Welcome. Here is the place where making your favorite games can be possible, with the support of a cordial and warm community. Here you will find resources that will help you develop your projects in an effective and agile way. In addition, you can show your projects, share your ideas or simply contribute with resources to establish links with a growing community, forming in the process the network of fanatic users to do Modding and mapping of the games of the Blizzard franchise.

Please enjoy your stay here.

Latest Warcraft 3 Resources

Creazy Dwartf Race V1.30


Races for survival:

      - Game with people and bots.
      - A lot of bonuses.

(2) Pirate Coasts


Ok, here's my submission. Pirate Coasts.

by Moyack

A forgotten island, a place where o...

War of Races - Guerra de razas


War of Races (Guerra de razas)

Choose between 3 new races: Naga, Draenei and Magnataurs. These races were lost in time and...

(2) In Between


In Between by: SonofJay

DescriptionIn Between

The host of many naval war. This group of ...

Gold Saints: Geminis


for more models, please check the whole pack in the related link....

Gold Saints: Tauro


for more models, please check the whole pack in the related link....

Gold Saints: Aries


for more models, please check the whole pack in the related link....

Gold Saints: Piscis


for more models, please check the whole pack in the related link....




Allows you to generate an empty text file by using Preload functions and Batch Script.
Open the created .bat...

Illusion Editor v1.3 [vJass + GUI Support]



This system provides users with helpful utilities with regards to creation of illusions as well as the manipula...

[Spell] Dark Matter v1.0


Summons  a dark matter at the targeted point. The dark  matter has  ability to absorb all enemy units within 4...

Double Spinning Blade v1.1.1


Double Spinning Blade
The User throw a spinning blade towards the target point, for set amount of time the blade will destroyed and the user'...

A new TESH Syntax Highlighter for Warcraft 3


TESH 2.0 - A new Trigger Editor Script Highlighter for Warcraft 3
by looking_for_help

1. Introduction

UnrealLoader [Universal kLoader]


This tool has been developed by karaulov.
I wrote own loader for all game versions! (For start Warcraft III with unlimited windows)




What is vrJASS?
A just-for-fun programming language which compiles down to JASS (Warcraft 3). It aims to improve and replace the...

SharpCraft, a managed replacement for Reinventing the Craft


BackgroundSome of you might have heard about Reinventing the Craft. It's an old project I initially started in 2007 and worked extensively on for...

Hellfire Spawn


The standard armies of Hell are nothing but bothersome creatures summoned forth by the Lesser Evils for their various biding.

These vile on...

Witch Hunter


Witch Hunters act as hired guns for various people or organizations meant to hunt down malevolent forces around the world. All done in the name of jus...

Jack O' Lantern Sword


A sword for the model Skin Jack O lantern. Please check the related resource section....

Jack O' Lantern


This insidious warrior was formerly a human that got beheaded by a cannon ball while fighting to protect his city from invaders. Rumor has it that the...

WC3 Modding.info News

Created by moyack


Yes, new patch, new balance, new problems. As usual  :)

Quote from: Pete Stilwell
Greetings Raiders, Tinkerers, Harbingers, and Wardens,

We continue to roll improvements to the PTR. Please join us in testing the experience.

Please reinstall PTR if you do not have 10609:


Added kick and ban to player menu
Limited color menu to selectable colors
For arranged forces, changing player color will change player slot in game list
Host player will have ‘*’ next to name
Player latency is shown on right side of player list
Improved peer-to-peer map transfer to not lag host or client and have much faster download speed
Game lobby is hosted in the cloud in closest supported data center to host
Host is able to leave game without game ending
PTR servers in EU

Game will no longer slowdown/crash after running for hours
Jass Mouse Event IDs reverted to pre-1.30.2 order
Custom game list filter now works with spaces
Cloud Downloads no longer crawl at Tortuga speed

Ban option in player menu only kicks the player (use ban chat command for now)
The glaive thrower damage isn’t applied to the Vorpal Blades upgrade

!ban [name|slot]
!unban [name|slot]
!hold [name]
!holds [name] [slot]
!swap [x] [y]
!kick [name|slot]
Player Commands:

!mute [name|slot]
!unmute [name|slot]
Edit: A server hot fix has been deployed to fix the two reported crashes.


Hero Balance Changes

Brilliance Aura

Level 3 mana regeneration increased from 1.75 to 2.00 per second
Blood Mage

Reduced casting delay from 1.33 to .9 on all levels
Keeper of the Grove
Force of Nature

Treant damage reduced from 16 to 15
Entangling Roots

Level 2: Duration reduced from 5 to 4 seconds
Level 3: Duration reduced from 7 to 6 seconds
Base Stats

+1 Intelligence
Pit Lord
Base Stats

+1 Agility
Human Balance Changes

Base Stats

Mana regeneration increased from .67 to .72
Spell Breaker
Tech Tree

Control Magic now requires Keep instead of Castle
Control Magic

Control Magic mana requirement reduced from 45% of enemy HP to 35% of enemy HP
Cannon Tower
Base Stats

