each Player.
* Added a player_to_player_group convenience variable that can be used to e.g. Trigger Messages to specific Human players.
- Removed variable temp_player_group since its usage could be replaced with player_to_player_group.
* Fixed a bug which caused the Spellblade not to be used (was checking against Triggering Player instead of the Owner of Attacking unit).
* Added short commands for spellblade on/off (-sbon/-sboff) and updated item descriptions.
- Made Tool Tip - Extended a bit shorter for Magi-Sword and Mage Blade since there seems to be some sort of limit around 500 characters (including formatting codes).
* Added special hit VFX on attacked units when spellblades are enabled.
== IN [T] 2017-03-15 22:14 - Units, Abilities, Triggers - OUT: 23:52 ==
* Finished Runes
- Runes death effect is not that good, it is spawned from trigger "ChogallRunesDeathEffect"
== IN [T] 2017-03-13 21:04 - Units, Abilities - OUT: 21:44 ==
* Setup Runes Unit and AoE-on-death ability
== IN [C] 2017-03-12 16:17 - Units, Abilities, Triggers - OUT: 19:17 ==
* Buffed Cho'gall (so that he will last longer):
- Strength per Level from 10 -> 12.
- HP from 50000 -> 60000.
- Defence from 8 -> 12.
* Implemented Orc Juggernaught Barrage (Trigger: OrcJuggernaughtBarrage).
- Description: Creates a number of Orc Juggeraught units and orders them to attack the area around the casting point.
- Used by Level 30 Boss - Cho'gall.
== IN [T] 2017-03-11 13:18 - Units, Triggers, Abilities - OUT 15:17 ==
* Removed Change Stance Tactical from Defensive, and Defensive from Tactical
* Added a "stop"-order early on in the triggers
- This solved the problem! :D:D:D
- Still need to setup ability swapping between stances
* Setup Cavalry ability (Locus Swarm based) that spawns 7 knights that deal {125, 175, 250} damage
== IN [T] 2017-03-06 21:09 - Triggers - OUT 23:39 ==
* Lothar stances jass, seems to work (except that it triggers twice, making it unusable!)
* Fixed potential memory leak in MCWeaponRouletteCast (null:ed local variables for current_unit and current_player in )
* [C]: Took a look at your code (and did some local tests). I think the problem is the following:
1. You have "Switch Stance Defence" and "Switch Stance Tactical" on both "Lothar - D" and "Lothar - T" units.
Only "Lothar - A" needs both. "Lothar - D" needs only "Switch Stance Defence", and "Lothar - T" needs only "Switch Stance Tactical" since they are only used to get back to "Lothar - A".

2. I "think" that an order given to a unit is re-given once the unit is transformed. This means that Defence -> Tactical, Tactical -> Defence and T/D -> Offence will be repeated, once
for the starting unit and once for when he transitions to the intermediate "Lothar - A" unit.

Example: We are "Lothar - D". We activate "Change Stance Tactical".
A: The command is given to "Lothar - D". We begin by changing back to "Lothar - A" and then queue up timer with "Switch Stance Tactical".
B: Whilst the timer is ticking, the same order that we began with (Change Stance Tactical) is reissued to "Lothar - A" (since we transformed into it and Warcraft III seems to do this, should be easy to verify this).
C: The timer runs out and we switch to "Lothar - T".

A solution to this problem would be to add a check to the triggering condition so that it is not triggered whilst waiting for the "real" transition
(i.e. from "Lothar - A" -> T/D) and also not triggered when already in that state (i.e. from T/D -> Offence).

