Hi everyone:
With the new patch 1.29 implemented on WC3 PTR, there's more than 60 new jass functions that needs to be tested and documented for bugs and features. So I prepared this topic to talk about each functions made in the new WC3 engine.
Here's the list:
The idea is to make a testmap for each message that shows how this code works. If you want to join in the processs, just reply this thread with a tesmap and I'll link it in the first post.
With the new patch 1.29 implemented on WC3 PTR, there's more than 60 new jass functions that needs to be tested and documented for bugs and features. So I prepared this topic to talk about each functions made in the new WC3 engine.
Here's the list:
DecPlayerTechResearched; takes player whichPlayer, integer techid, integer levels returns nothing // Opposite to IncPlayerTechResearched
DeleteHeroAbility; takes unit whichUnit, integer abilCode returns nothing // Remove Hero Ability
DeleteHeroAbility; takes unit whichUnit, integer abilCode returns nothing // Remove Hero Ability
GetAbilityCooldowntakes; integer abilId, integer level returns real
GetAbilityIcon; takes integer abilCode, integer level returns string
GetAbilityManaCosttakes; integer abilId, integer level returns integer
GetAbilityPosX; takes integer abilCode returns integer // Icon Position
GetAbilityPosY; takes integer abilCode returns integer
GetAbilityResearchTooltip; takes integer abilCode, integer level returns string
GetAbilityResearchExtendedTooltip; takes integer abilCode, integer level returns string
GetAbilityTooltip; takes integer abilCode, integer level returns string
GetAbilityExtendedTooltip; takes integer abilCode, integer level returns string
GetAbilityOnIcon; takes integer abilCode returns string // "OnIcon is the icon for these auto-castable ablities when they're turned on"
GetAbilityOnPosX; takes integer abilCode returns integer
GetAbilityOnPosY; takes integer abilCode returns integer
GetAbilityOnTooltip; takes integer abilCode, integer level returns string
GetAbilityOnUberTooltip; takes integer abilCode, integer level returns string
GetItemIconPath; takes item whichItem returns string
GetItemTooltip; takes item whichItem returns string
GetItemExtendedTooltip; takes item whichItem returns string
GetLocalSpecialEffectX; takes effect whichEffect returns real
GetLocalSpecialEffectY; takes effect whichEffect returns real
GetLocalSpecialEffectZ; takes effect whichEffect returns real
GetLocalUnitZ; takes unit whichUnit returns real
GetTriggerPlayerMouseButton; takes nothing returns mousebuttontype
GetTriggerPlayerMousePosition; takes nothing returns location
GetTriggerPlayerMouseX; takes nothing returns real
GetTriggerPlayerMouseY; takes nothing returns real
GetUnitAbilityCooldown; takes unit whichUnit, integer abilId, integer level returns real
GetUnitAbilityCooldownRemaining; takes unit whichUnit, integer abilId returns real
GetUnitAbilityManaCost; takes unit whichUnit, integer abilId, integer level returns integer
GetUnitArmor; takes unit returns real
GetUnitAttackCooldown; takes unit whichUnit, integer weaponIndex returns real
GetUnitBaseDamage; takes unit whichUnit, integer weaponIndex returns integer
GetUnitCollisionSize; takes unit whichUnit returns real
GetUnitDiceNumber; takes unit whichUnit, integer weaponIndex returns integer
GetUnitDiceSides; takes unit whichUnit, integer weaponIndex returns integer
IsUnitInvulnerable; takes unit whichUnit returns boolean
IsUnitSelectable; takes unit whichUnit returns boolean
PlaySpecialEffect; takes effect whichEffect, integer anim returns nothing
SetEventDamage; takes real damage returns nothing // Modify EVENT_UNIT_DAMAGED event damage
SetHeroProperName; takes unit whichUnit, string name returns nothing
SetSpecialEffectAlpha; takes effect whichEffect, integer alpha returns nothing
SetSpecialEffectColor; takes effect whichEffect, integer r, integer g, integer b returns nothing
SetSpecialEffectColorByPlayer; takes effect whichEffect, player whichPlayer returns nothing
SetSpecialEffectPosition; takes effect whichEffect, real x, real y, real z returns nothing
SetSpecialEffectPositionLoc; takes effect whichEffect, location loc returns nothing
SetSpecialEffectOrientation; takes effect whichEffect, real yaw, real pitch, real roll returns nothing
SetSpecialEffectPitch; takes effect whichEffect, real pitch returns nothing
SetSpecialEffectRoll; takes effect whichEffect, real roll returns nothing
SetSpecialEffectTime; takes effect whichEffect, real time returns nothing // Think this won't solve the leak problem
SetSpecialEffectTimeScale; takes effect whichEffect, real timeScale returns nothing
SetSpecialEffectX; takes effect whichEffect, real x returns nothing
SetSpecialEffectY; takes effect whichEffect, real y returns nothing
SetSpecialEffectYaw; takes effect whichEffect, real yaw returns nothing
SetSpecialEffectZ; takes effect whichEffect, real z returns nothing
SetUnitAbilityCooldown; takes unit whichUnit, integer abilId, integer level, real cooldown returns nothing // Set ability cooldown for this specific unit
SetUnitArmor; takes unit whichUnit, real armorAmount returns nothing
SetUnitAttackCooldown; takes unit whichUnit, real cooldown, integer weaponIndex returns nothing // Set all future attack cooldown for this specific unit
SetUnitBaseDamage; takes unit whichUnit, integer baseDamage, integer weaponIndex returns nothing
SetUnitDiceNumber; takes unit whichUnit, integer diceNumber, integer weaponIndex returns nothing
SetUnitDiceSides; takes unit whichUnit, integer diceSides, integer weaponIndex returns nothing
SetUnitName; takes unit whichUnit, string name returns nothing
UnitCancelTimedLife; takes unit whichUnit returns nothing
UnitDisableAbility; takes unit whichUnit, integer abilId, boolean flag, boolean hideUI returns nothing
EndUnitAbilityCooldown; takes unit whichUnit, integer abilCode returns nothing // Finish cooldown for this ability for this unit
UnitHideAbility; takes unit whichUnit, integer abilId, boolean flag returns nothing
UnitInterruptAttack; takes unit whichUnit returns nothingThe idea is to make a testmap for each message that shows how this code works. If you want to join in the processs, just reply this thread with a tesmap and I'll link it in the first post.