Build time reduced from 75 to 65

Gold cost reduced from 200 to 150

Night Elf Balance Changes

Base Stats

Decreased base damage from 16 to 15 (17-19 to 16-18)

Is a upgrade again. 100/100 cost, 20 second research, on Ancient of War, requires Hunters Hall, no longer requires Tree of Ages
Duration increased from 3 minutes to 5 minutes
Druid of the Talon
Base Stats

Gold cost reduced from 150 to 145
Glaive Thrower
Base Stats

Base damage decreased from 50 to 44
Orc Balance Changes

Tauren Totem
Base Stats

HP reduced from 1200 to 900
Undead Balance Changes

Base Stats

Movement speed reduced from 250 to 235

Wand of Lightning Shield

Duration reduced from 20 seconds to 10 seconds
This reduces total damage from 400 to 200

Well, according to Back2Warcraft, the feature "Game lobby is hosted in the cloud in closest supported data center to host" could bring some issues in the pairing of players which could be continents away...

Quote from: Back2Warcraft
We are alarmed by the new patch released on the PTR.

It is now impossible to select a server location when a game is created, bnet automatically picks the server closest to the game host

When Lucifer will face Foggy in the future, how is that going to work?

IF hosting on Battle.net for Warcraft III: Reforged (and SD) doesnt change, it's basically impossible to run tournaments outside of NetEase (China).

We must let Blizzard know that this CANNOT happen!


It seems that there's some issues with the pregistering, mainly with the fact that they're not getting linked with your classic CD keys. Here's the news link:

Quote from: Pete Stilwell
Hail Warchiefs, Lichs, Commanders, and Keepers,

You made announcing Reforged at BlizzCon an incredible moment. Thank you.

The team poured themselves into getting The Culling ready, and we’ve been blown away with the sentiment and positivity around this game we all love. We’re excited to see the lively discussion on this shiny new forum - thanks to Web & Mobile for making it available!

There is much to discuss.

Right now, we are addressing the snag with pre-purchase not awarding access to classic Reign of Chaos and The Frozen Throne. We expect to have a solution in your hands by December 1st with 1.30.2.


Created by moyack

Warcraft III Reforged

Hello my dear WC3 Modder Community:

Blizzard woke up us with a tremendous news, so big and unveilable that, for a moment, I thought we were on April's fools. But no, and DEFINITELY NO!!!!! this is a REAL NO FAKE news: Warcraft 3 will enter in the Blizzard's wandagon of remastering their old games.

In this writing I'll show my own perspective about this revolution in WC3, and this will mean that there's a lot to discuss and share. If you find something inaccurate, please share with us your thoughts about it.

Previous moves.
They started with Starcraft Remastered, offering as an slightly improved version of this classic game adapted to be played in up to date monitor standards and nicer 2D graphics to make the visuals of the game according the the new demand.
But that move had a higher version, Starcraft 2, which now is a game not so popular, with an awesome game engine but with an over complicated editor that scares the users to make a single mod. It's bet for passing the WC3 community to the fields of Starcraft failed boldy and now this game is in the land of free games to try to get an audience.

The WC3 community: a retrospective
Blizzard at last heard us... is probably the feeling of the WC3 community. Years of oblivion, after the patch 1.26 and very few and spaced updates to the classic WC3 game with requests done by the community not attended for years, made the community to find its own way and the result is that we developed our own tools for everything: coding, modelling, skinning and more.
  • Vexorian implemented a better coding in the WC3 engine offering a script layer called vJASS and the final tool, JNGP that moved us to a new level of coding possibilities.
  • In the area of multiplayer, WC3 + classic Bnet was not the best thing to deal, and with the problem of port configuration, lacking hosting system and the limitations of the game engine in terms of keeping the users connect in a running game, or even more to track players and stats in the game, produced a need of supplying a technological framework to solve this issues by external companies or communities like ENT and MakeMeHost, which with the help of application like Ghost++ and such were able to automate the hosting process in a moderate to decent way.
  • In the modelling, despite Blizzard offered to the community the Art tools, this became old and obsolete just for the requirements to only work with 3DMax 4 or 5, it was mandatory to implement tools like Neodex which works with recent version of 3DMax and GMAX. Not to mention the exclusive tools for basic modelling like Magos and MDLVIS, which helped to the non expert in the modelling field to achieve from good enough model editions to ripping models from other games.
  • And there's a lot of more tools which were the process of reverse engineering of all the stuff done in the WC3 engine, and the decompilation of all the W3X format.
All of this has created its own technological ecosystem around WC3, where the users loves their tools, the developers spent too many hours improving them and giving the community the best they could, and it took the neccesary time time to get used and become dependent to them. when Blizzard started again in the scenario with the new patches, this brought to the third party developers some winds of fear and disapproval. A big example of this is the latest patch (1.30.2) which  has started a serious clash between Blizzard and the communities that manages hostbots. This can be seen clearly in the ENT's Discord chat:
Quote from: ENT's Discord chat
I for one am a very disappointed customer of Blizzard entertainment. For dozens of years, they have left WC3 players to themselves, without any updates, without any 'real' customer support, without any consideration for us. The War III community has had to bring the 21st century to Warcraft III on their own, notably with host bots, ELO, stats tracking, games list, communities, private hosting (many were unable on their own), multiple handy commands, etc. Competitive gaming environment were also a direct result of stats tracking and community regroupment with higher ELO bots, leagues, etc. Let's not forget @ENT Staff and other communities' staff who have helped to maintain our games free of ruiners, trolls, etc. Te list of things that the host bots bring to the community goes on and on. As of late, Blizzard has decided to get involved again in WCIII, pushing an agenda we still have no idea about. Some of their updates were good (24-players slots, more balanced units, faster replay speed, etc.) However, they have recently decided to get rid of host bots for no specific reason.