By doing the above I managed to solve the issue locally (did not push it to Dropbox since I did not want to disturb your code whilst you were working on it).
== IN [T] 2017-03-06 21:27 - Triggers - OUT: 22:44 ==
* Understood Weapon Roulette, ready for Lothar stances jass (has draft)
== IN [C] 2017-03-04 23:50 - Import, Triggers - OUT: 02:44 ==
* Added Battle Arena Music : Bad Dudes - BGM2 [Stages 2,5 ]
- Needed to implement a hack so that ResumeMusic will resume the Wave music and not the Battle Arena music (see triggers CountDown and EndOfBattle).
* Fixed a bug which caused EndOfBattle to run twice and West + East to both be proclaimed as victors even though only one team had won.
== IN [T] 2017-03-01 20:56 - Abilities, Triggers - OUT: 22:40 ==
* Solved problem with abilities disappearing from spellbook when morphing by making the abilities inside "permanent"
- This is a "common" problem: [Spell] - Metamorphosis with Spellbook
* Lothar Stances almost works... Still very buggy
* [C]: By taking a small glance at your Lothar Stance triggers I would suggest doing it in JASS script.
From my experience with MasterChief Roulette ability there can be some weird side effects of using TriggerSleepAction() (known as Wait() in the Trigger GUI).
For example, I'm a bit unsure of the precision of it and have had instances where some variables gets unassigned.
Have a look at MCWeaponRouletteCast in a suitable JASS editor (JassCraft is quite nice and included in the Dropbox folder), I think you should be able to reuse a lot of it.
Once you get the hang of how the Hashtable works (you can use the udg_timer_hashtable) it is quite easy to setup and use it together with a Timer, it will also result in cleaner code. Good luck! :)
== IN [T] 2017-02-28 22:31 - Terrain, Triggers, Abilities - OUT: 23:36 ==
* Terrain outside the map to the east
* Setup for Lothar Stances with wait between orders
- NOTE: Stances (dummy spells in the spellbook) seem to disappear when switching stances, reappear when "leveling up" the spellbook: Possibly need to re-add the spellbook after switch stance?
== IN [T] 2017-02-27 20:41 - Triggers, Abilities, Units, Items - OUT: 23:04 ==
* Set full hp/mana at end of battle
* During battle, if summoning unit is part of a Battle Arena team, add the summoned unit to the team
* Added new ability (Untargetable [By Auto-Target abilities]) that adds a "Untargetable" buff that can be checked against for auto-target abilities (neither Invunerable nor Locust has buff)
* Mammoth Tank Tusk Missile no longer target Dummy Units, Bombs, Parabombs, etc. (units that has buff Untargetable [By Auto-Target abilities])
* Moved Camera back to spawn point at EndOfBattle
* HeroesDeadCheck takes in to account if there is a battle arena going on (I.E. will no longer lose if killed by the same damage source)
* Respawn trees at Battle Arena at start of battle
* Remove all Items in Battle Arena at EndOfBattle
* Spawn a Rune every 30 seconds during Battle Arena
* Will not spawn in a location where there is a power-up in the region, will try 8 times to find a valid position
- NOTE: Added a Khadgar for Player2 that in init is added to east team, possible to debug single player, needs to be removed before actual play!
== IN [T] 2017-02-27 19:11 - Terrain/Units, Triggers - OUT: 19:20 ==
* Places test units for P1 and P2 to test Battle Arena
* Fixed bug at EndOfBattle that made units respawn inside the Arena
== IN [T] 2017-02-26 22:03 - Triggers, Terrain, Units - OUT: 23:30 ==
* Battle Arena will now end when all units on one team is dead (not counting summoned units!)
* Players not in the Battle Arena will get visibilty of the whole battle arena
* Countdown in the start of battle arena without player control, enable control after 4 seconds
* Can only start battle arena when there are units on both teams
* A unit can only be on one team
* Friendly Battle Arena should be ready to try out! :)
== IN [T] 2017-02-26 19:29 - Terrain - OUT: 19:38 ==
- NOTE about attack range: When attacking, there is a buffer range between issuing the attack and landing the attack. If the 600 range ghost started attacking at 600 range and a units moves away, it has to move 250 units (before attack animation is finished) for the attack to be abouted, else the attack will complete anyways. Think of Sammus Changed Beam and enemies moving away
- [C]: In the Ghost Attack case the situation could be reproduce with an immobile target (the castle), so not sure if it was due to the same thing as above.
- [T]: Unsure, but maybe attack is possible to edge of unit, cast must reach center of unit. Anyways, it is solved now :)
* Made Battle Arena symetric (moved most of the arena 1 terrain unit to the left)
== IN [C] 2017-02-26 17:38 - Triggers, Units - OUT: 19:06 ==
* Fixed a bug which caused Ghost Attacker Dummy units to be counted as part of the current wave.
- Thus when they were killed the number of alive wave units was incorrectly decreased.
- Kill check now contains an extra check for whether the killed unit was included in the current wave unit group.
* Fixed issue with Ghost Attack not always showing up.
- The issue was that (for some reason, I guess Warcraft III goofiness) the attack range for a unit would NOT be counted the same as the casting range.
This meant that when the Ghost tried to attack at his defined longest attack range (600) he could at times attack from a range of 700 up to 800,
and since the casting range of the Ghost Attack ability was at 700 it would therefore remain uncast.
- I solved the problem by upping the casting range of the Ghost Attack ability from 700 -> 1000.
== IN [T] 2017-02-26 14:24 - Triggers, Units - OUT: 15:09 ==
* Join teams, clear teams and start should work
- TODO EndOfBattle event that moves everyone back again
== IN [T] 2017-02-25 14:54 - Units, Triggers - OUT: 15:05 ==
* Added units sold by the barracs in marketplace to be used to enter arena
* Setup dummy trigger to be used to setup teams and start battle arena (that removed sold units)
== IN [T] 2017-02-23 23:26 - Terrain, Units - OUT: 00:16 ==
* Terrain for Battle Arena
* Placed barracs in Marketplace that will be used to handle Challanges in Battle Arena
== IN [T] 2017-02-22 23:12 - Triggers, Terrain, Units, Abilities - OUT: 00:12 ==
* Remove all buffs on enter Marketplace
* Added Practive Dummies in Marketplace with 10000 with Reincarnation (auto respawn after 1 second)
* Adjusted Marketplace layout so target dummys are not in vision (will not auto aggro while shopping)
== IN [T] 2017-02-21 21:06 - Abilities, Items, Units, Triggers - OUT: 22:43 ==
* Fixed Illusion items showing cooldown
* Nerfed Infinite Vial to 90 seconds cooldown from 75 seconds cooldown
* Buffed Illusions to take 300% extra damage from 400% extra damage
* Buffed Illusions to last 20 seconds, from 18 seconds
* Made "HP/s Regain" as a phrase consistant between items
* Item: Endless Elixir - 20 to all stats, 600 mana/90 seconds, 4 HP/s Regain - builds from 2x Infinite Vial and Ring of Regeneration
== IN [T] 2017-02-19 20:59 - Abilities, Triggers - OUT: 22:06 ==
* Buffed Spellshield on Shield of Spell Protection to 60 second cooldown from 75 seconds
* Game text for player writing -spellblade on/off commands
== IN [C] 2017-02-19 19:52 - Triggers - OUT: 20:56 ==
* Added Player Gold to Wave Multiboard.
* Changed Circle of Bats Target VFX to PossessionTarget VFX.
== IN [C] 2017-02-19 17:01 - Triggers - OUT: 17:08 ==
* Fixed so that Item Combination effect is at origin instead of overhead.
== IN [C] 2017-02-19 12:30 - Triggers, Import, Sound - OUT 15:28 ==
* Made Player 7 (Green) gold distribution text feedback yellow.
* Removed potential memory leak in KHBlizzardIntensityUpdate.
- Seems like some people think that "Create Floating Text Above Unit" leaks (since it would create a new point for the unit)
and that "Create Floating Text At Point" should be used instead.
* Fixed so that Team Resources Multiboard is not longer shown at the beginning.
* Fixed so that Resurrection Stones whose associated Player is no longer in the game are removed.
* Added new Boss 3 Music (OrcWin).
* Added new Boss 3 Win Sound (HumanWin).
== IN [T] 2017-02-18 21:45 - Abilities, Units - OUT 22:46 ==
* Setting up Change Stance
* Set up triggers for changing stance (need to disable some spellbooks somehow)
* All heroes are now race Human (all in one place)
== IN [T] 2017-02-18 17:48 - Testmap - OUT 18:43 ==
* Examine "GUI Damage Engine v3.6"
- Have looked in to it, seems good, but we'll need to take this in consideration in order to user it properly
- A overview of the system:
== IN [T] 2017-02-18 16:28 - Items, Units, Abilities - OUT 17:16 ==
* Moved Staff of Supreme Insight to "intelligence column"
* Fixed Illusion damage taken texts
* Buffed Illusion duration for Orb of Illusion and Gem of Illusion to 18 seconds from 12 seconds
