Actually I did added some random spell data into the data mod. And before I did that, blizzard have already added some spell too, mostly orc ability.
But they are all just casual writings, and absolutely not have not been tested.
Because this release is restricted to 'Art and Unit/weapons/sounds/doodad datas'. Any abilities except move and attack are not supposed to be there.
Still they can be used as bonuses/sample data.
These few abilities are also quit different with the abilities of my own mod(I had to write them on very different style). Because the targeting mapping system in the official data mod is not aimed to be established as the same as war3's, they are actually directly used under sc2 system, and we don't even use the same distance calculations.
okay thats great, i got no idea how to create mirror image and critical strike properly. Every mirror image ability i try to make does not carry over item buffs so its easily recognizable which is the real dude. This will be a big help
any idea what the name of the trigger would be to save items ?
I currently have it saving life/energy and hero level to the images ( though only current hero level seems to save and work properly on mirror images as it does not save the life and energy properly)
any idea what the name of the trigger would be to save items ?
I currently have it saving life/energy and hero level to the images ( though only current hero level seems to save and work properly on mirror images as it does not save the life and energy properly)
But for what purposes do u need to create items in illusion's inventory? Just create buffs for HP/Energy/Attack/Attributes etc. , then calculate the difference between hero and illusion and add buffs to illusion to make it full copy.
Because then it becomes a simple matter of clicking on images, see no items in inventory and thus easily figure out which one is real.
As for copying items from one inventory to another, it can be done, but in a REALLY hacky way. Namely place a couple of train abilties on the blademaster to train any item. On mirror image, do a search on the original for items, and as the search effect, run another search effect for the images. And then run a huge switch effect looking at the unit type of the units found in the first search (it will involve a validator to check against every item possible), and then, as the effect for each case, run an issue order effect on the image to train that item, placing it on the image.
there are 2 ways of moving items from one unit to another:
1: recreate the item inside the inventory of the target unit (needs only unit type and charges, the tricky part)
2: move the item to the position of the target unit and then issue order the target unit to pick it up (issue 2 times so it wont fail, issue order with inventory ability, the pickup order needs a button in order to work)
Picking up order is never a option. You can't assume a unit would always capable to be issued order at anytime. Also it takes time to pick up items. And the item would be exposed to the ground and at risk of picked by other units.
And train items? Seriously? That would cause effect overflow, and also where is the extendibility here? each time you create a new item you will need to change to whole tree.
The right way to do it:
'Unit - Create Inventory Item' - Allows you to create items in a unit's inventory.
Their charge can be modified by directly modify the item(the item themselves) unit charge.
'Unit - Move Inventory Item' - allows you to move item in your inventory. You can also do it via dummy unit as filler, then create your items in shorted order.
Also copy vital can be done with raw data, which needs only a modify unit effect. So store them in trigger is not needed.
Plus, you can't actually see enemy unit's inventory via selection. So if you want to mimic them via buff, it would still doable.
picking up doesnt need time if the item is at the position of the unit, it happens basically instant and the user also doesnt notice, i used this for a long time
picking up doesnt need time if the item is at the position of the unit, it happens basically instant and the user also doesnt notice, i used this for a long time
People use some solution for a long time. That doesn't make them good solution.
There are too many situations that would render a incapable to receive orders.
Because then it becomes a simple matter of clicking on images, see no items in inventory and thus easily figure out which one is real.
No it is not since you make sure that other players cannot see enemy inventories. WC3 mostly had this option enabled so that you could not see what powerful charged items your enemies were carrying.
Also since when was it a quick thing to look at their inventories? The blade master made 4 mirror images (if I recall) of which he was one. With each click on them you have a 1/5 chance of finding the correct hero if they are imperfect copies. During this time you will not be microing your army. Additionally the biggest give away for mirror images was the 0 damage they dealt (so any time they attacked you knew which was real or not) and that they take a lot more damage (if an illusion is attacked you notice instantly). If they had a gem of true sight they knew which was real anyway.
In reality I think most people used mirror image as an escape diversion and to soak up some extra damage. As long as your illusions were behind your main hero when running, chances are your opponent will hit them, sparing you the damage. You could also use the images to try and block/slow your foes down since they could still be collided with.
