Patch 1.29 new natives: a testing place

General Jass Discussion

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:
Code (jass) Select
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 nothing

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.
Hello,

[lcode=jass]SetSpecialEffectYaw[/lcode] does not work. I can confirm this.
Hmmm, I need to test it too. How did you test it?