In association with other Wc3 communities, we have engaged with blizzard in an attempt to change their minds about bots. At this point, multiple thousands of customers had signed a petition asking blizzard not to remove bots. Dozens and dozens of users had been posting on blizzard forums in uproar. Blizzard did not care, they went on with their plan. We asked them to integrate the necessary features of host-bots into Wc3 itself.; They added !kick and !ban to manage the Public Relations aspect. When we asked them to delay the removal of host-bots until most features had been implemented, they simply refused to answer.
In order to keep Warcraft III community alive and with the same gaming standards players had been used to for years, ENT has spent many hours developing and promoting WC3Connect (https://entgaming.net/forum/viewtopic.php?f=4&t=135760). However, today around midnight, Blizzard, in a direct attack to its playerbase (albeit possibly faithful to their longstanding incompetence), has decided to ban all of ENT's host-bots.

While we are at a late stage and communication is unlikely to be a possibility, I believe Blizzard still has to answer for its actions and be accountable to its customers. While we all know that Blizzard does not give a single shit about the input on their website ( https://us.battle.net/forums/en/bnet/12790218/ ), direct messaging is slightly harder to ignore.

For those of you who wish to demand answers, feel free to contact the lead developer who has been pushing for the removal of bots.

How can we interpret this reaction? a community that don't want to receive the desired attention from Blizzard, or a community that fear the change and uses the shield of its own development as an argument to demand the respect for the host bots system. The true thing is that Blizzard at last is aware of all the work put into the game by the community and not thanks to them, and the great ideas that this Wc3 community has achieved with the custom games done in the process (DOTA and AoS genre, Tower Defense genre, just to mention a few). This has shown to Blizzard that they've lost too many power and this attitude let other companies and indie enterprises to take advantage in the game market.

The next move: Give stamina to WC3

We can't deny that this move is really awesome, the improved graphics (which remembered me of this project) made me think they implemented the SC2 engine over to keep the balanced style of WC3, than ks God that's not the case. According to this list made by @Wareditor this are the features of this remastering (all the information from grubby stream):
Quote from: Wareditor
  • Same engine as classic WC3, current engine upgraded (confirmed),
  • On Battle.Net Launcher (confirmed),
  • Crossplay between Reforged and Classic (confirmed),
  • In options, you can choose to play with old graphics (confirmed),
  • Classic mods compatible on Reforged (confirmed),
  • Reforged includes ROC & TFT campaigns (confirmed),
  • Ingame footage : http://puu.sh/BVeXM/ea8d0219cb.jpg,
  • Ingame footage : http://puu.sh/BVf3F/e0898d817d.jpg,
  • "Skins" and cosmetics, Paladin can be either Arthas, Uther, Arthas /w Frostmourne... (confirmed)
  • Released in 2019 (confirmed),
  • Founding of Durotar "revamp" (confirmed) and probably more (not confirmed),
  • New editor can import old maps (confirmed),
  • Old map will load HD models (confirmed),
  • Animated trees (confirmed and seen),
  • Frozen Throne getting remastered as well (confirmed),
  • Audio will be upgraded, in every language Classic had and even more (re-recording with the same old actors) (confirmed),
  • Old audio will still be in the game (confirmed),
  • Achievements system (confirmed),
  • New editor will be an improved version of the current editor (confirmed),
  • Melee gameplay mostly unaffected (confirmed),
  • New races ("Can't comment."),
  • Balancing will continue to happen post-Reforged (confirmed),
  • System requirement can't be said yet, due to the game still being in dev. (confirmed),
  • Ingame cinematic-mode footage : http://puu.sh/BVgiY/af1c94eccd.jpg,
  • Ingame cinematic-mode footage : http://puu.sh/BVgkd/0b359fd72b.jpg,
  • No subtitle / textbox in cinematic-mode ?
  • Game runs at 30-40 fps, unoptimized and streamed from a laptop,
  • Inventory size being looked at (more than 6) (confirmed).
  • Heal confusion from "old" questline, ex: reworked Arthas Vs Illidan fight.
  • Modding tools used to make the new models will be given to the community.
This is a really promising wish list. And definitely we hope to get more from this company.