Warcraft III used very strange distance units. Abilities were given values like "750" range when each tile was 128 units. This means such an ability had a range of 5.859375 tiles which clearly is not a very round number. As such I would recommended any re-created abilities round to some neat fraction of SC2 "tile" units. For example 750 range becomes 6 tile range. Although this might not be an accurate recreation of the ability range, it will be a lot more understandable and will generally fit better into the game. Even in WC3 ranges were kind of out of place as they were rounded to decimal fractions when tile distance was a binary fraction. To this day I am pretty sure more than half of Warcraft III players did not know that each tile had edges exactly 128 range long. I am pretty sure most people depended almost entirely on feeling to know how long or wide something given in range was (1,000 range is an artillery! 300 range is pretty near melee...).
Also when re-creating heroes do be aware that WC3 attack speed was additive (in SC2 it is mostly multiplicative). Also in WC3 the maximum attack speed was defined as +400% faster attack speed or if you reached some other limit. In SC2 the maximum attack speed is defined at 1 deterministic frame (16 such frames per game second) and it appears that is practically the only limiting factor. As such if you re-create Warcraft III style agility you can often find your unit maxing out at 16 attacks per game second quite easily unless you really restrict the magnitude obtainable of that attribute.
I want to highlight the second part of this blog, Memories of War. When the War3 assets go live, we'd love to have content to feature and I'm excited to see what you guys will be able to do. The PTR will only last so long, so we're not expecting fully functional games, but anything that focuses on your favorite Warcraft memories will be awesome.
Let me know if you guys have questions about this.
All main race heroes got HD remakes, but the neutral heroes are mostly missing. I think only Dark Ranger and Pit Lord received an update. Will the remaining neutral heroes make it into this coming patch? The missing heroes are Sea Witch, Goblin Tinker, Goblin Alchemist, Fire Lord, Beastmaster and Pandaren Brewmaster (unless I missed them hiding somewhere).
Actually I did added some random spell data into the data mod. And before I did that, blizzard have already added some spell too, mostly orc ability.
But they are all just casual writings, and absolutely not have not been tested.
Because this release is restricted to 'Art and Unit/weapons/sounds/doodad datas'. Any abilities except move and attack are not supposed to be there.
Still they can be used as bonuses/sample data.
These few abilities are also quit different with the abilities of my own mod(I had to write them on very different style). Because the targeting mapping system in the official data mod is not aimed to be established as the same as war3's, they are actually directly used under sc2 system, and we don't even use the same distance calculations.
@Zolden: Go
what will be in the data mod if not for preset abilities and stuff?
@howdyyy: Go
Yea, abils and stuff. I just misenterpreted your question as if you asked about models.
@Zolden: Go
okay thats great, i got no idea how to create mirror image and critical strike properly. Every mirror image ability i try to make does not carry over item buffs so its easily recognizable which is the real dude. This will be a big help
For that, you may disappoint, for it needs trigger to help copy the items.
It possible to copy all the item of a unit's inventory by data, but put them into another unit's inventory is something you can't do with raw data.
Unit data, Actors, Items, etc.
@Renee2islga: Go
any idea what the name of the trigger would be to save items ?
I currently have it saving life/energy and hero level to the images ( though only current hero level seems to save and work properly on mirror images as it does not save the life and energy properly)
But for what purposes do u need to create items in illusion's inventory? Just create buffs for HP/Energy/Attack/Attributes etc. , then calculate the difference between hero and illusion and add buffs to illusion to make it full copy.
@Dzuke911: Go
Because then it becomes a simple matter of clicking on images, see no items in inventory and thus easily figure out which one is real.
As for copying items from one inventory to another, it can be done, but in a REALLY hacky way. Namely place a couple of train abilties on the blademaster to train any item. On mirror image, do a search on the original for items, and as the search effect, run another search effect for the images. And then run a huge switch effect looking at the unit type of the units found in the first search (it will involve a validator to check against every item possible), and then, as the effect for each case, run an issue order effect on the image to train that item, placing it on the image.