* Nerfed Maul of Tremendous Impact to 1 second stun from 1.25 (as the text said all along!)
* Fixed Evasion typos (was Evation)
* Fixed consumables Stock and Stock replenish interval
* Setup 3 versions of Lothar Unit, setup spellbook with 5 levels (should exist a better way?)
== IN [C] 2017-02-17 22:26 - Map - OUT 22:27 ==
* Credits: Changed 'Ling1000' to 'ling1000' (the correct nickname! /Anton ).
== IN [T] 2017-02-13 22:23 - Triggers - OUT: 23:15 ==
* Split Greens Gold equally whenever Green gets gold after 5 seconds (can be used to equalize gold and will solve "accedentally give gold to green" problem)
== IN [T] 2017-02-12 22:12 - Items, Abilities, Triggers, Units - OUT: 23:48 ==
* Item Staff of Supreme Insight, 50 Intelligence, 100% mana reg, 750 dmg chain lightning - builds from Staff of Insight, Moon Staff of Intelligence +20 and recipe (2000 gold)
* Fixed Infinite Vial to show cooldown (Active Ability on Item must be FIRST in the list of abilities in Object Editor)
* Shield of Spell Protection, block 1 spell (75 second cooldown), 33% spell dmg reduction, 6 armor - Builds from Iron Shield +5, Runed Bracers and recipe (800 gold)
* Dracula 2nd Form attack cooldown from 3.25 seconds to 2.75
* Can now turn spell blade effect on and off with chat messages
== IN [C] 2017-02-12 20:02 - Import, Map - OUT: 22:07 ==
* Added Anduin Lothar Model & Icon.
- Setup Hero based on Paladin.
- Note: Currently uses Warcraft III Paladin Sound Set - I tried using the Warcraft II Knight VO but felt that it didn't really fit the model.
* Removed Ensnare from Raider.
== IN [T] 2017-02-08 17:02 - Map - OUT: 17:07 ==
* Changed Gameplay Constants
Hero Revive Cost - Gold Level Factor from 0.10 to 0.08
Hero Revive Cost - Gold Contant Factor from 0.40 to 0.30
== IN [T] 2017-02-05 23:15 - Units, Items, Abilities - OUT: 23:22 ==
* Dracula 2nd Form changed attack cooldown from 2.00 seconds to 3.25, lowered projectile speed to 800 from 850, buffed attack range to 600 from 550
* Item stun cooldown to 5 seconds to 3 seconds
* Change some of the consumables stack timers, need to fix all!
== IN [C] 2017-02-05 20:13 - Units, Triggers, Map - OUT: 21:33 ==
* Made Sentry Wards invulnerable.
* Made it impossible to trade with Player Green.
* Lowered Attack Bonus Per Primary Attribute from 1.5 -> 1.0 (oh noes, what will happen?!?).
* Turned off "Allied Player Under Attack" notification.
* Lowered Talisman of Evasion Shop Refresh Rate.
* Lowered Ghost Projectile speed from 400 -> 300.
* Ghosts now do damage to structures.
* Dracula 2nd Form now do artillery based damage.
== IN [C] 2017-02-05 16:42 - Map, Triggers - OUT: 18:57 ==
* Decreased Decay Time (sec) - Bones from 88 seconds -> 15 seconds.
* Increased Spawn Zone size so that they are 4x wider.
* Made it so that each spawn direction have its own associated player (this should hopefully alleviate the max. orders problem).
- North = Player(8), South = Player(9), West = Player(10), East = Player(11).
* Made Fog-of-War re-enable on Map start.
* Turned off Help Requests from Green Player (should help with Minimap ping spam).
* Implemented a hax which allows Hero Portrait sharing (will test this once before deciding if this is the way to go).
== IN [T] 2017-02-05 15:59 - Abilities - OUT: 16:18
* Increased range of Charged Beam from 700 to 1100
* Fixed Recipe lies for Recipe of Magi-Sword (5% of maxa mana in spell blade description) and Recipe of Shield of Honor (say 6 armor, instead of 8 armor)
* Blizzard tear down bug: Now disables "KHBlizzardDamageUpdate"-trigger when it shouldn't run (and enable it on-cast), should do the trick...
* Removed Blizzard debug text
== IN [T] 2017-02-05 14:02 - Items, Triggers - OUT: 14:58
* Nerfed Cloak of Agile Defence, Heavy Shield of Strength, Helm of Insight, Mighty Skull of Insight
Armor from 5 to 4
* Nerfed Shield of Honor armor from 8 (+3 from Devotion Aura) to 6 (+3)
* Added Item Broach of <Upgraded> Swiftness - 25 of selected stat, 30% attack Speed, 80 move speed
== IN [T] 2017-02-04 23:22 - Items, Triggers - OUT: 23:40
* Finished Maul of Tremendous Impact <- Maul of Forceful Impact + Heavy Shield of Strength + Kalims Hammer of Strength +20
60 Str, 5 hp/s, 7 armor, 20% to stun 1.25 seconds
* Buffed Mammoth Tank Strength Scaling from {5%, 10%, 15%, 20%, 25%} to {20%, 40%, 60%, 80%, 100%}
== IN [T] 2017-02-04 22:22 - Items - OUT: 22:45
* Setup Strength Item Maul of Tremendous Impact - need to setup recipie
== IN [T] 2017-02-04 20:22 - Import, Items, Abilities, Triggers - OUT: 20:53
* Imported BTNJapaneseSword Icon (+disabled)
* Imported BTNMoonchantCrescent Icon (+disabled)
* Item Magi Sword <- Mage Blande + Death Dealer + Moon Staff of Intelligence +20
60 damage, 40 intelligence, 600 mana, 20% to deal 2.5x crit, 5% "spellblade" (cost 1% current mana to deal 5% of max mana on-hit)
== IN [T] 2017-02-04 14:47 - Abilities, Items, Triggers - OUT: 14:57
* Added item Gem of Illusion - 50 to all stat, 4x dmg taken, 15% dmg delt illusion - builds from Orb of Illusion and all +20 items
== IN [T] 2017-02-04 13:43 - Triggers, Abilities, Items, Units - OUT: 14:05
* Nerfed Infinite Vial "mana potion"-effect to 400 mana/75 seconds form 500 mana/60 seconds
* Nerfed Orb of Illusion "illusion"-effect to 4x dmg taken, 8% dmg dealt, lasts 12 seconds - from 3x dmg taken, 10% dmg dealt, lasts 30 seconds
* Added advanced stat shop
== IN [T] 2017-02-02 20:17 - Triggers, Abilities, Items - OUT: 20:45
* Added additional healing to MedKit {4%, 5%, 6%, 7%, 8%}
should not matter that much early game, but keep them relevant late game
* MedKit Mana cost from {25, 40, 55, 70, 85} to {25, 40, 55, 75, 95}
== IN [T] 2017-02-01 22:26 - Items, Abilities, Triggers - OUT: 00:02
* Replaced Cloak of Shadows with Talisman of Evation (10% evade)
* Reduced Move Speed bonus of Dagger of Swiftness to 20 from 60
* Buffed Cloak of Agile Defence evation to 15% from 10%, changed so it requires a Talisman of Evation
* Reduced cost of Scroll of Protection to 20 from 60, buffed armor gained to 8 from 2
* Added new Item - Infinite Vial, +10 all stats, restore 500 mana (60 sec cooldown) - Crown of Kings, Greater Potion of Mana
* Added new Item - Orb of Illusions, +20 all stats, create Illusion (deals 10% damage, takes 300% damage, lasts 30s, cooldown 60s) - Crown of Kings +5, and all stat +6 items
== IN [T] 2017-01-31 00:45 - Triggers, Abilities - OUT: 01:15
* Adjusted Amplify Magic bonuses:
Fireball bonus damage adjusted to {50%, 75%, 100%} from {35%, 70%, 105%}
Flame Shield bonus damage lowered to {20%, 35%, 50%} from {35%, 70%, 105%}
Passive bonus change to Fireball (each explosion), Flame Shield (damage per second) deal {25%, 50%, 75%} of intelligence as bonus damage, Blizzard (each ice shard) {10%, 20%, 30%} from all abilities having {20%, 40%, 60%}
* Lowered Blizzard max time to 30 seconds
* Lowered Blizzard cooldown to 3 seconds
* Cannot cast blizzard during ramp-down (will not start "cast" trigger)
* Buffed Blizzard hit-radius to 125 from 100
== IN [T] 2017-01-30 - 21:10 - Triggers, Abilities, Buffs, Units - OUT: 22:45
* Blizzard continues for 4 seconds after cast, decreasing shards/second by a third per second
* Changed Blizzard to always ramp up by 3 shards per second on all levels, but cost an additional 2.5 mana per second (ramping up)
* Added a floating text displaying the ramping up manacost
* Buffed damage from {40, 45, 50, 55, 60} to {48, 56, 64, 72, 80}
* Changed text to reflect these changes (and clearify slow the whole area, rather than on-ice-shard-hit)
* Changed Blizzard slow aura to "Tornado Slow Aura" (showing as a debuff, instead of a buff)
* Buffed Ogre HP to 4200 from 3600, damage from 141-142 to 160-170
* Buffed Catapult: lowered projectile speed to 775 from 900, buffed damage from 125-200 to 200-300, attack cooldown from 4.0 to 4.5 seconds, removed mechanical flag, HP from 1200 to 1400
* Buffed Raiders damage from 24-34 to 40-50
== IN [C] 2017-01-29 - 13:28 - Triggers, Abilities, Units - OUT: 18:00 ==
* Renamed temp_real -> temp_real1, temp_integer -> temp_integer1.
* Implemented AOETimedDamage.
- Made so that KHBlizzardDamageUpdate uses AOETimedDamage.
* Set level requirement for Blizzard to 1.
* Increased Medikit Healing per level so that it goes 75, 150, 225, 300, 400.
* Set acquisition range to 2000 for all enemies.
* Changed HP regen for Boss1 from 1.0 -> 0.5.
* Added Friendly Fire Notice on Flame Shield.
* Update Fireball ability text to show correct damage numbers.
* Rearranged Wave 17-19, 2 Ghost waves, "Ghoul wave" earlier.
* Created Wave 21-30 (Warcraft 2 Theme).
* Added slow to Blizzard.
* Buffed Blizzard Damage from {30, 35, 40, 45, 50} to {40, 45, 50, 55, 60}.
* Added new music for Wave 21-30 (Warcraft 2 - Human02).
* Setup spawn of Boss 3 - Cho'gall.
== IN [T] 2017-01-28 - 23:07 - Items, Abilities, Triggers - OUT: 23:22 ==
* Runed Bracers, lowered price to 200 from 400
