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Allows additional manipulation of the projectile
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Returns the generated projectile object.Ĭonstant native GetTriggerProjectile takes nothing returns projectile Upon hitting the target or 60 seconds (based on Nes' tests), EVENT_PROJECTILE_EXPIRE catches the moment projectile objects are to be destroyed.Ĭonstant projectileevent EVENT_PROJECTILE_EXPIRE These deal with the generated projectile for every ranged attack launched.Ĭonstant projectileevent EVENT_PROJECTILE_LAUNCH Native SetUnitAttackCastpoint takes unit whichUnit, integer index, real castPoint returns nothing Native SetUnitAttackBackswing takes unit whichUnit, integer index, real backswing returns nothing These also affect the speed of the attack animation. Native GetUnitAttackCastpoint takes unit whichUnit, integer index returns real Native GetUnitAttackBackswing takes unit whichUnit, integer index returns real Native GetUnitAttackDefaultCastpoint takes unit whichUnit, integer index returns real Native GetUnitAttackDefaultBackswing takes unit whichUnit, integer index returns real Native GetUnitDefaultBaseDamage takes unit whichUnit, integer index returns integerĬonstant unitevent EVENT_UNIT_ATTACK_LAUNCHĬonstant unitevent EVENT_UNIT_ATTACK_MISS Native GetUnitAttackWeaponType takes unit whichUnit, integer index returns weapontype Native GetUnitAttackBounceRange takes unit whichUnit, integer index returns real Native GetUnitAttackBounceCount takes unit whichUnit, integer index returns integer Native GetUnitAttackMissileSpeed takes unit whichUnit, integer index returns real Native GetUnitAttackMissileType takes unit whichUnit, integer index returns missiletype Native GetUnitAttackRange takes unit whichUnit, integer index returns real Already suggested a lot of times by me, but included for the sake of completeness Native SetUnitAttackWeaponType takes unit whichUnit, integer index, weapontype whichWeapon returns nothing Native SetUnitAttackBounceRange takes unit whichUnit, integer index, real range returns nothing Native SetUnitAttackBounceCount takes unit whichUnit, integer index, integer count returns nothing Native SetUnitAttackMissileSpeed takes unit whichUnit, integer index, real speed returns nothing Native SetUnitAttackMissileType takes unit whichUnit, integer index, missiletype missType returns nothing Native SetUnitAttackRange takes unit whichUnit, integer index, real range returns nothing Native SetUnitBaseDamageEx takes unit whichUnit, integer index, integer base, boolean makePermanent returns nothing A way to make alterations to the base damage permanent Native GetUnitAbilityResearchTooltip takes unit whichUnit, integer abilId, integer level returns string Native GetUnitAbilityExtendedTooltip takes unit whichUnit, integer abilId, integer level returns string Native GetUnitAbilityTooltip takes unit whichUnit, integer abilId, integer level returns string Native SetUnitAbilityResearchTooltip takes unit whichUnit, integer abilId, integer level, string tooltip returns nothing Native SetUnitAbilityExtendedTooltip takes unit whichUnit, integer abilId, integer level, string tooltip returns nothing Native SetUnitAbilityTooltip takes unit whichUnit, integer abilId, integer level, string tooltip returns nothing
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An extension to the ability tooltip alteration Native GetTriggerMouseButton takes nothing returns mousebutton For the events EVENT_PLAYER_MOUSE_UP and EVENT_PLAYER_MOUSE_DOWN Multiple copy selection of units/abilities/buffs for transferring over to another map! or an option to inject multiple items into a map without overwriting other concur!Ĭonstant destructableevent EVENT_DEST_CREATEDĬonstant destructableevent EVENT_DEST_REMOVEDĬonstant native IsEventDamageAttack takes nothing returns booleanĬonstant native IsEventDamageOrb takes nothing returns boolean Stun/Poison/Curse/ Using X Ability without need of physical cast, just simply the effect) for X seconds Add Buff to (Triggering Unit) and Enable/Disable effect X (I.e. Cast X spell at Location/Target x with (Triggering unit) as Source - (This would remove the need for dummy unit's) Change (triggering unit) inner fire level 1/X - data - Regeneration Rate/Armor/Duration/STRING to X
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show/hide Temporary health bar under heath bar Add X seconds to existing Temporary heath for (triggering unit) to x Modify existing Temporary heath for (triggering unit) to x Add x Temporary health to (triggering unit) for Physical type damage for x seconds. * Not adding max health or using mana shield, something akin to anti magic shield but more options! *