- 1.0.5
- Improved performance of hit based abilities
Race reprograming started.
Wow this thing is a clusterfuck...
Yes your reading that correctly due to an error it looks like this race currently has 100% trueshot damage. However as we get no feedback as to what was done who knows if that ability really did ever work at all. So the fix is going to be a buff or a nerf but I guess we will find out.Code:if(!W3HasImmunity(victim,Immunity_Skills) && Math_GetRandomFloat( 0.00, 1.00 ) <= 30) { War3_DamageModPercent(TrueshotDamagePercent[skill_level_trueshot]+1.0);
You all see now why I am just making all of them from scratch, when on my code base they are much much easier to read and bug fix.
Effects have been added for all the abilities.
NOTE: the effects are all new compared to the live version but are actually ALL the original effects from the pre OB version.
Let me know what you think of the effects and suggestions for changes. I have for now made all txt from this race green. I can use other green shades for example as well if we want to make it more different.
Please feel free to sugest changes to the effects, new effects and color changes that will fit this race. Remember that part of this big reprogram is not just to make everything run great but also to highlight the uniqueness of the indivual races though some more polished effects.
Ult is now finished except for the effects.
You are now told in txt if no valid clients are in range and when it does go off you are told how many clients you froze and for how long.
While making the methods for roots I developed some better callback methodology and so I might be making some changes to the teleport checking stock to reflect this and reduce the total number of methods in addition to providing better call back flexibility.
Zero, I was just wondering why the Night Elf evasion is lower then Molecule. Given, 3% isn't huge. When I get home tomorrow from work, I'll see if I can grab someone into the test server as I want to test a few other things as well.