* Sentry Wards 300 seconds up from 150 seconds
* Castle Buy Range buffed to 1250 from 800
* Renamed Khadgar's gem of health to "Gem of Health" and fixed recipe references to reflect this
* Fixed spelling on Brooch of Swiftness (previously "Broach")
* Wave 19 (Ghost Wave) - Lowered number of Ghosts and big zombies
* Buffed Ghost HP from 600 to 1050, armor from 5 to 6
== IN [C] 2017-01-28 - 19:35 - Triggers, Abilities - OUT: 20:32 ==
* Fixed Special Effect Memory Leak on Fireball.
* Changed so that Blizzard does friendly fire.
* Removed Debug Text from Blizzard and Fireball.
* Update Blizzard description to mention friendly fire.
* Begun to implement AOETimedDamage.
== IN [C] 2017-01-28 - 13:37 - Import, Triggers - OUT: 18:12 ==
* Implemented New Utility Function: PlayTimedSound
- This function plays the a sound at input position and then queues up another timer to destroy the sound after it has finished playing.
- How to call it: call PlayTimedSound([FILE_NAME], [.POINT], [DELAY]) - where
FILE_NAME = Filename of sound (e.g. war3mapImported\BlizzardChannel.wav)
POINT = Position to play sound at (Note: Since PlayTimedSound will destroy this position after used you must NOT destroy it before hand).
DELAY = How long to wait (in seconds) before playing the sound.
- Example of a call currently ingame: call PlayTimedSound(udg_temp_string, udg_temp_point, 0)
* Made it so that Blizzard channelling sfx uses PlayTimedSound.
* Made it so that Blizzard hit sfx uses PlayTimedSound.
* Fixed Special Effect Memory Leak on Flame Shield (fire damage vfx) and Blizzard (blizzard shard vfx).
* Note 1: Always destroy special effects, even special effects which seem to auto destroy.
I have noticed that they appear to NOT always do this (thus leading to memory leak).
* Note 2: Place utility functions in the global function scope (this can be accessed by clicking the map icon at the top when in the Trigger Editor).
* Design Suggestion: Make Blizzard do damage to caster (and allies).
Have a wind down time window when stopping Blizzard, thus making it not stop at once.
== IN [C] 2017-01-27 - 20:20 - Import, Triggers - OUT: 21:56 ==
* Added Flame Shield sound effect from Warcraft II.
* Added Blizzard Channelling sound effect from Warcraft II (plays most of the time).
* Added Blizzard Hit sound effect from Warcraft II
- Need to setup so that different sound instances are used so that we can play hit sounds on top of each other.
Also, would be nice to have a way to play the sound when it lands (currently plays at the start of the effect).
Will either do it with timers or ugly editing of sound to that its length matches the special effect.
== IN [T] 2017-01-26 - 22:04 - Abilities, Triggers - OUT: 23:21 ==
* Setup Blizzard ability (Death and Decay based)
* Setup Blizzard triggers, currently does not slow
== IN [C] 2017-01-26 - 18:29 - Triggers - OUT: 18:31 ==
* Fixed a bug with Flame Shield which caused the Flame Shield balls to damage themselves (caused a lot of lag).
== IN [T] 2017-01-25 - 20:23 - Abilities, Triggers, Map - OUT: 23:35 ==
* Adjusted Amplify Magic text, added notice about it on other spells
* Amplify Magic for Fireball, bigger explosion, more space between explosions (same space between relative to Area of Effect), travel further (same distance, relative to Area of Effect) and more damage
* Nerfed Fireballs damage from {100, 150, 225, 325, 450} to {90, 120, 160, 210, 270}
* Imported Orb of Fire model
* Changed model for Flame Shield to Orb of Fire, useing Unit - Missiles - Black Dragon... as attachment (previously used model, it didn't scale in size very well)
* Amplify Magic for Flame Shield, bigger flames, further away, bigger AoE, more damage
== IN [C] 2017-01-25 - 17:56 - Triggers, Map - OUT: 18:21 ==
* Made it so that Khadgar can spawn (manual spawn, -random and -repick).
== IN [T] 2017-01-24 - 21:31 - Triggers, Abilities - OUT: 22:10 ==
* Fixed a bug where Tusk Missiles would fire when the Mammoth Tank was dead (from its death location)
* Setup Amplify Spell ability with some kind of text (and no triggers)
== IN [C] 2017-01-24 - 8:29 - Map - OUT: 8:29 ==
* Restored map from previous version on Dropbox since all imports had disappeared.
- Note: Seems like Thomas changes are still there so something must have gone bonkers while saving and uploading to Dropbox.
== IN [T] 2017-01-23 - 20:37 - Abilities, Triggers - OUT: 22:53 ==
* More comments in Flame Shield triggers
* Damage and ability details on Flame Shield, it deals {110, 165, 230, 305, 390} damage per second for 12 seconds (15 second cooldown)
* Changed Fireball to Silence-based instead of Dispell-based. Made Silence "Buff" invisible and without text (hardcoded from Silence spell). Fireballs initial "bounce" no longer dispells buffs! (such as Flame Shield or Aaaggh Motherland!)
== IN [T] 2017-01-23 - 00:00 - Abilities, Triggers - OUT: 00:56 ==
* Setup Ability for Flame Shield
* Done all visual triggers for Flame Shield
- Note: Does not deal damage at this time, lacks a lot of details in text descriptions
== IN [T] 2017-01-22 - 16:53 - Abilities - OUT: 17:08 ==
* Death Coil can only target living/undead - not suitable base spell for Flame Shield
== IN [C] 2017-01-22 - 11:57 - Map, Abilities, Units, Triggers - OUT: 16:14 ==
* Did some changes to the terrain in the top-left corner.
* Corrected description of Vehicle Drop.
* Restored Villager (Man) and Villager (Woman) to default values since they were unused.
* Gave all enemies 1800 sight range (day/night) in order to minimize risk of them losing track of target.
* Plasma Grenade Ability:
- Will now explode instantly if enemy unit is killed.
- Increased cooldown from 2.6 -> 4.5 seconds. (Note: This is the safest time at which one can be almost sure of the player not being able to throw two plasma grenades at once)
- Decreased duration (time before explosion) from 2.6 -> 2.0 seconds.
* Circle of Bats Ability:
- Removed debug text.
- Remade it so that it uses its own counter variable (circle_of_bats_counter) instead of For-loop integer A.
Note: For-loop integer A & B are global variables which mean that if a Wait occurs inside of a For-loop there is no
longer any assurance that it will have the correct value when it returns.
* Removed automatic "Ally Town Under Attack" notification sound.
* Castle Warning System:
- Added warning sound.
- Remade warning system so that it can handle upgrades to castle health (see CastleWarningSystemUpdateIndex trigger).
* Destructables in MainArena region are now resurrected at Shop Time (i.e. after each fifth wave).
== IN [T] 2017-01-22 - 00:40 - Triggers, Abilities - OUT: 01:43 ==
* Finished Fireball - Each bounce is 175 radius explosion, 120 units apart.
Launches a Fireball that will bounce and explode 5 times dealing area damage each bounce.
First bounce will occur at the targeted location.
Each bounce deals {100, 150, 225, 325, 450} damage
- Note: "optimal placed" units can take 3 hits! Many units takes 2 hits!
- Note2: Does not have any intelligence/mana-based damage bonus (from Empower Spell) yet
== IN [T] 2017-01-21 - 22:20 - Abilities, Triggers - OUT: 23:51 ==
* Outlined Triggers for Fireball, works fairly similar to Parabombs (but quite a bit simpler!)
- Note: Does not deal damage at this time
== IN [T] 2017-01-21 - 16:20 - Abilities - OUT: 16:38 ==
* Setup Fireball ability (will work similar to Parabombs)
== IN [C] 2017-01-12 - 19:00 - Units, Triggers, Abilities - OUT: 22:00 ==
* Small cleanup of some triggers.
* Cleaned up some abilities (removed unused ones).
* Changed Khadgar's title to Keeper of the Eternal Watch (very important).
* Added Sentry Ward to shop (Gadgets).
* Cleaned up recepies descriptions.
* Fixed some bugs.
* Buffed all auras to 1000.
== IN [C] 2017-01-12 - 15:37 - Units, Triggers - OUT: 16:50 ==
* Made it so that one switches between Parabomb spawn sfx depending on modulo 2 with number dropped.
== IN [C] 2017-01-09 - 23:47 - Import, Units, Triggers (comments) - OUT: 02:11 ==
* Added Khadgar model, textures, icon and sounds.
* Setup initial unit for Khadgar (primary attribute is intelligence.. of course!).
* Lined out potential spell ability ideas in the Ideas section of the Spells trigger folder.
- Have a look at it and say what you think.
== IN [C] 2017-01-09 - 16:57 - Triggers, Map, Abilities - OUT: 20:50 ==
* Renamed MTTuskMissilesDamageCheck -> MTTuskMissilesDamagePrint.
* Added Dummy Practice Target unit. These units do not flee (useful when testing abilities).
* Fixed bug in MTTuskMissilesFireTimer which caused mt_tusk_target to be reassigned (see explanation below of "Skip Remaining Actions").
- Note: Skip Remaining Actions will NOT break out of loop!
The only thing it does is skip the remaining actions inside of that iteration.
* Made Tusk Missiles into a passive ability in order to avoid having clicking sounds/aborting commands.