At last: the eyecandy:
This news can't be a good news if we don't offer the mandatory eyecandy. Enjoy  ;D

Comparison from the classic trailer vs new trailer

Created by moyack

Hello my dear WC3 modders!!

Here I'm testing the new feature implemented in the site which is an integration with Discord channel. Now (in theory) when you create a topic, or reply to a topic or a new member gets registered, this will be known through the chat.

Of course, there could be adjustments in the functionality, and I hope this could help us in get more integrated the site with the chat.

As always, any comments and suggestions are welcome.


Discord Formatting:

Discord uses Markdown, a system which allows the user to make feel nice the text shared in this platform  O0O

This is the code:
  • Italic: _text in italic
  • Bold: **text in bold**
  • Italic & bold: ***text bold and italic***
  • Code: `Text in code`

Multiline Code:
Code: Text
  1. ```This is a multiline
  2. text code...```

Created by moyack

Hello Blizzmodders:

Not happy with the announcement of the patch 1.29, not happy with all the mess caused by this new patch, not happy with all the changes we have to make in our maps, now we're facing a new update fixing some bugs not seen in the release of 1.29 patch. (ok, ok, joking is off :D )

Now you can update your WC3 to the latest version from Battle.net or using the "Warcraft III Launcher.exe" to get the latest patch. Enjoy!!!

As a resume...

Specific Changes & Improvements
  • Max clan and players in a channel raised to 255
Bug Fixes
  • Founding of Durotar no longer crashes
  • Building upgrades are visually represented for player slots 13+
  • Building placement footprint displays for player slots 13+
  • Blight displays for player slots 17+
  • GetUnitAbilityCooldown always returns 0.00
  • BlzGetLocalUnitZ always returns 0.00
  • enGB installs and patches
  • Custom textures no longer cause World Editor to crash
  • Neutral units accept item sales in custom games
  • Neutral units display on the mini map in custom games
  • Neutral units drop bounties in custom games
  • Hashtable storage limit isremoved
  • Game cache mission key limit is removed
  • Quick Play maps work on Mac
  • Asian characters work in chat
  • UI elements no longer overflow in Asian languages
  • GUI Set Unit Name work
Known Issues
  • Ladder reset
  • Joining a custom game on Mac will result in a crash
  • Patching from 1.29.0 PTR enGB to 1.29.1 PTR enUS causes Maps to be missing for Standard/Quick Play games
  • Game data for TFT impacted RoC
  • Missing function BlzSetAbilityManaCost
  • SetUnitAbilityCooldown affects all units with the chosen ability
  • Certain areas of the minimap in World Editor do not work
  • SetItemName affects all items of a chosen type
  • BlzSetUnitName does not update GetUnitName
  • Text cursor doesn’t change position in chat
  • Unit glow for player 12 is red
  • Holding left mouse click causes keyboard events to not be registered
  • Cursor does not match the mouse position when resolution is taller than wider
  • Fog and visibility modified do not affect player 13+
  • In 24 player games AI buildings may become stuck in construction
Source: https://us.battle.net/forums/en/bnet/topic/20762157875

Created by moyack

Hello my fellow Blizzmodders!!

Blizzard has made it again, now the patch 1.29 that was released on a PTR channel is now official. several features has been added and reviewed in the PTR installer of the game.

Specific Changes & Improvements
  • Widescreen support added. To prevent stretching there have been changes to the interfaces:
  • Added bookends to the in-game interface
  • Added black pillars in menus

Game lobbies expanded to support 24 players. We’ve added 12 new team colors. Thanks to Erkan and others for contributing to the new palette:
  • Player 13 - Maroon
  • Player 14 - Navy
  • Player 15 - Turquoise
  • Player 16 - Violet
  • Player 17 - Wheat
  • Player 18 - Peach
  • Player 19 - Mint
  • Player 20 - Lavender
  • Player 21 - Coal
  • Player 22 - Snow
  • Player 23 - Emerald
  • Player 24 - Peanut

