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1
WC3 Editing Tools / Re: The Jass NewGen Pack (JNGP) 2.0
« Last post by moyack on June 13, 2018, 02:13:55 PM »
This bundle is a must have software for any wc3 mappers. JNGP 2.0 is very awesome and promising.
Now I have a question: since the sharpcraft is included, why does not JNGP 2.0 support patch 1.28 and higher?
The suggestions: the titles of some menus or submenus are too long in the JNGP user-interface, I suggest to use abbreviates. Likewise, the title of 'Campaign compiler' menu should be changed into 'Campaign builder'.
Hi!!

Welcome to wc3modding.info :)
Right now we're on the process of converting the system to the new patches, mainly in the support of WEX as an alternative to the editor. A good news is that the developer of WEX and the core of JNGP Mindworx, is now an employee of Blizzard and assigned to work on the World Editor, that means this tool will have a lot of support and features offered by JNGP and WEX in a native way, so no more third party apps.

Let's be patient for the new stuff to come.
2
WC3 Editing Tools / Re: The Jass NewGen Pack (JNGP) 2.0
« Last post by yxq1122 on June 13, 2018, 01:41:27 PM »
This bundle is a must have software for any wc3 mappers. JNGP 2.0 is very awesome and promising.
Now I have a question: since the sharpcraft is included, why does not JNGP 2.0 support patch 1.28 and higher?
The suggestions: the titles of some menus or submenus are too long in the JNGP user-interface, I suggest to use abbreviates. Likewise, the title of 'Campaign compiler' menu should be changed into 'Campaign builder'.
3
WC3 Editing Tools / Re: The Jass NewGen Pack (JNGP) 2.0
« Last post by moyack on May 20, 2018, 10:20:28 AM »
I'd suggest to have a talk in disrcord via direct messages. There you can share your map with me in a private way without issues.

Link: https://discordapp.com/invite/GnBkkrn
4
WC3 Editing Tools / Re: The Jass NewGen Pack (JNGP) 2.0
« Last post by Sethi on May 20, 2018, 09:38:59 AM »
Is this function dependant of USMWE? if so, the only way to remove this issue is upgrading your code to pure jass and this will allow the use of the new pack called WEX.

If you need further assistance, just post here.

Thanks for your answer, but I wasn´t able to do it on my own. How can i turn the code into pure jass without opening the map in WE?
Looking forward to your help.
5
Well, due to the changes in the latest patches of WC3, Magos model editor is not loading the textures properly due to a missing WC3 path detection. To solve it, just you have to move War3.mpq and War3x.mpq into the Magos Model Editor folder. And that's all :D

If you have any other questions just ask for it!!

6
WC3 Editing Tools / Re: The Jass NewGen Pack (JNGP) 2.0
« Last post by moyack on May 14, 2018, 01:19:50 PM »
I´ve used the JNGP included action "Point - remove Location (GUI)" in some of my triggers, now where the new patch is out JNGP isn´t compatible anymore. Thefefore  I can´t open any of the maps with the standard editor due to an error of an unknown function (which is the remove Location action).

Is there any way for me to reopen and save my map again?


Is this function dependant of USMWE? if so, the only way to remove this issue is upgrading your code to pure jass and this will allow the use of the new pack called WEX.

If you need further assistance, just post here.
7
WC3 Editing Tools / Re: The Jass NewGen Pack (JNGP) 2.0
« Last post by Sethi on May 12, 2018, 05:09:36 PM »
I´ve used the JNGP included action "Point - remove Location (GUI)" in some of my triggers, now where the new patch is out JNGP isn´t compatible anymore. Thefefore  I can´t open any of the maps with the standard editor due to an error of an unknown function (which is the remove Location action).

Is there any way for me to reopen and save my map again?

8
Warcraft III News / Patch 1.29.1 is active
« Last post by moyack on April 23, 2018, 08:47:24 PM »

Related Topics or Resources



by

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...

Quote
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
9
Warcraft III News / Patch 1.29 is live
« Last post by moyack on April 15, 2018, 12:22:49 AM »

Related Topics or Resources




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  [Select]
  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
10
Warcraft III News / New patch 1.29 (March 15) is live
« Last post by moyack on March 15, 2018, 09:31:26 PM »
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)




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.

Windows
https://battle.net/download/getInstallerForGame?os=win&locale=enUS&version=PTR&gameProgram=WARCRAFT_3

Mac
https://battle.net/download/getInstallerForGame?os=mac&locale=enUS&version=PTR&gameProgram=WARCRAFT_3

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
Blademaster
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

Scout
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

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