TL;DR, it can be done, but it would be... ugly.
there are 2 ways of moving items from one unit to another:
1: recreate the item inside the inventory of the target unit (needs only unit type and charges, the tricky part)
2: move the item to the position of the target unit and then issue order the target unit to pick it up (issue 2 times so it wont fail, issue order with inventory ability, the pickup order needs a button in order to work)
Picking up order is never a option. You can't assume a unit would always capable to be issued order at anytime. Also it takes time to pick up items. And the item would be exposed to the ground and at risk of picked by other units.
And train items? Seriously? That would cause effect overflow, and also where is the extendibility here? each time you create a new item you will need to change to whole tree.
The right way to do it:
'Unit - Create Inventory Item' - Allows you to create items in a unit's inventory.
Their charge can be modified by directly modify the item(the item themselves) unit charge.
'Unit - Move Inventory Item' - allows you to move item in your inventory. You can also do it via dummy unit as filler, then create your items in shorted order.
Also copy vital can be done with raw data, which needs only a modify unit effect. So store them in trigger is not needed.
Plus, you can't actually see enemy unit's inventory via selection. So if you want to mimic them via buff, it would still doable.
@Renee2islga: Go
picking up doesnt need time if the item is at the position of the unit, it happens basically instant and the user also doesnt notice, i used this for a long time
People use some solution for a long time. That doesn't make them good solution.
There are too many situations that would render a incapable to receive orders.
No it is not since you make sure that other players cannot see enemy inventories. WC3 mostly had this option enabled so that you could not see what powerful charged items your enemies were carrying.
Also since when was it a quick thing to look at their inventories? The blade master made 4 mirror images (if I recall) of which he was one. With each click on them you have a 1/5 chance of finding the correct hero if they are imperfect copies. During this time you will not be microing your army. Additionally the biggest give away for mirror images was the 0 damage they dealt (so any time they attacked you knew which was real or not) and that they take a lot more damage (if an illusion is attacked you notice instantly). If they had a gem of true sight they knew which was real anyway.
In reality I think most people used mirror image as an escape diversion and to soak up some extra damage. As long as your illusions were behind your main hero when running, chances are your opponent will hit them, sparing you the damage. You could also use the images to try and block/slow your foes down since they could still be collided with.
Warcraft III used very strange distance units. Abilities were given values like "750" range when each tile was 128 units. This means such an ability had a range of 5.859375 tiles which clearly is not a very round number. As such I would recommended any re-created abilities round to some neat fraction of SC2 "tile" units. For example 750 range becomes 6 tile range. Although this might not be an accurate recreation of the ability range, it will be a lot more understandable and will generally fit better into the game. Even in WC3 ranges were kind of out of place as they were rounded to decimal fractions when tile distance was a binary fraction. To this day I am pretty sure more than half of Warcraft III players did not know that each tile had edges exactly 128 range long. I am pretty sure most people depended almost entirely on feeling to know how long or wide something given in range was (1,000 range is an artillery! 300 range is pretty near melee...).
Also when re-creating heroes do be aware that WC3 attack speed was additive (in SC2 it is mostly multiplicative). Also in WC3 the maximum attack speed was defined as +400% faster attack speed or if you reached some other limit. In SC2 the maximum attack speed is defined at 1 deterministic frame (16 such frames per game second) and it appears that is practically the only limiting factor. As such if you re-create Warcraft III style agility you can often find your unit maxing out at 16 attacks per game second quite easily unless you really restrict the magnitude obtainable of that attribute.
The PTR is finally up and running.
http://us.battle.net/arcade/en/blog/17796669/warcraft-iii-assets-now-available-on-the-ptr-2-2-2015
I want to highlight the second part of this blog, Memories of War. When the War3 assets go live, we'd love to have content to feature and I'm excited to see what you guys will be able to do. The PTR will only last so long, so we're not expecting fully functional games, but anything that focuses on your favorite Warcraft memories will be awesome.
Let me know if you guys have questions about this.
Good to hear!
All main race heroes got HD remakes, but the neutral heroes are mostly missing. I think only Dark Ranger and Pit Lord received an update. Will the remaining neutral heroes make it into this coming patch? The missing heroes are Sea Witch, Goblin Tinker, Goblin Alchemist, Fire Lord, Beastmaster and Pandaren Brewmaster (unless I missed them hiding somewhere).
Thanks!