| 08-21-2007, 12:41 AM | #1 |
I don't even know how I did it, but I managed to turn cripple into the ultimate spell, containing values for every single spell effect in the game! I don't know if it even works, but, damn, this could be useful if it did. Has anyone ever seen this before? |
| 08-21-2007, 12:43 AM | #2 |
Holy crapizzle! How? |
| 08-21-2007, 12:46 AM | #3 |
Please attach the map with this ability so we can test its properties. Make sure you don't lose it! This could be a huge discovery, and until somebody reverse engineers what exactly produces an ability with these properties, you have the one and only example of something that may or may not be infinitely useful. |
| 08-21-2007, 12:48 AM | #4 |
How? :X |
| 08-21-2007, 12:53 AM | #5 |
could you post the map so we can see it by ourselves?? A very abusable spell LOL!! |
| 08-21-2007, 01:02 AM | #6 |
Hmm... |
| 08-21-2007, 01:08 AM | #7 |
its going to be an object editor display bug. Abilitys datas are stored in .SLK files, which are basically spreadsheets. There are collums for data fields, which are named "DataA1" ext ext ext. Thus, its impossible to actually add effects to abilitys as they are hard-coded. |
| 08-21-2007, 01:11 AM | #8 |
Doubt that's the holy grail, the holy grail would be being to attach jass byte code to a map so it runs instead of war3map.j |
| 08-21-2007, 01:17 AM | #9 |
All it has done for me so far is just make the spell nearly impossible to edit, but it is interesting to see, as some spells have hidden fields that are now editable with this. It wouldn't matter if I attached the map, as it is definitely an object editor display bug. I'll compose a steplist of what I did tomorrow. |
| 08-21-2007, 01:26 AM | #10 |
The only feature that the VM implements which JASS doesn't is goto. The only advantage to that would be tail calls and other pretty minor optimizations. To get serious optimizations like a switch statement you would need to modify at runtime to get variable targets. This would basically take care of everything as it's equivalent to implementing references. |
| 08-21-2007, 05:32 AM | #11 |
Something messed with your AbilityMetaData.slk, that's all. |
| 08-21-2007, 05:59 AM | #12 |
That's... mildly retarded in my opinion... What I truly wish for is a form of WE that allows you to insert and delete fields from abilities, and even chance base-order buff ID's so that you can have... say 6 types of Phoenix Fire shooting the same target after the first one. |
| 08-21-2007, 02:36 PM | #13 |
This is pretty much what I did: 1. Made a Campaign 2. Worked on one of the maps for a while 3. Removed the icon, model, and tooltips from the cripple spell 4. Copy and pasted cripple 5. Changed the cripple icon to Black Gunpowder 6. Changed the cripple icon slot to 3, 0 7. Was given eleven pages of ability data 8. I did this on a Mac 9. Cripple was the first edited ability in the map Once cripple started showing the shitload of ability data, all other subsequent spells I made had this effect as well. I see fields like "Target Type:" with options "Instant, Unit Target, Point Target, and Unit or Point Target". Which spell in the game has that field? |
| 08-21-2007, 02:50 PM | #14 |
That would be channel, the only spell that can customize the target and base order ID. Lots of triggered spells use it for a base. |
| 08-21-2007, 03:35 PM | #15 |
Yean, it can be only channel So does it work? Can it be used to cheat something? I don't expect Cripple with area target to do something, but there may be some logical and useful combinations. |