== IN: [T] 2017-01-08 - 18:54 - Triggers - OUT: 2017-01-08 - 19:09
* Castle Health Warning system, warns when castle gets to 75%, 50%, 25%, 15%, 10%, 5%
<== Thomas achieved working spree: M-M-M-M-MONSTER COMMIT ==> Kudos! ^^
== IN: [T] 2017-01-08 - 16:50 - Triggers, Items, Units - OUT: 2017-01-08 - 17:51
* Added damage check from Spell Blade effect
* Adjusted Spell Blade to cost 1% of current mana, and only work if you have at least 20% mana
* Adjusted several Recipe Icons
* Lowered cost of +20-stat Items to 1600 gold (from 1750 gold)
* Reduced Land Mine activation time to 5 seconds (from 10 seconds)
* Added Repair NOW to Castle, repairs castle by 25%
== IN: [T] 2017-01-08 - 13:27 - Triggers, Abilities, Items, Units - OUT: 2017-01-08 - 14:16
* Added Item: Mage Blade
A fancy blade matching the most popular mage fashion
• 12 Intelligence
• 400 Mana
• 20 Damage
• 2% Spell Blade Damage
(2% of Max Mana Damage on-hit, costs 2% of current Mana
Only takes effect when you have at least 15% mana)
== IN: [T] 2017-01-07 - 23:43 - Triggers, Abilities - OUT: 2017-01-08 - 00:07
* Tusk Missiles keep current order (Selects the Mammoth Tank and use hotkey, "Game - Force player to press key")
* Nerfed Tusk Missiles to fire every 6 seconds (up from every 5 seconds)
== IN: [T] 2017-01-07 - 13:13 - Triggers, Abilities - OUT: 2017-01-07 - 15:02
* Tusk Missiles Problems with several approaches to the ability, want "instant cast" with no effect (and Channel is already used)
* Tusk Missiles in OK state, cancels current order (it is possible to solve!)
* Tusk Missiles deal {85, 120, 155, 190, 225} + {5%, 10%, 15%, 20%, 25%} of Strength-stat damage in 100 radius AoE (Enemies only!) every 5 seconds
== IN: [T] 2017-01-06 - 23:51 - Triggers - OUT: 2017-01-07 - 01:49
* Tusk Missile Triggers outlined, problems with several approaches to the ability
== IN: [T] 2017-01-06 - 21:02 - Triggers, Units - OUT: 2017-01-06 - 21:35
* Added Stone of Power, Life Stone, Broash of Switness combine triggers
* Added "Recipe Shop - Advanced Misc", selling "Advanced" things (requiring previously combined things)
* Added Life Stone, Broash of Switness recepies to "Basic Misc" shop
* Moved Death Dealer and Shield of Honor to "Basic Misc" shop (they didn't give any Str, Int or Agi stats)
== IN: [T] 2017-01-06 - 17:04 - Items, Abilities - OUT: 2017-01-06 - 17:52
* Stone of Power, combines Mana Stone and Life Stone: 750 health, 750 mana, 100% mana reg Brilliance Aura, Unholy Aura (75% hp reg, 12% move speed)
* Made more variations of item abilities (damage, attack speed, move speed, auras, maybe more...)
* Broach of Swiftness, combines Boots of Speed and Gloves of Haste, 80 move speed, 25% attack speed
== IN: [T] 2017-01-06 - 14:35 - Items, Abilities - OUT: 2017-01-06 - 15:56
* Added more Item Health Bonus-ability steps (400, 500, 600, 750)
* Add Item: Life Stone - 500 Health and Unholy Aura (50% hp reg, 10% move speed)
== IN [C] 2017-01-06 - 13:13 - Triggers, Abilities - OUT: 2017-01-06 - 19:11 ==
* Fixed bug in ForcePushMove (checked Walkability on a destroyed variable).
* Added Hero prefix to all Triggers (i.e. BoostMove -> SABoostMove).
* Cleaned up BoostMove and BoostBegin.
- Removed unused variables.
- Solved point Memory Leak.
- Fixed so that the Boost SFX is correctly displayed and removed when done.
* Cleaned up ChargeBeamHit trigger.
* Cleaned up OverChargeCast trigger
- Split into OverChargeBegin and OverChargeFire triggers.
- Removed unused variables.
- Solved point Memory Leak.
* Merged Thomas Ability Data (Item Health Bonus Abilities) into map.
* Updated Overcharge Ability description with color highlighted text regarding the health lost.
* Merged Thomas Ability & Item Data into map.
* Made some changes to MCPlasmaGrenade (in order to solve bugs when target is killed before explosion etc).
- Split up into MCPlasmaGrenadeCast, MCPlasmaGrenadeHitCheck, MCPlasmaGrenadeExplode.
- Note: IF a unit is killed whilst having the plasma grenade on it will now do nothing.
Not sure if we want it to instant explode in that case, should be an easy change if so.
* Increased cooldown for Plasma Grenade from 2.00 -> 2.60 in order to combat having multiple grenades out at once.
- Having multiple grenades out at once would open up a can of worm in order of code complexity (would need unique ids for each plasma grenade instance + keep
HashTable with all corresponding effect data and so on). I do not think it is worth it (but if it is something that is worth the time it is a possible, though
probably time consuming, feature to implement).
== IN: [T] 2017-01-05 - 23:20 - Abilities, Triggers - OUT: 2017-01-06 - 01:02 ==
* Mammoth Tank Tusk Missile research
* Will do active based spell that is auto fired
* Outlined ability
== IN: [C] 2017-01-05 - 15:30 - Triggers - OUT: 2017-01-05 - 17:48 ==
* Rewrote RepickHero trigger in JASS, thus making it more clean.
* Cleaned up ChargeBeamCast trigger so that it now uses variables specific to that function.
== IN: [C] 2017-01-04 - 15:44 - Triggers, Import, Units - OUT: 2017-01-04 - 18:19 ==
* Added new music when clearing Boss 1 (Castlevania1_Boss_Defeated)
* Added new music when clearing Boss 2 (Castlevania1_Final_Boss_Defeated)
* Added new music when battling Boss 2 (Castlevania1_Final_Fight_2)
* Added debug chat command for setting the next wave (-set wave X)
* Fixed bug where Boss 1 intro text would remain when showing Boss 2 intro text.
- MultiBoardClear function seems to do something strange (perhaps destroys reference to Multiboard) thus making old values remain.
Instead simply set each Multiboard item to an empty string value (if the Multiboard is to be used again).
* Modified Mammoth Tank's Projectile Launch parameters to better match its cannon.
== IN: [T] 2016-12-30 - 22:10 - Units, Items, Triggers, Terrain - OUT: 2016-12-30 - 23:50 ==
* Reduced price on 20 stat items to 1750 gold (from 2500 gold)
* Added an other Recipe Shop for non-stat items (I.E. hp/mana, move/attack speed etc, hp/mana reg)
* Nerfed Sobi Mask to 25% mana regain from 50% (and lowered price to 200g from 350g), this increases design space!
* Nerfed Staff of Insight, removed the 100 mana bonus
* Nerfed Mighy Skull of Insight to 50% mana reg from 75%
* Lowered price of Pendant of Energy (150 mana) to 200g from 400g
* Lowered price of Pendant of Mana (250 mana) to 350g from 500g
* Lowered price of Pendant of Vitality (150 health) to 200g from 350g
* Lowered price of Pendant of Health (300 health) to 375g from 500g
* Added Mana Stone - 400 mana, 75% Brilliance Aura - Builds from: Pendant of Energy, Pendant of Mana, Sobi Mask
* Terrain in upper left quadrant of map
== IN: [C] 2016-12-29 - 14:55 - Triggers, Units, Items, Abilities, Import - OUT: 2016-12-29 - 19:03 ==
* Fixed bug where items would not get stacked if acquired on inventory index lesser than item already in inventory.
* Ankh of Reincarnation:
- Fixed description.
- Now gives full health.
- Now stackable.
* Adjusted awaken constants (i.e. when hero is instantaneously revived).
- Price starts at 50% of base cost and increases by 10% for each level. Maximum cost is 1000 (which is achieved around level 20).
- Now gives full health and mana.
* Dracula - Second Form:
- Removed Wind Walk (since he could not use it properly).
- Time of Day will now start when boss is killed (thus adding a new gameplay component to the coming waves).
* Fixed decay time on Warthog (should now only take about 2 seconds).
== IN: [T] 2016-12-28 - 22:34 - Items, Abilities, Terrain - OUT: 2016-12-28 - 23:19 ==
* Reordered Receipes in "stat-category" columns (button layout)
* Removed Dagger of Swiftness "left-click to activeate" text (Stats - Activatable = false)
* Fixed Mighty Skull of Insight, made the active component activatable
* Buffed Mighty Skull of Insight Frost Nova to damage {125, 125} from {100, 100} for {target dmg, AoE dmg}
* Moved buildings slightly in Shop Zone to give move space (easier to move) when multiple heros are there
* Changed Receipe Icons
== IN: [T] 2016-12-27 - 20:30 - Triggers, Abilities - OUT: 2016-12-27 - 23:50 ==
* Fixed Drop Parabomb move orders (and buffed it to 7 bombs!)
- Extracted the "Drop Parabomb"-for-loop to its own trigger, it is triggered by a timer set in the base trigger
After the first timer has expired, set it to be a repeating timer every 0.25 seconds
Faster timer seem to cause sound issues (need 3 sounds to solve it!)
Timers are a lot more accurate than "wait", wait is not exact, timers are!
The "center bomb" of the 7 bombs is right on target, 3 bombs before, 3 after
- NOTE: Wait (game-time) has a memory leak, do not use it!
== IN: [C] 2016-12-27 - 11:40 - Abilities - OUT: 2016-12-27 - 11:50 ==
* Added new summoned buff text for Vehicle Drop units ("Infernal" -> "Fuel Left").
== IN: [T&C] 2016-12-26 - 14:00 - Terrain, Abilities, Units, Import - OUT: 2016-12-26 - 22:00 ==
* Rebalancing of Darth Vader.
- Increased damage of most of his spells.
* Rotated Parabomb so that it is pointing downwards.
