Just wanted to confirm some things regarding regeneration in WC3.
Alrighty, for HP regeneration, how does it work? Under Object editor Stat - Hit Points Regeneration Rate, does setting it to 2.00 mean 2.00 HP/sec regeneration? I'm confused for the Stat - Mana Regeneration as well.
I've searched the forums but couldn't really find a good answer.
Basically, I'm trying to get attackers to prioritize on attacking certain units before attacking others. I do know the Priority field is useless for this purpose. I've heard that units with Fortified armor and Worker...
Basically, I'm trying to reduce movement speed of a unit by a flat amount. Let's say I want to reduce a unit's movement speed by 50, initially it was like this (using T32):
private static method periodic takes nothing returns nothing
// other code
// movement speed part...
Wanted to know how Inheritance exactly works in JASS. Let's say you have struct Parent and struct Child, I understand that the Child inherits instance members and methods only, right?
I'm confused about the constructor part. If you call local Child c = Child.create(), this calls Parent's...
So I have 2 structs, Struct A and Struct B. I want it so that Struct B can access Struct A's private members, but only Struct B.
private static integer a
private static method test takes nothing returns nothing
set A.a = 1 // I want to make this...
So I've been pondering about constant functions. I heard that constant functions always return a constant return value. However, this seems to work.
private constant function GetDamage takes integer level returns real
return level * 5.
By right, the above function...
I'm currently making a custom damage system for my own use in a map. However, I can't decide if using a Struct or Hashtable is faster.
Every time a unit is damaged, I'm basically checking for any damage events (critical strike, bash, lifesteal, etc). So, I run another trigger from my damage...
Is there a difference between the two? Well, from my guess, Trigger Evaluate would be better? I mean if I use the "Condition" as my "Action", Trigger Evaluate would be faster, right? Just need someone to clarify this. Thanks!
Need help finding out why this happens. So basically, I have a spell where it forms a straight path. Then after 1 second, the path explodes, stunning and damaging all enemies within the area of the path. Note that damage is dealt during the stun duration, so over time. Note that I used firebolt...
Just read this.
Does this mean that doing struct MyStruct extends array is better than simply doing struct MyStruct? And if I use struct MyStruct extends array, does .allocate() and .deallocate() still work? Or would I just have to use the custom create and destroy?
And what exactly is...
Basically, I'm trying to find Puck's Waning Rift effect (that yellowish effect). However, can't seem to find it. I believe it's a custom model? And for those who don't know DotA, here's a short video of that effect. It's around the 11-13 seconds mark. Thanks...
Made another spellpack, because, why not?
Eagle Eye [Active]
Bolt Sequence [Active]
- The spells are vJASS
- They should be leak-less...
Is there a difference between these two? I do know that onDestroy is ran right before the struct instance is recycled. However, wouldn't onDestroy be pointless when you could just override the destroy method? Or am I missing something?
Made a gravity themed spell pack, out of pure boredom :P
Inversion Field [Active]
Gravity Matrix [Passive]
Gravity Flux [Active]
Graviton Acceleration [Active]