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What is outdated and what is current(tools)?

Level 3
Joined
Sep 8, 2025
Messages
15
Okay so this is for all the noobs here...
What are we missing? As far as updates, versions, classic and reforged. I feel like I am not "in on it" stepping into this here and now.
When I find a tutorial, it seems out of date, faqs are all out of date, and most "answer" threads are out of date, OR they don't mention what tools they're using.
For example, I see many answer threads telling me to simply choose Hero - Attribute to make an ability based on attribute(like backstab damage based on agility for example). But my editor doesn't have hero attribute. So what am I missing here? I am feeling very much in the dark like I don't even have the right tool and you need the right tool for the job!
Tyvm. I'm using editor 2.00d and game version 2.0.3.
 
I think someone had even posted similar problem like yours:

Specifically, the missing object fields you encountered in the Object Editor. Do you have everything enabled in the "View" tab like this?
Object Editor.jpg


That was from the pre-1.32 versions, but everything is still the same for both pre-1.32 and 1.32+ ones. I believe 1.31+ added some fields, which were hidden by default.
 
I think someone had even posted similar problem like yours:

Specifically, the missing object fields you encountered in the Object Editor. Do you have everything enabled in the "View" tab like this?
View attachment 548764

That was from the pre-1.32 versions, but everything is still the same for both pre-1.32 and 1.32+ ones. I believe 1.31+ added some fields, which were hidden by default.
Hi that is interesting--I get the same thing that poster gets--unknown database field netsafe blah blah. Yes all my viewing is checked ty for the idea.
 
Most folks developing on the latest patch will just use the default editor. It comes with a lot of the features that JassNewGenPack used to include, such as: JassHelper, a tooltip editor, setting object IDs, etc. It should have all the object editor fields that you'd find in those threads. But not all objects have the same attributes--or sometimes people are just unclear/write things based off memory. :grin:

Quite a bit changed with reforged though since they added a lot of features that made a lot of "hacks" in the past unnecessary (e.g. damage detection is a lot simpler, you can set a lot of things like ability's damage/tooltips dynamically, etc.). And I agree that it is pretty hard to tell if something is up-to-date or not. So no harm in asking here or asking in our discord if you're ever curious about the best way to do something!

As for your question, the simplest way IMO is to set the ability's damage in the object editor to 0 and use triggers to code the damage. At a minimum, your trigger will look roughly like this:
  • AgilityBolt
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Storm Bolt
    • Actions
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Triggering unit) (Include bonuses)))) x 30.00) damage of attack type Normal and damage type Normal
But that'll deal the damage immediately as they cast, which might not be ideal depending on the spell. So if you had any other specifications for the spell, we can help give examples to guide you in the right direction. :)
 
Hi that is interesting--I get the same thing that poster gets--unknown database field netsafe blah blah. Yes all my viewing is checked ty for the idea.
Yeah. Some of the important stuffs in WE tend to broke with recent patch. For netsafe-related stuffs, you can simply ignore it.

At the very least it forces you to learn how to play with some broken WE stuffs if you are using the recent patch, namely the JassHelper/vJASS (intentionally disabled since 1.33 by the devs) and the ability to use full HD assets in WE (since 2.0, due to the Classic HD option being introduced in this patch).

For some people who didn't have additional 30GB assets, they can still make a map using the latest pre-Reforged patches, which is 1.31 (or have both 1.31 and Reforged installed). 1.31 still has a new natives like Reforged, but you can't use GUI-based enhanced damage system with this version.
 
Yeah. Some of the important stuffs in WE tend to broke with recent patch. For netsafe-related stuffs, you can simply ignore it.

At the very least it forces you to learn how to play with some broken WE stuffs if you are using the recent patch, namely the JassHelper/vJASS (intentionally disabled since 1.33 by the devs) and the ability to use full HD assets in WE (since 2.0, due to the Classic HD option being introduced in this patch).

For some people who didn't have additional 30GB assets, they can still make a map using the latest pre-Reforged patches, which is 1.31 (or have both 1.31 and Reforged installed). 1.31 still has a new natives like Reforged, but you can't use GUI-based enhanced damage system with this version.
Okay...I don't totally understand everything you're saying. So a recent patch broke some things? Can you summarize what I am dealing with by using 2.00d? If you're saying I am missing JassHelper, not sure if I would ever use that anyway. I doubt it's helpful enough for me lol. Are you saying I am missing some GUI-based damage options--or that people using 1.31 are missing them? Thx!

Most folks developing on the latest patch will just use the default editor. It comes with a lot of the features that JassNewGenPack used to include, such as: JassHelper, a tooltip editor, setting object IDs, etc. It should have all the object editor fields that you'd find in those threads. But not all objects have the same attributes--or sometimes people are just unclear/write things based off memory. :grin:

Quite a bit changed with reforged though since they added a lot of features that made a lot of "hacks" in the past unnecessary (e.g. damage detection is a lot simpler, you can set a lot of things like ability's damage/tooltips dynamically, etc.). And I agree that it is pretty hard to tell if something is up-to-date or not. So no harm in asking here or asking in our discord if you're ever curious about the best way to do something!

As for your question, the simplest way IMO is to set the ability's damage in the object editor to 0 and use triggers to code the damage. At a minimum, your trigger will look roughly like this:
  • AgilityBolt
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Storm Bolt
    • Actions
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Triggering unit) (Include bonuses)))) x 30.00) damage of attack type Normal and damage type Normal
But that'll deal the damage immediately as they cast, which might not be ideal depending on the spell. So if you had any other specifications for the spell, we can help give examples to guide you in the right direction. :)
Ty so much for your response and help and offer to help! You're very kind. After reading your trigger, I realized I need to look one hundred and ONE times for hero attribute. I swear I looked a hundred times, and I did, in Real Comparison. Ugh, now I found it in Integer. I wasted hours looking for it!!! Now to get the trigonometry for backstab haha...wish me luck.
 
Okay...I don't totally understand everything you're saying. So a recent patch broke some things? Can you summarize what I am dealing with by using 2.00d? If you're saying I am missing JassHelper, not sure if I would ever use that anyway. I doubt it's helpful enough for me lol. Are you saying I am missing some GUI-based damage options--or that people using 1.31 are missing them? Thx!
JassHelper isn't missing on the latest Reforged patch. It was disabled under the intentional decision by Reforged team. You can still re-enable it though in the Trigger Editor (it's "JassHelper" -> "Enable JassHelper" & "Enable vJass" options).
I think it's also quite disindigenous to call this version of WE "broken" when it is at most a minor annoyance and there are actual problems with the modern WE. It's a thing one should never expect to work perfectly, it's a miracle it mostly has (other than full HD assets only applicable when all checkboxes in the "Assets Mode" section are unmarked and the "Tool Window" registry destroying the ones used in order to make pre-Reforged WE working).
For the damage system, you can still use this in 1.31, but in the form of inserting the JASS snippet inside the library. I don't know what exactly the JASS snippet was for enabling this sytem in the pre-Reforged, but it's a bit complicated (and I'm quite noob to this mapmaking).
 
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