* New Item: Might Skull of Insight, a Strength, Mana Regen, Armor, Forst Nova item
* Rebalanced Plasma Grenade.
* Ultimate Abilities now have a Level 3 version.
* Lots of small gameplay tweaks and fixes.
== IN: [T] 2016-12-23 - 12:53 - Terrain - 13:37
* Minor terrain/doodads to north west quadrant of map
* Figured out how to do do Tusk Missles
- Immolate-based ability for making it "active", when active a trigger will then add a "Exhume Corpse" (will trigger on intervals and cost mana each "tick", no matter if enemies are nearby or not!). When "Exhume Corpse" triggers, move a dummy to Mammoth Tank, check if there are enemies nearby, if so, fire a gfx projectile (that doesn't deal damage), when it hits, trigger deal damage from Mammoth Tank to target/target AoE (select a unit group with units close to targets or something like that, otherwise it will deal Friendly Fire!).
== IN: [T] 2016-12-23 - 00:46 - Terrain - OUT: 2016-12-23 - 00:53 ==
* Added some buildings to north west quadrant of map
== IN: [C] 2016-12-21 - 15:16 - Import, Terrain - OUT: 2016-12-21 - 15:49 ==
* Added some more Post Lanterns to the level.
* Tested the Halo Warthog model and while nice it has some problems.
- No gun is included in the model, thus the question is how it should function..
== IN: [T] 2016-12-20 - 20:56 - Abilities, Units, Triggers - OUT: 2016-12-20 - 21:50 ==
* Parabombs ability text, 2 levels, cooldown 60 seconds
* Adjusted parabomb damage to {230, 425} from {200, 375}
*** Will kill Ghouls when they are "on the line" on level 1, slightly off-centered ghouls survive with 10 hp
* Added Friendly Fire notice on V2Rockets and Plasma Granade
* Lowered Mana cost on Force Lightning from 90 to 75
* Buffed Force Lightning damage from {180, 240, 320, 420, 580} to {190, 260, 355, 475, 620}
* Lowered Force Push cooldown from 10 to 9
* Buffed Force Push damage from {75, 125, 200, 400, 600} to {100, 170, 275, 415, 600}
* Buffed Force Slow area from 800 to 1000
* Buffed Overcharge final area from {175, 200} to {200, 200}
* Corrected Place Bomb area to properly show 300 at all ranks (from {300, 325, 350, 375, 400})
* Corrected Place Bomb cooldown to 3 at all ranks from {3, 3, 3, 3, 4}
* Removed ParachuteAttachment from Parabomb Unit, add it via Triggers and remove it as they die (better death animation)
== IN: [T] 2016-12-18 - 23:02 - Abilities - OUT: 2016-12-17 - 23:10 ==
* adjusted per bomb damage to {200, 375} in 300 radius, from {300/200, 500/350} in 150/300 redius (full damage/partial damage on rank {1, 2})
== IN: [C] 2016-12-17 - 16:19 - Import, Triggers - OUT: 2016-12-17 - 16:25 ==
* Added parachute sound from C&C: Red Alert and made so that it plays when spawning a parabomb.
== IN: [T] 2016-12-16 - 22:30 - Triggers, Terrain - OUT: 2016-12-16 - 23:29 ==
* Death explosion on parabomb, with local variable to destroy special effect
* Adjusted Bagderbomber's (previously "kill-with-death-animation") to ascend and then "remove"
* Added some doodads on bottom left part of map
== IN: [T] 2016-12-16 - 20:50 - Triggers - OUT: 2016-12-16 - 21:06 ==
* Death explosion on parabomb (need to destroy special effect)
== IN: [T] 2016-12-11 - 21:16 - Import, Units, Abilities, Triggers - OUT: 2016-12-11 - 23:10 ==
* Imported modified "Flying Machine Bomb"
* Parabomb ability for Mammoth Tank outlined. Still need explosion gfx somehow
== IN: [C] 2016-12-09 - 12.40 - Triggers - OUT: 2016-12-10 - 12:59 ==
* Added credits for Mammoth Tank sound, music used and other sounds.
== IN: [T] 2016-12-09 - 22:28 - Import, Units, Triggers, Abilities - OUT: 2016-12-10 - 00:32 ==
* Imported modified B17 bomber to be "BadgerBomber" for MammothTank
* Imported Parachute for Parabombs
* Added credits in triggers for Parachute and B17Bomber
* Added ability "ParachuteAttachment"
- Note1: BadgerBomber currently has vision range and lacks "Locus" (easier to test it)
- Note2: I believe that we need to check what models we actually have and look to credit all used assets, I have been bad at it :(
- Note3: Warcraft III missiles do not have attachment points (tried to use "Flying Machine Bomb")
== IN: [C] 2016-12-04 - 19:45 - Triggers, Items - OUT: 2016-12-04 - 20:03 ==
* Fixed Hotkey highlight for items (so that they include brackets).
* isTesting variable is now set on startup based on if the name of Player 1 is "WorldEdit".
- This means that when testing the map from the World Editor isTesting will be true and otherwise false.
== IN: [T&C] 2016-12-04 - 14:00 - Triggers, Items, Abilities, Units, Map, Import - OUT: 2016-12-04 - 19:30 ==
* Lots of balance changes for all hero characters.
* Lots of balance changes for waves and enemies.
* New music for wave 11-19.
* Boss 2 now spawns on Wave 20 (Dracula - Second Form).
* Some changes to the map terrain to make it more interesting (+ removed some exploit locations).
* Removed life steal items (too hard to balance gameplay after).
== IN: [C] 2016-12-04 - 12:06 - Triggers, Map - OUT: 2016-12-04 - 13:19 ==
* Spent some more time making the map terrain a little more interesting.
== IN: [C] 2016-12-03 - 13:08 - Import, Units, Abilities, Triggers, Map - OUT: 2016-12-03 - 18:17 ==
* Removed Mammoth Tank Attacker Dummy Unit.
* Fixed memory leak in MTV2RocketSupport (remember to use "call RemoveLocation( ... )" on your global variable).
* Implemented Drop Medkit ability for Master Chief.
* Spent some time making the map terrain a little more interesting.
== IN: [C] 2016-12-01 - 21:14 - Abilities - OUT: 2016-12-01 - 21:24 ==
* Added casting time (0.10 each) to Mammoth Tank Double Attack and Double Attack.
- This was done in order to avoid the situation where Base attack + Double Attack would fire
at the same time if the target was standing right next to the unit.
== IN: [C] 2016-11-20 - 21:15 - Units, Abilities, Triggers - OUT: 2016-11-20 - 23:21 ==
* Fixed so that Mammoth Tank double attack triggers for cases where it would not (see explanation below).
- The reason why it wouldn't always trigger is that the Orb of Lightning ability is ONLY triggered for the onAttack event.
This means that it would only be triggered when an attack was explicitly ordered by the player (i.e. right click).
The solution was to add an "On Target Acquired" event for the unit, which would then issue an order to attack the target
thus triggering the onAttack event and thereby the double attack (yes, a hax it is).
* Added Attribute Bonus ability to Mammoth Tank.
== IN: [T] 2016-11-20 - 16:36 - Units, Abilities, Triggers - OUT: 2016-11-20 - 19:52 ==
* Created a GenericDummy unit that can be used by giving abilities to it and cast via triggers
* Created a DummyTarget unit that can be used to target abilities (does not have locust!)
* V2 Rocket Support, "Channel"-spell, AoE ability that hit after 2 seconds with a missile - Trigger ability: MTV2RocketSupport
Total Damage: {230, 340, 500, 710, 970} - Formula: x = 1,2,3,4,5 for (85 + x * 17.5 + 12.5 * x * x) * 2 - Wolfram|Alpha
* Buffed Mammoth Tank range to 650 (from 600)
* Buffed Mammoth Tank base defence to 2 (from 0)
* Buffed Mammoth Tank base health regen to 1.5 (from 1.0)
* Modified "Agghhh Motherland" - Mana cost down to 80 (from 100), duration down to 12 (from 16), defence bonus increased to 2-9 (from 1-5)
- Note: It seems like double attack doesn't always trigger, unsure why
- Note2: Mammoth Tank will probably be Over Powered with some damage items, we'll see
== IN: [T] 2016-11-20 - 13:18 - Units, Abilities, Triggers - OUT: 2016-11-20 - 15:34 ==
* Mammoth Tank double attack using a "Lightning Orb" that 100% to fire a "Searing Arrow"
* Disabled Other Double Attack Trigger
* Nerfed Damage (because it is delt twice!) to 85 Base, and 2D24 (down from 150 base and 2D32)
* Started working on another way of doing V2 Rocket Support
== IN: [C] 2016-11-13 - 21:24 - Units - OUT: 2016-11-13 - 21:38 ==
* Buffed Mammoth Tank strength up to 35 (was 28).
* Buffed Mammoth Tank base attack damage up to 150 (was 0).
- Note 1: I am a bit unsure if the long term plan is to nerf the other heroes (or if we are going to buff the enemies/enemy variation).
- As it is currently the Mammoth tank is one of the weakest hero (which is a bit of the inverse of what it should be).
- Note 2: Also, not sure how hard it is to do, but it would be awesome if the second cannon strike did the same damage as the first shot.
- Note 3: I have noticed that if an enemy is attacked by the Mammoth Tank dummy unit they seem to run away sometimes (perhaps due to it being invincible).
== IN: [C] 2016-11-13 - 12:35 - Import, Units, Triggers, Abilities - OUT: 2016-11-13 - 16:02 ==
* Added C&C:Red Alert Soviet Unit Voices to Mammoth Tank.
* Added C&C:Red Alert Mammoth Tank cannon sound.
* Added C&C:Red Alert Iron Curtain sound (currently used for Agghhh Motherland).
* Fixed memory leak in MTDoubleAttack (remember to use "call RemoveLocation( ... )" on your global variable).
* Fixed memory leak in MCPlasmaGranade (-||-).
* Fixed description for Agghhh Motherland + removed spell animation (which fires missile pod).