Known Issues
  • Temporarily disabled Fixed Aspect Ratio in Video Options
  • Chaos Kodo Beasts are showing as idle workers in campaign missions
  • Unable to input text while keyboard settings are under different languages in zhCN and koKR locales
  • Certain elements in World Editor overlap
  • Set/GetAbilityOnXXXX functions are renamed to Set/GetAbilityActivatedXXXX
  • SetUnitNameAll is disabled for now
  • PlaySpecialEffect is disabled for now
  • PlaySpecialEffectWithTimeScale is disabled for now
  • Crash: With an ability that has "Disabled"=false, attempting to set "Disabled" to false again will crash the World Editor
  • UnitDisableAbility does not hide an ability with Hide=true and Disabled=false
  • Default map directory is for from maps when creating custom games
  • Resolution does not change properly when switching between windowed and full screen
  • Tooltips for hero abilities may not be updated
World Editor Upgrades
Now the things we're interested the more...
  • Object Limit: 30,000
  • Neutral Units: 2,048
  • Neutral Buildings: 384
  • Player Units: 4,320
  • Player Buildings: 2,400
  • Items: 1,024
  • Map Size Limit: 480 x 480
  • Tile Slot Limit: 16
  • Max Execution Limit: 3,000,000
  • Max Food Limit: 999
  • Max Resource Limit: 9,999,999
  • Array Size Limit: 32,768
  • "Always show Health Bars" now shows Mana Bars as well
New Natives
Code: jass
  1. native GetTriggerPlayerMouseX: takes nothing returns real
  2. native GetTriggerPlayerMouseY: takes nothing returns real
  3. native GetTriggerPlayerMousePosition: takes nothing returns location
  4. native GetTriggerPlayerMouseButton: takes nothing returns mousebuttontype
  5. native SetAbilityTooltip: takes integer abilCode, string tooltip, integer level returns nothing
  6. native SetAbilityActivatedTooltip: takes integer abilCode, string tooltip, integer level returns nothing
  7. native SetAbilityExtendedTooltip: takes integer abilCode, string ExtendedTooltip, integer level returns nothing
  8. native SetAbilityActivatedExtendedTooltip: takes integer abilCode, string ExtendedTooltip, integer level returns nothing
  9. native SetAbilityResearchTooltip: takes integer abilCode, string researchTooltip, integer level returns nothing
  10. native SetAbilityResearchExtendedTooltip: takes integer abilCode, string researchExtendedTooltip, integer level returns nothing
  11. native GetAbilityTooltip: takes integer abilCode, integer level returns string
  12. native GetAbilityActivatedTooltip: takes integer abilCode, integer level returns string
  13. native GetAbilityExtendedTooltip: takes integer abilCode, integer level returns string
  14. native GetAbilityActivatedExtendedTooltip: takes integer abilCode, integer level returns string
  15. native GetAbilityResearchTooltip: takes integer abilCode, integer level returns string
  16. native GetAbilityResearchExtendedTooltip: takes integer abilCode, integer level returns string
  17. native SetAbilityIcon: takes integer abilCode, string iconPath returns nothing
  18. native GetAbilityIcon: takes integer abilCode returns string
  19. native SetAbilityActivatedIcon: takes integer abilCode, string iconPath returns nothing
  20. native GetAbilityActivatedIcon: takes integer abilCode returns string
  21. native GetAbilityPosX: takes integer abilCode returns integer
  22. native GetAbilityPosY: takes integer abilCode returns integer
  23. native SetAbilityPosX: takes integer abilCode, integer x returns nothing
  24. native SetAbilityPosY: takes integer abilCode, integer y returns nothing
  25. native GetAbilityActivatedPosX: takes integer abilCode returns integer
  26. native GetAbilityActivatedPosY: takes integer abilCode returns integer
  27. native SetAbilityActivatedPosX: takes integer abilCode, integer x returns nothing
  28. native SetAbilityActivatedPosY: takes integer abilCode, integer y returns nothing
  29. native GetUnitMaxHP: takes unit whichUnit returns integer
  30. native SetUnitMaxHP: takes unit whichUnit, integer hp returns nothing
  31. native GetUnitMaxMana: takes unit whichUnit returns integer
  32. native SetUnitMaxMana: takes unit whichUnit, integer mana returns nothing
  33. native DeleteHeroAbility: takes unit whichUnit, integer abilCode returns nothing
  34. native SetItemName: takes item whichItem, string name returns nothing
  35. native SetItemDescription: takes item whichItem, string name returns nothing
  36. native GetItemDescription: takes item whichItem returns string
  37. native SetItemTooltip: takes item whichItem, string name returns nothing
  38. native GetItemTooltip: takes item whichItem returns string
  39. native SetItemExtendedTooltip: takes item whichItem, string name returns nothing
  40. native GetItemExtendedTooltip: takes item whichItem returns string
  41. native SetItemIconPath: takes item whichItem, string name returns nothing
  42. native GetItemIconPath: takes item whichItem returns string
  43. native SetUnitName: takes unit whichUnit, string name returns nothing
  44. native SetHeroProperName: takes unit whichUnit, string name returns nothing
  45. native GetUnitBaseDamage: takes unit whichUnit, integer weaponIndex returns integer
  46. native SetUnitBaseDamage: takes unit whichUnit, integer baseDamage, integer weaponIndex returns nothing
  47. native GetUnitDiceNumber: takes unit whichUnit, integer weaponIndex returns integer
  48. native SetUnitDiceNumber: takes unit whichUnit, integer diceNumber, integer weaponIndex returns nothing
  49. native GetUnitDiceSides: takes unit whichUnit, integer weaponIndex returns integer
  50. native SetUnitDiceSides: takes unit whichUnit, integer diceSides, integer weaponIndex returns nothing
  51. native GetUnitAttackCooldown: takes unit whichUnit, integer weaponIndex returns real
  52. native SetUnitAttackCooldown: takes unit whichUnit, real cooldown, integer weaponIndex returns nothing
  53. native SetSpecialEffectColorByPlayer: takes effect whichEffect, player whichPlayer returns nothing
  54. native SetSpecialEffectColor: takes effect whichEffect, integer r, integer g, integer b returns nothing
  55. native SetSpecialEffectAlpha: takes effect whichEffect, integer alpha returns nothing
  56. native SetSpecialEffectScale: takes effect whichEffect, real scale returns nothing
  57. native SetSpecialEffectPosition: takes effect whichEffect, real x, real y, real z returns nothing
  58. native SetSpecialEffectHeight: takes effect whichEffect, real height returns nothing
  59. native SetSpecialEffectTimeScale: takes effect whichEffect, real timeScale returns nothing
  60. native SetSpecialEffectTime: takes effect whichEffect, real time returns nothing
  61. native SetSpecialEffectOrientation: takes effect whichEffect, real yaw, real pitch, real roll returns nothing
  62. native SetSpecialEffectYaw: takes effect whichEffect, real yaw returns nothing
  63. native SetSpecialEffectPitch: takes effect whichEffect, real pitch returns nothing
  64. native SetSpecialEffectRoll: takes effect whichEffect, real roll returns nothing
  65. native SetSpecialEffectX: takes effect whichEffect, real x returns nothing
  66. native SetSpecialEffectY: takes effect whichEffect, real y returns nothing
  67. native SetSpecialEffectZ: takes effect whichEffect, real z returns nothing
  68. native SetSpecialEffectPositionLoc: takes effect whichEffect, location loc returns nothing
  69. native GetLocalSpecialEffectX: takes effect whichEffect returns real
  70. native GetLocalSpecialEffectY: takes effect whichEffect returns real
  71. native GetLocalSpecialEffectZ: takes effect whichEffect returns real
  72. native GetUnitArmor: takes unit whichUnit returns real
  73. native SetUnitArmor: takes unit whichUnit, real armorAmount returns nothing
  74. native UnitHideAbility: takes unit whichUnit, integer abilId, boolean flag returns nothing
  75. native UnitDisableAbility: takes unit whichUnit, integer abilId, boolean flag, boolean hideUI returns nothing
  76. native UnitCancelTimedLife: takes unit whichUnit returns nothing
  77. native IsUnitSelectable: takes unit whichUnit returns boolean
  78. native IsUnitInvulnerable: takes unit whichUnit returns boolean
  79. native UnitInterruptAttack: takes unit whichUnit returns nothing
  80. native GetUnitCollisionSize: takes unit whichUnit returns real
  81. native GetAbilityManaCost: takes integer abilId, integer level returns integer
  82. native GetAbilityCooldown: takes integer abilId, integer level returns real
  83. native SetUnitAbilityCooldown: takes unit whichUnit, integer abilId, integer level, real cooldown returns nothing
  84. native GetUnitAbilityCooldown: takes unit whichUnit, integer abilId, integer level returns real
  85. native GetUnitAbilityCooldownRemaining: takes unit whichUnit, integer abilId returns real
  86. native EndUnitAbilityCooldown: takes unit whichUnit, integer abilCode returns nothing
  87. native GetUnitAbilityManaCost: takes unit whichUnit, integer abilId, integer level returns integer
  88. native GetLocalUnitZ: takes unit whichUnit returns real
  89. native DecPlayerTechResearched: takes player whichPlayer, integer techid, integer levels returns nothing
  90. native SetEventDamage: takes real damage returns nothing

