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1.17 World Editor Changes

08-15-2004, 04:56 PM#1
qmrcool
Here are the new 1.17 world editor changes as posted by AndyB on the bnet forums.

Quote:
New triggers:

Special Effect - Create Lightning
Special Effect - Destroy Lightning
Special Effect - Move Lightning
Special Effect - Color Lightning
Unit - Drop Item on Point
Unit - Drop Item on Target
Unit - Drop Item in Slot
Unit - Damage Unit
Unit - Damage Point
Unit - Decrease Ability Level
Unit - Increase Ability Level
Unit - Set Ability Level
Unit - Inventory Capacity
Event Response - Damage Source
GetAbilityEffect (returns a filepath)
GetAbilitySound (returns a filepath)

New data fields have been added for many abilities.

New game constants:
Gameplay - Magic Immunes Resist Damage
Gameplay - Magic Immunes Resist Thorns
Gameplay - Magic Immunes Resist Leech
Gameplay - Magic Immunes Resist Ultimates
Gameplay - Cyclone Hides Unit
Gameplay - Dependencies Check Ability Data ID
Gameplay - Mass Teleport Clustering
Gameplay - Dark Summoning Clustering
Gameplay - Town Portal Clustering
Gameplay - Amulet Of Recall Clustering
Gameplay - Morphing Flyers Land At Closest Position
Gameplay - Morphing Disables Alternate Abilities
Gameplay - Invulnerable Summonables Take Dispel Damage
Gameplay - Construction Damage Refund Penalty
Gameplay - Upgrade Damage Refund Penalty
Gameplay - Allow Multiple Bounces Per Unit
Gameplay - Ensnare Checks Magic Immunity
Gameplay - Web Checks Magic Immunity
Gameplay - Illusions Get Attack Bonuses
Gameplay - Illusions Get Attack Speed Bonuses
Gameplay - Illusions Get Move Speed Bonuses
Gameplay - Illusions Get Defense Bonuses
Gameplay - Illusions Can Restore Life
Gameplay - Illusions Can Restore Mana
Gameplay - Illusions Bestow Auras
Gameplay - Illusions Are Autocast Targets
Gameplay - Invisible Units Bestow Auras
Gameplay - Polymorphed Units Bestow Auras
Gameplay - Burrowed Units Bestow Auras
Gameplay - Animate Dead Units Bestow Auras
Gameplay - Flying Heroes Bestow Auras
Gameplay - Move Speed Bonuses Stack
Gameplay - Drain Uses Etheral Bonus
Gameplay - Drain Transfers Life
Gameplay - Drain Transfers Mana
Gameplay - Drain Gives Bonus Life
Gameplay - Drain Gives Bonus Mana
Gameplay - Ethereal Damage Bonus Ally
Gameplay - Can Deactivate Avatar (NYI)
Gameplay - Can Deactivate Avenger Form (NYI)
Gameplay - Can Deactivate Barkskin (NYI)
Gameplay - Can Deactivate Bear Form (NYI)
Gameplay - Can Deactivate Bladestorm (NYI)
Gameplay - Can Deactivate Burrow (NYI)
Gameplay - Can Deactivate Call To Arms (NYI)
Gameplay - Can Deactivate Chemical Rage (NYI)
Gameplay - Can Deactivate Corporeal Form (NYI)
Gameplay - Can Deactivate Defend (NYI)
Gameplay - Can Deactivate Divine Shield
Gameplay - Can Deactivate Immolation (NYI)
Gameplay - Can Deactivate Mana Flare (NYI)
Gameplay - Can Deactivate Mana Shield (NYI)
Gameplay - Can Deactivate Metamorphosis (NYI)
Gameplay - Can Deactivate Raven Form (NYI)
Gameplay - Can Deactivate Robo Goblin (NYI)
Gameplay - Can Deactivate Stone Form (NYI)
Gameplay - Can Deactivate Submerge (NYI)
Gameplay - Can Deactivate Wind Walk (NYI)
Gameplay - Use Relative Upgrade Costs
Gameplay - Defend Can Deflect
Gameplay - Item Sale Creep Aggro Range
Gameplay - Unit Sale Creep Aggro Range
Gameplay - Abil Sale Creep Aggro Range

New Skin values:
Icon - Minimap Resource (Entangled)
Icon - Minimap Resource (Haunted)

New Unit fields:
Can Build On
Can Be Built On

New Ability fields:
Animation Name Levels
Animation Names (Level 2)
Animation Names (Level 3)
Animation Names (Level 4)
08-15-2004, 05:18 PM#2
Anitarf
Very interesting. The new actions could be powerfull additions to mapmaking.