* You can now choose Mammoth Tank as your hero (added to repick, random and spawn triggers).
== IN: [T] 2016-11-12 - 17:53 - Import, Units, Abilities - OUT: 2016-11-12 - 20:35 ==
* Agghhh Motherland skill for Mammoth Tank
Increases damage, defence and hp regen for a fairly short duration - No Triggers
* Artillery Strike (was hard to make it a V2)
Rain of Fire based spell (without burn) - No Triggers
== IN: [T] 2016-11-12 - 11:30 - Import, Units, Abilities, Triggers - OUT: 2016-11-12 - 16:20 ==
* Setup Mammoth tank Hero with model
* Made dummy unit to be moved to Mammoth Tank each attack and attack the target of the Mammoth Tank.
Attack deals 2(?) damage. Unit is changed ownership to Neutral Passive after attack.
Trigger: Heroes\MTDoubleAttack
== IN: [C] 2016-11-12 - 11:17 - Triggers - OUT: 2016-11-12 - 13:32 ==
* Found and solved the issue with "You must gather you party" not triggering, see comment below:
Since destroyed groups aren't automatically set to null (and we use a null check in AddPlayerHeroUnits) we need to do it here (MarketplaceExit).
Yes this is a bit ugly, but I think the problem will just resurface if we don't do it this way since it is easy to forget
destroying AND setting global variables to null in War3 Script GUI.
* Note: Found some memory leaks in plasma grenade function (variables are not destroyed).
== IN: [T] 2016-11-06 - 20:12 - Triggers - OUT: 2016-11-06 - 21:46 ==
* Added Development Tips Trigger Comments for Ability events, we should replace all "A unit Begins Casting an ability" with "A unit Starts the effect of an ability"
* Plasma Grenade deals
75 + 12.5 * (skill level) + 12.5 * (skill level) * (skill level) in 200 radius
75 + 12.5 * (skill level) + 12.5 * (skill level) * (skill level) in 325 radius
Damage within 200 radius is:
level 1 = 200 dmg
level 2 = 300 dmg
level 3 = 450 dmg
level 4 = 650 dmg
level 5 = 900 dmg
== IN: [T] 2016-11-06 - 15:27 - Abilities, Triggers - OUT: 2016-11-06 - 18:36 ==
* Plasma Grenade (Not finished!)
Acid Bomb based ability that deals 1 damage (otherwise AI doesn't understand that they are attacked)
throws in an arc on targeted unit
Wait for 2 seconds and then explode for damage
== IN: [C] 2016-11-06 - 11:00 - Triggers, Unit, Models - OUT: 2016-11-06 - 14:36 ==
* Memory Leak Checks:
- [Initialization] Remove Player 9 (Gray) Units : Now uses temp unit group (Reason: "Units Owned By" creates new unit group object).
- [GhostAttack] Now uses temp points (Reason: "Position of Unit" creates new point objects).
- [CircleOfBats] Now uses temp points (Reason: "Position of Unit" & "Point with Polar Offset" creates new point objects).
* Added Development Tips Trigger Comments which contain various important things to bear in mind whilst developing the map (e.g. memory leak and how to avoid them).
* Added some useful tools: JassCraft, War3 Model Editor and mdlxconv.
* Player Owner of Resurrection Stones now changes to Passive Owner during waves.
* Nerfed Spartan [SMG] Base attack range to 200 from 550.
* Nerfed Spartan [Shotgun] Base attack cooldown to 1.75 from 1.70.
* Added HeroesDeadCheck Trigger which will end the game if all Player units are dead.
* Corrected Overhead node for Master Chief TC.
* Note to self: "You must gather you party" appears to have broken again - check why.
== IN: [T] 2016-11-03 - 21:44 - Triggers, Abilities, Units - OUT: 2016-11-03 - 22:04 ==
* Problem with multiple Circle of Bats (with Rain of Chaos)
*** Single Circle should be good enough (infernal based, Spartan has it for testing)
* Tested a few different arts (intead of meteor)
== IN: [T] 2016-11-02 - 21:44 - Units, Terrain, Abilities, Triggers - OUT: 2016-11-03 - 00:00 ==
* Made castle not require buildable
* "removed" corners of grass by the castle
* Circle of Bats to use on Boss, currently Spartan Magnum has it
** casts multiple carrion swarms with a delay
== IN: [T] 2016-10-31 - 23:36 - Triggers, Abilities, Units - OUT: 2016-11-01 - 00:11 ==
* Included Ghost in wave 18 and 19
* Trigger to remove all Player 9 (Gray) units when not testing
*** NEEDS MEMORY LEAK CHECK - Remove unit group? --[C]: MEMEORY LEAK CHECKED AND RESOLVED
* Began a Draft for Boss 2 (Dracula 2nd Form) name TBD
== IN: [T] 2016-10-30 - 23:22 - Units, Triggers, Abilities - OUT: 2016-10-31 - 00:11 ==
* Changed Ghost "attack" to a Carrion Swarm based ability
== IN: [T] 2016-10-29 - 23:15 - Units, Triggers, Abilities - OUT: 2016-10-30 - 00:46 ==
* Added ghoul [Tier 2] a very fast unit with evade, high regen and slow poison, "low" HP
* Added Ghost [Tier 2] a unit that fires a slow moving projectile in a line that deals very high damage
** NEEDS MEMORY LEAK CHECK - maybe change from shockwave-based or hide "shockwave" --[C]: MEMEORY LEAK CHECKED AND RESOLVED
* Working on 5 more waves, almost done
== IN: [T] 2016-10-29 - 14:01 - Units, Triggers, Upgrades - OUT: 2016-10-29 - 15:29 ==
* Buffed Castle with 0.25 HP regeneration
* Castle Sell "Upgrade Defence" "unit" that is removed when sold and upgrades HP and Armor of castle (Max Level 10)
* Castle Sell "Upgrade Repair Rate" "unit" that is removed when sold and upgrades health regen of castle by 0.25 % hp regain (?) (Max Level 5)
== IN: [T] 2016-10-23 - 21:15 - Units - OUT: 2016-10-23 - 21:29 ==
* Nerfed Spartan [SMG] to deal 2D12 down from 2D25
* Nerfed Spartan [SMG] Base attack cooldown to 0.35 from 0.30
* Nerfed Spartan [Magnum] to deal 2D80 down from 2D100
* Nerfed Spartan [Magnum] Base attack cooldown to 1.30 from 1.20
* Buffed Spartan [Assult Rifle] to deal 2D35 up from 2D25
* Nerfed Spartan [Assult Rifle] base damage down to 55 from 65
* Created a new shop (without items, so far) for Boots of speed upgrades (i.e. add attack speed, etc. to your boots)
== IN: [T] 2016-10-02 - 21:21 - Items - OUT: 2016-10-02 - 21:44 ==
* Added damge in the Goblin Landmine descriptions
* Investgated how to revive allied heroes at altar
== IN: [C] 2016-10-02 - 12:54 - Units, Triggers, Abilities - OUT: 2016-10-02 - 17:48 ==
* Completed Weapon Roulette implementation.
- New Trigger: MCWeaponRouletteCast.
== IN: [C] 2016-10-01 - 13:30 - Units, Models, Triggers, Abilities - OUT: 2016-10-01 - 15:45 ==
* Added death animations to all Master Chief attachments (so that they disappear instantly when removed as special effects).
* Added Master Chief weapon icons.
* Added Weapon Switch abilities to Master Chief.
* Added Weapon Switch triggers (which attaches the correct weapon model to Master Chief).
- Will continue work on Weapon Roulette the next time.
== IN: [T] 2016-09-27 - 22:39 - items, abilities - OUT: 2016-09-27 - 23:03 ==
* Fixed many error references on combine items and other minor text tweaks (capital letters, missing %, etc.)
* Increased shop range to 800 (from 450)
== IN: [C] 2016-09-25 - 15:07 - Units, Model Setup, Triggers, Abilities - OUT: 2016-09-25 - 18:49 ==
* Created a portrait camera for Samus Aran.
* Rotated and moved Origin node for Master Chief TC.
* Added new unit: Spartan [Assault Rifle]
* New trigger: MCAssaultRifleShoot
* Corrected description of Attribute Bonus to +5 instead of +10.
* Figured out a way to do weapon roulette ability - will try to implement next time.
== IN: [T] 2016-09-18 - 17:07 - items - OUT: 2016-09-19 - 17:09 ==
* Fixed Purchase texts for new items
== IN: 2016-09-18 - 13:18 (Branch B) - Units, Triggers - OUT: 2016-09-18 - 15:31 (Merged Branch B)==
* Added new unit: Spartan [Rocket Launcher]
* Added new trigger: MCRocketLauncherShoot
* Added recipes to shop: Recipe for Cloak of Agile Defence, Recipe for Death Dealer, Recipe for Heavy Shield of Strength, Recipe for Helm of Insight
== IN: 2016-09-18 - 12:08 - items, abilities, triggers - OUT: 2016-09-19 - 14:32 ==
* Reworked: Shield of Honor - now a pure defence item, builds from pure defence items
* Added Item: Death Dealer - pure offensive item, damage and critital hit.
** Added Recipe and combine Triggers for Death Dealer
* Finished Recipe and Combine Triggers for: Cloak of Agile Defence, Heavy Shield of Strength, Helm of Insight
== IN: 2016-09-08 - items, abilities - OUT==
* Made 1 defensive STR item
* Made 1 defensive AGI item
Note, still needs triggers, add to shop, etc.
Basic Recepies will contain 3 items for each stat:
Offensive
Defensive
Typical-this-stat
The two last slots will be
1x pure offence
1x pure defence
So... It begins...
15 stat
5 armor
If player 1 is named "WorldEditDev", then the map will be started in "Debug/Development-mode".
Several debug commands are available in this mode, some of these are:
"-debug show", open a dialog box to enable more debug-prints.
"-set level X", sets the level of selected unit to X.
"-set wave X", sets the current wave to X.
"-teleport", teleports selected units to next move-command destination-point.
"-reset cd", to reset cooldowns.
"-set gold X", sets current gold to X.
"-kill", kills the selected unit(s).
"-clear wave", kills all units in the "current wave" unit-group.
"-rain", "-snow", "-activate fog", "-deactivate fog", sets weather and/or fog.
Contents