With all this stuff, we addressed a new situation: many maps that worked in the previous versions of WC3 are not working anymore in this version, so it's needed to make a kind of upgrade to the maps and manage a versioning in them: save the map for players which don't intend to upgrade to 1.29 and offer a version compatible with 1.29. Seeing the changes made in the coding part it's mandatory to check the functions created in the custom maps to fix possible bugs in the porting to 1.29.

If you need any help, you can share your issues in the discord channel https://discordapp.com/invite/GnBkkrn or in the "Patch 1.29 map conversion thread".

Let's rejoice for this new patch!!!

Source: https://us.battle.net/forums/en/bnet/topic/20762137149

Created by moyack

Hello Wc3modders:

We've been informed about a new version of the patch 1.29, which promises new fixes. This time, they increased the number of items and object elements that the map can support, some melee balances and better colors for the new player slots (this based in the requirements posted here)

Color codes:

Code: [Select]
1: 255,3,3 /#FF0303
2: 0,66,255 /#0042FF
3: 25,232,185 /#19E8B9
4: 84,0,129 /#540081
5: 255.252.1 /#FFFC01
6: 254.138.14 /#FE8A0E
7: 32.192.0 /#20C000
8: 230.90.176 /#E65AB0
9: 149 150 151 /#959697
10: 126 191 241 /#7EBFF1
11: 16 98 70 /#106246
12: 78 42 4 /#4E2A04
13: 155 0 0 /#9B0000
14: 0 0 195 /#0000C3
15: 0 234 255 /#00EAFF
16: 190 0 254 /#BE00FE
17: 235 205 135 /#EBCD87
18: 248 164 139 /#F8A48B
19: 191 255 128 /#BFFF80
20: 220 185 235 /#DCB9EB
21: 40 40 40 /#282828
22: 235 240 255 /#EBF0FF
23: 0 120 30 /#00781E
24: 164 111 51 /#A46F33

Please don't forget to update your PTR installation and enjoy the improvements :D

Hail Warchiefs, Lichs, Commanders, and Keepers,

Warcraft III's PTR is updated and ready for your scrutiny.