Altrough it seems wierd, some of the new gameplay constants would be more expected as normel checkboxes on the appropriate spells (well, I guess the game architecture is such that multiple spells based on the same spell can't have these things different (like one defend that would deflect and one that wouldn't), so they were put under the gameplay constants instead... still wierd that they would do things that way).
08-15-2004, 05:49 PM#3
wwsage
Some of those look very interesting
08-15-2004, 05:59 PM#4
Bluemage427
woohoo!!! i need those set ability level triggers for my map!!! it makes it so much simpler.... :D ^_^
08-15-2004, 06:10 PM#5
High Loremaster
Ooooo, inventory capacity! And many new item actions!!! I like.
08-15-2004, 06:25 PM#6
Yukitan
Maybe I'll sound stupid but what does "Inventory Capacity" is supposed to do?

Also this Trigger is not in the Beta Patch yet ...
08-15-2004, 06:28 PM#7
Milkman
Unit - Damage Unit

Wooho! Spellmaking without outside help gets easier again.
08-15-2004, 06:59 PM#8
hirush
World Editor Changes in 1.17b

Quote:
Originally Posted by bug
This is a very great patch indeed that almost rivals 1.13, and I have tried to figure out what the new actions / functions do- so some things may be incorrect. And since this is just a beta, any of this is subject to change. I don't recommend using the 1.17 editor, because it's beta and could screw over your map when you try to make the leap to the non-beta version.


New Actions

Special Effect - Create Lightning
"Create a lightning effect Code(String) From(Point) To(Point)"
  • I assume this creates a lightning effect from one point to another, the Code string probably correlates to one of the codes in the LightningData.slk, so you can use custom ones also.

Special Effect - Destroy Lightning (Removes a Lightning effect)

Special Effect - Move Lightning Effect to Points
"Move Bolt(Lightning) From(Point) To(Point)"
  • This moves a Lightning effect to a point and has it travel towards another.

Special Effect - Color Lightning
"Change Bolt(Lightning) color to Real(Red) Real(Blue) Real(Green) Real(Alpha)"
  • This will alter the coloring (Red,Green,Blue) / transparency (Alpha) of a Lightning effect.


Unit - Drop Item on Point (Orders the unit to drop the item at a point)
Unit - Drop Item in Slot (Orders the unit to put the item in a specific inventory slot)
Unit - Drop Item on Unit (Orders the unit to drop the item on a unit which probably would sell the item in the case of a shop)


Unit - Damage Area
"Unit - Order Unit to damage area in Real seconds of size Real at Point for Damage(Real) using attack type Drop_Down_Box and damage type Drop_Down_Box"
  • What this spell appears to do is order a unit to deal damage in an AOE around a point, and this damage can be dealt however you need (physically or magically).
  • The first Drop-Down Box includes the options of "Spells" and the other main attack types ("piercing", "normal", "magic" etc.)
  • The second Drop-Down Box includes a variety of different damage types from "Sonic" to "Plant" to "Spirit Link".
  • I also believe the damage done via this trigger or others similar to it will credit exp / gold / kills when the unit is killed by the action.

Unit - Damage Target (Similar to the one above, except it is just one Unit ordered to damage another Unit for a certain real value.)



Unit - Decrease Ability Level (The ability level goes down one; the unit must have the ability for it to work; works on regular unit abilities with multiple levels)

Unit - Increase Ability Level (The ability level goes up one; the unit must have the ability for it to work; works on regular unit abilities with multiple levels)

Unit - Set Ability Level (Set the level of an ability for a unit; the unit must have the ability for it to work; works on regular unit abilities with multiple levels)



Functions

Event Response - Damage Source (returns unit who caused the damage in 'A Unit Takes Damage' events.)

GetAbilityEffect (returns a filepath)
GetAbilitySound (returns a filepath)

GetLastCreatedLightningEffect (returns a Lightning effect; there is also a new Lightning variable type)

Unit - Inventory Capacity (returns integer for the size of a unit's inventory)


btw the added 2 new heroes has some neat ability gonna be useful for making skills/spells ;)
08-18-2004, 06:33 AM#9
HexenLordX
Special Effect - Color Lightning
"Change Bolt(Lightning) color to Real(Red) Real(Blue) Real(Green) Real(Alpha)"

Is that trigger only to recolor lightning, or can it be altered to change the coloring of other special effects? Something the game lacks right now would be the ability to change the color of special effects, as right now it only offers the re-coloring of units.