The Defence of the Castle 0.51 (Map)

The Defence of the Castle 0.71 (Map)

Reviews
deepstrasz
Well, this all seems quite innocent but if you could ask the dude to write you an OK and put it in the map thread description as a screenshot, that would lower the chances of further questions from others. EDIT: -Samus' Missile doesn't work anymore...
  1. Shar Dundred

    Shar Dundred

    Map Moderator

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    Assets removed.
    Please do not add the credited resources as assets to be downloaded.
     
  2. ThompZon

    ThompZon

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    Ohh, sorry. Missunderstood how that was supposed to work
     
  3. ThompZon

    ThompZon

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    Although no "real" comments, rating or reputation have come so far, I've been somewhat excited to polish the map since uploading it here.
    It feels good to give something you've been working on a few years to the community, although we don't feel that the map is "finished" (will it ever be?).
    56 downloads feel cool as well! Hope that some of you will actually play and enjoy :)
     
  4. deepstrasz

    deepstrasz

    Map Reviewer

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    1. Maybe you could change the upgrade icons a bit not to look exactly like the ones of the spells they upgrade.
    2. All heroes are available in some locked place on the map to the east. Maybe because of singleplayer or are they shared between all players for testing before choosing their hero? Might want to change the way players can see the spell information before choosing a hero because there's hero icons spam on the screen.
    3. What's with the paladin in the shop zone?
    4. You might want to be creative with items as they are basically Warcraft III ones. At least the initial ones.
    5. The Chef's Inferno spell could use another drop FX/model.
    6. Blizzard triggers slow before impact.
    7. Slash doesn't have a description like other spells.
    8. Lothar doesn't have an ultimate spell.
    9. Double Attack's icon looks as if it's deactivated not passive. I guess you used an orb FX spell.
    10. Tusk Missiles has the same icon as Samus' Missile.
    11. Force Push doesn't push but order affected units to move. You might want to search for a knockback spell around here.
    12. The castle Self-Repair upgrade disappears after upgrading the War Stomp.
    13. Debug messages on screen. Maybe only in singleplayer as I also have 9999999... gold?
    14. Make the recipe item icons look like the items they are supposed to create. It's saner that way to follow. Also mention between brackets where those items are found (the building).
    15. Not all heroes have glow. You can simply add some: How to add Hero Glow without Modeling
    16. Can't get out of the shop zone. It keeps telling me to gather the party. I brought all test heroes to the portal and the same happened.
    Awaiting Update.



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  5. ThompZon

    ThompZon

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    Some of those issues are related to being named "WorldEdit" and playing singleplayer (that combination). That's the debug/development-mode. I have a few ideas on how this should be handled.

    1. You mean on the castle?
    2. Debug-related, removed when non-debug.
    2. Debug-related, removed when non-debug.
    4. We have considered that, but have put effort else-where. Basic items are basic, even if they are renamed or have another icon.
    5. Agree, will look into
    6. Agree, will look into
    7. Lothar is unfinished and have a warning before being picked.
    8. See 7.
    9. Agree, should be fixed.
    10. Should be different, agree.
    11. This is one of the first custom abilities and have not been looked-into in quite a few years. Will look into.
    12. That's strange, will look into.
    13. Debug-related
    14. Great idea. Making it easier to handle item combination is very important
    15. Agree, will look into.
    16. Probably because of debug-mode-units.

    Thanks for the feedback!

    Will participate in Grand Review Exchange when this, and a few other things, are fixed.
     
  6. deepstrasz

    deepstrasz

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    Aye.
    Lol, had no idea. Have you mentioned that in the description? I don't think I've read that.

    Oki, will test again without the WorldEdit profile name :D
     
  7. ThompZon

    ThompZon

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    Ehhm... Now a (fairly minimal) section for it exists mentioning it :p
     
  8. deepstrasz

    deepstrasz

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    Thanks.

    I see there are other two dudes as authors for this map. Do they know of you uploading the map? Is any of them the original creator or something? If so, permission would be required for editing and uploading of the map.
     
    Last edited: Jun 1, 2020
  9. ThompZon

    ThompZon

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    I've only spoken to DarkkaneX and I'd say that he is the original creator. Ling1000 helped with a few things in the very early days of the map, but Ling1000 have not contributed in a very long time (a few years before I joined the project back in 2016).
    Not that it's any proof for anything, but I'm playing with DarkkaneX in some of the screenshots.
     
  10. deepstrasz

    deepstrasz

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    Well, this all seems quite innocent but if you could ask the dude to write you an OK and put it in the map thread description as a screenshot, that would lower the chances of further questions from others.




    EDIT:
    -Samus' Missile doesn't work anymore after using the item creating illusions. I made a self illusion. Charge Beam fixed it.
    -I think Missile also damages the Castle. I suggest no such spells since you'd be forced to only use it rarer and out of most fights.
    -I was getting tired there of undead since this was supposed to be a multiverse related map.
    -you could use custom models for some units like Cho'gall.
    -Cho'gall stops casting any spells after the first round of runes. Been running and gunning him. OK, he started again but had to fight him melee for a while.
    -you can finish the 35th wave without killing all the slimes. Two big ones and some small ones remained to attack the castle when the hero was teleported to the shops.

    Anyways,
    Approved.

    (previous comments: The Defence of the Castle)
     
    Last edited: Jun 1, 2020
  11. DarkkaneX

    DarkkaneX

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    Hi there, just wanted to let you know that I'm ok with the map being uploaded. Thanks for the review! :peasant-thumbs-up:
     
  12. ThompZon

    ThompZon

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    @deepstrasz would it be possible to add @DarkkaneX as an author to this map? I cannot find any settings for it...
     
  13. deepstrasz

    deepstrasz

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    @Shar Dundred please.
     
  14. Shar Dundred

    Shar Dundred

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  15. ThompZon

    ThompZon

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    Some minor improvements (recipe descriptions, icons, dev-mode name requirements) and issues (castle-upgrade) solved with the last release 0.51 (2020-06-14).

    Currently we're working on the last 5 waves and the final boss.
    I'll see if I want to do something else whilst working on that :p
    When I feel that the map is more finished, I'll participate in the The Grand Review Exchange! :)
     
  16. ThompZon

    ThompZon

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    The next version will contain Lothar and the 5 waves, including a final boss. It will be a fairly big update.
     
  17. ThompZon

    ThompZon

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    Uploaded new version (0.71)!
    Slightly later than I initially thought, but anyways, it's here :)
    Expand the "Change Log"-spoiler to see a brief overview of what's new or "Development Log" and see what's happened since 0.51 in more details.

    I have a few new things I want to do, but decided that I should upload the new version before doing that!
     
  18. ThompZon

    ThompZon

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    We have noticed a few "minor" bugs, spelling errors and lies in descriptions that have been fixed in my local version, but I have an ability-rework in-progress that needs to be finished before I can upload it.
    Known issues in 0.71 (that are fixed in the next version) include:
    • Lothar Ultimate has debug-prints (even when not in debug-mode).
    • Inconveniently Heavy Shield of Strength recipe "lie", say 25% chance to reduce incoming damage by 66%, when in fact it is 50% (as it say on the resulting item).
    • Broach of Upgraded Swiftness recipe lie, referenced the wrong ability (the real broach referenced the correct one!).
    • Many minor spelling mistakes fixed.
    • Lothar Q and W swapped places.
    • Lothar Charge continues to destination, even if target dies.