Specific Changes & Improvements
Team colors revision v2 (Props to Erkan for setting us on the path)
Camera reset to 1.28 height

Bug Fixes
Korean client crash resolved
Custom hotkeys no longer unbind Esc
Matchmaking now starts when using community maps
Alchemist's Healing Spray now self-heals
Various missing textures located (Thanks to TriggerHappy for the test map)
Default resolution no longer resembles Felwood
World Editor limits raised for reals:
Neutral Units   - 2,048
Neutral Buildings   - 384
Player Units   - 4,320
Player Buildings   - 2,400
Items   - 1,024
Queuing actions behaves correctly
Ladder maps cleansed of sneaky tower locations near starting mines

Hero Balance Updates
Mirror Image
Decreased Mana cost (all levels) from 115 to 100

Shadow Hunter
Serpent Wards
Level 1: Increase damage from 11-13 to 14 to 16; Increase HP from 75 to 90
Level 2: Increase damage from 23-26 to 27-30; Increase HP from 135 to 165
Level 3: Increase damage from 41-45 to 48 to 52; Increase HP from 135 to 200

Dread Lord
Carrion Swarm
(Buff) Mana Cost (all levels) 110 ? 100
Level 1: 300 Dmg to 400 Dmg
Level 2: 600 Dmg to 700 Dmg
Level 3: 1000 Dmg 1200 Dmg

Demon Hunter
Mana Burn
(Nerf) Mana cost increase from 50 to 60

Priestess of the Moon
Attack Speed
(Buff) change default from 2.46 to 2.33

Increase movement speed from 270 to 300
Level 1: Reduce mana cost from 100 to 50
Level 2: Reduce mana cost from 75 to 50

Known Issues
Selecting LAN in Asian locales crashes the client
Esc on Mac has a chance to close the client
Opening a scoreboard will temporarily freeze the game during a multiplayer match
TriggerAddCondition() now requires you to add (Condition()) around the "function funcname"
Constant native DecPlayerTechResearched not working
The GUI equivalent for SetAbilityOnIcon and GetAbilityOnIcon have invalid parameters causing the editor to throw errors
World Editor crashes with bad IF statement syntax
Cannot set research to a lower level using SetPlayerTechResearched
DecPlayerTechResearched causes SetPlayerTechResearched to set level at a lower value
PlaySpecialEffect and PlaySpecialEffectWithTimeScale are not working correctly
The Italian client is missing menus

Replays are incompatible between major game versions
This will be the last version to support Windows XP

Created by moyack

Warcraft III on PTR has been updated to 1.29
Warcraft III on PTR has been updated to 1.29

DOWNLOAD Warcraft III PTR Installer

Hello my fellow blizzmodders:

Some days ago there was a new patch in the PTR installation of Warcraft III and this update brought us, after a long loooooong time, a proper justice to the WC3 community. A new HUGE update, not a lesser one with the typical few changes and tiny fixes that only affected the ladder gamers in melee maps. This patch brings to us an unexpected change to the possibilities in the WC3 engine and this time, it was clear that the community demands were at last heard.

Would this a signal about a Warcraft 3 Remastering? probably as it has been said by several sites related to games [1 & 2 examples] will be Warcraft 4 on hold?, it's now a serious possibility. But in the meantime we can say at least: REJOICE wc3 community of modders, our prays has been heard and there's more to come.

Important changes in the game: Link
  • Widescreen: The game now supports true widescreen; there's some glitches in the moment but it's expectable to have some fixes in the moment. Right now in really width screens there's a blind mouse selection part that could occur. And it has been reported issues with other video processors (Intel graphics)
  • 24 Players: What??? YES!!! now you can make a map with support to 24 players!!! something incredible to be true... and it's TRUE!!. this brings a new possibility to new ideas for maps. This of course implies new player colors to try.
  • Bug fixes: stuff related with Mac compatibility and clan creation has been addressed.

World Editor Changes: Link
  • Object limit increased to 30,000
  • Map size limit increased to 480 x 480
  • Tile set limit increased to 16
  • Max execution number increased to 1666666
  • Max food limit increased to 999
  • Max resource limit increased to 9999999
  • Array size increased from 8192 to 32768
  • Display mana bar

And some Map Pools & Balance Updates which are described here.

Soon I will open a topic to deal with the new natives, where I'll do testings to each new function added to the WC3 game engine. Stay tuned to this topic so you can share and discuss the new features.
EDIT: topic opened: http://wc3jass.com/5555/patch-1-29-new-natives-a-testing-place/

What do you think about this patch?? please tell us your feelings and expectations.


Created by moyack

Hello my fellow Blizzmodders:

Today is that lat day of the year where is an opportunity to remember all the thing we've done so far.

Thanks God, there's new stuff in the community to stand out, and I'll try to summarize.
  • One account for all the affiliate sites: With the new implementation, all the sites that belongs to the Blizzmod community allows to use the same account to access them. So if you registered your account in wc3modding.info, this same user and password can be used in the other places (blizzmod.info, wc3jass.com, etc...)

  • Resource filtering and easier search method available: You can see in blizzmod.info, wc3modding.info and wc3jass.com offer direct access links to the resources offered in those sites. All of them allows to have a clear description about its features and they can be filtered and searched by different categories, keywords and rating.

  • Topic integration with social networks: Every topic in blizzmod.info, wc3modding.info and wc3jass.com have links to Facebook and Google+, so you can share this topics easily with your friends. All the pages show nicely in those social networks. If the topic has an image in the first post, it will be used to stand out the topic in the sharing process.

  • Wiki/ integrated to the site: This section is aimed for integration with the coding highlighting. If you check, in the jass coding you can see a link over the function name which allows you to create or view a documentation to that function.

  • Related topic / resource: This feature allows to link any topic in all the pages from the Blizzmod network with other topics. This is useful to build "packs" of resources or to keep a trace of previous topics. This improves the chances that your topic gets accessible via google search.

  • Discord Chat: And the last but not least, the chat integration with Discord, where we're keeping together the community in support and chit chat in a reliable and faster way. It's easy to join, just follow the link :D

What's coming for 2018
  • Implement a faster way to upload resources. Right now you have to do two posting editions in order to implement the resources with images and download links.
  • uploading the model resources from the backup, so we can have again the big model database from the 2012 times. That's a big task to do.
  • Improve the icon submission system. Right now it's is slow and tedious to upload icon to the site.
  • Prepare the last version of JNGP (2.0.10) according to the new changes that seems to come in new patches of WC3

With all of this, I wish to all the community a happy new year 2018, expecting that your projects and goals gets successful and we hope this site keeps being useful to the WC3 community.

Created by moyack

Hello my fellow Blizzmodders:

In the coming patch is appearing the new balances in some maps, starting with a map called Therenas Stand, a classic and nice melee map. For this I'll let you a nice video from Back2Warcraft.

With the coming PTR, you can now test a new pool system. I can give you an explanation, but Blizzard itself does the job better than me :P

Let's read from Blizzard itself!!!


Classic Games is excited to announce Warcraft III PTR will be live in the coming days. Focus will be on new map pools. The China Joy show match on the updated Terenes Stand between Fly and 120 was the debut of the types of improvements we can't wait to share.

The new map pools will be a mixture of three things – must haves from the current pools, classic maps from older pools, and new ladder version maps. The ladder version maps (LV), are original maps that have undergone significant improvements.

Below is an overview of our objectives and specific lists of changes by pool. So take some time to read up on the new LV maps in the coming days so you will be well prepared when the PTR goes live:

General Improvements & Gameplay Objectives

    Balanced creep camp difficulty progression from early to late game
    Balanced creep drop tables for better item progression from early game to late game
    Item diversity: Varied Level 1 though 6 charged items and Level 1 through 6 permanent items
    Balanced all start locations: total amount and starting distance from lumber, equal amount of spacing, equal size choke points, et cetera
    Balanced expansion distance from start locations
    Decluttered points of interest to reduce visual competition during gameplay
    Retextured map surfaces for better visual clarity - both on screen and mini-map
    Minimized the size of trees and doodads that obstructed player view of points of interest
    Added cliff lines or deep water to edges of the map - removing hard edges (aesthetic choice for immersion)
    Properly placed trees and doodads on the pathing grid: full-cell Medium Grid to half-cell Medium Grid alternate
    Removed the rolling shoreline waves from rolling hills to remove the noise the waves created - remains for cliff shores

List of 1 v 1 maps

    1 v 1 Map Pool (New)

List of 2 v 2 maps

    2 v 2 Map Pool (New)

List of 3 v 3 maps

    3 v 3 Map Pool (New)

List of 4 v 4 maps

    4 v 4 Map Pool (New)

List of FFA maps

    FFA Map Pool (New)


Matt Morris – Lead Designer of Classic Games

Created by moyack

Hello again my dear Blizzmodders!!!

Today, Blizzard offers to the community a new patch with some bug fixes needed so desperately, at least in terms of the modding community.

Hail Warchiefs,

Patch 1.28.5 is live. Our focus is on shoring up the last few significant 1.28 issues:

Bug Fixes

    File paths and user names think more globally in game and World Editor
    World Editor properly imports custom assets again
    Switching between Reign of Chaos and The Frozen Throne no longer causes a crash

Classic Games

Among all the changes made in this patch, there's one that is very important for modding and is the restoration of the import functionality. Now you can add again custom models, skins and other WC3 resources. Let's hop e they don't keep fixing one thing by screwing up two. According to the few posts from the community, it seems the patching way in this game is moving (at last) in the right direction.

As always, the screen shot for evidence :)

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